Tomb Raider IV-VI Remastered

Tomb Raider IV-VI Remastered

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Rope precision
Unless your jump angle is PIXEL PERFECTLY perpendicular to the rope, you're going to fly past it.

It's hilarious too, in a game made up largely of 90 degree angular level geometry, you introduce a mechanic that has to be precise to the degree.

Just why?

Devs, these remasters would be a great opportunity to remedy these issues, just sayin.
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Showing 1-8 of 8 comments
GenSec39 Feb 28 @ 12:18pm 
You must specify what game exactly you are talking about. Everything before AoD was perfectly precise. With AoD and later - yeah, this is where different issues started.
Jumping from rope to rope is when this becomes an issue. You have to line up the jump perfectly, or you miss the rope. I usually fall 3-4 times before I can connect with the rope.
Originally posted by somekindofpast:
Jumping from rope to rope is when this becomes an issue. You have to line up the jump perfectly, or you miss the rope. I usually fall 3-4 times before I can connect with the rope.
no issue at all.

Climb the rope to the top, it will stop, then align there on the top THEN you go down to swing the rope
Why is it easier to align at the top?
Originally posted by somekindofpast:
Why is it easier to align at the top?
The rope stop swinging
The trick with the rope to rope jump in Catacombs is to veer to the left and allign the first rope with the column with the woman picture in the background, which can only be figured out by trial and error.

Alligning rope to rope (which we all assume at first would be the right thing to do) doesn't work when they are not in a straight line.
Cú/Moon Feb 28 @ 3:22pm 
Pixel perfect? do people struggle this much on the ropes? I'm not saying they're perfect, the actual momentum is scuffed but everything else works fine.
Teratus Mar 1 @ 4:03am 
It takes practice but once you get the hang of it it's not too bad.

Just make sure to quicksave before ropes, saves a lot of time.
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Showing 1-8 of 8 comments
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