The non heated animations are terrible.
The non heated animations are terrible.


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?
Yeah, let's not ignore that in FF8 the chick literally shoots an exploding doggo at enemies from a wrist mounted catapult xD
Last edited by RoyalBeef; 10-15-2019 at 04:25 PM.



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.
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i miss grenade shot,animation for the int debuff attack,and i think Gauss Round animation is pretty wack
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.
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