Armed Interlock in CR 2.0 -- standard animation groups implemented and removed?

2 posts · 2006-06-02 11:08:00 to 2006-06-07 15:28:00

#35100000818 06/02/2006 11:08 Armed Interlock in CR 2.0 -- standard animation groups implemented and removed?
I've never been a Gunman myself and only seen the animations on NPCs, so I'm not sure about something:


Before CR 2.0, I clearly remember my enemies kicking me a few meters back or jumping back themselves and then firing their arm(s); what I don't remember from CR 1.0 but see all the time now is my enemies performing artistic rotations and jumps while shooting off their guns.

Has the first group, indeed, been removed by CR 2.0 and the second one added?
#35100000837 06/07/2006 15:28 Re: Armed Interlock in CR 2.0 -- standard animation groups implemented and removed?





ShinryuMxO wrote:


The "longer range" interlock was removed with CR2, which is very unfortunate as the gun interlock now looks a little questionable.  In fact, some of the new gun animations (particularly the finishers) seem designed with a longer range interlock still in place.  The new power single and dual SMG power finisher where you flip towards your opponent and then shoot, for example, almost always looks terrible because you end up inside your opponent when you are doing the move.  With the old "long range" interlock, however, these moves would have worked perfectly.






   If I remember correctly, the "new" finishers aren't truly new.  They're from the first combat system.  They'd occur when you finished off an opponent with a roll of over 100.