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DmC Definitive Edition for PS4 & Xbox One

Judge

Well-known Member
And DMC's lock on system was not automatic at all. What the hell are you talking about?
When you press L3 it cycles through the closest enemy to the farthest in that order. It's not random.

Haven't got time to go into the Bayonetta point, but your previous words:

"When you press L3 it cycles through the closest enemy to the farthest in that order. It's not random."

I haven't said its random. I've said its automatically allocated. You don't have a choice which enemy the reticle lands on, the AI decides to cycle through a pre-determined order. The AI automatically allocates your target depending at where you are in the cycle.

Not to mention you've made it very easy for yourself. Try doing that with more than three enemies on screen unevenly placed. You will encounter greatly dificulty targetting what you want, rather getting the AI to target what you want.
 

GF9000000Returns

Well-known Member
Wow....the lock-on feature really was a big flaw to some people huh? Auto lock-on worked fine for me.

I hope NT/Capcom are going to have us choose between auto lock-on and lock on, becuz after playing original DmC,the original DMC controls feel painful and honestly....hard to get back to. My fingers hurt like hell after an hour of playing DMC3.

If the camera doesn't focus on the enemy correctly then it's a bad lock on. Which is why some people had camera issues with DmC due to no manual lock on system.

True in some aspects(I f*beep*ing HATE those Witch demons), but...the original games some camera issues too in some missions with and without the lock on. If too many enemies get close to you in a indoor mission, the camera messes up. I know they're supposed to learn from their mistakes and all, but hey, what can you do?
 

ChaserTech

Well-known Member
I haven't said its random. I've said its automatically allocated. You don't have a choice which enemy the reticle lands on, the AI decides to cycle through a pre-determined order. The AI automatically allocates your target depending at where you are in the cycle.

I was specifically responding to this.

"There was no way of decided which enemy the rectile would land on next."


That pretty much implies you're saying it's random.


Not to mention you've made it very easy for yourself. Try doing that with more than three enemies on screen unevenly placed. You will encounter greatly dificulty targetting what you want, rather getting the AI to target what you want.

Why would I do that when I can just let go of the lock on button and target the enemy I want to lock on to by pushing the control stick towards the enemy I want, then locking back on. The toggle switch mainly serves as a purpose to lock on the the next nearest enemy that's closest to you and it works best against a room of 2 - 3 enemies. Aside from that, the toggle system not used to effectively target enemies more than that.




True in some aspects(I f*beep*ing HATE those Witch demons), but...the original games some camera issues too in some missions with and without the lock on. If too many enemies get close to you in a indoor mission, the camera messes up. I know they're supposed to learn from their mistakes and all, but hey, what can you do?

That's...kinda what I stated in the post you responded to, but you cut it out for some reason:

DMC's problem was mainly confined areas. If the game had more places that served as actual arenas (like Bloody Palace) I don't think people would have complained as much.
 

TWOxACROSS

Hot-blooded God of Guns
Premium
Why would I do that when I can just let go of the lock on button and target the enemy I want to lock on to by pushing the control stick towards the enemy I want, then locking back on.

Soooo, the exact same function as DmC's soft lock, but without having to reallocate your lock? Seriously, what this comes down to is that a lock on is nice for anything that moves quickly - it's great for keeping track of enemies, especially if they like to move around a lot.

However otherwise it is entirely unnecessary to require a Hard Lock function just to have access to "more moves", which can all be given without the need for the Hard Lock function; despite them not actualizing the potential in this very first DmC, all functions of the Hard Lock directional inputs can be implemented without ever needing to use it. Hell, the two biggest ones, R1+Forward and R1+Back are already in the game.

Styles and a Hard Lock input function are irrelevant in the context of how DmC remapped the controls and functions. Just because they didn't top us up on every skill we could ever make use of does not mean they couldn't.
 
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ChaserTech

Well-known Member
Soooo, the exact same function as DmC's soft lock, but without having to reallocate your lock? Seriously, what this comes down to is that a lock on is nice for anything that moves quickly - it's great for keeping track of enemies, especially if they like to move around a lot.

However otherwise it is entirely unnecessary to require a Hard Lock function just to have access to "more moves", which can all be given without the need for the Hard Lock function; despite them not actualizing the potential in this very first DmC, all functions of the Hard Lock directional inputs can be implemented without ever needing to use it. Hell, the two biggest ones, R1+Forward and R1+Back are already in the game.

Styles and a Hard Lock input function are irrelevant in the context of how DmC remapped the controls and functions. Just because they didn't top us up on every skill we could ever make use of does not mean they couldn't.


Why would I do that when I can just let go of the lock on button and target the enemy I want to lock on to by pushing the control stick towards the enemy I want, then locking back on. The toggle switch mainly serves as a purpose to lock on the the next nearest enemy that's closest to you and it works best against a room of 2 - 3 enemies. Aside from that, the toggle system not used to effectively target enemies more than that.


Please don't cut out a part of my post that explains a bit about DMC4's toggle system. I don't feel like repeating myself. And regardless of it being irrelevant, these are the exact same issues I've been hearing on these threads multiple times. Which is my point.
 

