[QUOTE=Hellsing4682;45816438]They better have a lot of animations for that so they don't have a very obvious tell.[/QUOTE]
Oh man. I can only get so fucking hyped. :v:
[QUOTE=The DooD;45816401]I saw in an article today from Gamescom, on harder difficulties one of the things some of the bigger zeds will apparently do is play dead until you get close or turn your back, at which point they presumably spring up and rape you. So remember to double-tap that fleshpound and keep double tapping him until he's in itty bitty pieces![/QUOTE]
maaan, that reminds me of dead space
will probably make the gameplay much less predictable and much more chaotic and terrifying, love it
I really, REALLY would like to see some gameplay-videos of KF2 goddammit. I have zero idea how the game actually plays out besides seeing the animations for most of the specimens. I want to see if the movement is smoother, animations on player-characters more fluid and how the guns look and sound like in motion.
[editline]27th August 2014[/editline]
I WANT TO SEE
[QUOTE=The DooD;45816401]I saw in an article today from Gamescom, on harder difficulties one of the things some of the bigger zeds will apparently do is play dead until you get close or turn your back, at which point they presumably spring up and rape you. So remember to double-tap that fleshpound and keep double tapping him until he's in itty bitty pieces![/QUOTE]
Or just play demo and liquidate them
[QUOTE=The DooD;45816401]I saw in an article today from Gamescom, on harder difficulties one of the things some of the bigger zeds will apparently do is play dead until you get close or turn your back, at which point they presumably spring up and rape you. So remember to double-tap that fleshpound and keep double tapping him until he's in itty bitty pieces![/QUOTE]
I hope they combine this with the old decap system.
*pop*
okay, fleshpounds down boys, lets take out that trash
URAAAAAAGGHH [I]whirrrrrrrrrrrrrrrrrr[/I]
HOW IS HE STANDING UP HIS BLOODY HEADS GONE
[QUOTE=The Rizzler;45817146]maaan, that reminds me of dead space
will probably make the gameplay much less predictable and much more chaotic and terrifying, love it[/QUOTE]
Dead Space [I]tried[/I] to do that, but it was just so obvious when an enemy wasn't actually dead.
[QUOTE=A B.A. Survivor;45817571]Dead Space [I]tried[/I] to do that, but it was just so obvious when an enemy wasn't actually dead.[/QUOTE]
Eugh, those very static animations. It would probably work once or twice, but after that, you can see right through it.
If they had physics based animations for playing possum, I'm pretty sure that would work pretty well.
[QUOTE=A B.A. Survivor;45817571]Dead Space [I]tried[/I] to do that, but it was just so obvious when an enemy wasn't actually dead.[/QUOTE]
It got too easy once you learnt that dead bodies can be grabbed with your grav-gun wrist thingo, necros playing dead can not. Easiest thing to do then was find a prop that can be used as a sharp weapon with your grav-gun thingo and just spear them to the wall from 20 meters away.
[QUOTE=Hellsing4682;45818509]Eugh, those very static animations. It would probably work once or twice, but after that, you can see right through it.
If they had physics based animations for playing possum, I'm pretty sure that would work pretty well.[/QUOTE]
it shouldn't be too hard to have killed enemies ragdoll, and then once the playing dead AI activates, the physics disable and the bones retarget to a getting up animation
like in GTAIV when you eat shit on the pavement in full ragdoll mode then get up with an animation depending on whether you are on your back, front etc
[QUOTE=The Rizzler;45818812]it shouldn't be too hard to have killed enemies ragdoll, and then once the playing dead AI activates, the physics disable and the bones retarget to a getting up animation
like in GTAIV when you eat shit on the pavement in full ragdoll mode then get up with an animation depending on whether you are on your back, front etc[/QUOTE]
Rockstar had the Euphoria Engine integrated with theirs and it's pretty damn good. UE3's equivalent would be their Physical Animations system, but I don't think it holds a candle to Euphoria.
I'm glad they've split gunslinger and made its own class, it'll add more depth to it.
