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Suggestion: Bullet Dodging


PaperFett
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Why not, instead of mucking around with endless AI settings, just:

 

1. Make dodges and most parkour moves faster animation-wise

 

2. Add invulnerability frames to them.

 

There, done, no changes necessary.

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Why not, instead of mucking around with endless AI settings, just:

 

1. Make dodges and most parkour moves faster animation-wise

 

2. Add invulnerability frames to them.

 

There, done, no changes necessary.

 

Invulnerability? that's an awful idea.

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Invulnerability? that's an awful idea.

 

Invulnerability frames are different from just being invulnerable, period.

 

Each animation has a number of frames, basically still poses that are put together to make an animation, like a frame backflipping, or sprinting, or even slashing with their sword.

 

In fighting games especially, certain moves and attacks give characters very, VERY brief moments of invulnerability to damage, as a balancing mechanic. Some characters have more of these invulnerability frames in certain animations, either to balance out the animation being particularly long, or giving them a larger hitbox, usually.

 

In short, adding invulnerability frames to certain animations may not be the best solution in this case, since this is a 3D, third-person shooter at its core, so it would be pretty easy to notice that sometimes you take damage when you're hit, and sometimes you don't.

 

 

The ideal solution here doesn't make it so bullets don't hurt you sometimes, even when they hit you, because you're sprinting or flipping around like a ninja, but rather that bullets /miss entirely/ because the enemy can't keep track of you while you're moving faster than their tiny cloned or infested brains can keep up with.

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Well, talking about blocking bullets, it doesn't feel right at all. Off course, it's nice looking and stuff, but let us not put steamrollers from the skies, hitting spaceships with throwing shovels at them and bringing havoc to the tanks by putting a potato in their exhaust nozzles.

The other thing about meleeing enemy, where blocking should let you negate most of a melee attack damage, reduce chance of knockdown and stagger and, the most importantly, give you a decent openings with bonus damage. I know, the game is about killing everything in 1-3 hits, but at least this will look both cool and logical.

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