Effective range of tools feels off

Andreas Lund shared this feedback 20 days ago
Not Enough Votes

The welder and grinder are both too sensitive about range; too close with the welder and it fails because the player intersects with what's getting built (even if the initial block has been placed so you actually bump off the collision bounds) and too far and nothing happens. Even if it's technically more realistic (how long are those arms really), having to carefully nudge back and forth trying to hit the sweet spot gets frustrating really fast.

Same with the grinder, especially when trying to grind a mobile grid; try grinding down the floating containers in that one contract, ignoring the failure state for now. That's a proper exercise in patience, as even if you trap the container in a corner it still bounces around enough to make it nearly impossible to grind down.

These things both worked a lot better in SE1, realism relaxed a bit and allowing the player to focus on the bigger picture rather than the challenge of getting the tool to work the way it's supposed to.

Replies (2)

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This core mechanic of mining, grinding, welding needs to be easy & enjoyable. Looking forward to improvements in tool range, especially once the player begins using the tool.

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I agree with Andreas above. The grinder I feel is decent for fixed items, the welder is annoying with the half second spark up then off etc as you try to figure out if you are too close to the item, too far away and it just lights up and nothing builds. the miner is the best so far, I really like how it looks/works in 3rd person (when you strictly look at where the marker is located, vs se1 where you had to play around with body position to get it to drill where you want it). I'm not looking forward to chasing down a space object to try and grind/weld it in se2, se1 was doable with some concentration.

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