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Mantis blade kill animations are too slow, breaks combat phasing.

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NoticeBulge

NoticeBulge

Rookie
#21
Dec 18, 2020
+1
also enemies can actually attack you while in animation making it a detrement often times. on top of it watching the same animation over and over again gets very boring quickly. feel like it could have way more animtions of you dismembering the opponent. still love using them though. on top of it often happened to me that npcs start their "bumped into" voice line while executing them, which can be funny but im sure isnt intended.
and as a (maybe) tip: havent testet this thourougly but i felt like when i aimed for the head/neck with the charged attack i often just behead them with the charged attack not going into the animation. might be worth trying out.
 
Last edited: Dec 18, 2020
Severian68

Severian68

Fresh user
#22
Dec 18, 2020
Its really a big problem, my first run was hacker/tech and the 50-60h was really cool to play. I was excited thinking about a new run with mantis since i saw it in shop.
But since i have it, i want to stop , its just frustrating. This kill animation, but also sandevistan dont slow time at all (or its 25% and not 75%?), blood pump dont work anymore...
I'm really happy i didnt choose this in my first run or i would have a very different view on that game. I'll just move on and wait for patch to fix that hopefully. Thanks and Gl.
 
Last edited: Dec 18, 2020
ThorwaldJohanson

ThorwaldJohanson

Rookie
#23
Dec 18, 2020
A quick fix you can do is to equip the Target Analysis mod in your optics. It makes your attacks non lethal and thus disables the impale animation. Mantis + Sandevistan is super fun :)
 
Severian68

Severian68

Fresh user
#24
Dec 18, 2020
ThorwaldJohanson said:
A quick fix you can do is to equip the Target Analysis mod in your optics. It makes your attacks non lethal and thus disables the impale animation. Mantis + Sandevistan is super fun :)
Click to expand...
Solution totaly not immersive for me, cauz playing mantis mean a fight ending with lot of heads arms and legs everywhere on the floor. wich is obviously disable with Target Analysis mod.
 
ThorwaldJohanson

ThorwaldJohanson

Rookie
#25
Dec 18, 2020
Severian68 said:
Solution totaly not immersive for me, cauz playing mantis mean a fight ending with lot of heads arms and legs everywhere on the floor. wich is obviously disable with Target Analysis mod.
Click to expand...
you can still dismember people once they are on the floor
 
Kool17

Kool17

Fresh user
#26
Dec 18, 2020
Prae255 said:
Hopefully this gets replaced with a couple of quick one-two animated executions.

Let's throw in some suggestions for the team:
- Stab them in the chest with one blade, behead with the other.
- A quick series of jabs through the chest and head. Stabstabstabstabstab.
- A vertical swipe chopping off both arms. (I guess they could still bite you, but let's agree that the shock of losing both arms knocks them out)
Click to expand...
I agree with this.
 
H

Hexipoo

Forum regular
#27
Dec 18, 2020
Don't use heavy attacks, it's the same thing with the Katana. It's faster to use light attacks against minions and save heavy attacks for bosses.
 
Severian68

Severian68

Fresh user
#28
Dec 18, 2020
Hexipoo said:
Don't use heavy attacks, it's the same thing with the Katana. It's faster to use light attacks against minions and save heavy attacks for bosses.
Click to expand...
Yeah but so you dont use the quick jump on enemy so its is sad, animation come often with that jump for me (i mean when you keep left mouse click targeting an enemy to jump on it, its very cool to do, but when its followed by this lonnnnng animaton, its getting annoying)

If they dont fix it, i'm sure a mod will quickly do it. but if they can at least let us to turn it off or on.
 
lameover

lameover

Fresh user
#29
Dec 18, 2020
don't use heavy attacks until it's patched (or not)
 
regnim

regnim

Rookie
#30
Dec 20, 2020
Either turn this animation off or make the player invunerable while it is animating. It's rediculous anyone on the CDPR team thought this in its current state was acceptable...
 
asirpakamui

asirpakamui

Fresh user
#31
Dec 21, 2020
Agreed. Desperate for the fix of this bullshit. The WORST FUCKING PART of the thing is where you are then, AFTER THE ANIMATION ENDS, locked and completely immobile for a good second.
 
