GTFO
enemies attacks dont encourage dodging they encourage not fighting in the first place ... and thats stupid
the big guys tongue attack is super long range and will fly AROUND CORNERS , the little guys swarm you can also their tognue attack homes in far to greatly to make dodging truly useful when fighting more than 1 or 2 enemies , and often the ACTUAL ranged enemies spawn in such great numbers that their already ♥♥♥♥♥♥♥♥ homing becomes a real bullet hell ... i do not have a lot of time in this game , but frankly it seems less difficult and just ♥♥♥♥♥♥♥♥

i look forward to polite discourse beyond this point :boozebottle:
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Leonardo808 Jun 13, 2020 @ 11:24pm 
You can actually dodge, but it’s not that obvious. This video should explain everything.
https://m.youtube.com/watch?v=TELWzBUUAwA

The attacks are hard to dodge because in the previous rundown you could easily never get hit by just running through them which made kiting a new meta, meaning that it didn’t matter if you alerted a room or not. This wasn’t how the game was supposed to be played, as kiting was used the whole time.
SNAAAKE Jun 14, 2020 @ 12:34am 
Kiting cannot possibly be the way devs intended. Best way to do it is bunny hop, which is ridiculous. Needs to be changed.
Saint Skeleton Jun 18, 2020 @ 12:52am 
i can totally understand and sympathize with that , its extremely difficult when designing a game because theres always those players out there who break things , push things to their limits , or optimize to perfection ... so i get not wanting to have easily kiteable enemies , but i also feel like the current solution is severely not fun and in large encounters not well implemented ... i get hit behind cover and misjudge enemies attack distances quite alot more than id like to admit ... that being said only so much of this can be chokked up to the skill of the individual players / group , and i feel alot of my gripes come from how the enemies attack , but honestly i wouldnt know in the slightest a better idea if we are trying to avoid easily kiteable enemies :boozebottle:
Bloodwest Jun 18, 2020 @ 1:57am 
Shift+strafe gives you small dash sideways to dodge projectile but against melee running is better.
WaifuHunterPhD Jun 19, 2020 @ 4:27am 
Originally posted by SNAAAKE:
Kiting cannot possibly be the way devs intended. Best way to do it is bunny hop, which is ridiculous. Needs to be changed.

There's nothing wrong with kiting. In a competitive pvp game we call it baiting. Same difference.

Besides that, there is something I noticed. When you're dodging a "melee" worm attack, I can't tell if I'm actually dodging through well timing or if the worm's attack destination arrives at the last place you were standing. I guess what I'm asking is if the worm follows your movements as it makes it's way towards you? Weird flex but I'm kinda confuse cause my dodging has been god like lately. The projectiles are much more easier to understand though.
Bloodwest Jun 19, 2020 @ 5:09am 
Originally posted by WaifuHunterHades:
There's nothing wrong with kiting. In a competitive pvp game we call it baiting. Same difference.
What kind of competitive game makes Kiting = Baiting? :) Kiting is about maintaining distance at which you've got combat advantage over opponent.
Oku Jun 19, 2020 @ 3:04pm 
Originally posted by Bloodwest:
Originally posted by WaifuHunterHades:
There's nothing wrong with kiting. In a competitive pvp game we call it baiting. Same difference.
What kind of competitive game makes Kiting = Baiting? :) Kiting is about maintaining distance at which you've got combat advantage over opponent.

Kiting and baiting go hand in hand in a lot of games, since ideally you will be trying to bait your target in to a position that makes them more vulnerable as they try to close the gap on you. A lot of action MMOs use this concept when there are classes with charge abilities that are their main initiation tool, and in competitive shooters where everybody already has range, kiting doesn’t mean much, but trying to pull them out of cover by moving strategically so that allies have a clear shot from a different angle is more or was the same idea, except applied to a scenario where range isn’t really a factor since everybody has guns. In MOBAs, well the ranged carry would want to me kiting towards their allies, not their enemies, so it’s pretty simple.
vukotlak Jun 24, 2020 @ 1:02am 
Originally posted by Not Important:
i can totally understand and sympathize with that , its extremely difficult when designing a game because theres always those players out there who break things , push things to their limits , or optimize to perfection ... so i get not wanting to have easily kiteable enemies , but i also feel like the current solution is severely not fun and in large encounters not well implemented ... i get hit behind cover and misjudge enemies attack distances quite alot more than id like to admit ... that being said only so much of this can be chokked up to the skill of the individual players / group , and i feel alot of my gripes come from how the enemies attack , but honestly i wouldnt know in the slightest a better idea if we are trying to avoid easily kiteable enemies :boozebottle:


The thing is. Do you realy want enemies where it is enough to hide behind covers. Enemies where you exactly know how far you have to stay away.

As soon as people "understand" exactly how a game works it instantly becomes boring.

Example are. Mr.X in RE2 Remake. First people are like. Oh he is a Scarry MF. Once they undterstand what exactly MrX can do and what not he is nothign more but annoying.

Horror allways comes from beeing unpredictable.
PickleRick Jun 24, 2020 @ 12:41pm 
I didn't watch the YT tut in the first comment but from my experience in R2 the tongue lashing seemed to have a lock-on that if you don't hop out of the way before the 'lock' during the windup animation you will get hit within it's range, cover or no cover. Also I haven't played R3 yet.
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Date Posted: Jun 13, 2020 @ 10:26pm
Posts: 9