#Angel fr needs some help ngl
18 messages · Page 1 of 1 (latest)
also snipe range is literally dependant on the camera
its longer horizontally, but capped to standard mech guns range vertically
putting it at a disaadvantage on maps like twin peaks
It's fine if the Council has some thoughts on balance, but I'd like to completely rework Angel's abilities. Even sniper mode, it will be more like Warthog's gun with a delay time, high power, energy drain. No auto aim. Slower movement, not locked in place. Glide coming back.
However it's low priority for the complete rework, just sometime in 2024.
I feel like auto aim is the reason for my anger with angel hit reg
I feel like if there is absolutely zero auto aim, that might still make it feel a bit unwieldy, at least on gamepad.
If those values are adjustable to have some slight stickiness so the aim doesn't just slide off target, I think that would be best. But I guess that can be figured out when the rework happens.
The goal is it feels great on gamepad and keyboard. The slow firing mode has problems similar to Helix rockets due to how the networking is setup. That's why I've decided to give up on it and go back to the drawing board.
Makes sense, and the rework concept also sounds pretty cool.
give her 50 caliber pistol sound effects and make those guns lethal

but the pistols could be buffed in a few different directions to make angle stronger at the start ie, srronger against light units, stronger against outposts, stronger against heavy units (though sound effects migjt not line up with that)
especially if the pistols start semi op but never evolve much
imagine if the guns where revolvers and they had to reload every 6th shot, and there was a rapid fire ability that speed up the shots and reload xD
Auto aim doin wonders aint it
the difference between an angle hitting targets 100% of the time because the code for it is solid and missing targets 50% of the time makes balancing that mech harder than it needs to be xD
fr