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The reason laser was so broken, it had minium damage on it, which it should not have, obviously. Currently investigating whats wrong with the guard breaks being unblockable
I LIKE where you're going with this so much, my advice for whatever its worth (In order of priority)
1. Make her comboable- its almost impossible to test a character if other players can't play normally.
2. Lower the Damage on Mulithits/Chip damage on laser
3. Some hitboxes probably should be shrunk, laser for being a tracking projectile should be smaller probably, especially with how powerful of a setup tool it is.
4. Make pod's tracking maybe a little slower so peoples movement options can more easily outpace it, it should be for punishing static/stationary people or for calling out linear approaches, especially considering its a multi hit that lingers.
Amazing job on the sprite work, animations, etc. A few things I would note:
-The BIGGEST thing is that this chracter seems to have really really high recovery rate- moves are cancelable extremely quickly, she has instant recoveries on almost any hit she takes and keeps other players from having fun (I say this as the one who played her last night.)
-Multihits seem to do an incredibly high amount of damage, especially laser interactions etc.
-Laser sets up for a true 50/50 on dodge/roll which is probably not what you want on a tracking ranged move that costs very little to set up.
More in the above comment
Blade Dance deals over 3k over the multiple hits that it does. This is more than ridiculous for a normal move that combos- Robot's Command:Grab deals less damage *and* knocks down the opponent.
I do not understand the idea behind Self-Destruct- it doesn't do enough damage to be worthwhile, in theory. But, if it gets parried, you can survive a whole ass LOIC followed by a Level 9 Kill Process and Command Grab. I think you may have caused an integer overflow by increasing damage taken, or something.
I have some problems with the extreme movement on the moves that give momentum, but those aren't that bad. You've significantly overtuned your damage- Blade Dance does almost 3k on a single hit *on Robot who has damage reduction*, stronger than Command Grab on a move that beats wait, and it combos. Laser with a tiny bit of setup does a similar extremely high amount of damage- scaling is a little silly, but it takes almost no effort to deal as much as a full combo in one or two attacks.
I very much regret that decision.
Laser's tracking is powerful and the full multihit does about half a healthbar of damage- the forced block into grab is a guaranteed combo, and the chip is still ridiculous even if for some reason the Machina player decides *not* to take the free combo.
The character cannot be comboed- and not only that, but it doesn't seem to tell prediction that that's true. I hit my friend playing this character, autopiloted into continuing my combo because it showed +7, and was extremely shocked when they immediately hit me back because they were actionable after that hit (which I wasn't expecting and didn't block for).
The only way to get a hit on her is to punish the opponent's over-committal.
Also, the below mentioned issue of getting grabbed out of a charged blast blockstring. It is possible to dodge out, but in a lot of cases it leaves you very -frames.
She is relatively fun to play, but maybe it's a little too easy
The spinning blade does way too much damage
Some moves make you move way to far, so there should be a slider to help set her distance
Perfect dodge kinda feels useless because i move in one spot and the opponent can still react
The lazers are fine but it would be kinda neat if i can aim them manually
Self destruct if fine, but it shouldn't make me regen as it hurts ALOT
One personal addition i would love to see added later if possible is if she can change stances, like into her fist mode, spear mode, or just be able to mix the combinations myself.