The only animation that doesn't make sense is the one where you shoot out 6 rounds of ammunition that float in place before then firing into the target. Like, what?
Printable View
The only animation that doesn't make sense is the one where you shoot out 6 rounds of ammunition that float in place before then firing into the target. Like, what?
This is not only a weak argument, but an easily reversible one. This is a fantasy game, why can't my regular bullets deal as much as a big explosion. Why are you not in favour of more options if thats your stance, let people live out their fantasy better with an option to use other animations.
Just as an example to show why the argument is weak, if next patch zenos flew at the moon in his underwear and cut it in half, and saved the universe, why would that be a bad thing, This is a fantasy game - let it be fantastical.
I rather like the MCH heated animations. They are ridiculously over the top but that's kind of battle animation what I expect in this game: ridiculously over-the-top stuff.
I suppose what they could do is have the machinist just stand there and shoot to create an explosion with more impressive effects, but just kinda standing there would feel pretty... meh, to me.
Between animator development time spent on the next Ironworks set and this suggestion, I'd rather take the rifle animations and the Ironworks literally be a redye of something far more attractive than anything to come out of the Ironworks design style, but...
Presumably we don't exactly have much flexibility in what any given team is doing anyways. I'd gladly settle for just being able to turn off my Heated animations.
i miss grenade shot,animation for the int debuff attack,and i think Gauss Round animation is pretty wack
Yoshi-P: No
I want to add that MCH is the only job with such crazy animations. I know that other jobs have some crazy stuff, but it's like 30% of animation flow, for MCH it's around 80%. That's why i will always keep suggesting to scrap all animations (both old and new) and creating new animations from scratch. It would also fix horrible animation clipping.
I'm really hoping for 2nd gun/mechanical job because i like the theme, but at the same time i don't want to be acrobat.
When i last checked i don't remember it constantly jumping all over the place. There are no unnecessary jumps in NIN animation flow. There is no reason for MCH to do flips, he can do the same simply standing on the ground. Like Bard, i don't know why Yoshi hates Machinist.
"Cool" animations should be reward, not something you see constantly. And i would like to actually hear gunshots, not these heated shots you can't hear during fight. At least it was like that when i last played it 2 years ago, but i don't think they increased volume. Also Heat Blast looks very silly, people call it "Heat Dab".
As i said all animations should be reworked. Even original ones, i don't deny they are boring, but i prefer simply standing on the ground than doing constant flips. This is one of the cases where NPCs are cooler than we are, and such things shouldn't happen.
For example FFXIII Sazh, this is good example of fancy yet stylish gunner animations. We simply need something in between, to satisfy these who want normal gunner, and these who like fancy things. Not judging anyone, but current design is wrong. Especially because there is no alternative to MCH.
https://i.imgur.com/zmMqtry.jpg
You really have a bad memory of Ninja then, don't you?
https://www.youtube.com/watch?v=klt4sS0I5XE
Even it's combo starter has an unnecessary flip xD
It's flippy, OTT and stylish. And, like Machinist, I wouldn't have it any other way.
On a final tangent, I thought Sazh's animations where clumsy, unnecessary and do not fit his character or situations he found himself in.
NIN is just spinning and cutting target. It's not unnecessary jump. MCH can just simply raise arm, aim, and pull the trigger.
This is a reason we will never get MCH story character. All those flips would look silly in serious situations. Unless they would stay on lvl 50.
They're less bombastic, but the animations for the non-heated animations are no less nonsensical. You're not going to fire a carbine one-handed, with your arm pointed straight out, elbow locked like that--you'd break your elbow pretty easily. The makai hand cannon (and, to a newer extent, the deepshadow revolver) also wouldn't necessarily be fired with one hand for no reason; generally you still use two hands to fire a handgun, although it isn't quite as painful to do otherwise. Hilariously, the sprint animation looks akin to how one would sprint with a rifle, implying that the unheated shots are meant to be rifle-based animations, and the heated ones are us flipping about with a rifle in hand.
My understanding of the OP is it's a request for the devs to decide whether MCH uses handguns or rifles and to stick with it. I'd prefer it be rifles, because it opens up Corsair as a possible future job ^u^
Then I guess I'll just summon my LB3 orbital assault ray for every GCD?
We can't manipulate aether "any way we want". We have, at most, a very limited ability to teleport linked objects from the Manufactury to within proximity of our packs and return them thereafter.
How we suddenly went from being able to summon small devices like a Rook and Bishop turret to summoning entire volleys of ordinance which we could then freeze in the air, automatically activate, and personally guide require a hefty stretch of imagination. Though, at least then summoning personal siege weapons on the fly as of ShB seems a relatively small gap from there...
Thinking it over, something really bugs me about the fancy animations (besides going straight into acrobatics) is the lore. This is a discipline intended to become part of Ishgard's military defences against the dragons - a serious undertaking that has to be 'sold' to soldiers and nobles. That works with the more restrained original animations, but would seem incredibly silly with flips and acrobatics. Maybe it works for our character, but could you see an Ishgardian knight running into battle like that?
I don't know if they can control which versions of 'upgradable' attacks are used by NPCs, but I hope so.
The other thing about this versus rogue/ninja also having unnecessary spins and flips, is about when you get those animations. Pick up rogue class and you'll know it's a flashy spinning class as soon as you've fought your first Lv1 wharf rat. Machinist starts with those fairly static animations and then turns into flips and spins later on, changing the tone of the class.
We don't "summon" the turrets out of the aether, they're physical devices. It was a plot point in the lead up to the Lv50 tournament (IIRC) that someone had stolen and broken several turrets as part of the effort to sabotage us.
You couldn't read one sentence prior?
They're both larger than our packs. As are the siege weapons we teleport in later. That doesn't mean we're creating them on the spot from nothing, either. Summoning doesn't have to mean that we create them from nothing, only that we "call" them to our location. That was precisely the point of my post.
Um Excuse me?
https://vignette.wikia.nocookie.net/...20190712085125
"Am I a joke to you?"
I did miss that sentence, but I would still say there's no reason to say we're summoning it - it's not a stated concept that we're doing it that way, and I'd say there's more canon evidence that we have a large invisible pack full of items than that we're "summoning" things from elsewhere to use them.
If she does the spins and flips, yes.
I nearly mentioned Hilda specifically in my last post. She seems very much a sensible "stand and shoot" type.