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What do you think?  

33 members have voted

  1. 1. Should WX get dizzy?

    • Yes
      25
    • No
      8


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Just now, hhhhddh said:

Flesh creatures get dizzy after spinning because they have inner ear and the liquid in there still spinning after they stopped. But why WX, a robot get dizzy too?

I think it should be removed, or let them immune to dizzy if you plug two spin circuits!

try spinning when opening ur google map, gyro sensor can be off sync

  • Like 5
13 minutes ago, hhhhddh said:

Flesh creatures get dizzy after spinning because they have inner ear and the liquid in there still spinning after they stopped. But why WX, a robot get dizzy too?

I think it should be removed, or let them immune to dizzy if you plug two spin circuits!

I feel like it’s nessisary with how fast he is able to go.

If plugging in two spin circuits removed it, then it would just make the WX meta always two spin circuits since having one spin circuit is good enough for farming spiders and stuff.

 

5 minutes ago, Jakepeng99 said:

I feel like it’s nessisary with how fast he is able to go.

If plugging in two spin circuits removed it, then it would just make the WX meta always two spin circuits since having one spin circuit is good enough for farming spiders and stuff.

 

The farming body pick 2 spins. I thought it's the idea of chassis, to make them plugging different circuits and have different usage.

17 minutes ago, Edible Coal said:

try spinning when opening ur google map, gyro sensor can be off sync

It just because the network laggings. If you use offline map it always follows. At least mine does.

Just now, hhhhddh said:

The farming body pick 2 spins. I thought it's the idea of chassis, to make them plugging different circuits and have different usage.

It’s also a combat body.

If you can’t be dizzy, you could just kite all bosses without having the attack animation slow you down

Just now, Jakepeng99 said:

It’s also a combat body.

If you can’t be dizzy, you could just kite all bosses without having the attack animation slow you down

I don't get it, former attack ways always allow that. Spinning is actually easier to be hit cause it slow you down by 60%

1 minute ago, hhhhddh said:

I don't get it, former attack ways always allow that. Spinning is actually easier to be hit cause it slow you down by 60%

With speed circuits it removes the slow down.

That is what most spin cycle users and going to run anyway.

 

I feel like the fun of this game doesn't really come from scientifically accurate robotics. I think what people actually care about is well-balanced gameplay. Plus, if we get too hung up on that kind of realism, it makes zero sense that a robot even has a hunger meter in the first place.

  • Like 5
  • Haha 1
Posted (edited)
7 minutes ago, Jakepeng99 said:

With speed circuits it removes the slow down.

That is what most spin cycle users and going to run anyway.

 

With 3 speed, still 25% x 60%=15% slow-down. I don't see how this gonna be easier to run.

5 minutes ago, KINOTAKO said:

I feel like the fun of this game doesn't really come from scientifically accurate robotics. I think what people actually care about is well-balanced gameplay. Plus, if we get too hung up on that kind of realism, it makes zero sense that a robot even has a hunger meter in the first place.

That's their bio-powerplant if you ask me. And I don't think it's "bad-balanced" if they don't get dizzy. They even get dizzy after chopping down 2 biggest trees. Not mean it's low effective but it just annoying.

Edited by hhhhddh
his->their
38 minutes ago, hhhhddh said:

Flesh creatures get dizzy after spinning because they have inner ear and the liquid in there still spinning after they stopped. But why WX, a robot get dizzy too?

I think it should be removed, or let them immune to dizzy if you plug two spin circuits!

well in the end you are mimicking the mosslings, maybie wx could not fix it's flaws on attack pattern

but from an ballance stand point, is fair for now, dosent fell op, neither underwealming, from my testing today

  • Thanks 1
3 minutes ago, edulopes said:

well in the end you are mimicking the mosslings, maybie wx could not fix it's flaws on attack pattern

but from an ballance stand point, is fair for now, dosent fell op, neither underwealming, from my testing today

WX don't have the organ to dizzy,  mosslings have, so they don't need to fix.

  • Like 2
49 minutes ago, hhhhddh said:

Flesh creatures get dizzy after spinning because they have inner ear and the liquid in there still spinning after they stopped. But why WX, a robot get dizzy too?

I think it should be removed, or let them immune to dizzy if you plug two spin circuits!

Well, WX78 still has sanity, if WX78 would be a full robot, he would not care about sanity and sanity creatures, also with this circuit, you can stunlock grumble bees while damaging bee queen and also you getting hit will no longer stop you from spinning, making it sometimes even better than abigail.
The only change I could see to this is some indicator when to stop spinning to not be dizzy.

