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Fighting Games Weekly | Jul 6-12 | Freuds Among Us

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Tried to win a code on Valle's stream for Yatagarasu. Had to type stuff in the chat, but twitch wanted me to reset my password before logging in. :/
 
Damn Ultrachen going ham in on NRS and patches.

Most of what they're talking about comes from the perspective of having had to endure limited patching over X number of years. That's the expectation we've built and how we approach learning the games that are out there. Look at all of the games Capcom has put out or just Japanese development in general, it was sometimes years between updates for a game. During SF4 it was a yearly or every other year patch for the game. So players had to adapt and figure out these odd uses and how it works in every situation rather than expecting it to work like it's designed to initially. Like Ultradavid said, with his gief greenhand example of it not really working well to deal with projectiles. He just kind of accepted it, which is how he's responded stuff in the past. It's the default for FGs so when we come into a situation like NRS, patches, and how the hardcore NRS players have responded to it, it's kind of like having two "cultures" clashing in a sense. It's a shock when you experience it.

I really don't mind the current barrage of patches for MKX this early on. It helps iron out the most obvious issues and then when that's settled, we can move into really figuring cool stuff out. I mean like Tempest Kung Lao in the release MKX had the Hat Spin/Orbiting Hat but it was totally useless because you couldn't combo after it hit. Hat Trick Kung Lao was useless too because just had to be blocked so you couldn't do mix-ups. Dualist Liu Kang was in the same position until a recent patch where they made it possible to do high/low setups with the Dark Fireball, etc etc.

Most of the current MKX players have taken the approach to get as much play experience as possible instead of just training mode it out, which makes a lot of sense for their situation. I actually enjoy that a lot too and kind of wish it was a bit more feasible in games like SF.

Keiko is streaming Ultra! She's practicing the twins before evo

Twitch.tv/keikoqvq

Why do you keep posting keiko's stream? lol
 
This brings me to the subject of SFV, what do you guys think about the removal of chip kills? The only thing that still chip kill are supers from what I understand.

Personally I like it because if I have health then I should have a chance to come back but there are plenty of situations in SF4 where really low health means you already lost.

I don't know, we'll see. I feel like you should die from chip if it's from a fireball. Keep away strategies should be able to finish the match with that strategy alone.
It would have been fine if they just took the chip damage from blocked dps. I don't know why it's so high in SF4.
 
I kind of see Ultradavid's point of view where he wants an actual schedule, the why and when of the patches basically. The uncertainty of it makes it hard to start practicing in the game and selecting characters to main. It also creates a weird meta where players start lobbying for character changes.

Like you know it's bad when EVO has to issue a deadline for that game when it comes to patching.
 
I kind of see Ultradavid's point of view where he wants an actual schedule, the why and when of the patches basically. The uncertainty of it makes it hard to start practicing in the game and selecting characters to main. It also creates a weird meta where players start lobbying for character changes.

Yeah, I definitely can agree on a schedule and maybe spacing them out a bit better.
 
The changes are also very reactive in some cases. Is Tanya actually OP or does the community just need time to come up with answers? Who cares, nerf her into the ground. It's somewhat disrespectful to the community.
 
CHIP DAMAGE

This brings me to the subject of SFV, what do you guys think about the removal of chip kills? The only thing that still chip kill are supers from what I understand.

Personally I like it because if I have health then I should have a chance to come back but there are plenty of situations in SF4 where really low health means you already lost.

I'm not a fan of getting rid of chip KOs in and of itself, but it's more justifiable when normals do chip damage.

Yeah I don't mind the way NRS handles patches. At the very least, it show that the devs care about the game.

NRS style patching would infuriate me if it happened in a game I gave a shit about. Patches that frequent, drastic, and reactionary would just make me feel like all my effort and work was being stripped away from me.
 
NRS patches would be fine if they weren't every other week. I mean some of them are hotfixes obviously because they are too fucking lazy to test their dlc broken pay to win characters. It's hard to get mad when the recent patch notes might as well said : Patched out the dumb. If you are a gorilla picker, then this game would be the worst for you. A constantly evolving game is fine, but it's no coincidence that the patch always happens after a major. People haven't even figured it out and you just change it. Sucks for people testing tech/or saving stuff.
 
NRS patches would be fine if they weren't every other week. I mean some of them are hotfixes obviously because they are too fucking lazy to test their dlc broken pay to win characters. It's hard to get mad when the recent patch notes might as well said : Patched out the dumb. If you are a gorilla picker, then this game would be the worst for you. A constantly evolving game is fine, but it's no coincidence that the patch always happens after a major. People haven't even figured it out and you just change it. Sucks for people testing tech/or saving stuff.
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The "leave it alone for a year" thing doesn't work for NRS because they release the games in a pretty busted state. But there HAS to be a better method than what they're currently doing.
 
