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Mach25

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Posts posted by Mach25

  1. On 2019-11-18 at 5:07 PM, MirageKnight said:

    I think the right thing to do, right now, is say "We understand you all are a bit riled up right now, but we'll get back to you soon with some ideas for possible solutions."

    Or, "We realize the system is a bit broken, so we'll be shelving as a whole it for now until we feel it's in a place where it should be."
    Needless to say, feedback will have been evaluated, ideas tested and a reasonable product is brought forth.

  2. 16 hours ago, Raqiya said:

    The great Warframe Civil-war.

    This is a sign of severe design flaws of this new system - whoever made this system should be made to walk to the end of the plank, admit their wrongdoings, make forced penance for this by paying 1 billion credits to Nef Anyo,  give everyone a free legendary core and be forbidden from playing the game with anything but unmodded mk-1 weapons (no cheats either!) for 1 month.
    Afterwards, they must admit the shortcomings of their designs on YouTube or wherever and they must become an apprentice to The Arbiters faction.

  3. On 2019-11-12 at 12:17 PM, MirageKnight said:

    Yes that's fine. No one has an issue with this.

    But you're failing to take into consideration players that already have a Lich that they don't want. The lack of an "opt-out" option means that player is forced to continue engaging in a system that's either too difficult or too grindy for them.

    That's the player's fault, don't you know? Ignorance is no excuse - you have no business playing all the content in this game, greedy Tenno. You're supposed to look, not touch. It's your responsibility to understand what you're doing befo u clickeh de but'on n' toucha mah spa-ghet. /s

    Now that I've enjoyed a good laugh at the absurdity of it all, I'm looking forward to the next devstream to see how they're going to rework this - hopefully, they'll be able to keep Infested Alad V's sticky fingers (yech!) out of their labors.

    • Like 2
  4. On 2019-11-05 at 2:16 AM, George_PPS said:

    How do you know I have bought expensive Rivens? Do you work for DE so you know that  I have a truck load of god-tier Rivens 99% players can only dream of and many of them are personally rolled. Even after the worst Update ever and after all 5 rounds of mostly nerfing, the Riven collection is still extremely impressive. But that's not the point here because I don't even know how to describe this to you. I haven't logged in for days. Instead of turning my 120 Rivens into Endos, I am thinking about giving away Rivens that are worth many Ks to even 10K 30K away. Are you Interested?  

    I'm definitely interested in rivens if you don't want them! But this is very bad, that a longtime player is giving up his rivens like this.

  5. On 2019-11-10 at 7:01 PM, MirageKnight said:

    How about getting rid of the whole stupid and arbitrary "press x to die and level up your enemy" mechanic? Seriously, that would be great encouragement.

    The LIch has been battered to the point where its on its damn knees. You jab it - but it turns out you have the wrong secret code. Then it goes "LMBO - wrong code bro, I win! GET REKT" and proceeds to one hit kill you and buggers off in triumph. Because the game says so.

    Tell me again how this is reasonable or fair to the player?

    The Lich nemesis should be defeated by "normal" means, but require the Parazon with the right phrase sequence to either kill it for its weapon or convert to an ally.

    Conversely, attempting a jab with the Parazon without the right mod sequence should never result in the player getting killed, nor should it level up the Lich. Instead, have the Lich nemesis initiate an emergency teleport escape to fight another day ("Next time, Batman!") but you get a better clue as to how to beat it the next time it shows its ugly mug. Following up on that, the Lich should only be able to level up if it actually defeats you (and perhaps other players) in a fight. We rank up gear as we defeat enemies do we not? The Lich nemesis should therefore operate by the same rules we do if we want the system to be fair.

    FTFY.

    I wish this man would just take over the gaming industry in general.

    • Like 1
  6. On 2019-11-07 at 9:38 AM, Erwes said:

    .... It is not normal that it's the fastest way to travel on a flat land rather than running.

    That's one of the reason that I slowly began playing play less and less to finally just come back for big updates....

