Does anybody else find Cara’s basic animation odd? I’m sure there may be other toons who jump forward to shoot, but I can’t think of any off the top of my head. It’s very odd looking.
Dengar and Chewie have well tuned abilities like this. Cara’s is not good though. It’s the same as Talia’s jump attack, where it looks clunky and sometimes glitches.
Well she’s hitting first and shooting second. Would look weirder in reserve.
Then she would be made to shot from standing then run to do a couple hits.
I’ve actually always loved when a character is standing on an enemy and blasting them point blank!
Well she’s hitting first and shooting second. Would look weirder in reserve.
Disagree. Look at Dengar. He fires as he is advancing, which serves to keep the enemies' heads down during your charge and makes you more likely to survive long enough to get close enough to engage in hand-to-hand.
While the game doesn't have a concept of cover fire and turn-based combat doesn't lend itself to having your charge interrupted by someone sniping you, it's at least something that makes sense. But if your advantage is your weapon, you don't put it down to hit someone then pick it up again and use it from hand-to-hand distance where they can knock your wrist aside and make that devastating weapon fire useless. The whole point of having a ranged weapon is to shoot from range.
And the order doesn't really matter either. It's the bit about running all the up to them, then standing practically on top of them to shoot, then running away without firing another shot. If you're gonna use your ranged weapon, then use it from range. If there's a need to engage in hand-to-hand despite your weapon, then you either fire your weapon as you advance to make your charge more survivable, or you fire as you retreat to make your retreat more survivable. You don't let your weapon dangle uselessly while you run across the battlefield then use a ranged weapon from 5" away then let the weapon dangle uselessly again as you return to your original position.
So for me, it's not about the order. It's about using the ranged weapon up close but not on either the advance or the retreat.
So of course you're welcome to your opinion, and that's a datum as valuable to CG as my opinion that it looks weird and bad, nothing in what you said convinces me that this is not weird (and/or not bad).
Cara’s gun move definitely seems out of sync. But, the cool thing is that her movement and gun sound remind me of Stryker from Mortal Kombat so there’s some unexpected nostalgia while playing her.
It is an awkward animation for sure - not terribly concerned about it though (and really, in most cases I barely look at character animations anymore beyond the handful of exceptionally rewarding ones like Jolee’s “Eh, You do it” which always brings me joy), I expect I will learn to tune it out soon enough.
Definitely don’t want them to waste manpower on redoing it that can be better spent getting to next month’s road ahead “player base engaging announcement” content so they can finish whatever that is and get back on working on the suspended raid (that was seriously gutting to read in the Q&A)...
Cara’s gun move definitely seems out of sync. But, the cool thing is that her movement and gun sound remind me of Stryker from Mortal Kombat so there’s some unexpected nostalgia while playing her.
There is no point in going forward if you are using a gun.
That's why I like the animation of the Thrawn basics so much.
It is an almost casual movement, beautiful in its simplicity.
Replies
I don't like it. I still love the character in her show, and I'm happy with the kit so far, but that one animation is ... bad. No other word for it.
Well she’s hitting first and shooting second. Would look weirder in reserve.
Then she would be made to shot from standing then run to do a couple hits.
I’ve actually always loved when a character is standing on an enemy and blasting them point blank!
Disagree. Look at Dengar. He fires as he is advancing, which serves to keep the enemies' heads down during your charge and makes you more likely to survive long enough to get close enough to engage in hand-to-hand.
While the game doesn't have a concept of cover fire and turn-based combat doesn't lend itself to having your charge interrupted by someone sniping you, it's at least something that makes sense. But if your advantage is your weapon, you don't put it down to hit someone then pick it up again and use it from hand-to-hand distance where they can knock your wrist aside and make that devastating weapon fire useless. The whole point of having a ranged weapon is to shoot from range.
And the order doesn't really matter either. It's the bit about running all the up to them, then standing practically on top of them to shoot, then running away without firing another shot. If you're gonna use your ranged weapon, then use it from range. If there's a need to engage in hand-to-hand despite your weapon, then you either fire your weapon as you advance to make your charge more survivable, or you fire as you retreat to make your retreat more survivable. You don't let your weapon dangle uselessly while you run across the battlefield then use a ranged weapon from 5" away then let the weapon dangle uselessly again as you return to your original position.
So for me, it's not about the order. It's about using the ranged weapon up close but not on either the advance or the retreat.
So of course you're welcome to your opinion, and that's a datum as valuable to CG as my opinion that it looks weird and bad, nothing in what you said convinces me that this is not weird (and/or not bad).
Definitely don’t want them to waste manpower on redoing it that can be better spent getting to next month’s road ahead “player base engaging announcement” content so they can finish whatever that is and get back on working on the suspended raid (that was seriously gutting to read in the Q&A)...
I never liked Stryker.
That's why I like the animation of the Thrawn basics so much.
It is an almost casual movement, beautiful in its simplicity.