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Ventricle8

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Posts posted by Ventricle8

  1. Top 5

    • Mirage Prime - Nice shapes. My favorite part is casting 1 for the animation. Reminds me of Harley Quinn, also. I put her noble animation on all my female frames.
    • Rhino Prime - Looks tough. Simple and well designed. The lights on his midsection are cool.
    • Chroma Prime - 🤘 TROGDOOORRRRR!!! Burninating the countryside. Burninating the peasants. Burninating all the people in the thatched roof cottageeeeess! 🤘
    • Saryn Prime - Very nice! 👍
    • Limbo Prime - Rather dashing.

     

    Bottom 5

    • Frost Prime - His boots are still hideous. And his coat(?) is still boring.
    • Mag Prime - Boring. Not much different from non-Prime.
    • Nekros Prime - His guts take up too much surface area and the coloring pattern didn't go well with my coloring scheme.
    • Excalibur Prime - Also boring.
    • Nova Prime - Ugly boots.
  2. It's not just new parts. My previously made K-Drive's parts are doing the same thing.

    k18gtf.jpg

    One correction to make about the picture text, I meant when you select an area to color it is temporarily fixed. Once you click a color it reverts to default colors. If you hit esc the chosen colors will remain but once you leave the menu and return default is back again. Jets have default color in missions.

    And did I just never bother looking close enough before or have the old K-Drive jets become detached? I was almost positive the old jets were supposed to be attached to the board.

  3. 2 hours ago, KRATOS_GOD_OF_WAR said:

    I suggest having combos with a toggle on/off switch, so that whoever wants to use it can while others like me can opt on combos.

    That's pretty much what I suggested in the mega thread. There's no reason to cut out quick attacks unless the combos themselves are functionally better and they are not currently.

    They have fire modes for guns. They can have attack modes for melee. And the same button can be used for both depending on which one is "equipped". The equipped state should not dictate the state of attack but rather the state of attack should dictate the attacks of the equipped state.

    Quick attacks(or free movement combos that do the same thing) for people that like to go fast and get it done, (current) combos for people that want an impromptu dance off vs some machine guns and explosives.

  4. 1 hour ago, dragonseth07 said:

    For players who actively use both guns and melee (as seems to be intended by DE), this update is great. Instant swaps and the control scheme mean the action never stops. Skilled players never have to stop killing.

     
     
     

    It is NOT great for polearm or staff users that actively use both guns and melee. Polearm and staff quick attack melee were extremely mobile and more useful than combos since you could control the speed and direction of the fighting with continuous precise movements that did not lock you into animations that cause you to either stop and not reach your target(or beyond it) or jump over them. And since, without animation locks, the only thing that slowed down attacks was attack speed you had a faster TTK over larger areas with quick attacks. All while easily able to fire your gun any time since it was still equipped.

    It is NOT great for speed Volt melee with them either. Now, the melee animations cause Volt to stutter step and he can no longer sprint while using polearms or staves.

    Edit: And apparently not for nunchaku and maybe some other weapons I haven't touched since maxing.

  5. 2 minutes ago, StormRyder007 said:

    A last suggestion of my own is that now that we're able to aim our ground slams I believe spin attacks should also follow the camera. Currently if you spin attack while slide you will attack in the direction you're sliding, but I personally believe it would be better if the spin attack was aimed in the direction of the camera, and seeing as how ground slams now also do that, it makes sense. If others disagree with the idea maybe its just a me thing but I'd much prefer this.

    That would be great to me. I don't like sliding off the edge sliding to an enemy. Easy enough to jump back before falling but still, being able to readjust trajectory into a group behind you would be nice.

    • Like 1
  6. 17 minutes ago, TurningDrop said:

     I personally wouldn't call spamming quick attacks using a weapon compared to using the actual combos for the weapon stance.

    If the combos were good and didn't lock animation it wouldn't matter what anyone thought. As it is, since the combos are bad and quick attacks were more usable the weapon was actually able to be used more outside of equipped combos. Which is the whole point. People keep trying to make this combo vs quick attack argument(as if this is some skill vs no skill argument when it has nothing to do with that) when you could easily have both. The fact of the matter remains: The quick attack should exist since there is no reason for it not to as there is no better alternative due to the lack of usability of the combos.

    Will the combos be okay without locked animations and have better TTK than quick attacks did? No way to know but it would certainly be an idea better than only locking combos and no mobility. There's no reason to be against quick attacks since the new system allows the same automatic switching to melee from holding a gun, you still have to mash melee, the combos are still just as repetitive but yet they restrict gameplay more.

    Also, combos are just a different spam.

  7. 15 minutes ago, Kainosh said:

    So.....Devil May Cry is a bad game? 

