The way animations work is that the game checks whether new animation (stun) can be chained or overridden by current animation (block) and only then, if either allowed, it adds incap power. It feels really cheap when you have to flip a coin each time you shoot a scrake with the crossbow or the ballistic shock railgun. The Scrake should play his animation, so a player knows when he can shoot him with high incap weapons. In my opinion this is a clear bug and stands in contrast to what Kittenmitten said in your source. The question here is, why is their blocking immediatly stopped. If i'm not mistaken, than you think its like they block, they gain their incap resitances, they immediatly stop blocking so that no animation is shown but ther incap restitances are still active for the duration the animation would have lasted? "Technically unraged Scrakes blocks and immediately cancels its block" My concern is, that the Scrake and only the Scrake sometimes doesn't play his block animation uppon recieving damage or being aimed at, while the game gives him those incap resistances. Stuns and other incap thresholds should be able to be reached reliably while a zed is not blocking." "It is actually design that blocking prevents these incaps.
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