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Bouncing Blade Mechanics


Atopsu
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I believe the miter, glaive, and kestrel's bounce mechanics are just too random.

 

I suggest there be 3 phases of the throw/shot.

 

1)  Same as it is now, bounces off the first enemy/wall it hits

 

2) Instead of flying in a seemingly random direction based off the angle of what you hit, I think it should target the next closest enemy that is in it's line of sight, and at this point it no longer bounces off of enemies, penetrating through them instead.

 

Say you have 3 grineer taking cover behind a wall of crates, you could aim around the boxes at the wall, and it would turn and fly through the crowd of grineer

 

3) after the second bounce, or max distance reached, it will now return to the tenno.

 

 

 

In this method it can be a very strategic weapon.  If you just throw it straight at the crowd of enemies it would most likely hit the first, and then a second enemy on the way out.

 

Thoughts?

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put in an antenna like thing on the middle of the said weapon projectiles and your suggestion will be beleivable. Is what I think.

 

maybe a bit of penetration and angle of incidence formulas would make them a little easier to control rather than an outright bounce off the angle, especially if the enemy's body got splinched in two...

Edited by Erusa
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A second thought I had was to have the penetration after the first bounce, and to significantly decrease the vertical axis variance of the bounces

yes that works too, they're supposed to heavy anyway (save for miter) and has some sort of wind resistance to turning vertically (due to spin and velocity).

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I remember the Gear Shredder from Fall of Cybertron, it had a passive homing feature that made it change direction mid-flight slightly, making it able to easily ricochet into enemies. The direction change, being minor, did not make it aimbot, though, thus allowing fast players to dodge it. Since this is PVE only, I don't see this as much of a problem if this could be implemented.

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