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Author Topic: Oddness with stuckins  (Read 590 times)

peasant cretin

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Oddness with stuckins
« on: September 07, 2015, 01:37:15 pm »

There are two ways of dealing with stuckins. You either move in the direction of your opponent, or you interact with your weapon wrestling it out.

In the first case you simply regain your weapon. This looks like one tick and there is no cost to you.

When you choose to interact and wrestle it out, either nothing happens or other things do indeed happen since this looks like 2+ ticks. Your opponent may be able to attack a few times. How dangerous that is, is situational.

I'm not sure why there's this separation of outcome. Anyone else notice this?

I think the stuckin should be something potentially dangerous to navigate. Whenever you can spam attacks or pay less and less attention, things in-game suffer from inflation and the value of everything just goes down.
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TheFlame52

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Re: Oddness with stuckins
« Reply #1 on: September 07, 2015, 02:37:54 pm »

Just autoattack the person your weapon is stuck in. You pull out the weapon and it only takes a single frame.

peasant cretin

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Re: Oddness with stuckins
« Reply #2 on: September 07, 2015, 02:56:15 pm »

Just autoattack the person your weapon is stuck in. You pull out the weapon and it only takes a single frame.

No, no, I had said one way was to move in the direction of your opponent (with the auto attack). Reducing negative outcome isn't the issue.

It's the just strange that there are two outcomes. One has no cost, the other if navigated poorly has potentially high cost.

I happen to think the autotattack should have the same costly result as interacting with a stuckin. Sort of like how grab should negate dodge away.
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TheFlame52

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Re: Oddness with stuckins
« Reply #3 on: September 07, 2015, 02:59:34 pm »

It does, though. You can't dodge while wrestling.

peasant cretin

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Re: Oddness with stuckins
« Reply #4 on: September 07, 2015, 03:06:43 pm »

It does, though. You can't dodge while wrestling.

^This is true when the grab was solidified the previous turn. Now your options will no longer include dodge.

If you are both at neutral, the next tick opponent features grab, so you opt to dodge away -- what can happen is the grab is made, but since you're already dodging away you still end up in your destination tile, and the grab is then broken. That really shouldn't happen. That's also one of the things that helps cause the multi-attack combo with controlled dodge away to be so overpowered. Something needs to be sorted with simultaneous actions.
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TheFlame52

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Re: Oddness with stuckins
« Reply #5 on: September 07, 2015, 03:55:27 pm »

Ok.