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IDProjectCategoryLast Update
0020435Starward Rogue[All Projects] Gameplay IssueOct 6, 2018 2:28 pm
ReporterFluffiestAssigned To 
Severityminor 
Status newResolutionopen 
Product Version2.004 (Refiiiinement) 
Fixed in Version 
Summary0020435: Backscatter turret initial shots shouldn't deal damage
DescriptionThe backscatter turret - I can't remember the exact name; it's a stationary enemy that fires two shots in a V either side of your mech, which release a double-ring of subshots when they hit a wall - has a small problem. The initial shots are much too fast to dodge (they're often too fast to *see*) but depending on how the player is moving they can still hit and damage the mech. You can generally avoid them by knowing when the turret is about to fire and holding still so they shots pass either side of you, but this doesn't feel right. There aren't any other non-boss enemies that require you to predict the firing cycle to avoid getting hit.

The best option would be to make these initial shots pass harmlessly through the player.
TagsNo tags attached.

Activities

Pepisolo

Oct 6, 2018 11:13 am

developer   ~0049799

I'm not actually sure which enemy you're referring to unfortunately, sorry. Can you get the name of it, please? Thanks!

Pepisolo

Oct 6, 2018 1:03 pm

developer   ~0049806

It looks like the Rear Burst Turret. I think those are probably fine as is. They're kind of a run for cover style enemy. You do get a slight chance to dodge, especially if you are being shot at from offscreen by hearing the SFX, which is fairly prominent. Plus, there's a visual cue before the enemy fires.

Fluffiest

Oct 6, 2018 2:28 pm

reporter   ~0049807

Yep, the rear burst turret is what I'm talking about. I hadn't noticed the visual cue; I'll watch out for it.

Issue History

Date Modified Username Field Change
Oct 4, 2018 7:04 am Fluffiest New Issue
Oct 6, 2018 11:13 am Pepisolo Note Added: 0049799
Oct 6, 2018 1:03 pm Pepisolo Note Added: 0049806
Oct 6, 2018 2:28 pm Fluffiest Note Added: 0049807