    Were are space ninja, not space grasshopper...

    I said this years ago - increase base foot speed to make us actually feel like ninjas. Glad to see someone else finally talk about this - the hopping and such really makes the game feel less like a game about space ninjas and more like children gadding about, detracting from the "cool" factor that the developers were going for.

     

    tumblr_n2oawvWvz01sapj62o1_400.gif

     

    The first option looks way "cooler" than the second one.

    • Like 1
  7. 1 hour ago, MirageKnight said:

     

    What also baffles me are people that are vehemently opposed to a "peace offering" option. Someone actually said an option like that felt wrong because being able to skip out it was "cheating". Whatever.

    It would give overwhelmed / disinterested players a way out and players that want to farm LIches ad-infinitum can simply and completely ignore that option with no harm done.

    An absolute Win-win for all concerned.

     

    Agreed; however, the merits of the solution aren't the problem - it's the fact that you disagree with someone, that is the problem. /s

    I won't be doing this Lich system until this is resolved.

    • Like 1
  8. This system is unacceptable. Normally, I'd go on about my business, but something this onerous needs to be addressed. After reading your post, I'm going to assume an infested Corpus overlord hacked the designs on someone's computer and came up with this convoluted...thing.

    I hope to see a quick, favorable resolution that is enjoyable to both players and developers.

  9. 14 hours ago, GinKenshin said:

    'does something that isn't suppose to be done'

    'blames game for it' 

    'quit' 

    :facepalm:

    This kind of errant behavior right here is the reason why I don't even bother talking to users in general of these forums. The arrogance, the simple-mindedness and the outright lack of bothering to understand what the person is dealing with, why they're feeling that way and offering useful information, is rather off-putting. I 'facepalm' at this ongoing negative behavior continually displayed by forum users.

    "Facepalm." That is completely inappropriate and is more telling of the deficiencies of this game. This long-term player, in ignorance, expects absolutely everyone to know exactly what to do next, while the new user, who should have guidance but doesn't have it, makes mistakes. In spite of all these content updates, additions, etc., clearly the game is not easily understood by people who just pick it up and play it.

    This game clearly needs an in-game wiki, video links and a longer tutorial to help people get grounded.

    • Like 3
  10. 11 hours ago, MirageKnight said:

    This. There's a big difference between hating and criticizing something but some people are incapable of grasping that it seems.

    WRONG. W-R-O-N-G, wrong, wrong wrong wrong wrong wrong wrong wrong! You are so wrong...unbelievably, absotively, posolutely wrong!!

    Hate = criticism. Like = no criticism.

    Differing opinion? You hate the idea and despise the person who came up with it. You like the idea? You never, EVER argue against it - both the speaker and the subject are never, EVER to be questioned by anyone for any reason!

    See? Simple. So simple even political figures can understand it. 😀

  11. 9 minutes ago, DiabolusUrsus said:

    Not exactly. I was thinking more of dedicating stances to different aesthetic styles rather than statistical differences.

    For example: Swirling Tiger emphasizes a more continuous stream of alternating attacks, Crossing Snakes uses different variations of sharp cross-cut or scissoring attacks, and Carving Mantis uses dual swords in a reverse grip with sharp, punctuated attacks looking even more mantis-like (instead of that being confined to a single combo on the stance).

    Similarly, Decisive Judgment could be an Iai-inspired stance featuring lots of drawing strikes and re-sheathing (swapping it with Tranquil Cleave's name due to a better fit IMO), Tranquil Cleave could be a Kenjutsu/Kendo-inspired conventional 2-hand stance where the sword is kept out of the sheathe, and Blind Justice could be more or less what it is now (reverse grip, just with simplified combo chains).

    I'm not sure how prepared DE would be to allow mix-n-match stances, but at the very least it would be nice to pick a couple of aesthetics to alternate between mid-mission.

