Well I suppose we can wait till 5.0 launches then ask for fixes after that fact.... Better to procrastinate than be proactive.



Well I suppose we can wait till 5.0 launches then ask for fixes after that fact.... Better to procrastinate than be proactive.


seriously? Yes, the sky is falling, lets cry wolf when you have one abilities showcase video to base an entire argument on. Having nothing more than a basic understanding of how the actual mechanic works, or how fights are designed around it, or really having any information other than what was presented to you to demand fixes. Cause hasty decisions on pure baseless speculation is better to make judgements with than actual experience and facts.
At this point until I have my hands on it.. i'm not going to whine about "muh potential deeps" because in reality. Being someone who has played machinist since heavensward. i'm more thrilled at the overhaul than just how much damage i can do and what a small delay in an animation is going to do.. numbers mean very little if the job isn't enjoyable and right now this dev team did a tremendous job from the looks of the job action trailer of making this job enjoyable again. The last thing any machinist should do is run to the forums to complain about an animation because "muh deeps".
this, probably something like that. once you summon it maybe you can just immediately order it to attack so the robot will skip the introduction and just zoom in to the enemy. the video is there to show the glorious robot afterall, not the performance.There is also the possibility that they intentionally didn't have it engage once it was summoned so they could show it's model off more.
its kinda like weaving our skill, our previous skill animation will just skip halfway and proceed to the new animation.




Pretty sure the animation time when Bob and Fray aren't attacking is baked into the overall DPS and duration. I would just look at those durations as 15s and 18s respectively. If the devs do change the timers so they don't start ticking down until the add attacks, those durations will be decreased. Seriously peeps, MCH and DRK pretty much get overhauled and look fantastic. You're nitpicking two really awesome additions to the game. As others have stated, presentation brings a lot of flavor to combat and an mmo.
If a SMN summons Bahamut and then stands there for a few seconds to let the animation play out, Bahamut will appear to have the same "delay". Note the MCH hits what is almost certainly an oGCD to call the robot and then waits a few seconds before throwing a Wildfire on the dummy. The robot doesn't attack 'til the Wildfire is thrown, exactly like Bahamut or current MCH turrets do.



It wouldn't be the first time the job trailers have shown off the full skill while in actual gameplay you can attack before the animation is finished thus also stopping the animation. Ninja's Dream Within a Dream comes to mind in paticular for myself.
I also agree that even if the robot (and Fray) are animation locked it's almost certain that the timer is accounting for that and removing the animation would also result in them lowering the timer to match.
well the 1.5s is pure theory u have to time that yourself and I bet most of the smn don't get 11-12 wvs everytime they use Bahamut... just saying.. : /Animation vs first Strike
Footnote: The video shows him double punch at the 11s mark and does roughly four to five attacks to the 5s mark. Maybe it's attack every 1.5s like Demi-Bahamut?
I agree with them just delaying the attacks until the animation is finished. While I have not gotten SMN that high yet to mess with Bahamut it does seem the robot will begin attacking the moment a target is designated as a threat by the MCH attacking.
some youtuber has post more indepth about our robot.
- it use battery gauge for the robot (the blue bar)
- if deploy at 100% it will stay for 20 seconds max BUT, it only start attacking the enemy around 15s timer left thanks to "robot online" animation startup
- if deploy below 100%, the duration will also go down (18s at 80% bar)
- thankfully it has no cooldown, so once the robot is gone, you just need to refill your gauge to 100 and deploy it again
- the gauge fill by doing 123 combo and other skill
- the robot will rush to the target for it opening attack (300 potency), then start pummeling the enemy (150 potency for each punch with 1.5s cooldown instead of our usual 3s) and the final attack bunker buster when the timer run out (800 potency) you can trigger the bunker buster early but it will dismiss the robot after that
- the potency for the bunker buster increase when you deploy it at 100% gauge bar
- you will not, i repeat, WILL NOT summon your robot when you are below level 80. below level 80 you will summon your usual turret.
- the rook auto turret will behave same as our current now, auto attack and the overdrive attack for 800 potency
Last edited by gumas; 05-29-2019 at 11:33 PM.
Just watch this... https://www.youtube.com/watch?v=ljBdZy0S7Sg
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