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I have never used that ability so i dont know how it works.
Again, this is an ARPG, move by click is standard for ARPG's, you can also move with WASD ( i dont know if this are the standard keys for this). Sadly i also dont know if you can disable move by click or if it is disables while you use WASD so hopefully someone who knows this will answer here. :)
Default keyboard movement keys are the arrow keys, but you can rebind them to any keys you'd like.
You'll still have to stop to attack, which your character does automatically when you use an attack ability, but I personally find it much easier to control my character without the mouse movement. :)
Though I just *have* to ask, since the ARPG > Twin Stick Shooter arguement is so prevalent on this forum - what exactly is it about more mobility or a more fluid combat pace that is so incompatible with the ARPG formula?
The game might be set in an universe where any kind of innovation is tantamount to heresy, but that's a pretty poor arguement for the *game* not to make any attempts at innovation. I honestly just don't get it. D:
Inquisitors we play are elite units, heroes too. So they should know how to fire weapons on the move. There are weapons that have to stop to aim and shoot. Like heavy bolters (even they could be fired on the move with penalties), rocket launcher, laser cannons. Your aim, accuracy, stability is horrible while scoot & shooting heavy weapons. Melee weapon can be used while moving all the time. Would be nonsensical to not be able to swing a weapon on the move.
So I do not want the game to become a twin stick shooter. I said some parts of the twin stick shooter genre, like fluid combat, scoot and shoot, deadly combat, no hp bloat would be worth to perhaps implement. Twin stick shooter have no inventory management or loot or xp for the most part. So i do not want Martyr to become a complete twin stick shooter. Just some mechanics would be interesting to think about.
Shoot and move would make the game more accessible, the combat would become more fluid and perhaps more fun to play. The main critic point about the combat system in martyr i read about on the webs is that it is clunky. Rigid not fluid not fast paced slow etc. Perhaps it would be correct to take some steps to make it easier to digest for many people.
I hope this explanation is satisfying.
Have a nice day.
Other than that, some 2h weapons you can "fall back and fire". You need to learn how to kite enemies. Clear out each area you move through. In the event you hit a blob with 5-10 ogryns just run back shoot, run back shoot and rinse/repeat until dead. Kiting is your friend.
The case that you make is perfectly clear, but I can't help but think you've completely misunderstood what I wrote, since you seem to be implying that I hold the opposite opinion. D:
I've never played a twin stick shooter that wasn't awkward as hell to look at. The contol may be more fluid but how they display are ridiculously stiff.
When you are playing this game, stand in a single spot and slowly circle your cursor around your character. That clunky two-step you do? That's a natural movement. Now do the same in any twin stick. You either get the weightless gun ballet or greased turret.
Good luck unseeing that.
The rest of the text was my opinion about the matter. I tried to give indepth explanation why i think scoot and move for some weapons would benefit the game.
The existing gameplay is not that bad. If you are good at stutter stepping you can still get plenty of shots off while moving.
Have fun.
I want to congratulate you on correctly identifying what is definitely NOT an argument of any sort, but just random words parrotted by gamers trying to look smart.
It's like a coleague once told me: Uber is more expensive than other means of transport, because they have a dynamic tarrif.
Philosophically, it's called a non-sequitur, because the supposed argument has nothing to do with the idea it alegedly supports.
Of course an ARPG can be controled from the keyboard and not the mouse!
In the same paradigm is the "argument" that I heard throughout my childhood:
A: In BroodWar, Protoss is the hardest race to play!
B: But they have the lowest APM, the lowest number of units, the least micro-management necessary, the most endurable units....
A: But their units COST THE MOST !!!!111
As if having 2 beefy units to control is HARDER than having 100 paper units to control.
I just love the fact that the gaming community is becoming less and less autistic about their reasoning, thinking for themselves instead of repeating the holy gospels of the devs or the pro gamers.
there is few guns that shoot and run by lmb like flamer or with 1-2 button skill like bolter and ect.
Also you can change movement in game settings to WASD from clicking
There are more passives like that. Passives that have very niche use or are outright bad or in the wrong place in a tree. You'll get used to it :)
And a sniper rifle a ability shoots and your character backs up.
In the game moving and shooting with allot guns doesn't work with the whole being a diablo thing, a pet peve of mine is that the weapons sometimes seem to be centered around abilites for gameplay, which dont make sense from lore or realisum.
might be too late because it is set but having things less diabloesq
The rest will require either stutter stepping or using the Fall Back type skills (Heavy Bolter, Heavy Flamer, Autogun, Needler Rifle) and Advance Skills (AutoPistol)