    I'll take all possibilities we've discussed - it's almost like looking at a buffet of food and asking whether I want the rib roast, the spare ribs or the tenderloin, it all looks great to me, compared to what we have now.

    Very good - the namesake of the card tells the player what their attack styles will be. This reminds me a bit of Teridax's discussion about shields, armor and health - I'll explain that later via pm so as not to throw our readers off-track.

    Back on subject, being able to switch between those styles mid-mission would be pretty darn good as well.

    A thumbs-up to your proposals!

  12. 13 hours ago, DiabolusUrsus said:

    On a basic level, I disagree with the notion of stances varying degrees of mobility.

    I would hate to be a new player with access to only a few stances that feel terrible to use, doomed to use them until RNGesus has mercy on my wretched existence.

    I would prefer to handle it through a combination of grip type, attack type, and movement type.

    Obviously, a Heavy Blade will be less mobile than a Longsword or Dagger, and there can be further variation with light/heavy swings. The whole idea being that with enemies dying in 1-2 hits there is no use for a 5-hit combo chain if you can't reposition next to a new target.

    Furthermore, using light attacks might be more flexible than needing to partially root and wind-up for a heavier swing... Thus, light attacks mow through the chaff and heavy attacks help really cut into bigger targets like Gunners.

    Combined with my hold-to-delay input, players could coordinate movement and timing so that they never "whiff" attacks if they so choose. Or they could just ignore that and move around like a mobile blender, if they so desire (and given a suitably mobile weapon).

    I suppose the most basic core of my mobility complaint is that while heavy weapons actually feel pretty decent right now owing to their longer reach, smaller weapons like daggers and swords feel kinda bad due to having roughly equivalent mobility with shorter reach. Consequently, it is difficult to move between targets without tons of unnecessary extra attacks or resetting the combo chain.

    Wow.

    My first proposal was using existing assets that may be more easily implemented. You'd still have to get the stance mods, but you'll be able to mix-and-match combos from each stance card in its class. No more needing to be locked to going to the arsenal screen and equipping Vengeful Revenant, Iron Phoenix, Swooping Falcon or Crimson Dervish separately - you'll be able to pull combos from any of these and mix them according to your tastes and put them on a stance mod and name it whatever you wish - as I said, a create-your-own stance mod, much like a kitgun. You can have, say two slots to cycle through and you can add and remove combos as you desire 'til you create stance mods that suit your tastes.

    Reading further in your post:

    13 hours ago, DiabolusUrsus said:

    I would hate to be a new player with access to only a few stances that feel terrible to use, doomed to use them until RNGesus has mercy on my wretched existence.

    I would prefer to handle it through a combination of grip type, attack type, and movement type. 

    This is a strong point made here - the RNG of getting good stance mods can be rather off-putting.

    Hmm...so, you're proposing doing away with stance mods altogether and letting folks have innate combo abilities that are defined by grip, attack and movement type, making us feel like actual warriors instead of Tony Stark that needs a computer to fight for us because we lack the ability to make meaningful attacks without a chip..er, mod? These ideas make a lot of sense and sound great - thumbs up!

    13 hours ago, DiabolusUrsus said:

    Furthermore, using light attacks might be more flexible than needing to partially root and wind-up for a heavier swing... Thus, light attacks mow through the chaff and heavy attacks help really cut into bigger targets like Gunners.

    Combined with my hold-to-delay input, players could coordinate movement and timing so that they never "whiff" attacks if they so choose. Or they could just ignore that and move around like a mobile blender, if they so desire (and given a suitably mobile weapon).

    Amazing, very few times am I impressed with ideas given by others - this is one of them.

    13 hours ago, DiabolusUrsus said:

    I suppose the most basic core of my mobility complaint is that while heavy weapons actually feel pretty decent right now owing to their longer reach, smaller weapons like daggers and swords feel kinda bad due to having roughly equivalent mobility with shorter reach. Consequently, it is difficult to move between targets without tons of unnecessary extra attacks or resetting the combo chain.