The "leave it alone for a year" thing doesn't work for NRS because they release the games in a pretty busted state. But there HAS to be a better method than what they're currently doing.

How about letting QA sit on the game longer. I still refuse to buy NRS games because training mode in MK9 didn't work properly.
 
I wish Yatagarasu had the commands next to the name of the moves when doing the challenges. I've been going through them fine (I skipped Hanzo's divekick one because it seems really finicky so I wanted to go back to it later when it's not 2 in the morning and I have much more patience), then I ran into Hina's challenge 5 and I didn't know WTF a PA was. I spent 20 minutes testing random combos and moves (I found some stuff that works at least) until I found out PA meant the universal overhead...which is both punches. I thought it meant personal action or some shit so I tried finding a taunt command lol.

edit: Hina's challenge 10 is fun. Though I skipped her challenge 9, how do you connect the super after the uppercut? Is it after the uppercut or is it just a super cancel?
 
I just wish it was July 17th already haha. Pretty sure there's no new games coming that I'm interested in from now till then, plus EVO is just awesome in general. It's almost like E3 week. Hurry up and get here already. Lol.
 
CHIP DAMAGE

This brings me to the subject of SFV, what do you guys think about the removal of chip kills? The only thing that still chip kill are supers from what I understand.

Personally I like it because if I have health then I should have a chance to come back but there are plenty of situations in SF4 where really low health means you already lost.

I like it.
It means I can stop cracking and going for random DPs against Onemic
 
I wonder who from the FGC and NeoGaf I'll see at EVO, probably find out closer to EVO. It should be pretty fun. I've literally been looking forward to it all year. I don't doubt I'll be just as excited if not more as when Sony revealed they'd be making the FF7 remake at E3.
 
I wish Yatagarasu had the commands next to the name of the moves when doing the challenges. I've been going through them fine (I skipped Hanzo's divekick one because it seems really finicky so I wanted to go back to it later when it's not 2 in the morning and I have much more patience), then I ran into Hina's challenge 5 and I didn't know WTF a PA was. I spent 20 minutes testing random combos and moves (I found some stuff that works at least) until I found out PA meant the universal overhead...which is both punches. I thought it meant personal action or some shit so I tried finding a taunt command lol.

edit: Hina's challenge 10 is fun. Though I skipped her challenge 9, how do you connect the super after the uppercut? Is it after the uppercut or is it just a super cancel?

Cancel the first hit of the uppercut I believe.
 
NRS patches would be fine if they weren't every other week. I mean some of them are hotfixes obviously because they are too fucking lazy to test their dlc broken pay to win characters. It's hard to get mad when the recent patch notes might as well said : Patched out the dumb. If you are a gorilla picker, then this game would be the worst for you. A constantly evolving game is fine, but it's no coincidence that the patch always happens after a major. People haven't even figured it out and you just change it. Sucks for people testing tech/or saving stuff.

this just makes the players adapt more IMO. It affects everyone since the patch is installed by everyone. I don't think it'd really be an issue anyway in a match you're always thinking on the fly as anything can happen that you might not have seen before, just hopefully when it does happen you're able to react to it.


Atleast it happens after the major and not before. Actually I don't think it'd even matter, when things happen before the major they usually just get banned anyway. New chars especially Atleast that's how it's been for tournaments.
 
MKX patching happens a bit too often, I'm in the camp that wants the game to breath a bit before patching anything. The thing that really bugs me the most is that it makes me dislike the NRS community - though there's alot of good dedicated players, a gigantic amount of forum posts is dedicated to screaming for nerfs for every character someone has lost to online and it just advocates a scrubby mentality from people who don't want to adapt or learn matchups.

Wesker would have been nerfed to oblivion if NRS was running Marvel, and he's not even top 10 of UMVC3.
 
What you'd rather have it happen before? "Uhh..." Doesn't really say much.

If devs and publishers can put out games and patches before majors without bugs and problems the players wouldnt have a reason to complain. I'd totally be down for more patches and the like before majors. But I doubt any player installs a patch and actually wants their story mode progress deleted as a result of it(PC MKX) or be forced to play on what you believe is the best version of the game only to play and realize it's actually probably worse than what you were already been playing(launch PS4 USF4). Judging by the reactions that have already happened especially with those two titles it's clear people don't want those things to happen.

Patches are clearly generally favored but as we've seen they can be quite devastating to the unsuspecting player and developer.

New characters have already gotten banned in tournaments as a result if they've been released extremely close to a tournament date.

I just feel with it happening after a major in regards to patching and all, it's a lot easier on both devs and players because atleast up to that major everyone knows it's currently in form. They can probably just patch accordingly after a major since so much has been tested in real time by people that take the game seriously.
 
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