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Weight System

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hyper copter
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Weight System

Post by hyper copter » Wed Feb 27, 2019 8:39 pm

I know that this game doesn't really care that much about logic, But i really think that heavy crates are even heavier than modified superfighters. How come a heavy crate not immediately destroy a crate, a barrel, a scaffold or a weak platform while a falling modified superfighter can? (i know it gives damage or breaks them sometimes) But some stuff should be programmed to behave in a specific way on some other stuff.
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Motto73
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Post by Motto73 » Sat Mar 16, 2019 10:09 am

SFD is a cartoony 2d brawler game and does not need to be 100% realistic. People smashing through walls and scaffolds is very cartoony yet not realistic. It's strange that you point out this exact thing in a game where you can survive sniper shot to the head, fall from really big heights with minor damage, empty an uzi clip into enemys butt with them surviving and fight in bizarre locations like acid factories and such (and all others movie-like elements). IMO the current system is fine.
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hyper copter
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Post by hyper copter » Thu Apr 18, 2019 3:36 pm

Motto73 wrote:
Sat Mar 16, 2019 10:09 am
SFD is a cartoony 2d brawler game and does not need to be 100% realistic. People smashing through walls and scaffolds is very cartoony yet not realistic. It's strange that you point out this exact thing in a game where you can survive sniper shot to the head, fall from really big heights with minor damage, empty an uzi clip into enemys butt with them surviving and fight in bizarre locations like acid factories and such (and all others movie-like elements). IMO the current system is fine.
What i meant was simply for heavy crates to smash through weaker objects like boxes, Weak platforms, Scaffolds & such. Making heavy crates more reliable when you try to kill someone with them.
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''The great thing about multitasking is that several things can go wrong at once."
- Andrew B. Sweger.

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