    Completely right!

    Excellent idea, you have my endorsement. Very few times do I find posts refreshing - this is one of them and I strongly believe it would be a tremendous boon to the game to adapt it.

    DE, hire this man.

  13. 41 minutes ago, DiabolusUrsus said:

    Weapons like Dark-Split Sword need this desperately. I'd suggest simply having weapons be allowed to pick 2 stances to alternate between, with "dual-type" weapons simply being allowed to pick from more pools.

    Agreed.

    Explaining my earlier post, the reason I suggested giving players the ability to switch between weapon schemes is because more mobile stance combos can completely blow past a single target that you need to put down fast, leading to greater player frustration. Grab your nikana, go to the Simulacrum, make a heavy gunner, level 90 or so and execute the basic Blind Justice combo. Notice how the character keeps blowing past her and you have to keep spinning the camera around and follow her to make sure your strikes land (turn off camera tracks target and the lock-on target options - those will get you killed in higher levels.) A second example of this is do Stalking Fan's hold forward attack and try to take out that single heavy gunner - you'll hit her, but you'll keep going past her and need to track her down again. While you're trying to get back to her, you're getting more bullets in the backside from her and, on the battlefield, from her comrades-in-arms - you cannot afford to keep dealing with issues like this. As well, there have been complaints against some stance changes because they go right past the target, leaving a bad taste in the mouth. Very clearly, less mobile stances would be good against heavier units/HVT's, while mobile stances are good for dealing with mooks in general.

    Giving players the ability to create the combos they want tailored to how their mind operates would help make M3 a great success. People are not carbon copies, each individual has their own unique personality, mindset and way of doing things - what works for Jorge may be unimportant to Jennifer, but that does not invalidate the desires of either. Again, as I said before in another post - player control must be central to reworks to make them successful.
    ,
    This is why I suggested giving players the ability to create combos as they see fit and switch between them at will. Allow players to express themselves however they wish. A person may be a natural kickboxer, while another leans towards Gung-Fu and the other individual is a swordsman. Allowing the person to be who they are can greatly affect their experience and enjoyment of the game. If it's not important for players to enjoy self-expression at all, get rid of cosmetics, gun designs or anything else. Just give everyone a loincloth a big rock and tell them, "Go Smash!" in Grineer.

    Getting back on topic, the more time it takes for you to put an enemy down, the greater your chance of failure. I know you know this personally, therefore this is not directed to you, but I feel I must say this for others who will read this post and hopefully impress upon them the urgency of real combat and to keep others on track of the gist of my writings.

    I've been fighting using the blade alone for years on end at high levels, therefore I have significantly more experience than most players do (who mostly shoot and spam powers, with a few quick melee's here and there, hardly having enough experience to understand the system more deeply than a cursory glance) and from this I draw my suggestions.

    Only at the precipice will one truly understand the sword and to begin to become one with it.

    • Like 2
  14. 1 hour ago, Teridax68 said:

    ...

    While I don't think my proposal to convert our current EHP into just pure health would change this much -- we'd still have the same effective health, just in a more simplified and ideally more functional way -- it could nonetheless give a much better impression of the clear discrepancies that exist between the health of different warframes: currently, there's a general lack of clarity, because there are a whole lot of layers to our defenses that we don't really see clearly, namely armor. An Inaros at rank 30, with no additional mods, has 2000 health and 200 armor, which translates to 3667 effective health. Meanwhile, Banshee Prime at level 30 has... 665 effective health. This difference only worsens with mods, as armor and health are multiplicative, and while some nerd will inevitably trot out the excuse that Banshee's so squishy because she has so much crowd control, the reality is that she still dies super-quickly in higher-level missions, particularly in an environment where increasingly more enemies are resistant to crowd control or warframe abilities in general. It's impossible to balance enemy damage around such a wide possible spread of player health values, and so the next step would likely be to try to equalize those health bars somewhat (not necessarily completely) so that there's a more stable baseline for enemy damage to be balanced around...

