Zanda_Sama
Member
I'd also like Silver to be able to float after jumping on a spring.
I figured players would prefer being able to get rid of everything straight away. Seeing as the general train of thought if to pick up enemies / monitors and throw them at walls or use them as ammo against the remaining enemies surrounding you instantly.I'd also have you just throw one of your things by default, instead of having to use the weapon select thing in ringslinger.
Definitely possible and actually a wonderful suggestion. Not sure why I didn't do it.I'd have thrown bots break walls, not sure if that's possible though.
This is already the case.I'd have the Psychokinesis nerfed to where you can't just pick up every single thing that's in a big circle around you. I'd personally have it only work in front of you, and have like half of its range.
When using Psycho Boost, analog mode is turned off, thus strafe keys do nothing but strafe. I could try interpreting sidemove as angle changes, but I don't think I'll be able to quite match the way actual angle changing works.I hate to be that person YET AGAIN (and this is super low on the priority list even for me) but you can't turn while analog mode is on when psyboosting with the direction keys, instead you have to resort to the camera rotate buttons. It should stand as a testament to how good this new update is though that the only thing I can think to criticize is one tiny nitpick that's probably the game's fault.
I've myself been beating around this idea for quite a while. I was thinking of just capping Telekinesis use to 1/5th of the energy regardless of how many objects were grabbed. I'll try experimenting with this and see the results.A few issues I noticed.
Firstly, picking up multiple objects consuming more meter feels unfair as there is no benefit to throwing multiple objects at something 99% of the time. Since you can't decide how many nearby objects to pick up, grabbing a bunch of things at once feels like more of a punishment than a reward given that it severely hampers your hover ability. My suggestion is to eliminate or drastically reduce the meter penalty for picking up multiple objects but increase the hover's meter burn slightly to compensate.
It's possible to just Psycho Boost into them. They can't be picked up for the obvious reason that this could actually softlock other characters from a section in netgames if it was thrown in a stupid spot.Secondly, since Silver cannot pick up golden monitors it's potentially possible to softlock if there's nothing around to throw at a required monitor.
Sadly there isn't much I can do besides letting Silver interact with what the bosses use on him, which leads to the boss interactions with Silver being more counterattacks than anything else. Changing their entire behavior isn't something I'm willing to do (Metal Sonic has the biggest behavior change of them all, seeing as he can be grabbed directly). The intended way to fight Eggscalibur is to fly up to catch 4 Egg Robos, and use them 1 by 1 with the selection buttons.Thirdly, certain bosses are too cumbersome. GFZ3, ACZ3, and BCZ3 all involve a lot more waiting than they typically do, and the egg robos can be very annoying to grab in CEZ3. BCZ3 in particular suffers from an inconsistency where you cannot pick up the ground fire despite this being used as the tactic to defeat GFZ3.
For some reason I didn't think of trying that. It's a bit of an awkward solution since you often wind up inside the monitor afterwards, though. I know moving golden monitors around would be problematic but how I was expecting it to work was that the monitor would teleport back to its spawn point after being tossed.It's possible to just Psycho Boost into them. They can't be picked up for the obvious reason that this could actually softlock other characters from a section in netgames if it was thrown in a stupid spot.
That would be a much better fix to the inconsistency than being able to pick up the ground fire anyways.Though I suppose I should try and make it so Silver grabs the first boss's laser shot instead of the flames left by it to make it look more consistent.
This is already the case for any enemy with less than 2 health. The issue with letting you boost to damage bosses is that it would often be more efficient than throwing objects, downgrading several fights into a glorified thokfest.Here's a small suggestion: What if Silver could damage enemies with the Psycho Boost? This would give him a more direct option for fighting bosses and leave him less vulnerable when a boss fight doesn't have anything for him to throw.
The height check seems to work fine when going over objects, but not under them. See this gif of Silver breaking a monitor far above his z position.I've picked up an oversight/bug: When using PsychoBoost, Silver ignores height checks for spikes (best seen in Black Core Zone Act 1)
The height check seems to work fine when going over objects, but not under them.
When using Psycho Boost, analog mode is turned off, thus strafe keys do nothing but strafe. I could try interpreting sidemove as angle changes, but I don't think I'll be able to quite match the way actual angle changing works.
Last I know, the next branch only replaces old analog mode with an alternative that's functionally about the same thing but better.I remember now that that was your solution, I wouldn't mind at all if you made some alternative. However, since analog's sadly probably going to be removed soon anyway, I wouldn't worry about it too much.
I mean, I could easily fix it myself, but it's not mine to mess with.
local player = p
Yes I agree with throwing enemies individually being default and being able to float after hitting a spring
But most importantly
I don't know what this is but it looks like yuri
Attaboy, Silver
Silver being unable to damage the vanilla bosses physically is intentional and won't be changed. Modders have the tools at their disposal to support Silver in their mods if they want to.Is Silver's Psycho Boost going to deal damage in an update? While he can use the Egg Robos in CEZ3, any other mod that uses that boss without objects gets him softlocked.
The bug I mentioned where a carried RVZ1 orbinaut's spikeballs cause a thok sound to play when you're hit by them still exists. I found some other dubious behavior relating to carried enemies as well.every bug reported thus far
That's probably because there's no such command in the first place.silv_color Silver doesn't work in the config file