DevTracker

Grummz

$6k package
Community Manager
Ember Dev
Jul 25, 2016
809
6,724
93
#14
Movement looks really cool.
Maybe it was already mentioned and i missed it or forgot, but will we have some sort of transportation for long distance travel? I really liked the transport shuttles in Firefall, loved getting on one and be able to check other players activities and admire the world while i traveled.
Thanks for updating us on the progress, looks great so far. Looking forward to the next updates.

P.S. I'd listen to an audiobook on EM-8ER read by Grummz.
Hehe tks. I'll keep trying to improve my "story voice." Dropships would be...pretty dang cool. But we don't have any vehicles planned until post launch. But we DO want more things post launch and a dropship might be one. I would love for it to be a support role and human pilotable...while we are making wishes.
 

Grummz

$6k package
Community Manager
Ember Dev
Jul 25, 2016
809
6,724
93
#13
I wonder if the human form will have the grapple hook or some kind of mini-jetpack like the one from ELEX? Or maybe both? *shrugs*

Also i really would like to see more off those weather effects and if the day night cycle has the moon showing up. ^^
The humans really only get a personal defense gun (light smg) when out of mechs. The idea is to get to your next mech as soon as possible.
 

Ronyn

Commander
Staff member
Community Manager
Director of Marketing and Community
Jul 26, 2016
724
2,706
93
#34
I see.

Also, the fact that it can be used even when the user is not directly in danger doesn't mean that its anti skill.
For example, a grenade requires skill to hit the target and yet u can use it while the user is out of the line of fire.
Is that example meant to suggest that an auto turret attacking targets when the user is out of the line fire requires a similar type of skill to throwing a grenade in such a way that it will hit someone out of the line of fire? Or is the skill requirement immaterial for a turret, simply because it is a turret?

Ah wait a minute, is this essentially that when you drop a turret, you can still fly around and aim your gun. but auto aim takes away that ability to aim your gun? no wait, if only the secondary weapon is auto targeted then youre still aiming your other gun. Hmmm.

Alrighty, I'll just log this and pass it along when it comes up. :)
 

Ronyn

Commander
Staff member
Community Manager
Director of Marketing and Community
Jul 26, 2016
724
2,706
93
#31
Yea, i suck at analogies.
To put it simply, auto aim guns are in general low or no skill.
IF for example its aim assist where you point the weapon and it hits all targets in the general area of your crosshair then its a low skill since it lowers the skill needed to hit a target.
Like instead of aiming at the doorbell you aim at the door.
On the other hand if its full on auto aim then that can be classified as no skill. (anti skill)
Why?
You are giving the controler to the machine and having it do your job for you.
But isnt that just like auto aim turrets?
No, not really for a simple reason: its an object we dont have control over and are not supposed to that does its job no matter what we do.
Now yes, its job is to attack any enemy that comes near it to a certain range but mines do that too (albeit they do that in a smaller range) and i dont recall anyone commenting that mines are anti skill.
So to summ it up, auto aim turrets are not anti skill and auto aim weapons are.
To make sure I fully understand your stance. You are saying that-
Aim assist lowers skill, and full auto aim is no skill. But an auto turret being an object separate from the body does not fall under those same two things because we are not supposed to control it.
Following that through it means->
an auto aim weapon, while still requiring the user to be in the line of fire of an enemy, is anti-skill.
an auto attacking turret, despite being able to be placed in a spot to attack while the user is out of the line of fire, is not anti-skill.

Do I understand your stance correctly?
(I'm honestly just here to collect data to pass it on....)
 
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