    Putting forth the necessary information and streamlining the delivery of characteristics in each frame into a more easily digestible format, giving players a clear picture of what they can expect out of each suit, nicely done.

    You have a thumbs up from me.

    • Like 2
  15. 19 minutes ago, MirageKnight said:

    To be fair, I'm not sure I like that idea...stances give melee combat some nice visual variety. For instance, I like having my Rhino employ Scindo with overhead chops, but when used by my Oberon, I prefer more sweeping moves.

    This reminds me, a serious issue I wish they would fix in this game is unifying all melee combat moves and giving players the ability to switch between combos as well. Being completely honest, I'd really like for players to be able to create their own sort of "mixtape", as it were, of custom melee combo's tailored to their specific desires and give players the ability to assign these specific combinations to stance mod. For instance, let's go with the scythe category. You can take "Reaping spiral" and give it a mix of combos designed to be wide-ranging attacks with limited, target-focused attacks, while in "Stalking Fan" you may choose to have this set focus on a single target, with limited aoe attacks. With each stance you can assign an animation for your Warframe to serve as a visual indicator of what melee strikes they will be making. An example: for a a predominantly wide-ranging attack stance, you may choose to assign Zephyr's Noble Animation; your targeted, single attack stances may be assigned Ash's Agile animation if you have selected these animations to play when switching stances.

    I would like for players to be able to switch stances on the fly in-game.

    In this instance, Mirage, you wouldn't have to worry about switching between Rhino or Oberon for whatever you feel like, use the set of predefined stances you created as you wish in-game. Tap your selected hotkey to switch stances in-game.

    • Like 1
  16. 50 minutes ago, Teridax68 said:

    While I'm happy to discuss the topic of balancing enemy damage (I don't think enemy damage should scale up like it does now), I feel that's also kind of a separate topic, and not one that necessarily has bearing on my suggestion: if my change leaves the effective health of frames unchanged (i.e. a frame with 300 armor and 1k health, i.e. 2k EHP, goes to just 2k health and nothing else), they would be dealing with enemy damage in the exact same way as they would now. If health regenerated like shields currently, frames might even have a bit more leeway, as they would be able to more adequately recover in-between fights, or simply if they just get enemies off their tail for a few seconds.

    There are different ways of going about it (including simply dropping those arcanes altogether), but my take in the short-term would be to rework those arcanes to provide similar-ish bonuses under the new system. For example, if Arcane Guardian provided a tiny amount of total damage immunity (e.g. up to 2-4 seconds of damage immunity on a 5% chance, or something even smaller), you'd still have an arcane for mitigating damage taken in critical moments, which would also work well for squishier frames. A similar model could be applied for Arcane Ultimatum. As for Arcane Barrier and Aegis, Barrier could likely reworked to provide a small chance for a full heal, whereas Aegis could instead perhaps be reworked into the offensive counterpart to Arcane Grace, healing the player over time after getting a headshot or the like. This doesn't have to be the exact implementation, but just a few examples of how these arcanes could be reincorporated into a game without armor or shields. In the long term, I think arcanes themselves need a rework (there's far too much reliance on percentage chances, and in the end they're just mods with a different coat of paint), but that too is a bit beyond the current discussion.

    I was going to completely disregard everything you said and throw in a ridiculous statement that has nothing to do with the topic at hand and simply attempt to discredit you the user because I have nothing to say and wish to actively discourage innovation, discussion, show no critical reasoning capabilities, actively seek to sabotage the game's development as a whole and, most likely, be bored and will probably laugh about whatever you say because I have no business being on a forum but should be off at a skating park or playing Call of Duty Black Ops on my console, eating doritos and listening to some sports - in other words, become a "WurF3rm" user...but I digress. (/S. I'm not saying this to dig at anyone here, but I've been perusing mulitple threads and I keep seeing this displayed to good ideas that make sense. It seems to be a trait of this game's forum.)

