Lock-on: Difference between revisions
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[[File:Pikmin 3 lock-on.jpg|thumb|right|Locking on to a [[Fiery Blowhog]] on the [[Distant Tundra]].]] | [[File:Pikmin 3 lock-on.jpg|thumb|right|Locking on to a [[Fiery Blowhog]] on the [[Distant Tundra]].]] | ||
{{image}} | |||
'''Lock-on''' is a combat and exploration mechanic added in ''[[Pikmin 3]]''. This feature makes the [[camera]] lock on to and focus on a certain [[enemy]], [[obstacle]] or other object. This allows players to not lose its sight, making attacking easier, as well as obtaining its name and allowing the Pikmin army to charge. | '''Lock-on''' is a combat and exploration mechanic added in ''[[Pikmin 3]]''. This feature makes the [[camera]] lock on to and focus on a certain [[enemy]], [[obstacle]] or other object. This allows players to not lose its sight, making attacking easier, as well as obtaining its name and allowing the Pikmin army to charge. | ||
To lock-on, the player must move the [[HUD#Cursor|cursor]] to an object. | To lock-on, the player must move the [[HUD#Cursor|cursor]] to an object. At that point, the cursor will change, and the player must then hold {{button|wiiu|ZL|wii|Z|wiiu|PCZL}} for roughly one second so that the scan's lock takes place. Unlike other Nintendo games that have lock-on functionality (e.g. ''[[metroidwiki:Metroid Prime (game)|Metroid Prime]]''), the player does not need to hold the button in order to keep it. Briefly tapping the same button again cancels the lock-on. | ||
Once locked-on, the [[camera]] zooms in and focuses on the object, and rotates to follow it around. The manual camera controls will also not work. [[Dodge|Dodging]] will make the leader and Pikmin roll around the object, as opposed to rolling in a straight line left or right. With the GamePad or Wii U Pro Controller, holding the lock-on button will place the cursor on top of the target that started the lock-on. | |||
==Lockable targets== | |||
{{stub|Complete the list.}} | |||
Only some objects can be locked-on to. These can be identified by the cursor changing appearance when on top of them. The cursor will not change – nor will the lock-on activate – if the [[leader]] is too far away from the target. It is also possible to lock-on if the cursor is close to, but not exactly on the target. Some targets allow the cursor to lock-on to a specific location, like a [[Red Bulborb]]'s eyes or back, or a section on the [[Armored Mawdad]]. | |||
Although hard, it is possible to lock-on to some objects that are normally too far away to allow a lock-on. This can be done with the [[Stellar Extrusion]] on the [[Tropical Wilds]]: by positioning the camera such that the fruit appears on one of the top corners, it is possible to put the cursor there, and lock-on. However, shortly after the lock takes place, it will be canceled automatically given the large distance. | |||
The following is a list of objects that can be locked-on to: | |||
*All [[Enemy|enemies]] | |||
*[[Nectar egg]]s | |||
==Visuals== | |||
When the cursor is on top of something that can be locked, it changes from being a simple circle with a dot projected on the terrain, to a circle with three triangles pointing inward, facing the screen. Although hardly useful, once the player begins holding down the lock button, the cursor also changes aspect to indicate how much more the player needs to hold the button down for so that the lock takes place. | |||
While scanning, the left and right portions of the screen darken, two curved lines appear near the darkened areas, and some textual information is shown on some corners of the screen. The bottom-right corner of the [[HUD]] shows the object's name, as well as some characters written in [[Koppai]]'s language. The top-left corner displays an icon of the same button used to trigger lock-on, but with the string "Cancel Lock-On" afterwards: this indicates that the button can be pressed again to cancel. The bottom-right corner shows that issuing a [[dismiss]] in this state ({{button|wiiu|B|wii|Nunchukshake|wiiu|PCB}}) makes the Pikmin party charge at it. With Stylus mode, the dismiss button on-screen also changes to the caption "Charge". | |||
==Charge== | ==Charge== | ||
By | By [[dismiss]]ing while locked-on, [[leader]]s can make their [[Pikmin family|Pikmin]] '''charge''' at the object. This causes them to run in a hurry at the target and interact with it, much like they would if [[throw]]n at it. This effectively replaces the [[group move]] mechanic from the previous games. After activating the charge, a horn is heard, the Pikmin jump up and perform a battle cry, and after a small delay, they run at the object. | ||
Nothing will happen if the player attempts to charge with no Pikmin or leader in their party. When charging, any leaders following the current leader will be [[dismiss]]ed. Pikmin not suited for the task will move slightly towards the target, but will retreat shortly after and rejoin the leader. This happens for the following Pikmin: | Nothing will happen if the player attempts to charge with no Pikmin or leader in their party. When charging, any leaders following the current leader will be [[dismiss]]ed. Pikmin not suited for the task will move slightly towards the target, but will retreat shortly after and rejoin the leader. This happens for the following Pikmin: | ||
*Flowered Pikmin directed towards [[nectar]]. | *Flowered Pikmin directed towards [[nectar]]. | ||
*Non-[[Winged Pikmin]] directed towards [[ | *Non-[[Winged Pikmin]] directed towards [[bamboo gate]]s or [[Flukeweed]]s. | ||
*[[Bomb | *[[Bomb rock]]-wielding Pikmin directed towards anything. | ||
When charging, if they do not reach their destination in about one and a half seconds, they will sigh and give up. However, due to a glitch of sorts, there may be times when the Pikmin are told to charge at an object, but give up much quicker than usual, around a total of half a second. The cause for this is currently unknown. | When charging, if they do not reach their destination in about one and a half seconds, they will sigh and give up. However, due to a glitch of sorts, there may be times when the Pikmin are told to charge at an object, but give up much quicker than usual, around a total of half a second. The cause for this is currently unknown. | ||
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==History== | ==History== | ||
{{stub|Add the prerelease images and info.}} | |||
Prior to [[Update|version 2.0.0]], the pieces of text on the left corners of the screen didn't exist. They were added with the update, in order to make it easier for players to know how to cancel the lock-on and how to charge. | Prior to [[Update|version 2.0.0]], the pieces of text on the left corners of the screen didn't exist. They were added with the update, in order to make it easier for players to know how to cancel the lock-on and how to charge. | ||
Revision as of 11:53, July 20, 2015
This article or section is in need of more images. |
Lock-on is a combat and exploration mechanic added in Pikmin 3. This feature makes the camera lock on to and focus on a certain enemy, obstacle or other object. This allows players to not lose its sight, making attacking easier, as well as obtaining its name and allowing the Pikmin army to charge.