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DarrenJama

DarrenJama

Fresh user
#32
Dec 22, 2020
I agree that the Mantis Animation needs some work. We need a couple of different ones, that would be great.

It would be great if during Sandevistan the melee finisher animation just didn't play at all. I hate sprinting into combat, tapping the attack button, perform this cool leap, then only to have my entire Sandevistan end and go straight into cooldown... Just don't play that animation, let me just take their head off or something. I hope this gets altered.
 
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A

aresmar

Rookie
#33
Dec 26, 2020
+1 Please fix this unnecessary animation with a quick one. even more than one animation randomly if the devs can add it much better.
 
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drklrdnecro

drklrdnecro

Rookie
#34
Jan 4, 2021
So having played this for over 200 hours, I've noticed that the animation in question is quite frustrating when dealing with combat. This animation seems to go off anytime you are doing a strong attack at a health threshold that could kill them with damage or if you're sprinting at them and do a light attack. Considering that the mantis blades are somewhat designed for the assassin in mind, moving around the fighting area as fast as possible is fairly important.

Doing a strong attack I can understand that the animation comes in to add that effect that you're doing a heavy kill on someone. However, as previously stated by just about everyone here, that animation does end up getting you killed if you're in a group of enemies. In fact, if you compare yourself to those of the assassins from the highway scene, you're no where near their capabilities even with full perks in athletics, cold blood, and blades. If there were maybe one adjustment for this on just the strong attacks it should definitely be (1) some form of a damage reduction while doing the animation via perk, (2) a damage reduction effect when the animation is in effect, or (3) being immune to damage while doing the animation. Now even though I've suggested some possible fixes, I believe the animation should remain on with strong attacks. If you're lifting someone of the ground with blades like that, they're going to be making a lot of noise and you're going to be noticed, but it doesn't mean that it shouldn't be horrifying to those chooms close to that person in the area causing them to be off their A game.

While some people maybe having issues with the strong attack animation, I'm more frustrated with sprinting and quick attacking triggering the animation. That gets me killed more than anything and most of the time to ensure I'm not doing the animation I have to chase the target down, dead stop near them, and then quick attacks until they're dead. This makes combat fairly awkward in regards to overall immersion and as well as the swing of things. Letting go of any movement while you're chasing someone down is the antithesis of chasing someone down (aka, to chase someone you have to stop chasing). To alleviate this issue I would highly suggest (4) this animation be removed completely when you're sprinting. If you're running between multiple targets and get the animation to trigger they're going to absolutely murder you when you can't even move to regenerate health or use a healing item.

I hope these possible changes help in future for quality of life changes. The mantis blades were such a hyped feature before the release and they're getting us killed more than anything.
 
K

Khaxino

Fresh user
#35
Jan 4, 2021
You don't trigger the takedown animation if you aim for the head (or slightly above). It will decapitate the enemy without triggering the animation, it works with sprint/lunge attacks too.
 
ManuScythe

ManuScythe

Rookie
#36
Jan 8, 2021
I have registered only to comfirm that I made my char for the Mantis Blades but I DIE to the Kill animation as I don't have "iFrames" and I get oneshot, so I had to stop using them and use Katana, as many other users.

Of course some solutions could be:
· Adding iFrames during the locked animation frames.
· Or dramatically shortening the locked frames of the animation.
· Or removing the animation alltogether.

Any way hope this comes in 1.07 because I really would like to go back to mantis, I love them otherwise.

Edit: By the way, I would really love to have some control on when the kill animation happens, even if it's only when I crit from stealth or when it's the last enemy around.
 
hairsprayqueen

hairsprayqueen

Fresh user
#37
Jan 9, 2021
I definitely agree the lack of variation is disappointing especially I however do wish the monowire had some animations of their own.
 
Realgametester

Realgametester

Fresh user
#38
Jan 9, 2021
It was obviously something hastily thrown in for cool factor and never game tested
 
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