Fighting Pool: Kick animation with weapons
The problem is the number of animations this would take to do. Each weapon set puts you in a certain stance that is different from the normal combat stance. The "Kick" animation only works in the normal combat stance, so you have to go to that before you perform the animation.
To make it work with all weapon sets, you'd need to create 6 animations for each weapon set (male standing, male flying, female standing, female flying, huge standing, huge flying). If you take all of the weapon sets out there, there's about 22 different sets you'd need this to work for. So that's 22 * 6 = 132 animations that would need to be created, or the equivalent of about 9 new powersets.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
I never minded kicking. It's kind of like having brawl at later levels. Good for finishing off an enemy with just that one bit of health left when you don't want to waste perfection level/momentum/combo levels.
http://www.virtueverse.net/wiki/Shadow_Mokadara
Yeah, what Aett said. BABs, back in the day, said that Brawl was actually the most complex power in the game animation-wise, because it's intended to never force redraw.
It's possible that the tech has improved since then, but, if it seems probable that if they get to the point where making powers like Kick not force redraw isn't too bad of a time investment, they'd probably want to go through and do as many as makes sense.
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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Yeah, what Aett said. BABs, back in the day, said that Brawl was actually the most complex power in the game animation-wise, because it's intended to never force redraw.
It's possible that the tech has improved since then, but, if it seems probable that if they get to the point where making powers like Kick not force redraw isn't too bad of a time investment, they'd probably want to go through and do as many as makes sense. |
-just add an advanced brawl to the fighting pool
-replace the animations of boxing and kick with brawl if player is a weapon user
-Allow us to just skip these powers so we can get to the ones that are useful to most builds
Imo what they should do is
-just add an advanced brawl to the fighting pool -replace the animations of boxing and kick with brawl if player is a weapon user -Allow us to just skip these powers so we can get to the ones that are useful to most builds |
I have often wondered about the rational for forcing you to take Boxing or Kick to get Tough & Weave. For me it's a wasted power that's seldom used. If they were better attacks then I might be more inclined to accept them, either one or both. . .
Well, it IS called the fighting pool for a reason.
If the game spit out 20 dollar bills people would complain that they weren't sequentially numbered. If they were sequentially numbered people would complain that they weren't random enough.
Black Pebble is my new hero.
I agree with putting an "Advanced Brawl" attack in the Fighting Pool. Like most players, I care not about the punch and kick powers. The whole point is to get Tough and Weave.
If there was a Brawl option, with no redraw, I'd take it every time. Perhaps the power could be configured to apply the chance for disorient or kb depending on which animation is used.
After all, the only real use for Kick is to knock a foe off a building, Sparta-style. If Advanced Brawl were made, it would be good to retain that ability.
After all, the only real use for Kick is to knock a foe off a building, Sparta-style.
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And when we do use it to do that to foes, they should either make a Goofy scream or a Wilhelm scream as they are launched off to their falling-off-a-building doom.
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This seems to come up every week recently, and I really don't want to re-write my reply on the subject. Instead, I'd like to direct you to the thread where I talked about weapon redraw and explained why it's not a simple matter of "make it so." It seems simple intuitively, but the City of Heroes animation system is not entirely intuitive.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I was a little disappointed tonight when I picked up kick with my staff/wp scrapper. I had been hoping that he would continue holding the staff through the kick animation as it really fits the whole staff fighting theme. However this is not the case and it got me to thinking if it would be possible to adjust the kick animation to keep most if not all weapons in the normal "standby" position when the kick animation is performed. Except for titan weapons I can't really think of any weapon that would prevent a person from performing a snap kick while holding their weapons/shield.
Plus I think it would be epic to walk into a group, thrash them with staff aoe, and kick the last one sending him/her flying back. Total kung-fu theater. Heck even better if the kick animation played to the particular weapon.. so with staff maybe the staff wielder does a vault/monkey style kick from the top of the staff after planting it.