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3/10/2024 3:01:04 AM
8

Skimmer Dismount Feels AWFUL

Skimmers are awesome, but the delay for dismounting following any sort of action besides sitting completely still feels ATROCIOUS. If anything the dismount should be faster than a sparrow from ANY position. I understand the desire to have smooth animations but it comes at the expense of fluid and intuitive gameplay. It feels especially unintuitive that you can't dismount while rail grinding. Why? There's no reason why our guardian wouldn't just step off the board. It ruins immersion and makes an otherwise fluid and fun vehicle clunky and frustrating.

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  • Editado por One Shot Ted: 3/10/2024 6:30:39 PM
    I agree that it feels horrible to be locked in after performing an action, but in case you weren't aware, let me explain the (most likely) reasoning behind it. When you dismount the Skimmer, you can immediately summon another one with a full boost/grind gauge. This means that you can jump or grind [i]indefinitely[/i] as long as you have time to dismount and summon a new Skimmer. This has obvious level breaking potential, so the dismount delay after jumping or ending a grind was likely added to make it harder to do these summon chain sequences. You need significantly more height to be able to pull it off, as you lose quite a bit of altitude between ending a grind and summoning a new skimmer. I feel like it would have been better to make the charge level persist after summoning a new skimmer (i.e. the gauge is as empty/full as your previous vehicle's gauge) instead of adding a long delay. However, since I am [i]not[/i] a programmer, I have no idea how feasible this would be to implement or how many existing pieces of code or engine limitations they would have to modify in order to make that work.

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