

Some of this may be Captain Obvious in a general sense of weight design in video games but I figure I'd put this here if people wanted specifics on how it works exactly in this one. Things take longer to kill and you can't react as quickly at higher weights but your mistakes are way less punishing. So in summary you can kill things much faster and have much better responsivity at low weights but you're a glass cannon. However if you're specced right you can take lots of knocks on the head, so you may simply not care about getting hit or playing optimally as such. Very often you'll simply be too slow to get in more than a couple hits, and at higher weights against some enemies you'll basically only be able to safely hit them at certain times, once, when the opportunity presents itself, and then you're back to dodging and blocking waiting for the next one.
Tails of iron steam windows#
It also means that if you're playing with medium or heavy weight/armor, you simply will not be able to capitalize very much on windows of opportunity against enemies. This means lighter armor is better if you have good reaction times, but you'll get boned in a few hits. What this basically means is that lighter rats can dodge much more often and move farther when they do, and they can also do a lot of things really quickly, like dodge and then ready shield, or get in 2-3 attacks in a small window (unless using slower weapons). Your run speed (weapons sheathed) is always the same. As Redgi, heir to the Rat Throne, you must restore your broken Kingdom by banishing the merciless Frog Clan and their ferocious leader, Greenwart. Higher weight does NOT slow attack animations (or any that I've seen) and I don't think it changes walking speed with your weapons unsheathed, but I'm not sure on that. Your tail continues Set in a grim land plagued by war, Tails of Iron is a hand-drawn RPG Adventure with punishingly brutal combat. complete battle actions more slowly (for example, the delay between dodging and immediately readying your shield gets much longer, the delay between attack and dodging, etc., it basically increases delay between any actions in a fight you can take).Attack slower (animations are same speed at all times, delay between attacks gets longer, see below).And I do mean sliding scale, there are no weight categories despite the game UI implying that's the case these differences between low weight and high weight increase gradually along the scale, which means maximum lightness (lowest weight) does make you attack faster and dodge farther than minimum lightness (the heaviest you can be in the feather fake "category"). Some people say the weight doesn't matter or they haven't noticed a difference, but there is defininitely a difference, it's just that it's on a sliding scale so you won't notice much as the game progresses. My brother has been letting me play this a bit on his account and I get that the vagueness is supposed to be part of the design but like after only a few hours I had questions about some specific mechanics, this being one of them, so I did a little testing.