12 minutes ago, hhhhddh said:

WXにはめまいを起こす器官がないが、モスリングにはあるので、修正する必要がない。

Is there any actual proof that they have a bio-reactor? If you ask me, what looks like 'dizziness' is probably just a form of overheating. I get where you're coming from, but at the end of the day, that's all just speculation piled on top of more speculation. It isn't really a valid reason to push for a mechanics change.

3 minutes ago, Kvetevk said:

Well, WX78 still has sanity, if WX78 would be a full robot, he would not care about sanity and sanity creatures, also with this circuit, you can stunlock grumble bees while damaging bee queen and also you getting hit will no longer stop you from spinning, making it sometimes even better than abigail.
The only change I could see to this is some indicator when to stop spinning to not be dizzy.

If there's a indicator it's also good. But it doesn't clear when you stop. The "dizzy meter"get down during time. 

4 minutes ago, KINOTAKO said:

Is there any actual proof that they have a bio-reactor? If you ask me, what looks like 'dizziness' is probably just a form of overheating. I get where you're coming from, but at the end of the day, that's all just speculation piled on top of more speculation. It isn't really a valid reason to push for a mechanics change.

It valid enough for the mechanics just not appear in the beginning. If it is overheat there should be steaming or sth and it's not.

15 minutes ago, hhhhddh said:

If there's a indicator it's also good. But it doesn't clear when you stop. The "dizzy meter"get down during time. 

thats a good thing, you already have decent damage, movement while spinning (could be a bit buffed with 3 acceleration circuits), aoe damage and the durability of axes is high.
With 1 pick/axe I could defeat bee queen and with shadow maul I could defeat 2 lunar bosses without them breaking.

Edited by Kvetevk
2 minutes ago, Kvetevk said:

thats a good thing, you already have decent damage, movement while spinning (could be a bit buffed with 3 acceleration circuits), aoe damage and the durability of axes is high.
With 1 pick/axe I could defeat bee queen and with shadow maul I could defeat 2 lunar bosses without them breaking.

Idk what gears do you use to fight bee queen? Still marble suit, bee hat, 3 electric circuits? I gonna try this out.

But actually I'm not that concern how it performs in battle. I just annoyed when I am chopping trees or picking grass and get dizzy. At least it shouldn't be like this when we farming.

To be clear, I'm not saying it's definitely an overheat. I only brought up the 'overheat' idea to make a point: your 'bio-reactor' theory is ultimately just your own imagination. Since both are just guesses without solid proof in the game, it still doesn't change the fact that we shouldn't balance the actual mechanics around them.

If we're making him not get dizzy he also shouldn't heal from food or items. The only way to restore your health should be combining gears with scrap to make a repair kit, then get another player to use the repair kit on you since you obviously can't perform surgery on yourself. In singleplayer your only choice would be giving a pigman the repair kit, but he will surely botch the surgery and you'll end up worse off, so you just shouldn't take damage as it's basically unrecoverable. 

  • GL Happy 1
52 minutes ago, edulopes said:

well in the end you are mimicking the mosslings, maybie wx could not fix it's flaws on attack pattern

but from an ballance stand point, is fair for now, dosent fell op, neither underwealming, from my testing today

i was hoping someone would make this point! as soon as i saw the bit about getting dizzy i thought about them and sealnado both of whom get dizzy

  • Like 4
1 hour ago, KINOTAKO said:

I feel like the fun of this game doesn't really come from scientifically accurate robotics. I think what people actually care about is well-balanced gameplay. Plus, if we get too hung up on that kind of realism, it makes zero sense that a robot even has a hunger meter in the first place.

I mean he processes the food into energy like humans. Bio reactors are real.

13 minutes ago, hhhhddh said:

Idk what gears do you use to fight bee queen? Still marble suit, bee hat, 3 electric circuits? I gonna try this out.

beekeeper hats at least 5, pick/axe, some healing food or gears (probably more than 10), I only used 2 superhardy circuits, 1 electrifcation circuit, 2 speed circuits, 1 protection and 1 spin circuit

  • Like 1
22 minutes ago, Kvetevk said:

beekeeper hats at least 5, pick/axe, some healing food or gears (probably more than 10), I only used 2 superhardy circuits, 1 electrifcation circuit, 2 speed circuits, 1 protection and 1 spin circuit

I tried and it worked perfectly. And actually I don't feel annoying about dizzy in battle, maybe because her always running so I didn't get dizzy much.

So I think battle dizzy is not bad, but farming dizzy is.

  • Like 3

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