Jump to content

Dual Pistol activation times


Recommended Posts

This is a twofold request

1.  animations where you just shoot the gun ( not some crazy throw the gun in the air then does a pirouette then shoot )

2. faster activation times

 

In my opinion the animation times are a real killer as far as fun and playability.  

Link to comment
Share on other sites

1 hour ago, megaericzero said:

Animation time is a major factor in DPS calculation. Expediting the animations would require reassessing (nerfing) the powers' damage numbers.

yeah well its not like dual pistols is a real damage dealer 

 

Link to comment
Share on other sites

40 minutes ago, Enchantica said:
2 hours ago, megaericzero said:

Animation time is a major factor in DPS calculation. Expediting the animations would require reassessing (nerfing) the powers' damage numbers.

yeah well its not like dual pistols is a real damage dealer 

So you would be happy if Dual Pistol's damage dropped?

 

The request for sensible, non-circus performer trick shot artist, animations has been made multiple times. We keep hoping. However, I am willing to bet you will not see Dual Pistol's animation times reduced.

 

Edit again: Now, if you could prove with in-game play data that Dual Pistols is lagging compared to other sets? Then maybe an argument for the set's animation times can be made.

 

Edited by Rudra
Edited to add missed "animations".
Link to comment
Share on other sites

The issue is as magericzero says, animation time is a major factor in DPS to expand on that, this means that you can't change those without majorly effecting the sets DPS. This also means to enact these changes you would basically have to entirely remove the current animations if you wanted super fast snappy ones, and create brand new gun animations. You can't have a powers effectiveness be impacted by the visual animation you choose, for numerous balance reasons and I'm not even sure if thats possible in the game engine, so everything would have to change to accommodate. While I'm not against dual pistol animations not having you go through a entire ballet routine before firing, alot of people really like the animations the set has right now, and adjusting the animation time by anything more then a fraction of a second would kill alot of the current animations.

 

Not to mention how much animation work that would be for the dev team. If you look at the animation new sets they've added, you'll notice they basically all use preexisting player animations and mostly repurposed and combined effects. It's a efficient way to design set that fit perfectly into the games style and are light on resources, but even then it's still alot of work. What you are asking full is a full secondary set of animations, for a preexisting set, that need to be created from scratch effectively. Sure there is a handful that kinda fit the bill in Thugs and with groups like the resistance but these aren't enough to fill out the entire set, nor do they fit the power profile of the set. Is it possible? Yes. Is it a crazy amount of work and extremely unlikely, also yes.

 

I'm all for seeing dual pistols get some kinda rework though, fun as the set is, it lags behind a bit.

Edited by Kaika

Kaika DB/INVUN Stalker                                                 Unluck AR/Nin Blaster

Riot Siren Bio/Dark Tank                                                     Ria Greenheart Axe/Sheild scrapper

Ghostflare Changeling Peacebringer                                   Fio Rune  FIre/Rad Stalker 

Link to comment
Share on other sites

25 minutes ago, Kaika said:

Sure there is a handful that kinda fit the bill in Thugs and with groups like the resistance but these aren't enough to fill out the entire set, nor do they fit the power profile of the set. Is it possible? Yes. Is it a crazy amount of work and extremely unlikely, also yes.

There are also Malta Gunslingers. So between the Thugs MM primary and the Malta, using those as a base, that counts down on the development a little.

Link to comment
Share on other sites

10 minutes ago, Rudra said:

There are also Malta Gunslingers. So between the Thugs MM primary and the Malta, using those as a base, that counts down on the development a little.

Forgot about them, but just checked some in game, and they use the same animations that thug MMs use.

Kaika DB/INVUN Stalker                                                 Unluck AR/Nin Blaster

Riot Siren Bio/Dark Tank                                                     Ria Greenheart Axe/Sheild scrapper

Ghostflare Changeling Peacebringer                                   Fio Rune  FIre/Rad Stalker 

Link to comment
Share on other sites

     Guys, DP animations were already sped up and damages were adjusted.  Hail of Bullets is literally 100% faster post-buff; It used to take 4 entire seconds.  Suppressive Fire is also substantially stronger than it used to be, like several hundred% more base DPA.  You are all asking for more buffs to the set post-buff.

