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>> No.5632196 [View]
File: 176 KB, 640x480, Blood Train.webm [View same] [iqdb] [saucenao] [google] [report]
5632196

>> No.4138290 [View]
File: 176 KB, 640x480, trainn.webm [View same] [iqdb] [saucenao] [google] [report]
4138290

>>4138254
>Pretty much the only time they have a significant reaction delay even while facing is when they switch from idle to actively hunting. Then you proceed to circle and you can see the breaks in their animation as you're running the edge of their sprite rotation (except that dumb fuck at the back who's stuck throwing dynamite).
This is a cabin full of cultists that don't shoot at me despite have direct los because I understand how the movement works. Apparently according to you this is a 'flaw' because they don't shoot since I'm moving? The fuck?

Usually people on this board parrot the important of movement in classic FPS so why is it so bad that it's in Blood as well?



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