[Embers 1.0.3] Gun Mechanics are Unfair for Players
Posted: Tue Jun 21, 2016 12:51 pm
Alright, this is kind of hard to explain (which is why I'll post a video once I make one) but right now e.g. gunslinger vs. gunslinger match ups are extremely unfair for players. I'm not quite sure about the details behind this but my theory is as follows:
The turn order appears to be around the lines of players turn -> enemies turn -> players shots are resolved -> enemies shots are resolved.
The reason why this is so terrible is because the enemies get to aim their shots AFTER you moved, which makes it impossible to not get hit by fast moving bullets. On the other side, you as the player will NEVER hit an enemy that is moving sideways/backwards unless you specifically aim at the tile you expect them to move to; you're essentially one turn behind the enemy.
I don't know how much work it would be to fix this or if it's even possible, but I (as someone who has no idea about coding) would suggest to change the order to "players turn -> their shots are resolved-> enemies turn -> their shots are resolved. That way, every ones fast-moving bullets will pretty much always hit, as it should be.
Also: something I noticed that is even weirder is that enemies seem to be aware of what will happen once your shots are resolved. Here's something that happened to me:
There was a line of enemies in a tight corridor; two normal melee enemies and a gunslinger rare behind them. I used Supercharged Bullets to shoot through all of them, which will kill the two normal enemies but not the rare. Now the strange thing is that I died that turn. Why? Because the Gunslinger rare magically knew that the front line between it and myself was going to die, so it shot. Because the players shots get resolved first they kill the normal enemies, making the rares shots hit me.
I find this interaction so weird because usually an enemy would not shoot its allies, so if turns happened at the same time the rares AI should have told it to not shoot, but it did.
The turn order appears to be around the lines of players turn -> enemies turn -> players shots are resolved -> enemies shots are resolved.
The reason why this is so terrible is because the enemies get to aim their shots AFTER you moved, which makes it impossible to not get hit by fast moving bullets. On the other side, you as the player will NEVER hit an enemy that is moving sideways/backwards unless you specifically aim at the tile you expect them to move to; you're essentially one turn behind the enemy.
I don't know how much work it would be to fix this or if it's even possible, but I (as someone who has no idea about coding) would suggest to change the order to "players turn -> their shots are resolved-> enemies turn -> their shots are resolved. That way, every ones fast-moving bullets will pretty much always hit, as it should be.
Also: something I noticed that is even weirder is that enemies seem to be aware of what will happen once your shots are resolved. Here's something that happened to me:
There was a line of enemies in a tight corridor; two normal melee enemies and a gunslinger rare behind them. I used Supercharged Bullets to shoot through all of them, which will kill the two normal enemies but not the rare. Now the strange thing is that I died that turn. Why? Because the Gunslinger rare magically knew that the front line between it and myself was going to die, so it shot. Because the players shots get resolved first they kill the normal enemies, making the rares shots hit me.
I find this interaction so weird because usually an enemy would not shoot its allies, so if turns happened at the same time the rares AI should have told it to not shoot, but it did.