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Game Design Update - August 12, 2016

Discussion in 'General Discussion' started by BrentEllison, Aug 12, 2016.

  1. Brent Ellison BrentEllison Former Lead Game Designer

    There ya go. ;)
  2. Brent Ellison BrentEllison Former Lead Game Designer

    Likely. We're going to change the reticle hit feedback to be server-side so this is clearer.
  3. Brent Ellison BrentEllison Former Lead Game Designer

    Yeah, the turrets have a rule where if they're blocked they won't fire in order to prevent them from firing through walls... but it's really lame when it's clipping through a character or vehicle. We need to fix that.
    FaintlyLucky likes this.
  4. Shivan Active Member

    Power Fist charged attack does not do anything during melee combat anymore - example situation: me vs another power fist, he defense bashes, I charge attack, my charge attack does not even hit him; in fact, when using charge attack during melee combat, I dont' even move forward whatsoever when the charged attack goes off.

    Charged attack still works as intended if used out in the open not currently engaged in melee - like if you come up behind someone, or are attacking a vehicle.

    It seems to only be an issue during melee combat.
  5. DjemoSRB Djemo-SRB Preacher

    Guess its all about the tradeoffs imo, i wouldnt mind being easier to down in melee if it meant that i got another whole psychic power through the Force Stave. What would potentially compensate the Force Staff for the loss of depth in the melee system (by losing the ability to strong attack) would be the fact that its allot more durable then the Force Sword/Axe (can endure more clangs).

    That way the 3 weapons would fall into 3 tiers:
    1st: Force Axe: Strongest DPS, least durability
    2nd: Force Sword: Middle ground, medium DPS medium durability
    3rd: Force Staff: Weakest DPS (from the fast attacks), strongest durability

    That way, while you still wont be able to compete with the strong melee classes in the thick of it with the staff, your enhanced weapon durability of the Force Stave could provide you with enough "stalling time" till your allies can come to your aid.
  6. Excellent thanks for the reply.

  7. The stagger is most definitely needed and warranted. What was happening when there was no disrupt for the player being slammed was the player just keeps sprinting, unhindered. OR... the player on the ground gets the drop on the JPA because the JPA is still in the ground pound animation, which was totally broken.


    Back when the ground pound wasn't properly causing a stagger, I've had several instances where I ground pounded a melee opponent, only to be eating fast attacks from the person I just slammed while still in my ground pound animation. So the player on the receiving end of a ground pound, IF they're in the AOE radius of the slam, should NOT get the upperhand on the swooping Jump Unit. They shouldn't be stun locked, but they shouldn't have the initiative after being slammed. So a short stagger is warranted IMO.

  8. -Melee lock is a must, but with the knife, not a longsword.

    -While gliding with the hawk we need to be able to look at a 45 degree angle downwards, so that our feet are at the bottom of the screen, so we can line up a proper strafing run with the grenades. Currently we cannot look DOWN directly below us on the Hawk, that's obviously broken. Same problem on the Raptor FYI when locked onto a target directly below our feet, the camera wont look directly downwards at the locked target.

    -Hawks cant corner peek fyi. I'm assuming it's because the wings get in the way? That needs to be fixed as well.
    KaelaMenshaKhaine likes this.
  9. sigil sigil666 First Blood!

    Mods will stay in this form (rigid)?
    For example deeper customization possibility have if the first mod with 3-4 scope optimization is scattered around all main mods (1 scope optimization for every main mod slot) and the rest mods have they optimization scattered around all main mods too.
    So each main mod slot can offer a wide range of different type of optimization (tldr) - and there is some space to play with better mod optimization (example 6x scope mixed with other better optimizations for balance purpose)
  10. When the shield was first implemented, we had a basic design instead of the empty blackness eternity staring back at our opponents. Any ETA on when we can get a basic design, or better yet a nice design with appropriate Chapter Icons on each shield?

    [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]

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