lnferno
Blazing Creator
I guess you aren't entirely wrong, lol.*SSR3
gottem lol
I guess you aren't entirely wrong, lol.*SSR3
gottem lol
Okay, so assuming that's true (it isn't), ask yourself why they want to replace it. Exactly what about SRB2 makes it easier to aim than Adventure 1? I certainly don't think that's true, SA1 has way tighter movements from where I'm sitting. They're working on restructuring the regular physics of the game, so obviously the floaty movement SRB2 has now isn't perfect to the devs. Who gets to decide what's easier?I’m not sure you really understand what we’re trying to say. The homing attack is an alternative that works for games since Adventure because there’s no easy way to aim your attacks. SRB2 doesn’t need it because it is easier to line up and use your attacks because it’s built off of a First Person Shooter. Aiming the Thok is like aiming a gun.
Ooooookay, exactly what separates a "new experience" that we should have from an old experience we should keep? Why have rings? Boss fights? Why keep Sonic blue? He's blue in every Sonic game, they can go to one of those if those hippie blue-lovers like that color so much, we're trying to do something different here.When SRB2 is trying to be different and provide new experiences not found in official Sonic games, I don’t think they’d put in the homing attack because they already know what works
I'm not sure what "going to the momentum routes" is supposed to mean, but the homing attack isn't exactly alien to any Sonic game that has physics, is it? There's nothing so special about SRB2's use of slopes that the homing attack would break it.Correct me if im wrong-
But Sonic's ability is going to be replaced, yeah, but i don't see how a homing attack could work on a game that is going to the momentum routes.
The homing attack is just a way to limit Sonic's speed, by going into enemies rather than give you speed like the Thok
The short and sweet is that the homing attack doesn’t help Sonic with momentum and that’s why the Thok exists right now.Okay, so assuming that's true (it isn't), ask yourself why they want to replace it. Exactly what about SRB2 makes it easier to aim than Adventure 1? I certainly don't think that's true, SA1 has way tighter movements from where I'm sitting. They're working on restructuring the regular physics of the game, so obviously the floaty movement SRB2 has now isn't perfect to the devs. Who gets to decide what's easier?
Ooooookay, exactly what separates a "new experience" that we should have from an old experience we should keep? Why have rings? Boss fights? Why keep Sonic blue? He's blue in every Sonic game, they can go to one of those if those hippie blue-lovers like that color so much, we're trying to do something different here.
I'm not sure what "going to the momentum routes" is supposed to mean, but the homing attack isn't exactly alien to any Sonic game that has physics, is it? There's nothing so special about SRB2's use of slopes that the homing attack would break it.
Says who? Maybe the current implementation in SRB2 isn't very strong, but I was never defending that. You get plenty of momentum from the basic air dash in most Sonic games. Just because SRB2's catapults you at maximum speed doesn't mean the other games' iterations are worthless for it, and neither determines what's actually best for the game or answers why Sonic's air ability is getting changed.The short and sweet is that the homing attack doesn’t help Sonic with momentum and that’s why the Thok exists right now.
I’m not defending the Thok right now. I’m saying the Homing Attack is not the best option and that the Thok fits Sonic better in a momentum based setting. Obviously we can get something better than the Thok, but that something isn’t the homing attackSays who? Maybe the current implementation in SRB2 isn't very strong, but I was never defending that. You get plenty of momentum from the basic air dash in most Sonic games. Just because SRB2's catapults you at maximum speed doesn't mean the other games' iterations are worthless for it, and neither determines what's actually best for the game or answers why Sonic's air ability is getting changed.
Just because SRB2's catapults you at maximum speed doesn't mean the other games' iterations are worthless for it, and neither determines what's actually best for the game or answers why Sonic's air ability is getting changed.
I feel as though this argument has started to miss the point of why Sonic's air ability is being changed to begin with. From what I remember of my conversations with Mystic about it, the sentiments that lead to the decision weren't coming from an anti-thok mindset, but rather the mindset that Sonic himself being the title character should have an ability less skill based and more friendly to first time players. This is often where the idea of passing on the Thok to Metal Sonic comes from, as the Thok itself was never seen as a problem and there was no need to outright remove it from the game.I’m not defending the Thok right now. I’m saying the Homing Attack is not the best option and that the Thok fits Sonic better in a momentum based setting. Obviously we can get something better than the Thok, but that something isn’t the homing attack
Oh yeah, I’m totally aware of this issue. That’s why when I say “something better than the Thok,” I mean something that feels like a more natural source of speed like the Peel-Out or the Drop Dash from CD and Mania. Obviously, I don’t want those specifically in SRB2, but something along those lines would work for the casual audience while also providing something useful for the more hardcore audience. The homing attack would be easy to implement, but it isn’t the most creative either. It’s honestly more boring than a double jumpI feel as though this argument has started to miss the point of why Sonic's air ability is being changed to begin with. From what I remember of my conversations with Mystic about it, the sentiments that lead to the decision weren't coming from an anti-thok mindset, but rather the mindset that Sonic himself being the title character should have an ability less skill based and more friendly to first time players. This is often where the idea of passing on the Thok to Metal Sonic comes from, as the Thok itself was never seen as a problem and there was no need to outright remove it from the game.
