Dolls Nest

Dolls Nest

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Loved the demo and I agree with the criticisms already levied and have one more to add.
Please remove the turn rate limit on M&KB input method. Moving the camera horizontally with the turn speed restriction feels like I'm dragging my reticule through mud.

If removal of limiting turn rate isn't within the game vision direction might I suggest using a 2 reticule system ALA World of Tanks/ War Thunder. Let our camera freely spin and snap however we may please and have the actual aiming reticule trail behind until it catches on the reticule attached to the camera.

I love the execution of an actual souls like game world and play loop with armored core mechanics we get to work with here and I hope more love and polish will help this game shine.

Looking forward to full release! Take care and good luck!
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Showing 1-6 of 6 comments
This game is likely made by die-hard old Armored Core fans from the PS2 era.
Turn rats used to be the core mechanism in AC, they removed it in AC6
Originally posted by Isekai Truck Service K:
This game is likely made by die-hard old Armored Core fans from the PS2 era.
Turn rats used to be the core mechanism in AC, they removed it in AC6
It's weird that now some people dislike the turn-rate LOL.

I hope this game gets popular and From brings back turn-rate.
Originally posted by REBirthTheEdge:
Originally posted by Isekai Truck Service K:
This game is likely made by die-hard old Armored Core fans from the PS2 era.
Turn rats used to be the core mechanism in AC, they removed it in AC6
It's weird that now some people dislike the turn-rate LOL.

I hope this game gets popular and From brings back turn-rate.
It's like perfectly natural to have turn-rate when you use a controller, since controllers basically have native turn-rate. Also I think the turn rate is pretty forgiving, though there's not really very mobile enemies in the demo. Might be more punishing when we fight ac equivalent enemies.
Sly Fox Feb 18 @ 6:44pm 
Originally posted by REBirthTheEdge:
Originally posted by Isekai Truck Service K:
This game is likely made by die-hard old Armored Core fans from the PS2 era.
Turn rats used to be the core mechanism in AC, they removed it in AC6
It's weird that now some people dislike the turn-rate LOL.

I hope this game gets popular and From brings back turn-rate.
Ah yes bring back machanics even from abandoned in Gen 3-4, does no good for a game semi copying ac to use an archaic mechanic, it should be optional to enable or disable the restrictions, as this is a single player game. Maybe a way to disable it in the settings or in the files.
Last edited by Sly Fox; Feb 18 @ 6:45pm
Originally posted by Sly Fox:
Originally posted by REBirthTheEdge:
It's weird that now some people dislike the turn-rate LOL.

I hope this game gets popular and From brings back turn-rate.
Ah yes bring back machanics even from abandoned in Gen 3-4, does no good for a game semi copying ac to use an archaic mechanic, it should be optional to enable or disable the restrictions, as this is a single player game. Maybe a way to disable it in the settings or in the files.
turn rate itself isnt archaic but locking camera to turn rate is.
Acs have plenty of external cameras to give a pilot situational awareness and yet when that is in scope but the actual play feel is forced narrow perspective it feels at odds.

If you want turn rate, make the camera and the point of aim reticule 2 separate elements. A non hindered free rotational camera and a floating reticule that turns to meet the camera's center. Like a tank and how armored vehicle fighting games model turret rotation.
Gamer Feb 18 @ 7:15pm 
I think the 2 reticule system is a great compromise. Gundam Battle Operation 2, another recent mecha game uses that system for turn speed. But it definitely is a fundamental mechanic, turn speed. Can tell the difference in plays you can do with spider legs vs tank legs.
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Date Posted: Feb 14 @ 4:05am
Posts: 6