Interlock Animations

1 posts · 2006-10-21 01:13:00 to 2006-10-21 01:13:00

#36300076537 10/21/2006 01:13 Interlock Animations
Fatmop wrote:

Just... in general.


Sometimes they work just great, sometimes they really don't work at all.

Problems that come to mind currently:

-) Aikido
1. Grab animations - almost never actually facing the target. This could be due to the close proximity of each RSI to the 'center' point of the interlock.
2. Ending animations - similar to above.
3. "Both on defense" animation - the one where both RSIs fake a lunge forward, then one punches but misses, then the other punches or shoots three times and misses.  This one has a serious facing issue because unless each RSI was facing the other to begin with, they don't realign.  You end up 'dodging' bullets or punches being thrown in the opposite direction.


-) SMGs
1. Too close animations - finishers for power and speed often end up with the victor's guns running straight through and past the target.
2. Too far animations - it sometimes happens that the interlock distance is too long.  That's fine for gunners, since they have better range, but if both players hit and one is a martial artist, it looks silly when the martial artist punches at the air and the gunner five feet away goes "Ow."

-) Duelist
1. Too close animations - certain pistol maneuvers do not work because they come too close to their targets, but I forget which ones.
2. Dual Pistol Execution - don't even get me started on this one - why the hell do people get back up from being shot in the face?  "Oh, you just shot through my eyeball and into my brain.  Guess I'd better do a backflip and get back up to fight again!"

-) Hacker
1. Delayed "pain" animation - when a hacker hits someone in interlock, it shows the viral attack itself (the red lightning) before the hacker even finishes his typing, and the target just kind of stands there until the END of the round, a couple of seconds after being hit - then goes "Ow."
2. Logic Bomb.

Thing is that the way the system works, everything is a bit... different, LOL I hardly understand it myself but I had the same problem with duelist grab animations and somebody explained very well. it's the same when an NPC tries to break yer shield and go's through a wall. which is the same for aikido SMG's and duelist

DPE it's a move, do you think it's possible that if somebody jumped up and using their foot, fell on yer head, no since it would break your neck. The guns that duelists use don't use kill code bullets so it hurts but not enough to kill in one shot or summat like that.

and hacker interlock reactions I ain't really fussed about since it's just a harmless and not very annoying bug. personally I'd rather see the spam CC and go thru a wall bugs removed