    Hmm...health that regenerates like shields, I could definitely use that. I must admit that I completely disregard shields and they serve no purpose to me - it's all about damage mitigation, so I'm a bit fuzzy on the delay and how quickly shields regenerate - rarely, when I'm looking in the top-left corner, it's anything else but pure red. Your suggestions so far sound very interesting. In step with these changes, you would alter enemy damage - I can get behind these ideas. I find your arcane alterations quite interesting, I'll see what else you have to say on other matters. I was referred to you by a buddy, I can see why.

    In reference to the original post, I agree.

    • Like 2
  17. 9 minutes ago, Teridax68 said:

    I feel the question of compensating for the loss of armor would be simpler than it may seem: because armor acts as a multiplier to health, all else held equal, if you were to remove armor, but add back enough health that the warframe's EHP would remain the same, you would end up with the exact same total health pool. For example, a frame with 300 armor and 1000 health would have 2000 EHP, because 300 armor provides 50% damage reduction (and thus doubles your base health). If they got their armor removed, giving them 1000 more health would therefore leave them with the same amount of EHP. There would be differences relative to Slash procs and flat healing values (frames with armor are more vulnerable to bleeding, but get more from flat healing), but that I think could be relatively okay in the grand scheme of things, as neither Slash procs nor our flat healing I think are dealbreakers. Meanwhile, removing armor and shields in this respect would give a much clearer picture of how durable frames actually are: Inaros would likely come across as far too tanky with tens of thousands of health (and he is, in fact, too tanky, I'd say), and Hildryn would likely pale in comparison to other tanks with her own much smaller pool, if her shields were converted to health.

    How would this scale with enemy damage range to where I'm having over 1000 armor and I'm still going down quite quickly on higher levels if I stand still for too long (3 - 4 seconds - hyperbole, undoubtedly, but you understand what I mean). I'm assuming you would set a specific enemy threshold in which to balance enemy damage, and adaptation would deal with damage mitigation, in that regard? I think I just answered my own question, so then I would ask you this: let's say shields and armor were removed, what would you put in the place of arcanes (especially arcanes!) and mods dealing with those two aspects?

  18. 6 hours ago, Teridax68 said:

    As previously said, I do genuinely believe it would be a good idea to rework our health bars purely around regenerating health, and ditch armor and shields in the process, a suggestion I justified in the post where I suggested it (shields have become obsolete, plus armor is simply an amplifier to health)

    I have significant misgivings about removing armor altogether - I use it quite abundantly for damage mitigation purposes (I'm usually fighting level 90+ enemies, where you need all the armor you can muster to survive as a swordmaster). If you remove armor, then by what amount of health would you replace armor with? We know each frame is designed with its strengths and weaknesses, armor can help make a break a frame in being able to stay on its feet. The suits themselves are supposed to be organic metal, so having armor be a factor in it would be in keeping with the story and the visual elements of the frame itself.

  19. 2 hours ago, Teridax68 said:

    ...

    More generally, I think there's an issue with a lot of discussions on these forums because a) there's this especially reactionary and uncharacteristically unfriendly climate, perpetuated by a select few individuals who use the space to pick fights and shoot down ideas regardless of value, and b) there is, for lack of a better expression, a culture of bullsh*t, where people feel like they can argue anything and everything under the sun, regardless of whether what they say is true or relevant to the game: this, in turn, is because the forums are filled with so many people who haven't played the game for so long, or seem to forget it the moment they get on here, that it's possible to say outrageous tripe like "DE balances around cast animations" and not get immediately ridiculed by the masses. Simply playing the game for five minutes should be enough to test the near-totality of claims made here, yet on the forums the game itself isn't real, and instead is only a purely subjective, barely perceptible experience that somehow has no supporting media or popular opinion around it. I've seen a lot of discussions sink because of people arguing about some game that has nothing to do with Warframe, all while pretending that Warframe was in fact the game they were talking about. We shouldn't let that sort of rhetoric fly, particularly when it does nothing but stymy potentially valid and interesting discussion or feedback.

