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Another suggestion is having a laser pointer. Something like this http://puu.sh/mUOwS.jpg
Would make shooting, moving and using abilities a bit easier, because players will always know where it goes.
And as many have already complained about zoomed in view, I would also add a new toggable key/button for camera zoom out. Oh! and I would make it customizable.
Other than that, it's all good.
Well... theres few other issues...
- Make Mouse sidebuttons bindable!
- Maybe make Shelly brighter or something to make her more distinguishable from all others.
- Add option to remove mouse acceleration/smoothing completely!
- Maybe Add new option to display Health/Shield and Ammo on side of the crosshair like HL2 -> http://puu.sh/mUQ33.jpg
- Maybe Add question if they want to leave the level when the player still has some quest(s) left in their quest log.
That's all I got at the moment, and thanks for not abandoning us!
Also maybe put a delay of a few seconds on the time in which you can manually detonate Bowlingbombs. More than once I hit the button, and she didn't seem to throw immediately. So I hit it again, and I immediately exploded. I thought for a while that it was just randomly exploding on throw until I realized they could be manually detonated.
Besides those, jumping has a floaty-weightless quality to it, but I don't really consider it that big a deal, though I guess there are those who would.
Also I would reccomend raising the directional pointer in Gamepad mode off the floor somehow so that it doesn't go under things. It kind of defeats the point of its existence if it vanishes while you're trying to aim up stairs.
(assuming WASD here)
1) When placing the cursor over an enemy, Bombshell should always lock on to it as long as its within the cursor's radius (at least within the radius of the artwork). This should be a "soft" lock and if the cursor drifts over another enemy it will lock on to that instead. It should always work like this, no exceptions. Enemies caught in the cross fire should definitely be struck of course.
2) Animations should never override controls, it should be the other way around. Control inputs like the Bowling Bomb should interrupt the current firing (or other) sequence.
3) The game should always "fire" if the fire button is being held, assuming you haven't performed another action. If you do, as soon as that action is over Fire should resume. The game does NOT hold to this currently and there are numerous situations where you might be attacking an enemy, perform an ability, and then be locked out of firing until you cycle the button. You should never have to lift your finger off the button and press again to resume firing unless it is specifically a semi-automatic weapon.
4) Camera zoom and pitch should be configurable. Zoom should be able to go out about 150% of current default, and pitch should be adjustable from completely isometric to completely top down (assuming the assets support it).
5) By manipulating your ambient occlusion buffer you can draw a dynamic shadow under Bombshell onto surfaces at all times. This would make gauging where you will land when you jump much easier and improve its "feel". This can be done other ways too, like stencil projections or whatever, but it's nice to get something simple to implement and dynamic to boot.
As it is now I can only use those numpad keys if I turn off the Num-lock, which is kinda wrong. And in the same time I can't configure Key 5 for anything which makes the numpad system only working half as good as it could in Bombshell.
And then for the mouse, I would so love to be able to configure my side keys (Button 4, 5 and so on, on a mouse with more then regular keys). This is not supported in Bombshell right now.
It would be an amazing feature to be able to have Shelly's special power on my sidekey on the mouse instead of a key on the keyboard.
Would make the gameplay even more fluent.
I am playing with a controller, and I can't seem to pan the map? I have to use the mouse when I want to.
Using a PS4 controller with DS4Windows.
Also, I find the weapon wheel is a bit unresponsive at times. Like, I would think I have picked a weapon but it actually doesn't register.
If I may suggest: Being able to use the d-pad instead when you hold Y. Might be faster and more responsive that way :)
P.S. You can see that's the only thing I really get mifted about in my video here. At 16:02 it starts with the analog button, and 20:04 and 20:39... of corse when things start to get intense... lol
https://www.youtube.com/watch?v=S3__WQLycB0
Also making the ability selection wheel a toogle that auto leaves when a different active ability is chosen.