    And Metal Gear Rising Revengeance is great only because it has "ninja run slashing" ?

     

    Heh....  Maybe its just you guys all too used to mindless spam?  

    I've never played any of those series, and if I did it would only be MGS5, so I'm not sure what you are getting at. The combos in WF are just as "mindless" as repeating quick attacks. As far as button presses go, the only difference is that one animation stops you from moving and the other doesn't. Are you saying you like to be flat-footed during combat? Weird.

    TERA's Warrior class improved(haven't played in several years) by having locking/rooting animations removed. Jedi Academy series was great because it allowed movement while melee fighting. Even SWTOR has(had? haven't played for a few years also) very few rooted animations outside a few channeled abilities and it's less about action than WF is.

    Why are you so against having mobility and freeness of movement in a fast paced movement-centric game?

    I will say this, as having previously no interest in DMC, I have even less now.

  8. 35 minutes ago, Redfeather75 said:

    I tried out shimmering blight, twirling spire, and bleeding willow. 😓

    Can't smoothly attack while keeping movement which just kills the weapon's appeal.

    I wonder if the change was intended to kill it off like that.

    If it was intended it was a bad decision. One that should not have been part of phase 1. Should have either stopped short of the change that caused it or just gone to the next step that "fixed" it before it even happened.

    No free moving quick attack = no good.

  9. New FX, good. Although, after looking at my Plague Kripath polearm the elemental effect is a bit... much. Maybe if it didn't cover so much of the strike. For example, just the long pointy stabby area and not so much the domed area.

    I like not having to holster but apparently auto-blocking is a problem. If it didn't have priority over attacks it would be better. If someone needs to stay alive more than attack they should be aware enough to make that decision themselves by stopping attacks to allow blocks.

    Ground slams are fine. Directing them is interesting. Was there supposed to be air combo/multi-attacks in this phase? later? did I make it up? Because if I do a bullet double jump glide with a slight arc from ground level I can attack once, long delay and then attacks again before hitting the ground.

    Polearms have been damaged with not having quick attacks, though. The combos, besides having horrible animations compared to old quick attacks, are also noticeably slower with TTK.

    I would really like to not have the melee auto-equip so I wouldn't be doing these molasses inspired dance moves. Also, auto-blocking would be nice if it didn't override attacks(referring to reports about gunblades I saw).

    How about this: Melee can auto-equip BUT has a toggle for combo on/off so quick attacks are still there. The UI could reflect this similar to how firing modes for guns are shown. This way we have auto-equip, combos, quick attacks, still a single button for attacks, and auto-blocking which prioritizes attacks instead of interrupting them.

  10. 1 hour ago, (PS4)Lei-Lei_23 said:

    ... Until you start front cartwheel spamming with Clashing Forest and not hit any enemies, get back to me with your Stave feedback when it hits consoles.


    He won because he used his quick attack and not the combo. hehehe

  11. You are correct about the stances having different combos. I used Shimmering Blight on Lesion and now Bleeding Willow on my Zaw. Previously, both stances had the exact same quick attack which is now about in the middle of the E, E, E... combo chain, the twirls on each side. The problem is now that both of these stances cause a slow in the tempo of fighting due to the aforementioned rooting of movement and such.

    Shimmering Blight starts off strong with a nice flow of attacks and allows moving forward but at the end it stops your movement to do an around-the-back wide swing. Not ideal. Bleeding Willow is similar but the ending attack is an across the front swing. Still halts movement.

  12. I like the new FX and hits sound/look cleaner. Weapon handling is great. Ground slams are fine. Only thing that I found myself missing was the highly mobile, free moving, and fast melee combat that was polearms. May it rest in peace. The combos are slower, root movement, or control your movement causing leaps I don't really need/want to be doing. I find myself having to do slide attacks more just to keep moving while attacking.

    Also, the combos actually cause me to kill less enemies slower than alternating a series of the old quick attacks and a couple slides here and there when I wanted to hit large groups. Melee feels like a chain gang now.

    As I write this I can't help but wonder what has become of speed Volt polearm. I guess I should try that to see how janky it is.
    Decided to try before submitting. It's pretty bad. Single key press and final combo are the worst.

    It would be great if I could just be the walking continuous blender of side-to-side twirling death smoothie maker like in the olden times. Leave the stop-animation to Gumby. 👌
     

    • Like 3
  13. Varida Suit has been violated with that ridiculous inclusion of non-matching, fashionless hood. I turned the hood(s) off for that very reason. They all look trash. Half of trash is still trash. I don't want trash included with the only suit that looked good on my female operator.

    Also, what happened to Zariman pants...color partition is borked. You ruined the only good pants, too. Only the accents around the knees should be lime green. Now it looks like a paint roller attacked me.

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