Realism vs Gameplay Features

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- Made by Feng, title edited by Accelevi

Re: Realism vs Gameplay Features

Postby Terramort » Fri Apr 04, 2014 1:46 am

Well, yeah, unless you are running on the ground, away from the Titans. Reeling out just lets out slack, doesn't push you anyway.
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Re: Realism vs Gameplay Features

Postby Senpai » Fri Apr 04, 2014 3:13 am

@feng.
ughughgughghgu

feng pls, reconsider gas burst, it would help counter things like this.

>titan grabs rope, throws you=fly off into distance like team rocket, or die.
when it could be like.
>titan grabs rope, throws you=gas burst to reduce throw length, or still die in a lot of cases anyway.

first arrow has no counter just death, or wait to slowly fall back down into the map.
2nd arrow has a counter that will help you, but if you're directly thrown at building/ground/object=instant death.
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Re: Realism vs Gameplay Features

Postby Weapioneer » Fri Apr 04, 2014 6:01 am

I never quite understood why reeling out was so utterly slow compared to reeling in. It seems logical that it would be easier to reel out when you are spinning around something at high speed, since the rope is under a huge amount of tension and only the internal brakes are holding it. Reeling out needs to be boosted to be a little faster than current.
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Re: Realism vs Gameplay Features

Postby Senpai » Fri Apr 04, 2014 6:17 am

It took me a week to realize if you scroll down for a couple of minutes you slowly start to reel out.

reeling
Only people who have special mouse/mods (there's a mod to binding reel as a button, here in the forums) benefit from it, or people pick up niche skills from reeling out.
but for general use, it's very unreliable


Also you shouldn't need to wait a few degrees of penduluming to use it, 3DMG can reel in/out at will, as long as you have gas.

Hopefully feng does something, #team hype waiting for that update that isn't going to come.
Senpai
 

Re: Realism vs Gameplay Features

Postby Accelevi » Fri Apr 04, 2014 10:15 pm

Gas burst isn't gonna counter a throw.
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Re: Realism vs Gameplay Features

Postby Senpai » Fri Apr 04, 2014 11:23 pm

@Add

i mean if a titan throws you in the air, you'll just go flying really high, gas burst would probably stop that. that's the counter

and like I said gas burst probably can't stop your death if you get thrown into the ground.
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Re: Realism vs Gameplay Features

Postby Accelevi » Fri Apr 04, 2014 11:33 pm

Gas burst still makes it too easy, and using gas burst while being hurled at like what, 70 mphish (?) seems sort of hard to manage.
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Re: Realism vs Gameplay Features

Postby Senpai » Fri Apr 04, 2014 11:52 pm

Yeah good thing G-force doesn't exist on titan.

and what do you mean too easy?

>gets thrown up in the air, waits to slowly come back down

>gets thrown, gas bursts down to reach the ground faster.

without gas burst it would be an annoyance and not make the game any harder.
unless titans just always hurled you down into the floor, but they're not smart enough for that more likely they'll just hurl you somewhere random.
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Re: Realism vs Gameplay Features

Postby Accelevi » Fri Apr 04, 2014 11:54 pm

If you're going to use gas burst, wouldn't you fire it the other way, as to reduce your momentum in whichever direction you were thrown?
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Re: Realism vs Gameplay Features

Postby Miracle » Sat Apr 05, 2014 7:33 pm

Disregarding physics, I think that gas burst can be added to the game provided it gave a heavy penalty on using such as using up all your gas with one or two usage. This game should be more on moving around with hook, not a flight simulator.
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