 

     I'm not disagreeing that the set could be stronger, I'm just letting you know that it won't be.  This is the level of performance the HC Devs decided the set should have after evaluating it.  But... alternate animations for dumb powers like Piercing Rounds would be a nice touch. 

Treating everyone fairly is great; unfair discrimination is badwrong!

I do not believe the false notion that "your ignorance is just as good as my knowledge."

The Definitive Empathy Rework

Link to comment
Share on other sites

12 hours ago, Rudra said:

So you would be happy if Dual Pistol's damage dropped?

 

The request for sensible, non-circus performer trick shot artist, animations has been made multiple times. We keep hoping. However, I am willing to bet you will not see Dual Pistol's animation times reduced.

 

Edit again: Now, if you could prove with in-game play data that Dual Pistols is lagging compared to other sets? Then maybe an argument for the set's animation times can be made.

 

 

I would never want to see Dual Pistols animations change.  I like them as is!

  • Thanks 1
Link to comment
Share on other sites

3 hours ago, BrandX said:

 

I would never want to see Dual Pistols animations change.  I like them as is!

No one is asking for the existing animations to go away. (At least, I'm not.) What is being asked for are alternate animations for those of us that don't want the overly dramatic, trick shot animations.

  • Thumbs Up 1
Link to comment
Share on other sites

7 hours ago, BrandX said:

I would never want to see Dual Pistols animations change.  I like them as is!

Except for the stupid 'throw your pistol into the air, catch it, and fire' animation for Piercing Rounds; that one needs to die the real death.

Link to comment
Share on other sites

I think the activation times are fine in general (excluding Piercing Rounds of course).

 

A buff I'd rather have would be for the alternate ammo type to compose a larger % of your damage than it does now (same total damage, just split maybe 60/40 or 70/30 for lethal/exotic). And maybe change the default ammo split to lethal/smash instead of pure lethal? That would explain how it causes knockback.

 

It would also be nice for Suppressive Fire in toxic mode to deal as much damage as ice mode does, I don't see any reason for it to be punished that way it is.

 

A final wish would be for Sentinels to get the lethal ammo in SuppFire restored to actually inflict real damage like it used to before it got nerfed to normalize it with other ATs. 

Edited by FupDup

Closed Beta Discord Invite: https://discord.gg/DptUBzh

 

Link to comment
Share on other sites

On 9/25/2024 at 10:09 PM, Kaika said:

The issue is as magericzero says, animation time is a major factor in DPS to expand on that, this means that you can't change those without majorly effecting the sets DPS. This also means to enact these changes you would basically have to entirely remove the current animations if you wanted super fast snappy ones, and create brand new gun animations. You can't have a powers effectiveness be impacted by the visual animation you choose, for numerous balance reasons and I'm not even sure if thats possible in the game engine, so everything would have to change to accommodate. While I'm not against dual pistol animations not having you go through a entire ballet routine before firing, alot of people really like the animations the set has right now, and adjusting the animation time by anything more then a fraction of a second would kill alot of the current animations.

 

Not to mention how much animation work that would be for the dev team. If you look at the animation new sets they've added, you'll notice they basically all use preexisting player animations and mostly repurposed and combined effects. It's a efficient way to design set that fit perfectly into the games style and are light on resources, but even then it's still alot of work. What you are asking full is a full secondary set of animations, for a preexisting set, that need to be created from scratch effectively. Sure there is a handful that kinda fit the bill in Thugs and with groups like the resistance but these aren't enough to fill out the entire set, nor do they fit the power profile of the set. Is it possible? Yes. Is it a crazy amount of work and extremely unlikely, also yes.

 

I'm all for seeing dual pistols get some kinda rework though, fun as the set is, it lags behind a bit.

I don't need them to be super fast just not super stupid Looking.  I suppose the point is not relevant anymore.  

Link to comment
Share on other sites

20 hours ago, Rudra said:

No one is asking for the existing animations to go away. (At least, I'm not.) What is being asked for are alternate animations for those of us that don't want the overly dramatic, trick shot animations.

yes exactly

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...