Earthandsky the (Well, nuisance)
Started by: Xenoni | Replies: 29 | Views: 2,279
Skeletonxf2Posts: 2,706
Joined: Aug 2013
Rep: 10
View Profile Add some archers in and the side with the spear gets free shielding for 2 volleys.
Okay, but ping based things are going to affect the game more than that will, it's quite minor.
NyarlathotepPosts: 2,240
Joined: Jan 2013
Rep: 10
View Profile It just makes rage less effective than it should be. In the case of OvC it's actually really annoying. I don't think they should be in the game at all.
AsePlayer2Posts: 2,240
Joined: Nov 2014
Rep: 10
View Profile Hope this hasn't happened to only me, in a laggy game the spear and jug finisher was going off then at the end it looped again.
Skeletonxf2Posts: 2,706
Joined: Aug 2013
Rep: 10
View Profile I think they should not affect the game. The animation should be an overlay that is transparent and happens over the gameplay instead of changing it.
DazzyPosts: 1,293
Joined: Jul 2013
Rep: 10
View Profile I think they should not affect the game. The animation should be an overlay that is transparent and happens over the gameplay instead of changing it.
How would that work?
spinoPosts: 1,045
Joined: Nov 2012
Rep: 10
View Profile How would that work?
arrows would go through the animation not be tanked by it.
jerrytt2Posts: 1,258
Joined: Oct 2012
Rep: 10
View Profile arrows would go through the animation not be tanked by it.
Then that create the problem of losing a shield for the player whose spearton is doing the animation, leaving units behind vulnerable.
Skeletonxf2Posts: 2,706
Joined: Aug 2013
Rep: 10
View Profile Then that create the problem of losing a shield for the player whose spearton is doing the animation, leaving units behind vulnerable.
what no, you're all wrong
The spearton acts like kill animations never existed and the arrow does likewise, and the animation is played over the top of the action like a video.
spinoPosts: 1,045
Joined: Nov 2012
Rep: 10
View Profile what no, you're all wrong
The spearton acts like kill animations never existed and the arrow does likewise, and the animation is played over the top of the action like a video.
That'd just be annoying.
HashBrownTrials2Posts: 1,692
Joined: May 2013
Rep: 10
View Profile How about no kill anim. and there. Problem solved.
PUMU2Posts: 2,278
Joined: Dec 2012
Rep: 10
View Profile ^this. It's annoying losing a game to animations that give invulnerability
Skeletonxf2Posts: 2,706
Joined: Aug 2013
Rep: 10
View Profile How about no kill anim. and there. Problem solved.
waste of really good animations though
at least transforming it into a cosmetic leaves it in the game
HashBrownTrials2Posts: 1,692
Joined: May 2013
Rep: 10
View Profile Well it affects the gameplay, so I would say no. Even the slightest of hp can turn the tide between a win or a loss.
NyarlathotepPosts: 2,240
Joined: Jan 2013
Rep: 10
View Profile Put them into the campaign. Then it's not "OMG MUH ANIMS ARE WASTED THEY MUST STAY IN TEH GAME!!!eleven!!" and they will no longer affect multiplayer balance.
AsePlayer2Posts: 2,240
Joined: Nov 2014
Rep: 10
View Profile Here's an idea. Sword dies by spear. On the top of the screen shows killing animation. No? okay. ;-;