Is it just me, or does anyone else feel like the Machinist gun flails around like a pool noodle during certain casts / abilities?
Is it just me, or does anyone else feel like the Machinist gun flails around like a pool noodle during certain casts / abilities?
YouTube.com/c/iBluairjgr
Yeah, the rifles are all a bit lackluster and the animations, especially while casting, can look a bit silly. I really would have preferred dual pistols over the big, clunky musket.
If what they're using is a musket, they're holding it wrong. A musket is supposed to be held like a rifle, with both hands. They're also not supposed to look like really long pistols.
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* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
The majority of MCH animations are terrible, just terrible... It looks unfinished and quite jarring.
Needs work imo.
I have to agree. For example the animation for "Slug Shot". You clearly see the knockback animation in the upper body but the legs and feet are fixated in their original position. Annoys me everytime :P
It seems out of all the classes MCH drew the short straw in terms of animation quality.
yeah, i don't really understand the inconsistency with BRD/MCH animations. they were originally changed to the awful looking disjointed torso/legs because people complained about the animations looking wierd while in motion... yet SE is apparently fine with ~1/3rd of our attack skills still having full-on animations (in all of their sliding glory)? i wish they would have just kept them all in tact, having only your upper body be affected by skill animations looks horrible.I have to agree. For example the animation for "Slug Shot". You clearly see the knockback animation in the upper body but the legs and feet are fixated in their original position. Annoys me everytime :P
It seems out of all the classes MCH drew the short straw in terms of animation quality.
Need some actual guns and not twigs.
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Oh, I agree. I don't get why we use them 1 handed. Anyone who's tried to fire a rifle like that would quickly find that 1-- they aren't balanced for it. And two, like some videos show, people who do succeed in firing a gun like that with one hand either bean themselves in the head or dislocate their shoulders from the recoil. When I first heard of the class, I thought we'd be like the Admiral... But no such luck.
The weapons are more Musketoons than Muskets so the barrels are shorter and that makes them easier to handle. Even so they were mostly meant to be fired from the shoulder so I don't know that all that would make a huge difference. The other weapons they use are revolvers and pistols so that more fits the 1-handed style.Oh, I agree. I don't get why we use them 1 handed. Anyone who's tried to fire a rifle like that would quickly find that 1-- they aren't balanced for it. And two, like some videos show, people who do succeed in firing a gun like that with one hand either bean themselves in the head or dislocate their shoulders from the recoil. When I first heard of the class, I thought we'd be like the Admiral... But no such luck.
I don't really have too much issue with one handing our weapons. At the end of the day, I don't believe in going for hyper realism in a game like this, and seeing how most classes in this game would have trouble operating their weapons in the fashions they do with the movements that these weapons realistically wouldn't permit, it's just not a big deal for me.
That being said, I wouldn't mind two handing our weapons or going more 1 handed/dual wielding, but I wouldn't actively push for it.
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