Ignix Posted April 7, 2002 Share Posted April 7, 2002 What are the factors that determine if you negate a force being projected at you? I haven't seen anything conclusive yet, maybe looking at the one you want to push for example, but i have tried to pull people from behind a number of times without effect... anyone got concrete data on what matters? Link to comment Share on other sites More sharing options...
Kuroshi Posted April 7, 2002 Share Posted April 7, 2002 Disclaimer: I haven't done conclusive testing. Just a warning. =) From what I've figured out, the factors are these three things: 1) Which force power is it? For example, you can negate Push and Pull. The other force powers seem to require some other force to negate it, or they can't be. 2) The amount of spheres you put into the power, and the amount your opponent did. (heh, sounds like I'm talking about dueling in a WoT mud) 3) What the person you are targeting is doing. For example, if I put two spheres into Push, and my opponent put three, just standing there facing each other he'd be able to push me, and I couldn't push him (he'd raise his hand with a little cloud and it won't work). However, if he's jumping, my push will work. Link to comment Share on other sites More sharing options...
Lithic Posted April 7, 2002 Share Posted April 7, 2002 With push/pull its more mostly what the person is doing, if he/she/it is standing still the you cant push/pull them but if they are jumping, rolling or using some force themselves then you can push/pull them, if they are in an animation you are able to push or pull them, and this seems to include running aswell (so you can pull them while they are running), atleast I think that is what it is. Link to comment Share on other sites More sharing options...
ArtifeX Posted April 8, 2002 Share Posted April 8, 2002 Factors: 1. Range - it's easier to push/pull someone from close range. 2. Force strength - Push is countered by your Pull power. If you look at the in-game force power descriptions, it will tell you that. If you have fewer points in Pull than your attacker does in Push, then he'll have the advantage, or if you have more, you have the advantage. 3. Target activity - a target is hardest to push when it's standing still. it's easiest to push when attacking or jumping. It seems that #'s 2 and 3 make the distance at which you can successfully push/pull your opponent either greater or lesser. There you go. Link to comment Share on other sites More sharing options...
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