ripitisnoob Posted February 15, 2019 Share Posted February 15, 2019 The new set mods showcased need a little extra love. Give them some damage or a new mechanic to make them viable or what not. Example... when you're grabbing onto a wall like a spider... you get a HUGE damage bonus, you might even web the enemy when you have the full set... and when you're not grabbing onto walls, it's still a viable mod option because it has toxin damage, mechanics or whatever. Link to comment Share on other sites More sharing options...
Shaden73 Posted February 15, 2019 Share Posted February 15, 2019 The melee system looks very promising and I can't wait to try it out. So far the animations look amazing with a few exceptions, but thats mostly because the animations resets to neutral instead of having a smooth transition animation. I hope they add a dodge/dash mechanic for melee down the line because jumping around isn't really that fun. Amazing job so far. Link to comment Share on other sites More sharing options...
Loswaith Posted February 18, 2019 Share Posted February 18, 2019 Looks good, Thanks for the update. Given the room for Railjack in the dojo can we get the ability to open the window in the Orokin research room to show the rails any time we like. Given we cant actually build rails anymore this feature is otherwise unavailable, and all the work that went into it is simply lost to players. Also a small nitpick. Please when referring to key functions use the function term not the default key it is assigned too (so melee key rather than F key), there are many players that rebind keys where referring to a certain key means little or even a completely different function to them. Link to comment Share on other sites More sharing options...
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