Warhammer 40,000: Space Marine 2

Warhammer 40,000: Space Marine 2

Animation Locks need to be removed
This game doesnt need them nor require them outside of a PVP setting. In the PVE I should be able to animation cancel due to the inconsistency of the ability to actually work. It flashing blue doesnt mean "press now" on the bigger enemies. either you're too early or too late because if you press it when flashes the enemy hasn't even done the attack yet but thanks to also taking a swing right as it flashed you miss the window and can't spam it. Very annoying.
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Сообщения 115 из 15
Or could just be judicious about when you attack and be prepared to block instead of spamming. It requires skill and knowledge to do that.

Animation locks are there to increase the skill ceiling, and prevent stupid looking animation cancels from being abused.

Therefore:

Gitus Goodus.
Отредактировано CountCapacollo; 16 сен. 2024 г. в 21:55
This is a skill issue and doesn't need to have the devs compensate to make up for the lack. The flash is to warm you that hey, this enemy is about to do a whatever type attack. Prepare to react to it. Read the enemies animations and it becomes much easier to manage.
YES! It is quite common to be completely unable to parry a incoming attack, ESPECIALLY if you're using a bigger melee, you almost have to just stand there, wait for them to attack and then parry, which would be fine EXCEPT YOU'RE BEING SHOT AT, MELEE'D AND YOU ARE ON A TIMER and you have to do everything NOWNOWNOWNOWNOW-oop sorry you're dead.
I love this game, I love the animations, but the melee combat is just so frustrating, you fight the controls just as much as the enemies, if not more!
Автор сообщения: h07SUOe!qbTX!2@RG!x$i9JEM4*fI
Or could just be judicious about when you attack and be prepared to block instead of spamming. It requires skill and knowledge to do that.

Animation locks are there to increase the skill ceiling, and prevent stupid looking animation cancels from being abused.

Therefore:

Gitus Goodus.
There is no skill ceiling when you are surrounded and getting melee spammed okay? If anything the only thing you lack in that scenario is weapon upgrades.
Автор сообщения: Craftfaster
YES! It is quite common to be completely unable to parry a incoming attack, ESPECIALLY if you're using a bigger melee, you almost have to just stand there, wait for them to attack and then parry, which would be fine EXCEPT YOU'RE BEING SHOT AT, MELEE'D AND YOU ARE ON A TIMER and you have to do everything NOWNOWNOWNOWNOW-oop sorry you're dead.
I love this game, I love the animations, but the melee combat is just so frustrating, you fight the controls just as much as the enemies, if not more!
Play mainly assault. Play mainly in melee. I love it. Most of it I have no problem with. Chaos missions are a different matter. Plus you can still cancel pretty much any attack in favor of parrying so there's nothing to stop you from continuing to swing away until you actually need to parry. Make use of dodges to create space and separation. Letting yourself get swarmed is exactly how you get overrun and killed.
Автор сообщения: Craftfaster
Автор сообщения: h07SUOe!qbTX!2@RG!x$i9JEM4*fI
Or could just be judicious about when you attack and be prepared to block instead of spamming. It requires skill and knowledge to do that.

Animation locks are there to increase the skill ceiling, and prevent stupid looking animation cancels from being abused.

Therefore:

Gitus Goodus.
There is no skill ceiling when you are surrounded and getting melee spammed okay? If anything the only thing you lack in that scenario is weapon upgrades.
Stop letting yourself get swarmed so often. Reposition and make judicious use of cleaving attacks and dodges to create spacing and control the crowd. This is an entirely player based thing you can work on and get better at
Автор сообщения: h07SUOe!qbTX!2@RG!x$i9JEM4*fI
Or could just be judicious about when you attack and be prepared to block instead of spamming.
Therefore:

