Naftal Posted June 27, 2014 Share Posted June 27, 2014 (edited) After testing Venka with its stance, there are couple of animations that I feel like need to be changed. First, spin attack. It uses the same uppercut animation as fist weapons which really looks stupid with claws and that animation completely stops momentum so it screws up the whole combat flow with the claws completely. It doesn't need to be a good coptering weapon but in my opinion needs its own animation for spin attack that doesn't stop momentum. Second, the front finisher/parrying attack where you lift the enemy in the air and throw it. It feels very clunky. First of all it's very slow, second, when the enemy is thrown it unrealistically loses its momentum midair and the thrown enemy can't hit other enemies. This attack should be changed so you can turn camera where you want to throw the enemy, the enemy needs better momentum during the flight and it should knockdown enemies that are hit by the thrown enemy. EDIT: About the throwing finisher. It also needs its damage point fixed. It doesn't feel right at all that the damage happens at the very end of the animation that is way too long. Edited June 27, 2014 by Naftal Link to comment Share on other sites More sharing options...
Naftal Posted June 27, 2014 Author Share Posted June 27, 2014 Hmm I feel like I should've put this to "Art & Animation" section instead. Link to comment Share on other sites More sharing options...
Tulzscha Posted June 27, 2014 Share Posted June 27, 2014 Thread title edited for clarity and moved to the proper section. Link to comment Share on other sites More sharing options...
Naftal Posted June 27, 2014 Author Share Posted June 27, 2014 Thread title edited for clarity and moved to the proper section. I'm pretty sure both spin attack and finisher animations are default for the weapon type and not affected by stance mods. Link to comment Share on other sites More sharing options...
Tulzscha Posted June 27, 2014 Share Posted June 27, 2014 Wouldn't you want the animation team to create new ones for the slide attack (something like Wolverine's drill claw lunge in the Marvel vs. Capcom games pls) and finisher? I sure would. :D Link to comment Share on other sites More sharing options...
Naftal Posted June 27, 2014 Author Share Posted June 27, 2014 Wouldn't you want the animation team to create new ones for the slide attack (something like Wolverine's drill claw lunge in the Marvel vs. Capcom games pls) and finisher? I sure would. :D I would, I just don't know if Malicious Raptor has anything to do with it. :) Link to comment Share on other sites More sharing options...
Klazik Posted June 27, 2014 Share Posted June 27, 2014 It doesn't. Venka comes standard with those clunky animations.. Link to comment Share on other sites More sharing options...
TenshuYuusha Posted June 27, 2014 Share Posted June 27, 2014 C'mon DE, Hugh Jackman's more limber than the Tenno? :Phttp://youtu.be/ZmIVZlcHJZM?t=2m4s Link to comment Share on other sites More sharing options...
-SLX-J3tAc3 Posted June 27, 2014 Share Posted June 27, 2014 (edited) @OP Right on, man. The spin is too fast and too short. Ground and air spin share the same animations.. You and Tulszcha definitely have the right ideas. Also, for his air attacks, it would be better of the character would spin forward maintaining momentum and had their arms extended out with claws out while spinning through the air (top down view, legs can be tucked in) Like this: Tulszcha, do you refer to this drill claw? Edited June 27, 2014 by -SLX-J3tAc3 Link to comment Share on other sites More sharing options...
Tulzscha Posted June 28, 2014 Share Posted June 28, 2014 Tulszcha, do you refer to this drill claw? Yup, something like that. Or even a straight lunge with both claws extended (akin to Rayden's torpedo in MK/M. Bison's Psycho Crusher in SF) would be nice so you could keep momentum going. Link to comment Share on other sites More sharing options...
Ediconum Posted June 30, 2014 Share Posted June 30, 2014 Venka's spin attack need to be reworked... This is terrible... Link to comment Share on other sites More sharing options...
Casardis Posted July 8, 2014 Share Posted July 8, 2014 I'd like to add my contribution, continuing on SLX's post. Here are some suggestions with more specifics in terms of what effect they could have (adding to the whole "keeping momentum" deal). - Fast spin attacks that, unlike other ones, can deal multihit as opposed to a single strike due to the Tenno executing two consecutive rapid spin slash. Similar to Wolverine's Tornado Claw in Capcom fighting games. Momentum won't be lost when using this (especially in the air). - Drill Claw attack similar to Wolverine's move of the same name. Less CC, but can hit targets in a line multiple times, and possibly enemy weakpoints. Momentum won't be lost when using this (especially in the air). - Berserker Barrage can even act as a slide attack. I didn't want to suggest this at first since I thought it would be more fitting for Valkyr's new Hysteria, but eh, why not. This attack will allow for a larger coverage and accurate strikes, but will have the possibility of missing certain targets on the sides depending on where they are during each slash. In the way I see it, the last one may make you lose momentum, so that would be the last one I would take to be honest. Link to comment Share on other sites More sharing options...
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