To lock-on, the player must move the cursor to an object. At that point, the cursor will change, and the player must then hold / / for roughly one second so that the scan's lock takes place. Unlike other Nintendo games that have lock-on functionality (e.g. Metroid Prime), the player does not need to hold the button in order to keep it. Briefly tapping the same button again cancels the lock-on.
Once locked-on, the camera zooms in and focuses on the object, and rotates to follow it around. The manual camera controls will also not work. Dodging will make the leader and Pikmin roll around the object, as opposed to rolling in a straight line left or right. With the GamePad or Wii U Pro Controller, holding the lock-on button will place the cursor on top of the target that started the lock-on.
Lockable targets
This article is a stub. You can help Pikipedia by expanding it. |
Only some objects can be locked-on to. These can be identified by the cursor changing appearance when on top of them. The cursor will not change – nor will the lock-on activate – if the leader is too far away from the target. It is also possible to lock-on if the cursor is close to, but not exactly on the target. Some targets allow the cursor to lock-on to a specific location, like a Red Bulborb's eyes or back, or a section on the Armored Mawdad.
Although hard, it is possible to lock-on to some objects that are normally too far away to allow a lock-on. This can be done with the Stellar Extrusion on the Tropical Wilds: by positioning the camera such that the fruit appears on one of the top corners, it is possible to put the cursor there, and lock-on. However, shortly after the lock takes place, it will be canceled automatically given the large distance.
The following is a list of objects that can be locked-on to:
- All enemies
- Nectar eggs
Visuals
When the cursor is on top of something that can be locked, it changes from being a simple circle with a dot projected on the terrain, to a circle with three triangles pointing inward, facing the screen. Although hardly useful, once the player begins holding down the lock button, the cursor also changes aspect to indicate how much more the player needs to hold the button down for so that the lock takes place.
While scanning, the left and right portions of the screen darken, two curved lines appear near the darkened areas, and some textual information is shown on some corners of the screen. The bottom-right corner of the HUD shows the object's name, as well as some characters written in Koppai's language. The top-left corner displays an icon of the same button used to trigger lock-on, but with the string "Cancel Lock-On" afterwards: this indicates that the button can be pressed again to cancel. The bottom-right corner shows that issuing a dismiss in this state ( / / ) makes the Pikmin party charge at it. With Stylus mode, the dismiss button on-screen also changes to the caption "Charge".
Charge
By dismissing while locked-on, leaders can make their Pikmin charge at the object. This causes them to run in a hurry at the target and interact with it, much like they would if thrown at it. This effectively replaces the group move mechanic from the previous games. After activating the charge, a horn is heard, the Pikmin jump up and perform a battle cry, and after a small delay, they run at the object.
Nothing will happen if the player attempts to charge with no Pikmin or leader in their party. When charging, any leaders following the current leader will be dismissed. Pikmin not suited for the task will move slightly towards the target, but will retreat shortly after and rejoin the leader. This happens for the following Pikmin:
- Flowered Pikmin directed towards nectar.
- Non-Winged Pikmin directed towards bamboo gates or Flukeweeds.
- Bomb rock-wielding Pikmin directed towards anything.
When charging, if they do not reach their destination in about one and a half seconds, they will sigh and give up. However, due to a glitch of sorts, there may be times when the Pikmin are told to charge at an object, but give up much quicker than usual, around a total of half a second. The cause for this is currently unknown.
In story mode, charging is only possible after Alph finds his KopPad.
History
This article is a stub. You can help Pikipedia by expanding it. |
Prior to version 2.0.0, the pieces of text on the left corners of the screen didn't exist. They were added with the update, in order to make it easier for players to know how to cancel the lock-on and how to charge.
See also
Controls |
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Charge • Dismiss • Dodge • Jetpack • Lie down • Lock-on • Pluck • Punch • Spray • Swarm • Throw • Whistle |