[QUOTE=Hellsing4682;45830617]Rockstar had the Euphoria Engine integrated with theirs and it's pretty damn good. UE3's equivalent would be their Physical Animations system, but I don't think it holds a candle to Euphoria.[/QUOTE]
Euphoria is good but even it still looks a little goofy when people land on their face and just lie there
Really all you need is a nice death animation into the ragdoll transition, the ragdoll itself being nice and weighty and with rigid joints
you can go a step further and apply force to the bones depending on whether the body is in mid-air, hitting a wall or writhing in pain, much like the physics in [url=https://www.youtube.com/watch?v=zVWZbxGFGiA]Overgrowth[/url], however if they're going to be throwing as many enemies at the player as it seems they will, the physics load on the cpu would be pretty ridiculous so it's unlikely they'll go beyond basic ragdolls
I hope gunslinger let's you have something like a Zed time 'charge' that has a cool down of something like 60 seconds that would allow the game to go into Zed Time for a last ditch effort. Cool idea?
[QUOTE=Dub!;45830853]I hope gunslinger let's you have something like a Zed time 'charge' that has a cool down of something like 60 seconds that would allow the game to go into Zed Time for a last ditch effort. Cool idea?[/QUOTE]
Zed time happens annoyingly often enough that if this was an active effect, I'd decide against it.
[QUOTE=Hellsing4682;45830894]Zed time happens annoyingly often enough that if this was an active effect, I'd decide against it.[/QUOTE]
That's why it'd have a cool down.
[QUOTE=Dub!;45830917]That's why it'd have a cool down.[/QUOTE]
There's already Commandos and Berserkers spamming it, so I'd rather do without.
Personally, I only like Zed Time to get that nice sweet headshot, and if the head doesn't explode, shoot the head again and watch it go boom. It's just so satisfying.
[QUOTE=Falkok15;45830934]Personally, I only like Zed Time to get that nice sweet headshot, and if the head doesn't explode, shoot the head again and watch it go boom. It's just so satisfying.[/QUOTE]
I don't hate Zed time, it just happens too often at times. Especially annoying when you're in the middle of a reload.
I only dislike zed time when a fucking zerker does it like 6 times in row.
[QUOTE=Hellsing4682;45830946]I don't hate Zed time, it just happens too often at times. Especially annoying when you're in the middle of a reload.[/QUOTE]
What is Zed Time sped up reloads?
[QUOTE=Minelayer;45831467]What if Zed Time sped up reloads?[/QUOTE]
That's not actually a bad idea.
I loved ZED time, slowing everything down and making it easier to pick off a ton of enemies quick.
Maybe this time around, zed time will be more than slow-down effects.
[QUOTE=Minelayer;45831467]What is Zed Time sped up reloads?[/QUOTE]
The point of Zed time is to simulate heightened senses and reflexes, not go superhuman and do flash reloads.
Without a doubt, uppercutting a leaping crawler is still very very satisfying
7 hours to tripwire's panel at pax.
Zed Time gives me a extra few seconds to check for enemy spawns and plan out how im gonna take them out.
I never feel like my time is wasted as long as im doing something.
[QUOTE=Hellsing4682;45832145]The point of Zed time is to simulate heightened senses and reflexes, not go superhuman and do flash reloads.[/QUOTE]
Have you seen speed reloads before? Those people reload insanely fast. I think if it simulates heightened sense and reflexes, then it'd make even more sense. Plus gameplay.
[QUOTE=Minelayer;45834877]Have you seen speed reloads before? Those people reload insanely fast. I think if it simulates heightened sense and reflexes, then it'd make even more sense. Plus gameplay.[/QUOTE]
Yes, I've seen speed reloads, but that's why Tripwire is actually adding second, faster reloads to the game rather than accelerating the animation.
Just picture this, if you see Zed time activate and everything slows down, but your hands still move at the same rate (or faster) then that just seems absurd. Especially when Zed time can be spammed by Zerkers and Commandos, having your reloads sped up while everything else is slowed down makes the game easier.
[QUOTE=Hellsing4682;45830617]Rockstar had the Euphoria Engine integrated with theirs and it's pretty damn good. UE3's equivalent would be their Physical Animations system, but I don't think it holds a candle to Euphoria.[/QUOTE]
Unreal's animation system is generally regarded is crap, so yeah.
[editline]29th August 2014[/editline]
[QUOTE=Zannabluke;45833724]7 hours to tripwire's panel at pax.[/QUOTE]
Is it being streamed?
[editline]29th August 2014[/editline]
If Tripwire are at Eurogamer this year, Commando Chicken might have to come out of retirement for them.
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