    This is exactly why I do not waste my time with these "forums" posting topics or bothering getting into discussions with its users in general. I say what I have to say on a subject and move on. Because of the folly spoken of here, the "JoeSixxersQuickPack Quoted You" notification is completely ignored and serves no purpose for me (unless I'm quoted by a select few).

    Speaking on topic, I agree. There are various mods that should not be mods at all, but should be innate, with natural talent being one of them. Long casting animations and locks can be lethal at higher levels still within the balancing range of 1-100 (provided my information is correct) depending on your suit and the mods you have tacked on. This is a holdover from the Dark Sector days, when you were fighting limited enemies. However, with the redesigning of the game into a horde looter-shooter, long locks and Natural Talent need to be removed.

    Whatever feedback I propose, it's because I am fighting in this game at high levels, where the flaws shine ever brighter and are no longer concealed through good fortune but you must make your own.

    I think it would do the folks over there, whoever designs and dispatches mods, to sit down, quiet yourself someplace alone and ask yourself these questions, preferably while you're hiking.

    1. What is my purpose for making this mod? What is my goal?

    2. How will it balance in the upper limits of the game? Why have I chosen these stats?

    3. How is this helping me be a ninja? Is this a shortcoming that a mod will make up for? Why is that shortcoming there?

    Fourth and finally, after taking all of these things into consideration, ask yourself the most important question of all: The answers to these questions - are they conflicting with my overarching vision for the game?

    After you've done this, let your brain digest this information.

    What, exactly, is your vision? Define it. Write it down in simple terms defining the essence of your game in big letters on a few different sticky notes on your cubicle walls, if necessary. Keep the concepts simple. Compare what you've gotten from these answers with what your key concepts are.

    You might think this a bit silly, but it's not. After you write the information gathered from your questions down, go outside and do something else. Yes, do something else. As the body digests food on its own, so does the mind. You have stuffed your mind with information, now you must let it "digest" what's been given to it and make it part of your intellectual being.

    Then, come back and do the process again. I was taught to read a literary work several different times by which I may be able to ascertain the various meanings of each passage and gain a greater picture of the whole. By repetition we humans learn things - by repetition you will gain greater clarity on what your conscious mind picks up and what you may truly be trying to create.

    These steps taken may not seem to be tremendous at first, but in time, you will come to understand what I mean.

    What we see today, the mind will make more sense of tomorrow.

  20. On 2019-04-08 at 6:23 PM, MirageKnight said:

    Seriously though, you can see how a Gundam could be capable of being able to leap considerable distances. Thruster nozzles on a backpack, powerful / lean looking legs etc. make that feel plausible.

    Agreed. Ah, the memories. Wing Zero, you're my man. If not you, then Deathscythe Hell. I'm going to listen to the theme again for old time's sake.

  21. @MirageKnight

    I understand perfectly well what you're saying. Notice the motions, accelerations and corrective actions taken by this robot dog made by MIT here:

     

    Something a bit closer to the thumper:

     

     

    Provided I understand you correctly, what you're saying is that this same type of mechanical movement and behavior should be given to the thumper to make it more believable, which I agree with. On a sidenote, I think the sounds made by the first machine would do well to inspire an audio rework of the thumper to have various mechanical sounds to make it sound like an actual complex machine.

  22. 8 minutes ago, DiabolusUrsus said:

    All of my yes!

    Side-stepping/dashing instead of rolling both looks cooler (IMO) and makes more practical sense than deliberately tumbling around a battlefield.

    Unless you choose to use the roll as an attacking defensive move - that is to say,  to shoot while evading an attack OR to do a melee attack while evading. I'd like to have both options available - simple sidesteps/dashes for pure evasion and speed, (fast) rolls if you want to shoot while evading and keeping your gun on target or doing a quick slicing counterattack.

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