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回報翻譯問題
The creator of this mod does not wish to maintain it any longer, so I created a revision of this mod with a fix for heavy weapons, too. Here is the link if you wish to take a look:
https://steamproxy.com/sharedfiles/filedetails/?id=2424189312
(The creator of this mod is aware of my revision and does not mind it being posted.)
Disgusting, blatant lying by the creator! This will not be accepted!
well, dont know if someone else comment this but, it's 36,4% faster not 40%. If it was 40% the value would be 1.54"
Well gee that changes everything, I guess I can't use this
https://steamproxy.com/sharedfiles/filedetails/?id=2424189312
had recently problem with getting hit by Band of Bones during every dodge my MA dude did
It could take a while, with my current internet connection. :-/
Mods i use:
1.Martial Arts No Matrix Dodge (I only started using this one after the limp speed change.)
2.Race Blood
3.Let's Talk
4.Reduced Weather Effects
5.Sensible Spider Range
6.Compressed Textures Project
7.In-Game Biome Map (No Colour)
(And last but not least.) 8.Foodcubes³
You make a good point : a faster animation means a shorter invincibility window.
But it also grants more offensive power, as the character will be able to attack sooner and more often.
It really comes down to personnal tastes. :)
With the mod taken off, vanilla dodging worked much better. One dodge would work much more effectively. Invincibilty frames kept them safe and they repositioned more effectively.
Think of this as a roll in Super Smash Brothers. When a character attempts to roll, there is a moment before and after when he is vulnerable to attack. The middle portion of a roll, however, the character has invincibilty frames. He cannot be hit for that duration. IF you were to shorten a roll in SSB, you would reduce the middle part, the safe part, and increase the amount of times the vulnerable moments would happen.
I did testing. Your mod assumes decreasing dodge time is a good thing, when in reality it nerfs dodging. This mod only takes one dodging component into account: repositioning. The problem is, dodging is not just about repositioning.
When your character dodges in Kenshi, he gains frames of invincibilty. For instance, if you have a character with immensely high dodge being pushed into a wall, he will continue dodging backwards into the wall, but not get hit, even as the sword hitbox goes where his hurtbox normally would be. This is because he gains invincibilty frames.