Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
A. Yes. It is troublesome, but you need to do that.
The balance is nearly already perfect in my game experience, (which is extensive, in 1000+ hours I've yet to lose a human character on hardcore.)
with the modified attacks range can be problematic, but nothing that can't be counteracted with a good amount of dex and defence. spears and long ranges have a tendency to create dodge/block chains due to the intersecting attack ranges and way kenshi A.I likes to envelope you. but a strong troop can manage it, especially with a little smart movement.
Only issue with this mod balance wise is for martial artists, base martial arts has enough trouble being stuck in dodge loops without the "always attack" mod. but the way you avoid this as a martial artist, is you move around the edges of combat- and that solves it.
BUT, with this mod you do a semi circle roll that repeatedly throws you into the centre of groups and makes martial artists useless dodge bots. I think if you alter that dodge
so martial artists don't do it, and rely on their footwork again. this mod would be perfectly balanced.
Great mod AGO, please consider my suggestion.
Let's give it a go. But don't get your hopes up.
I'll make a couple of animations that avoid large areas and test them.
If the semi-circular movement is repeated and you end up in the centre of the enemy group, you will need to think of a combination to avoid this.
This will be difficult...
The swat turn movement to the left and right has been sealed. And rolling left and right is now limited to emergency evasion when taking damage.
The left and right steps are now longer, and there is now a backstep that goes down a longer distance than in vanilla.
Also, we've added a special low-probability motion to the backstep. It's like a dancer's backstep, only with weight shift and centrifugal force of the foot.
After a few fights with the slavers, they have changed their style from just fluttering around to attacking at a distance.
However, it needs to be adjusted as it only uses certain attack motions. It's going to take some time.
But so far with the rolls removed and few i-frame value modified. it feels vanilla.
I've been running them against dust bandits and hungry bandits, not so much high skill advanced move users- but I think if I test it into the weapon dissemination mod triangle bandits with spears, I'll get a good assessment of its current state. feels good though. It was definitely the rolls causing the issue.
edit: though I consider adding slim chances to roll, even if it will most likely put me in danger just because they're very, very cool. it's a shame the impact they have on the state of martial arts.
And as for this issue, I have an idea. you could look at your current arsenal of attacks and organise them to ranges to the unit of distance, eg 1 through 2 through 5 10 ect, units away.
so they're always at any point in range to do a move.
then organise them so at each range you always have an option to attack with, then just lower the chances of each attack as to not give heavy bias toward any one option.
that would mitigate much of the dodge chaining and lack of action, as you'd need less of a window to attack back, not having dead ranges you don't attack from
(instead of shuffling forward into range)
and when you do those rolls and such away, say you roll to 11 range. you have an attack for 11 range. so in that small window you get another attack in.
With these two fixes, the issue of being unable to maintain your position at the edge of a fight automatically, and getting caught in permanent chains of dodges. would both be best dealt with.
I appreciate your replying, feels good to be heard out- again excellent mod, bless you
c:
If you make it possible to attack from a distance, then after a dodge you will only be able to attack from that distance.
I'm struggling to get my head around martial arts. Making excellent attack motions would make it too easy and monotonous. If you make the time between the start of the attack and the moment of impact too short, people will fall over just by "stroking" the opponent.
As for the dodge, Kenshi's specs need to be carefully considered.
The dodge moves around the opponent. So a horizontal dodge will always go around the opponent. This is an unavoidable feature. The dodge needs to be reworked and adjusted in various ways.
At the end of the day, martial arts are weak against groups. I don't think you can change that.
The MCA is designed with group combat in mind to some extent, so a martial artist who is surrounded will of course be at a greater disadvantage than in vanilla. And I don't think it's necessary to elevate that to an advantage.
Is it necessary to make a martial artist who is weak against group fighting into a martial artist who is strong against group fighting?
There are not many martial arts in the world that specialise in group fighting. What I do know is one of the Chinese martial arts, which is designed for street fighting.
For martial arts combat against small groups, the current version is fine.
After all, whether you are a solo martial artist or a heavily armed soloist, if you are surrounded in a group fight, you will always lose.
It is impossible to overcome the threat of a group with individual combat skills, and above all, the limitations of the Kenshi specifications are too great.
It is a given that a martial artist will continue to dodge when surrounded by a group, and overcoming this requires ridiculous movement, ridiculous ranged attacks, and ridiculous range from both arms and legs.
It's not a matter of dodge, it's a matter of making all the martial arts motions of the MCA phenomenal. We need to make all the martial arts motions in the MCA incredible, so that you can make mincemeat out of your opponent just by "stroking" them.
The MCA's attack animation process includes a "stance" movement. In martial arts, the stance is a little shorter or simplified to gain an advantage, allowing the attacker to take a quicker stance. It also has a slightly shorter hold time after the attack. Even so, martial arts are "not good for group fighting".
I don't think this is something that should be done in MCA. If you want to make a martial artist who is strong in a group, shouldn't you install some other animation mod?
In PUBBS it's easy to override the threat of a group with your own individual abilities, the MC has the ability to close the distance, and the short time between attacks makes it easier to fight when surrounded.
Either that or rewrite all the martial arts motions in the MCA.
acceptable end time 0
This also makes a lot of difference.
You can have a bargain sale of death where you keep changing your opponent without a pause.