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I already responded about flinch to hleV. Also (as for your suggestion(s), it's quite likely just going to end up in the same scenario as public except less consistent (putting heavy emphasis on Deflect but making there be no reason to shoot them while they're able to deflect). If we put the system of blocking vs gun fire that you are mentioning below, then it would just be rare moments of being able to deflect shots anyway (because you wouldn't even have time to stop and deflect most shots anyway before being unable to block incoming blaster fire vs more than one opponent or even just one with a high RoF weapon).
Then you didn't listen to my proposed changes carefully, because those would not be issues in my system. The mechanic I had in mind was centered around *baiting* shots from a gunner in order to deflect, and a Jedi/Sith would not be invulnerable to projectiles either.
I wanted to erase the inconsistency of Gunner vs Jedi and Gunner vs Gunner with regards to luck. No one in this entire game will ever be able to land more than 50% of their shots against a strafing opponent. It is *guessing*, or 'reading' if you prefer. I want an actual well-thought out mechanic for Gunner vs Jedi that eliminates guesswork, and allows for prediction/raw skill to take hold. (And I've already thought of it)
Aren't you tired of shooting at some crappy Jedi that is just running side to side, and missing a good portion of your shots. Hitting him like 4 times, only for him to get that one lucky swing that you couldn't flinch and kills you?
Aren't you tired of moving around a corner, seeing nothing, only to get pushed down by a Jedi hiding on the ceiling and being insta-killed?
Aren't you tired of being randomly pulled/pushed for the ONE nanosecond that you weren't walking, just because the opponent was lucky with an instant power?
Aren't you tired of fighting a gunner as a Jedi who just sprays wildly at you, and he misses 90% of his shots but manages to flinch you every time you finally decide to swing?
That isn't a problem of flinch, that is a problem of the shooting/projectile mechanics, and the lack of an actual Jedi vs Gunner mechanic proper.
Stop attacking good ideas like perks or flinch when they're just not fully realized, and the real problems are things everyone is either too ignorant to see, or too lazy to address.
I didn't find it fun.
Then you should have said so, because I don't recall you saying anything about it otherwise. Feedback is very important for things, if you had a problem, such a problem can be fixed through tweaking. I feel like you only half listen to my suggestions, and then tell me they wouldn't work because you ignored the other half that makes them work.
In public, they are literally just there to prevent you from taking damage (unless you already have a chunk of ACM and land a YDFA/RDFA/catch someone running with Duals/Staff crouch katas). They do literally nothing else. They do basically 0 damage and are just providing invincibility to damage. They're far less useful than in beta (where they still provide defense as well as actually being able to be used offensively at all points).
They should not be used offensively at all points. A YDFA is incredibly strong in public, virtually a match-winner if you land it, but it also isn't something you can just throw out. It is highly punishable if you just throw it out, therefore you only use it against people that leave themselves open for it via rolling/kataing/DFAing themselves. It's a high risk/high reward special. The butterflies are explicitly used for defense, because they are too slow to catch a competent player at a distance, and too fast to be balanced with damage up close. The Katas are used to counter people that jump kick against you, any more damage and they become cancerous to fight against, just like I tested with Purple/Dual katas in your version where I could just gimmick somebody with them.
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