Template:Hybrid combat/zh
混合戰鬥是指玩家在遊戲中可以選擇以 Tab 鍵鎖定或無鎖定模式進行戰鬥。[2][3]
- 無鎖定模式設有準星,與第三人稱動作遊戲相似。[2][1][6][7]
- 玩家無須處於準星模式來施放無鎖定技能。[8]
- 施放指向性無鎖定技能,玩家無須處於準星模式。技能會自動判定準星的位置施放。因此如果玩家使用 Tab鍵鏡頭模式憑感覺瞄準,也可以使用無鎖定技能。[8] – Steven Sharif
- The reticle will highlight/change color (to red) to indicate if the current target is able to be hit with the currently prepared skill.[2][1]
- Action combat abilities will not have a lock-on feature but pressing Q while in action mode will lock on to the current target to enable the use of tab-oriented skills in action mode.[4][2]
- Action combat abilities will not have a lock-on feature so to speak. Some of those are going to be skill shot only. However because you can have a mix and match of tab abilities that require a target, you will be able to target lock in action mode as well. Right now that's delegated to the Q key as default, but you can obviously set that up you could put it on your left mouse button, or you could put it wherever you want; and when your reticle hovers over a target, it rapidly swaps your target ability and when you press your target lock it will then lock that target; and if you have tab-oriented skills, you can use your tab oriented skills and they will be used against that target.[4] – Steven Sharif
- Holding Tab while in action mode will alternate between targets.[2]
- Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[1]
- The action camera is tied to the to player's reticle. There will likely be a hotkey that when held down will allow free camera movement.[9]
- In future the user will have the ability to choose from different reticle appearances.[10]
- The tab mode (MMO mode) facilitates tab targeted combat.[1][6] A tab-targeted ability requires a target in order to utilize that skill.[4][7]
- Pressing left-click in tab mode will attack the target (with the currently selected weapon).[1]
- There will be a "target of target" capability on the user interface.[11]
Hybrid combat is being tested in Alpha-1.[2][12]
- Targeting modes are able to be achieved through choice of skills/abilities.[4][12][13]
Skill progressions, skill point allocation is determined by the player. The player will be able to choose either more tab-target oriented skills or more action-based skills and customize their playable experience to what accommodates their preference. From a balancing standpoint for us developers, we need to make sure that certain abilities house certain functions so that there's a balance between skill shots and tab-target abilities.[13] – Steven Sharif
Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[15]
- Damage.[15]
- Charge up time.[15]
- CC effects.[15]
- Cooldown.[16]
- Energy consumption.[16]
- Cost to spec.[16]
- Attack range will likely remain the same; as it is driven by the weapon or skill itself.[17]
As an example: Let's say you're playing a ranged class. You could have an action-oriented power shot in your skill tree or you could have a single target power shot that ramps up and does more damage. [15] – Steven Sharif
For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[16]
- Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[16][13]
- Softer CC's would be housed in tab-targeted abilities.[16]