Gitus Goodus.
I dont spam my attacks. The parry is poorly implemented except for the lower crawlers that are impossible to miss parries on. Because i can't stand around either when being swarmed by hundreds of little guys because im waiting for a parry to flash from big dude. So I swing at little dudes and then big dude wants to swing and then i can't parry or dodge because of animation locks. Keep it for PVP
Автор сообщения: Targaryen22
This is a skill issue and doesn't need to have the devs compensate to make up for the lack. The flash is to warm you that hey, this enemy is about to do a whatever type attack. Prepare to react to it. Read the enemies animations and it becomes much easier to manage.
Reading animations is easy, not so much everything else with a poorly made combat system with animation locks.
Автор сообщения: Targaryen22
Plus you can still cancel pretty much any attack in favor of parrying
Mind explaining how since this is the problem of the thread rather than being an elitist restart?
Автор сообщения: Ravenbones
This game doesnt need them nor require them outside of a PVP setting. In the PVE I should be able to animation cancel due to the inconsistency of the ability to actually work. It flashing blue doesnt mean "press now" on the bigger enemies. either you're too early or too late because if you press it when flashes the enemy hasn't even done the attack yet but thanks to also taking a swing right as it flashed you miss the window and can't spam it. Very annoying.
i agree there is no reason tho have the blue indicator if it's not doing anything and if an enemy atacks from the side there is no indicator an you can still block it so why is it even there to begin whit
Автор сообщения: Øv
Автор сообщения: Ravenbones
This game doesnt need them nor require them outside of a PVP setting. In the PVE I should be able to animation cancel due to the inconsistency of the ability to actually work. It flashing blue doesnt mean "press now" on the bigger enemies. either you're too early or too late because if you press it when flashes the enemy hasn't even done the attack yet but thanks to also taking a swing right as it flashed you miss the window and can't spam it. Very annoying.
i agree there is no reason tho have the blue indicator if it's not doing anything and if an enemy atacks from the side there is no indicator an you can still block it so why is it even there to begin whit
Its literally an indicator stating 'hey, pay attention to this guy. he's a bout to do this move you can counter with a dodge or parry.' just cuz people are misreading the cues they are getting doesn't mean jack. also. what animation lock considering you can cancel any swinging animation by hitting the parry button. sounds more like someones using the wrong evasive maneuver.
Автор сообщения: Targaryen22
Автор сообщения: Øv
i agree there is no reason tho have the blue indicator if it's not doing anything and if an enemy atacks from the side there is no indicator an you can still block it so why is it even there to begin whit
Its literally an indicator stating 'hey, pay attention to this guy. he's a bout to do this move you can counter with a dodge or parry.' just cuz people are misreading the cues they are getting doesn't mean jack. also. what animation lock considering you can cancel any swinging animation by hitting the parry button. sounds more like someones using the wrong evasive maneuver.

Gonna play devil's advocate here. I main bulwark and actually know what I'm doing in melee. There are situations when ♥♥♥♥ hits the fan where you can be fighting 3 + warriors at once, and SOMETIMES they get into a rhythm that doesn't allow for you to hit your dodge out of a parry or vice versa in the time you need to in order to avoid the hit, or you parry an attack only to have the enemy next to the one you're parrying start an unblockable at the same time far enough away that the animation doesn't cause knockback to them.

This will result in a hitstun and I have personally seen it multiple times where this ONE instance results in someone taking 3 - 4 extra hits because the hitstun rolls into another 2 attacks from enemies at awkward timing so that if you dodge one, the other hits you, if you try to parry it, you'll get a block instead ( if not using fencing ) and then just get stunned into a wall animation. This kind of stuff does happen and it should be toned down. It's a bit much that the hitstuns in this game give the enemies so much room to punish. Getting hit by the first hit in almost any volley is an almost guarantee that they will hit the rest of it. It's kinda crap.

Add to that most people aren't great at the melee yet since the game is still new, and it's a recipe for disaster. To be clear, I'm playing devil's advocate as I said, I haven't ever had this result in a loss, but it has resulted in what felt like a lot of undeserved punishment for a single error when you go from 100% hp down to 1%.
Отредактировано Draescan; 17 сен. 2024 г. в 17:29
Block needs to be an animation canceling thing, like the executions. That would fix the combat.
I too was struggling....but then a couple of days ago something clicked and then poof melee got real easy. And then I learned where the real fun in the game is. And realistically...you're going to get in situations where your gonna get stomped on. And realistically too...if you're committed to a power swing and someone comes up on your flank to hit you.....you're going to get hit. Best thing you can do is stay out of those situations, keep playing and learning. just remember blue is parry/dodge/block, yellow is dodge/block, and red is dodge.
Автор сообщения: Craftfaster
Автор сообщения: h07SUOe!qbTX!2@RG!x$i9JEM4*fI
Or could just be judicious about when you attack and be prepared to block instead of spamming. It requires skill and knowledge to do that.

Animation locks are there to increase the skill ceiling, and prevent stupid looking animation cancels from being abused.

Therefore:

Gitus Goodus.
There is no skill ceiling when you are surrounded and getting melee spammed okay? If anything the only thing you lack in that scenario is weapon upgrades.
the skill is not let yourself get surrounded so easy. You know this is a horde game, you know that gaunts will run at you, in masse. Knowing this, why are you consistently in a position to where you are surrounded and can't fight back? Do you think of using the choke points that are abundant in this map to make the funnel towards you and your team?
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Дата создания: 16 сен. 2024 г. в 21:53
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