megaericzero Posted 20 hours ago Posted 20 hours ago 3 minutes ago, biostem said: How can you add a pause to all the attack powers in a set, as a mere "option"? Again, I do not see this being worth the development time necessary to implement. There's nothing stopping you, as a player, from "dramatically pausing" after the attacks... TBH I haven't been reading every post in this thread diligently. I'd assume the hitstop was baked into the alternate animation, since I assume the engine isn't even capable of detecting the collision on top of the fact that it can't blend animations. 1
PoptartsNinja Posted 20 hours ago Author Posted 20 hours ago I put together a better sample in Shotcut. Here's Titan Weapons without hitstop, as it currently exists: And this is with something akin to the proposed hitstop (and a free snare drum sound to punch up the hits):
Psyonico Posted 17 hours ago Posted 17 hours ago 3 hours ago, PoptartsNinja said: Hitstop is a dramatic pause... which emphasizes the power of the strike Yeah... Looking at the gifs you've put in this thread, to me it makes the game seem choppy and unpolished, so the "dramatic impact" is lost on me. Should I hazard a guess, I'd say anyone who hasn't spent 20 years playing games that have hitstop would feel similar. What this team needs is more Defenders
golstat2003 Posted 16 hours ago Posted 16 hours ago 5 hours ago, Rudra said: Trying to sit this out, but I do have to point out that adding hitstop would impact other players using the set. Players that may be happy with how their big weapons aren't forced to stop when hitting a target and now would see their massive weapons stopping when hitting targets where other weapon sets do not. (Disclaimer, I do not currently have any Titan Weapons characters. I have not made any since the Live game shut down. However, Titan Weapons picking up an imposed stop/pause in their attacks for impacting targets will prevent me from making a Titan Weapons character on HC. Given my preference for fast attacks though, that isn't a consideration for the proposal. How it affects others already using the set however, should be considered.) Agreed as a Titan weapon user this change would annoy the hell out of me. Espeically if it did not take into account whether my titan weapon were being used against stomething like a living rock wall versus a very squishy hellion. I don't care what you call it, such a change while not taking that into account would look terrible to me animation wise. Hard pass from me. 1
Indystruck Posted 10 hours ago Posted 10 hours ago hitstop feels so good dude @Twi - Phobia on Everlasting
srmalloy Posted 3 hours ago Posted 3 hours ago On 12/2/2024 at 3:17 PM, PoptartsNinja said: For those not up on fighting games or (more appropriately), Monster Hunter: Hitstop is basically a state where your attack animation pauses for a brief period at the moment of impact to make the attack feel more impactful. So it's more dramatic and impactful to have the locomotive instantly stop for a moment when it hits the vehicle stopped on the tracks? No; that's not the way momentum works, no matter how much you've been conditioned by other games to see it that way. What makes the attack feel more impactful is, if there's no 'crush/bisect' visual, to have the target flung away by the impact, or if it's large enough, knocked down, with the weapon continuing its swing as if the target wasn't there. Knockback, though, would be a reduction in the effectiveness of Titan Weapons as a melee set, in that you'd have to keep chasing your target (or in the case of the PBAoE/cone attacks, gather them back up again). 1
Seed22 Posted 3 hours ago Posted 3 hours ago (edited) 18 hours ago, PoptartsNinja said: But that isn't what hitstop represents. I played MonHun, though as a lance main(waiting on wilds. That lance iteration is just *chef’s kiss*) so my hitstop was baked into my guard counter and charge. It really did create a sense of impact even for a weapon not really known for its’ impactful strikes. But what you’re experiencing here is a videogame language barrier. CoH players who main CoH and or never played MonHun can’t really visualize the logic behind hitstop, just as if you only played MonHun and no CoH you would be looking at TW in disgust(I look at it in disgust because it was over nerfed and sucks ass but that’s a whole ‘nother can o’ worms) Of course some just don’t like it and that’s fine too. Even in MonHun some don’t like it. It is what it is. I’d personally need to see a proper animator do the hitstop on TW and have it adjusted for CoH. I do hate the current server lag melee effect of TW, but I’m not sure how titan will look with hitstop without a proper animator imo Edited 3 hours ago by Seed22 1 Aspiring show writer through AE arcs and then eventually a script 😛 AE Arcs: Odd Stories-Arc ID: 57289| An anthology series focusing on some of your crazier stories that you'd save for either a drunken night at Pocket D or a mindwipe from your personal psychic.|The Pariahs: Magus Gray-Arc ID: 58682| Magus Gray enlists your help in getting to the bottom of who was behind the murder of the Winter Court.|
TheMoneyMaker Posted 2 hours ago Posted 2 hours ago Hitstop sounds awful. The point of the titan weapons is that they are big, heavy weapons that build momentum as you swing them around. If it stopped when it hits, momentum gone. And I'm not buying into the idea that the hitstop as proposed would show more oomph to the impact. I think a better case could be made for having an option to cause your screen to shake slightly on a successful hit, like the kind of shake that occurs with the seimic movement aura.
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