It's easiest to verify this on ERZ1, as there are some fast moving platforms at the start of the left path. This was definitely a thing in .13, I'm not sure if it broke in .14 or .15.
It's easiest to verify this on ERZ1, as there are some fast moving platforms at the start of the left path. This was definitely a thing in .13, I'm not sure if it broke in .14 or .15.
I remember specifically using that little bit of extra upward momentum from the conveyors to reach that higher ledge after the first couple of platforms. Now it feels like you have to time your jump perfectly or find another way up.
It's a pretty noticeable change, and it does make playing as Fang feel a bit different in those kinds of situations. I hope it's something the devs are aware of. Maybe it was an unintended side effect of some other change?
Good call on mentioning 2.2.13 – I think I remember it working then too. I haven't played much of Fang recently, so I hadn't put my finger on exactly what felt different.
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