DUAL GEAR

DUAL GEAR

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The Seraph of Tomorrow 2020 年 12 月 8 日 下午 1:07
Melee Suggestion
One of the problems with melee (I think) is that the melee enemies can move around as you are moving toward them to attack, which makes melee feel weird. I'd suggest rather then having melee set at 10m range, the melee is given a 50m range and instead of just striking the target the the mech dashes to the location and strikes the target.

In short, it would help to give melee a tracking feature so you don't have to chase enemy melee mechs around to hit them.
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Pongpat  [开发者] 2020 年 12 月 17 日 上午 3:11 
Thanks so much, The Heretek! We improving the melee attack alongside with the range problem(Including AI range prediction) Cannot confirm to add auto tracking in-range melee, that's was good idea we looking for add it. However, we adjusting how AI move around when they use melee for more realistic and fair for any player. Also new range indicator and more benefit of QTE. :D
The Seraph of Tomorrow 2020 年 12 月 17 日 下午 4:51 
引用自 Pongpat
Thanks so much, The Heretek! We improving the melee attack alongside with the range problem(Including AI range prediction) Cannot confirm to add auto tracking in-range melee, that's was good idea we looking for add it. However, we adjusting how AI move around when they use melee for more realistic and fair for any player. Also new range indicator and more benefit of QTE. :D

Glad to hear it, I do think Dual Gear is a game with a lot of potential. Though like any game design, it has to get past a few hurdles to make game-play feel smooth.
normalredux 2020 年 12 月 26 日 上午 7:55 
Admittedly I haven't played the game and I don't know the mechanics of how it works but this sounds like something that could be a dynamic element of customization.
Different weapons having different ranges and auxiliary parts like boosters could increase the effective range of melee weapons. Kind of like Vagrant Story.
The Seraph of Tomorrow 2020 年 12 月 26 日 下午 8:33 
引用自 normalredux
Admittedly I haven't played the game and I don't know the mechanics of how it works but this sounds like something that could be a dynamic element of customization.
Different weapons having different ranges and auxiliary parts like boosters could increase the effective range of melee weapons. Kind of like Vagrant Story.

I’ll have to look into VS, i’m not familiar. Though I do like the idea.
Leyline 2020 年 12 月 28 日 上午 12:58 
引用自 Pongpat
Thanks so much, The Heretek! We improving the melee attack alongside with the range problem(Including AI range prediction) Cannot confirm to add auto tracking in-range melee, that's was good idea we looking for add it. However, we adjusting how AI move around when they use melee for more realistic and fair for any player. Also new range indicator and more benefit of QTE. :D

well do not bring a sword to a gunfight.


I hink its kinda lame to try and force melee to be "good" by adding magic traits to it.

It kinda only works in two ways: either you have a very fast and agile machine that can just dance around its targets.

Or you have a lumbering hulk that smashes hard, but needs ways to trap enemies.

As such, melee units should have to use tools of varying kind to entrap, ensanre, slow down and root down their ttargets. Its still gonna be risky enough given that its melee vs guns.
The Seraph of Tomorrow 2020 年 12 月 28 日 下午 9:56 
引用自 Leyline
引用自 Pongpat
Thanks so much, The Heretek! We improving the melee attack alongside with the range problem(Including AI range prediction) Cannot confirm to add auto tracking in-range melee, that's was good idea we looking for add it. However, we adjusting how AI move around when they use melee for more realistic and fair for any player. Also new range indicator and more benefit of QTE. :D

well do not bring a sword to a gunfight.


I hink its kinda lame to try and force melee to be "good" by adding magic traits to it.

It kinda only works in two ways: either you have a very fast and agile machine that can just dance around its targets.

Or you have a lumbering hulk that smashes hard, but needs ways to trap enemies.

As such, melee units should have to use tools of varying kind to entrap, ensanre, slow down and root down their ttargets. Its still gonna be risky enough given that its melee vs guns.

Play the game and you'll know why.
I mainly use assault cannons and machine guns, but the mechs melee should be viable.
normalredux 2020 年 12 月 29 日 上午 5:26 
I'd just like to interject and mention that the coolest mecha weapon is the Pile Bunker.
ꙘĿт ꙳ ׅϾׅꜧꙙה 2021 年 5 月 12 日 上午 8:28 
引用自 normalredux
I'd just like to interject and mention that the coolest mecha weapon is the Pile Bunker.
Shame it's a bit weak. Even got the skill for using the pile's charge explosive... But it usually takes several hits to down an enemy I could just spray with an assault rifle/MG two or three times.

Evidently, they're about equal in terms of damage per attack... Which is weird, since the pile is a melee weapon and I feel like those really should hit way harder than even the best of guns.
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