The animation cancelling behavior of scouts (elephants’ siege attack can do it too, FWIW) isn’t intentional, is it? Assuming it isn’t intentional, I’d like to see it removed. Maybe the devs believe that it adds a desirable micro element to the game? I don’t know, but it mostly seems to seriously favor Rus and Mongol players who are spamming scouts in matches.
Yeah hopefully its removed, until then I’ll use it as well
devs removed a lot a lot of elemets to micro. and doubt that they intentionally add “cancelling”.
Probably just bug…visual bug.
It’s not a visual bug. I’m talking about resetting the attack timer with move command/s (commonly called animation cancelling), thus drastically increasing the number of attacks per second.
This only exists for Scouts as far as I know…
Not sure if it’s a problem at all.
It at least raises the skill ceiling a bit and results in tight hunting taking situations in Rus games.
Siege animation canceling was fixed after Stresstest as far as I know.
The treb definitely doesn’t shoot faster when packing up/building up right after shot compared to just reloading anymore.
Coming as a Russian player, and thinking of Rus vs Rus:
The problem with calling it a micro-friendly feature is that ping is a thing, and the animation canceling makes it very hard to tell it you, or your opponent is actively attacking.
I saw the top level guys do it, and I started to do it as well, but I’m not a fan in MP.
With this argument you can tackle literally anything in game.
Unit movementspeed, projectile dodging such as mangonel shots, engagement with cavs especially vs spears brace position.
Everything is beeing influenced by ping.
Even if animationcanceling wouldn’t be a thing, Rus vs Rus hunting fight is still influenced by your ping.
need to remind, they removed it. And now we have auto arrows. Considering all staff I know about the game → it’s a bug.
Very true. Maybe in wrong, but the animation canceling makes it harder to even see if an opponent is targeting something.
Might be in my head, but maybe others with better knowledge can help me understand.
With the other examples (dodging mangonels for instance) it’s easier to see if they are attacking or disengaging, regardless of ping. The animations indicate it well.
With scouts it’s hard to understand what t your opponent has ordered, because it’s the animation timing that is buggy.
You can still dodge mangonel shots and block charges.
Yeah animation cancelling on scouts is silly. It makes them way more dangerous when microd.
add this to hulk spinning for rapid ROF, its just silly, no ship would ever maneuver or fight like that. It raelly detracts from the immersion.
Bring in some boarding mechanics to make sea more fun, this level is just silly.
I do like these little mechanics though. To be able to do a bit better if you have the time to micro. It adds some depth to the game I think. However, it should be intended, worked out, balanced and tested by the devs and I keep wondering if that’s the case with the scout and e.g. the hulk spinning mechanic.
I think a lot of people only know about the animation canceling for scouts killing deer, but it works for their sword attacks too (just not quite as extreme).
It also works for Knights, torches, and who knows what else.
Seems to me that units are/should be balanced based on DPS and that the amount shouldn’t change based on micro.
Micro is surely important in an RTS, but basic unit stats like DPS shouldn’t be something you can micro an advantage with imo.
I kind of like the concept of the ships getting separate attacks on each side, but the way it’s implemented with ship spinning seems odd to be. Mostly just ugly looking, and silly to watch.
I don’t mind the animation canceling on killing deer tbh, but it definitely shouldn’t be a thing on other attacks or torches which are clearly supposed to be slower attack speed and dps.
I for one hope it won’t go. The russian hunt micro is super fun to execute, and makes the first minutes much more engaging imo.
For normal attacks it should be fixed.
I hate animation canceling in almost any game, not just AoE4. With the exception of fighting games where animation canceling and twitchy gimmicks are an integral part of, any form of gaining an advantage through animation canceling occurs due to technical limitations and flaws rather than conscious design decisions. If it’s something they can fix, they should!