TWOxACROSS

Hot-blooded God of Guns
Premium
Please don't cut out a part of my post that explains a bit about DMC4's toggle system. I don't feel like repeating myself. And regardless of it being irrelevant, these are the exact same issues I've been hearing on these threads multiple times. Which is my point.

What is your point?

The issues with the lock function? Sure, and then you go on to say what amounts to doing something extremely similar to DmC's target override function. However, you still have to go back to using the Hard Lock for things. DmC doesn't ask that of the player. It's like all the remedies I'm hearing for the Hard Lock are "Well you can do this with it too, so it's okay" as if it justifies why it needs to continuing to be a thing, when DmC created a system that didn't need it just so we could have those directional inputs.
 

Chancey289

Fake Geek Girl.
A hard lock to keep track of a particular enemy is a fine option.

But to actually open up more moves to use, is a design choice that is better left behind. DmC took a lot of the mechanics and really put them under a natural evolution that was appreciated.

Even if DMC 5 comes next for this series, then it shouldn't forget to incorporate things DmC brought to the franchise.
 

Exejpgwmv

Well-known Member
A hard lock-on probably wouldn't work to well with DmC's emphasis on fighting multiple enemies in the air at once.(Ex: A group of harpys.)

It would probably be useful for Vergil though, considering how much he likes to teleport around.
 

Judge

Well-known Member
I was specifically responding to this.

That pretty much implies you're saying it's random.

Why would I do that when I can just let go of the lock on button and target the enemy I want to lock on to by pushing the control stick towards the enemy I want, then locking back on. The toggle switch mainly serves as a purpose to lock on the the next nearest enemy that's closest to you and it works best against a room of 2 - 3 enemies. Aside from that, the toggle system not used to effectively target enemies more than that.


That's...kinda what I stated in the post you responded to, but you cut it out for some reason:

"That pretty much implies you're saying it's random."

Well to claify what I meant, I meant that the AI automatically selects targets for you. You have no direct control on what enemy you want to isolate.

"The toggle switch mainly serves as a purpose to lock on the the next nearest enemy that's closest to you and it works best against a room of 2 - 3 enemies."

I'm not sure how you felt about it, but I felt it was defintely outdated and cumbersome. I want to target something straight away, no messing about with buttons here and there. Your attacks are also limited when you disengage the lock-on, in that you can't aceess the R1 specific moves. Something in particular I'm reffering to is Evade. By the time you see the enemy attack you have to hold R1 and then Evade, you can't dodge straight away unless in Trickster. It just got cumbersome to have important functions locked to R1.

There were other things I didn't like about the lock-on as well:

When you hold R1, Dante can only walk, he can't run. His movement slows down greatly. In DmC Dante retains full movement at all times whatever he targets (unless shooting). In DMC4Dante is also restricted to movement within a specific enemy radius. Leaving you open to enemy attacks external to Dante's radius. In DmC its like every enemy can act as a focus point for Dante, but he's never restricted to that focus point or slow movement whenever you target an enemy. Its this free flow movement that made DmC feel more fluid than previous games.

Then you have another thing I didn't like with R1 lock-on. When you hold R1 you can only Evade in two directions, if you try to Evade up or down Dante will vault over the enemy. It also meant you can't Evade multiple enemies properly because you were restricted to one specific enemy radius.

Thats why I can understand DMC4 did a few things better than DmC, but mechanically DmC was a complete reworking of really stale mechanics that had to go. Bayonetta and MGR use much more modern mechanics as well, so it was necessary to remove the limitations of the R1 lock imo.
 

TWOxACROSS

Hot-blooded God of Guns
Premium
Your jump does have a few i-frames to it, but that still puts you airborne, which might not at all be what you want in a given situation. Plus, you're left open for an extended period because you have to buy an engagement ring for your jump arc.
 

Judge

Well-known Member
There's actually a video that shows a situation where a hard lock-on might not be the best choice.

Found it:(Go to 1:57)

I completely agree with you on that.

We can switch it off. We'll see how many players find it useful when the video uploads come in on PS4/X1.

The players who've been making expert videos have done so without a lock-on recitle. So its possible to play this game to a high standard without lock-on. I think we're going to see a lot of people do some amazing things with game, so we'll see how many people actually use it.
 

Meg

Well-known Member
Moderator
I'm actually really concerned about them throwing in a hard lock on option because the whole control scheme was built around not having one. I'm worried that it's going to feel tacked on and useless at best, and get in the way at worst. The only way they can really make it work is if they completely redo the controls and combat. Which I doubt.

Can't wait to have to explain to people that subpar lock on in a game built around not having one, doesn't mean lock-on is inherently flawed or inferior. :facepalm:
 

Gbraga

Well-known Member
Why do people keeping asking this o_O The console version let's you specifically set a Gun Special key (L2 is mine :p). I know the PC version doesn't without some finagling, but the console version already has a separate option :x
Oh, really? My bad.

I've only played the demo on PS3, so when I saw you needed to edit .ini on PC to get it working, I just assumed they removed it from the full version.
 

Sparda's rejected son

For Edenoi!
Premium
Supporter 2014
@Loopy The trailer didn't mention some of the points you've mentioned. But if indeed these are all the features DmC DE will get than it looks like I'll be picking it up. (Oh who am I kidding, I've would've bought it anyway, alongside DMC4 SE)
 
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