As such, Sonic's ability isn't being changed because of anything being wrong with the Thok in a general sense, but rather to make Sonic himself more of an "easy mode" type character to compare to Tails and Knuckles, who are also available right off the bat. The idea is that his ability should be swapped out to something that allows the player to navigate through stages in a way that causes them to feel in control, without accidentally thokking themselves off a cliff or into spikes or etc. The Double Jump has been considered for this, but is probably the most cliché, boring option possible and as such generates some hesitation.
As Mystic used to put it, the problem with the Homing Attack is more that it encourages more linear "line of enemies" type design the likes of which is seen in the Adventure series and boost games. By not giving Sonic the ability to easily destroy lines of enemies without effort, level designers are challenged to find other ways to direct the player towards progress through the level.Oh yeah, I’m totally aware of this issue. That’s why when I say “something better than the Thok,” I mean something that feels like a more natural source of speed like the Peel-Out or the Drop Dash from CD and Mania. Obviously, I don’t want those specifically in SRB2, but something along those lines would work for the casual audience while also providing something useful for the more hardcore audience. The homing attack would be easy to implement, but it isn’t the most creative either. It’s honestly more boring than a double jump
Okay, but again, what counts as a "momentum based setting"? Most Sonic games have momentum of some sort, and there's nothing so special about SRB2's use of slopes (right now) that the homing attack would be as destructive as you seem to think.I’m not defending the Thok right now. I’m saying the Homing Attack is not the best option and that the Thok fits Sonic better in a momentum based setting. Obviously we can get something better than the Thok, but that something isn’t the homing attack
The Boost games aren’t based on momentum and they rely on the homing attack for a lot of gimmicks. It’s not that extreme in the Adventure Era games, but they still do that line of enemies in the air thingOkay, but again, what counts as a "momentum based setting"? Most Sonic games have momentum of some sort, and there's nothing so special about SRB2's use of slopes (right now) that the homing attack would be as destructive as you seem to think.
And yeah, I knew about the hopes for Sonic to be easier, and I think that's inevitably going to come with whatever his new ability is not being as powerful or unwieldy as the thok, which means that arguing the idea of it being better because it can be most effectively utilized for speed and momentum is kind of pointless. I'm not actually here to shit on the thok for anything but its stupid, stupid name.
Okay, and? That doesn't mean it's inherent to it, or that a game that does do that suddenly doesn't have momentum.The Boost games aren’t based on momentum and they rely on the homing attack for a lot of gimmicks. It’s not that extreme in the Adventure Era games, but they still do that line of enemies in the air thing
The attraction shield found underwater does have a legitimate mechanic that allows you to take advantage of it. Try locating a nearby invincibility monitor and experiment!
My mans. They supposed to be used with invincibility
That’s... not a lot of workThat's a lot of work (and memorization) for very little reward...
LMAO This was my only pet peeve! But honestly vanished after a couple replays."Yes, a star post, finally I—oh it's already flashing..."
Yup, for the ring emblem I had to get a force shield and get really really lucky, because when fire is being shot from literally every angle i just cant avoid everything. After several tries I finally did it though :)
- The point of those gargoyles is as timing challenges, which Azure Temple sometimes pulls off well, sometimes not so well. Some of the hallways with the fire gargoyles are interesting challenges, but others I just have no idea how to get through unharmed, like the ones where fire is shot from the sides and in front of you at the same time.
Pet peeve: Post-v2.0 Brak Eggman is boring. 2.0's Brak was a much more engaging boss battle. 2.1 Brak is just the Cyberdemon from Doom but with extra steps. The whole fight consists of waiting around for slow-ass Brak to step in the goop, dodge his attack, rinse and repeat 12 times. The Cyberdemon didn't have this problem because in Doom, you were constantly attacking it with all your firepower while quickly manuvering around him. If you weren't careful, you could die in one blast, sometimes from your own weapon even! Brak doesn't have this. 2.0 Brak on the other hand, has you jumping on his head to deal damage for the first few attacks. After a while, he starts firing cannonballs which you have to dodge. Then he'll use his glue attack, which if you aren't fast enough will get you killed as he'll jump at you while you're stuck, potentially throwing you off the platform and into the death pit below. He also will shoot white missiles at you, which you can jump onto and redirect back at him. Halfway through the fight, the lowered middle platform of five total collapses, meaning you have to jump onto his missiles to do damage. He also gets much more aggressive, not using his cannon anymore and instead resorting to his potentially-fatal glue attack. If you can manage to dodge his attacks and land 8 hits, you can defeat him. This version of the fight is so much more engaging and interactive than the new "dodge and wait" Brak we have now.