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Killing/Finishing animation (like fatality)


AlexVeer
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Hi, everybody!

In this game we very often use a sword and other cold weapon, but there is no animation of finishing (fatality).

How to you such idea? Various finishing attacks for different types of enemies, the weapon and warframes?

I consider that isn't necessary any delay of time and to volume similar. Simply various combo end.

Сut of the heads, extremities, flattening hammer and more. This is War!

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This might be a bad idea because while you do the finishing move, you will be vulnerable to other enemies attacking you. This brings up the point of a period of invulnerability but that can be abused in the middle of combat to repeatedly get that period of invulnerability so that they can avoid damage in a big fire fight.

It might be possible if they can avoid a period of vulnerability or invulnerability.

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Would be terrible. Anything that takes control of your character with long animation frames in a game where enemies gang on you all the time is bad.

In the case of backstabs for stealth gameplay, being stuck in place for even a second can be bad when enemies are patrolling around.

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People! !

I don't want long movements as in a skyrim! ! ! ! ! I

simply want that pieces of bodies flying away from my sword were more various somehow! ! ! !

that they not simply scattered as from a shot-gun! And that the heads and hands were chopped off! that enemies were flattened from a hammer!

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People! !

I don't want long movements as in a skyrim! ! ! ! ! I

simply want that pieces of bodies flying away from my sword were more various somehow! ! ! !

that they not simply scattered as from a shot-gun! And that the heads and hands were chopped off! that enemies were flattened from a hammer!

So in which case you want more death animations rather than killing animations. I could get behind that. Likely something that will need to take place down the line as far as priorities, but it would certainly be a nice addition.

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I agree with UmbraSaruta, but if all you're asking for is just more animations, then I don't see why not. +1

But more importantly I want a finishing animation for the downed enemies, like a simple impaling animation, jumpattacks take too much time especially if you've knocked him down with a jumpattack the first time.

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This might be a bad idea because while you do the finishing move, you will be vulnerable to other enemies attacking you. This brings up the point of a period of invulnerability but that can be abused in the middle of combat to repeatedly get that period of invulnerability so that they can avoid damage in a big fire fight.

It might be possible if they can avoid a period of vulnerability or invulnerability.

You say "Abuse", I say "legitimate game mechanic use". Melee already makes you far more vulnerable to damage and attack for no increase in DPS, being able to chain executions would actually even things out.

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But more importantly I want a finishing animation for the downed enemies, like a simple impaling animation, jumpattacks take too much time especially if you've knocked him down with a jumpattack the first time.

I completely agree! ! ! It is very inconvenient to kill enemies knocked down or in general creeping on the ground!
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You say "Abuse", I say "legitimate game mechanic use". Melee already makes you far more vulnerable to damage and attack for no increase in DPS, being able to chain executions would actually even things out.

The statement isn't deprived of sense! But here is a little "BUT"! Enemies have a fantastic accuracy and them much! I would like that there were more various blows in a combo. It is more than variety: attacks "on the run", "standing" attacks, hit a sword in "downdrive" and so on. And naturally it would be desirable more various final hits and blows. In this game there is a lot of acrobatics, but few "fighting" movements!

Sorry for my English =)

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