Forum Discussion
6 years ago
@Pheesley Movement in this game and is where I believe a lot of the issues start. All the characters have crazy animations, some taking longer than others. The animations in this game (visuals to make the game more pleasing but don’t add to the gameplay) supersede everything else. I don’t care how pretty some thing I do is, if it doesn’t work when I need it to. I loathe the running in this game, even more so because the landscape isn’t complete and there are so many random areas that a character gets stuck on or glitches out. Primary firing should always take precedent over movement, a character shouldn’t stop firing because you moved. Your character shouldn’t be able to move in a why to stop its firing while using its primary. (What I am trying to say is, Citron is a close range character and half the time I try to close the gap, something goes haywire and I end up running instead of firing, or the animation starts like I’m going to run and the entire screen moves and adjusts because of it but my character never actually goes into a sprint.) the camera movement because of the run option in this game is horrendous. Ever find yourself in a Battle next to an object only to have your camera angles not work because there is a wall behind you? Yea. It doesn’t make sense but it most definitely happens..
Maybe devs should quarantine BFN and not release it until it shows no signs of being a sick game. Right now it appears to be on life support.
Maybe devs should quarantine BFN and not release it until it shows no signs of being a sick game. Right now it appears to be on life support.
6 years ago
@GraveledStoopid I always thought shooting canceling sprinting was a thing I had to get used to. It was always this way in other shooting games with sprinting.
But yeah, it feels like I accidentally create this scenario for me where the movement freaks out because I'm switching between sprinting and firing. Can't say that I've gotten stuck on random terrain though.
And the camera always felt a little off to me. I dont think field of vision should change at all when sprinting, it makes transitioning to sprinting feel slow and awkward. I also think a lot of the start up sprinting animations are too long, like Sunflower's or Deadbeard's, which also makes the sprinting look and feel awkward. Compare that to like Foot soldier or Scientist; their transition is so much quicker and smoother. Sometimes the animation glitches out and your'e sprinting with a reload animation or a charge shot animation (it happens quite a bit when I play wizard).
Sometimes, playing characters like Snapdragon or Nightcap take up a third of the camera space, and i can't see who I'm shooting at because my own character is blocking my view! But this does seem to happen most when I have an object behind me.
But yeah, it feels like I accidentally create this scenario for me where the movement freaks out because I'm switching between sprinting and firing. Can't say that I've gotten stuck on random terrain though.
And the camera always felt a little off to me. I dont think field of vision should change at all when sprinting, it makes transitioning to sprinting feel slow and awkward. I also think a lot of the start up sprinting animations are too long, like Sunflower's or Deadbeard's, which also makes the sprinting look and feel awkward. Compare that to like Foot soldier or Scientist; their transition is so much quicker and smoother. Sometimes the animation glitches out and your'e sprinting with a reload animation or a charge shot animation (it happens quite a bit when I play wizard).
Sometimes, playing characters like Snapdragon or Nightcap take up a third of the camera space, and i can't see who I'm shooting at because my own character is blocking my view! But this does seem to happen most when I have an object behind me.