dgosling / RoR2-Samus

Samus RoR2 Mod
2 stars 1 forks source link

Suggestions #8

Open RocketDrifter opened 2 years ago

RocketDrifter commented 2 years ago

I wanted to find a more appropriate place to put suggestions, but this was the best I could come up with. After playing around with the mod for a while, I felt it could use a little polishing and a couple balance changes to really shine. I'm a long time Metroid fan myself, so I really appreciate the time and effort you've put into bringing this into RoR2.

1: Damage scaling feels... Extremely off, during gameplay. Charge beam shots are incredibly powerful in the first stage, and make combat trivial. Wait just a while, go to maybe stage 2 or 3, and suddenly all of Samus' best attacks are hardly doing any damage, even with complementary items. I'm not sure what the issue is here, but something is definitely wrong. (After a rebuild of my game and some more testing, this doesn't seem to be the case anymore)

2: More of a suggestion, but having charge beam projectiles move as slow as they do makes combat using them very tedious when paired with their tiny hitbox. I think this could be remedied by fully charged shots having a small AoE around their point of impact (like the Diffusion Beam upgrade in Metroid: Other M). Anything directly hit takes full damage, everything else in the radius gets an amount of total damage based on their proximity to the point of impact. Either that, or enlarge the projectile's hitbox. I know that could cause an issue with terrain collision, but I had a thought about that. Don't many projectiles in games have two separate hitboxes, one for calculating collision with terrain, and another for calculating whether or not it hits mobs? Perhaps the terrain collision box could be the size it currently is, while a new mob-hit box could be a more reasonable, larger size. This could help with the collision issue you mentioned, I think, but I also admit I don't develop games, and my understanding of this may be limited.

3: Aesthetically, one of the elements I feel this mod is missing the most is visual and sound effects for when Samus' projectiles hit things. Currently, they just disappear without making any noise or explosion, and it's kind of jarring.

4: The super missile currently is very tedious to use in the middle of combat, due to its very slow travel speed. I know it's supposed to be slow because of its power in terms of RoR logic, but it feels wrong in her kit. The super missile is also a very fast projectile in every Metroid game (that I know of), so having it be so slow is really odd. I think it would be more satisfying and organic to use if it were faster. Perhaps if it started out slow, then sped up as it traveled, as it does in Super Metroid?

5: This is mostly just an idea, who knows if it'd be reasonable to program or even feel right in RoR, but what if locking on were its own mechanic, in control of the player? It'd make the above issues with hitting enemies basically gone, and being able to choose what we lock onto would be really great. I'm finding that missiles aren't nearly as effective as they could be, because I really can't choose what I want to hit with them, and the lock-on range is really short at the moment.

6: Another random idea, but what if one of Samus' alternate skills (either utility or special) were the scan visor? You target an enemy with it and hold it for a bit while she scans, then you and all allies on your team gain a slight advantage against that enemy type? That advantage could be in terms of reducing damage taken from that enemy, damage given to that enemy, increased crit chance/damage like a weakpoint, or something else. Could be an effective marking ability for fighting elites and bosses.

All that said, I do really enjoy your mod. Thank you for developing it. (Also I'd love to properly label this topic as a suggestion, but github isn't giving me the option)

RocketDrifter commented 2 years ago

Oh! I also forgot to mention, sounds from this mod don't seem to play for other players in multiplayer. And as an addendum for the super missile suggestion, perhaps if they had weak homing capabilities? Nothing like the regular missiles, but it would make using them much more viable if they could hit their targets a bit more often, especially at range.

I think another nice quality of life change for players could be adding a visual and/or audio cue for when beam attacks are fully charged, so we can get a sense for when to release the button for max damage.