Mecha Knights: Nightmare

Mecha Knights: Nightmare

Novaa Feb 2, 2024 @ 6:22pm
My thoughts so far
After beating the game, there's some issues I had with it despite having fun. The first is the AI mobs lack of coordination. Too many times mobs would do random things and stop engaging me and run to the opposite direction. Its easy to outsmart them, they only became a challenge when you got artillery shooting you while grunts try to corner you. The second issue is the physics, hit or miss bigger targets depending where you shoot them. I miss more while in motion despite my cursor on them. Lastly, the Mech just slows mid boost on certain terrain. Not talking about going uphill but just moving between land such as sand and grass or concrete. I hate that I just slowed down when I got big heavies and mobs at my tail. I know dev is working on his update, just hope he can fix these issues as well.
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Showing 1-5 of 5 comments
Kabob004 Feb 2, 2024 @ 10:13pm 
Yeah, even a slight curb will kill your speed, that's a problem I hope gets fixed.
gintoki_madao  [developer] Feb 5, 2024 @ 4:50am 
Hi, thx for the feedback. Part of those issues will be adressed in the DLC patch. Mainly problems with aiming while moving, this should be gone. New levels will have much less slowdown caused by moving on collider bumps, I will also try to implement that in the base game levels.
Wiawyr Feb 7, 2024 @ 8:14am 
I found the aiming-while-moving system to be very good after some experimentation. It wasn't immediately apparent, but it adjusts for your current velocity; this led to some misses with slower weapons when I'd be doing maneuvers, and I thought it was because of recoil or poor timing on my part. What was actually happening was that because I was accelerating the mech forwards or backwards, the game was angling my weapons up or down to correct for the effects on the trajectory. Going from 170 forwards to reversing as hard as possible, my weapons were still angled downwards to account for my velocity of 170 forwards, so they would undershoot my target.

This was actually really cool once I realized what was happening. I think it just needs a mention in the tips/tutorial/whatever to be clearer, or maybe an option to toggle it on or off if people dislike it. I'd personally like to keep it this way/have the option to keep it this way, as this is a very realistic fire control process that helps show your shots have weight and travel time.
Novaa Feb 7, 2024 @ 12:47pm 
Originally posted by gintoki_madao:
Hi, thx for the feedback. Part of those issues will be adressed in the DLC patch. Mainly problems with aiming while moving, this should be gone. New levels will have much less slowdown caused by moving on collider bumps, I will also try to implement that in the base game levels.

Awesome, looking forward with new update. I am also looking forward for the new UI navigation and easier custom menu
Novaa Feb 7, 2024 @ 1:48pm 
Originally posted by Wiawyr:
I found the aiming-while-moving system to be very good after some experimentation. It wasn't immediately apparent, but it adjusts for your current velocity; this led to some misses with slower weapons when I'd be doing maneuvers, and I thought it was because of recoil or poor timing on my part. What was actually happening was that because I was accelerating the mech forwards or backwards, the game was angling my weapons up or down to correct for the effects on the trajectory. Going from 170 forwards to reversing as hard as possible, my weapons were still angled downwards to account for my velocity of 170 forwards, so they would undershoot my target.

This was actually really cool once I realized what was happening. I think it just needs a mention in the tips/tutorial/whatever to be clearer, or maybe an option to toggle it on or off if people dislike it. I'd personally like to keep it this way/have the option to keep it this way, as this is a very realistic fire control process that helps show your shots have weight and travel time.

Ah that explains my issues as well. There should be a tutorial about weapon trajectory at fast speeds. I really thought it was a bug issue. Going to try that out, cheers!
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Showing 1-5 of 5 comments
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