A half-charged arrow will strike a medium-range target at the second line down. The highest of those lines is roughly where a fully charged arrow will land when fired at a medium-range target. See the three lines denoting Hanzo's crosshairs? Those are important reference points. Uncharged shots won't even reach targets that are further off and fully charged shots still require quite a bit of aim compensation when you're lining up a long range attack. How far above your target depends on two factors: distance and charge. Unless you're firing a fully charged shot at close range or attacking from above, it's always important to aim at a spot above your desired target. Landing successful hits with Hanzo is all about compensating for gravity's pull on his speeding arrows. even though the core of his strength as a hero - arrow snipes - rely on physics. He can then make a short leap in any direction at the apex of his climb.Įxcelling with Hanzo is more art than science. Wall Climb: Hanzo can climb straight up a wall for a considerable by jumping into it head-on. They deal high, continuous damage to all enemies touched by the dragons. Hanzo fires an arrow that releases a pair of large, snake-like phantom dragons that travel in a straight line until they exit the map. Just like the Sonic Arrow, the initial Scatter Arrow's range and damage is dictated by the amount of charge. Scatter Arrow: The next arrow Hanzo fires splinters on impact, releasing six more arrows that scatter and ricochet off of the nearby surroundings, dealing medium damage to enemies. The arrow is otherwise a normal Hanzo shot, with the distance and damage determined by the amount of charge. Sonic Arrow: The next arrow Hanzo fires releases a sonar ping that makes all enemies in its range appear as red silhouettes, even through walls. Hanzo's movement is slowed while the drawstring is pulled back. No reload, but there's a half-second delay between shots as a new arrow is cocked. It takes just over one second to fully charge a single shot, for high damage. Fires arrows that travel in an arc at varying distances and deal varying damage, depending on how long the drawstring is pulled back ("charged").
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