Please Leave a 5 Star Rating if you enjoy this game.
v1.5.3 - 4/23/2013 - Animated Templar Attacks - Added Warning/Explaination about Extended Deployment - Updated Help file (Level Rules) - New Region Briefing Maps for "Infernus System Rescue" campaign - New Region Briefing Maps for "Infestation" campaign - Fixed briefing typos and clarified objectives
Post by johndramey on Apr 24, 2013 21:15:03 GMT -5
I like the new animations, there are small but add a lot to making the combat seem more alive. If you get some time having similarly animated attack animations for melee/xeno/hydra fire would be awesome!
A small nitpick, if possible could you remove the little bit of.. dead time (?) that we get after firing. Before you could easily click through shots with little to no wasted time, but now the player has to wait a good second or two after the animation completes for the targeting reticle to pop back up. That small thing slows down the pace of the game a little bit much, and shortening it would make it a little less intrusive.
Yeah, totally subjective I know But, if you guys are planning on displaying information (even a simple *hit* / *miss* ) then maybe the timing is ok? It's hard to tell, but as it is now I think it could be shortened by just a *tad*
As always though, just my opinion and you guys retain total control over everything. Even if you made the delay 5 seconds I'd still play the game haha
@cory - maybe the timed delay is only needed if the Templar has just used his last AP which would prevent the game from scrolling away from him before you see what happened? If it is still his turn with more AP to burn, the delay is perhaps not needed?
I have to agree that the delay when firing takes away a bit of the "moment". Also, is there any different animation for fist weapons? My Neptune specialist went to fist to smack a Xeno and the animation showed him firing his weapon.
As much as I like the idea of animations for combat, I'd like there to be an option to turn it off. I still like movement animations, so would prefer not to have an "all or nothing" approach to controlling animations.
I'm sure that the melee animations are coming, as it is now we gotta take what we can get.
The longer that I've played with the new delay the less that it bothers me. It's not too bad at all right now. I still think shortening it would be good to smooth out the flow of the game, but if you are planning on sticking in some kind of prompt for hits and what not then the time delay might be totally ok.
Prompts, what are you thinking about there? I am imaging a floating *hit* / *miss* / *critical* / *dodge* / etc that will originate in the middle of the targeted sprite and kind of float downward to fade out just below the sprite. Get what I mean? I don't know if that's possible, but it would be cool!
slayernz - we are hoping to resolve the outstanding timing issues with the delay so that there is no reason to ask for an option. Aside from the additional delay after an attack that was added, is there another reason you'd want to turn them off? Every option like that greatly increases the complexity of maintenance and testing needed for the game.
Post by johndramey on Apr 26, 2013 19:13:53 GMT -5
It was talked about sometime in the past but I can't find the thread so I guess I'll post my question here.
Any word on whether or not the kill counts can be fixed for Hydra gunners? I imagine the fact that their direct shot isn't usually the thing that kills xenos is what is making the counter not work properly but if it could count all hydra kills to the hydra gunner it would be.... awesome. I never really used the class too much in the past but have been having way too much fun using them to shut down chokepoints. One or two blasts and you can pretty much not worry about xenos for a couple turns, makes just about any tight map that much easier.