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Gonna use the extra credit from the games I traded in for P4A to pick up DOA5. It's my staple 3D fighter.DOA >>>_____________
discuss
Gonna use the extra credit from the games I traded in for P4A to pick up DOA5. It's my staple 3D fighter.DOA >>>_____________
discuss
It's weird that RTS games have a much bigger community, but there's nothing similar for that on here.
MvC2 was BS, too. In fact, in many ways it was more BS than 3. If you got hit in MvC2, you just lost your whole team if your opponent played it right, with no recourse at all. MvC3 at least gives you a way to survive past that first mistake. Plus team structure is far more interesting in 3 than in 2.Don't forget that Yipes is right that MVC 3 is bs, it would be nice if Sanford and Desmond came back but they both hate the game.
MvC2 was BS, too. In fact, in many ways it was more BS than 3. If you got hit in MvC2, you just lost your whole team if your opponent played it right, with no recourse at all. MvC3 at least gives you a way to survive past that first mistake. Plus team structure is far more interesting in 3 than in 2.
Don't forget that Yipes is right that MVC 3 is bs, it would be nice if Sanford and Desmond came back but they both hate the game.
And he doesn't like the differences in them. That seems fairly legit to me. People don't have to love every game out, people certainly don't have to love MvC3.Come on man, mvc2 is not any less BS than 3. They are just different BS.
Are you saying MvC3 does not take skill?No Mvc 2 took skill and had no rampant otg's and no comeback factor.
Hey, and that's cool. If you want the first time you touch your opponent to determine the entire match, that's your game. You play it. I just don't want people to pretend that MvC3 offering a way to come back from that first touch somehow makes it more BS than MvC2.And he doesn't like the differences in them. That seems fairly legit to me. People don't have to love every game out, people certainly don't have to love MvC3.
Didn't Sanford say he can't play Marvel 3 cause of his arthritis or something?
But it had on point pseudo infinites, double snap backs, true invincible assists, guard breaks, broke flight/air mechanics and a roster balance that makes Mvc3 look like a perfectly balanced game from top to bottom.No Mvc 2 took skill and had no rampant otg's and no comeback factor.
And he doesn't like the differences in them. That seems fairly legit to me. People don't have to love every game out, people certainly don't have to love MvC3.
If you nerfed OTGs, then characters who do long combos without OTGs would just be buffed (like Magneto, who totally needs buffs!). That would be the only difference in the game. Meanwhile, a huge number of characters wouldn't even be able to end their combos into hypers.Marvel would be better if you could tech out of OTGs at the cost of meter or something. One of my biggest problems with the game is the overindulgent combos. Adding a way to get out of that that isn't a flat-out burst would be interesting and would probably add some tactical depth to combos.
If you nerfed OTGs, then characters who do long combos without OTGs would just be buffed (like Magneto, who totally needs buffs!). That would be the only difference in the game. Meanwhile, a huge number of characters wouldn't even be able to end their combos into hypers.
I would spend a bar with any character to escape the OTG. Again, it would completely destroy characters who rely on OTGs to deal damage. A character like Dr. Doom should not have to guess at every single relaunch he does as to whether his opponent is going to burst. That's just stupid. OTGs are just a way to add variety to combos. That's all. Magneto does his air-dash cancel loops, Doom does his OTG loops. There's no reason to pick one over the other.If the opponent techs every time, then he'll never have meter. You could also plan in advance and just aim for mix-ups so he'll just burn through his meter and won't be able to tech. I didn't mention this, but I would have the tech animation be vulnerable to ground throws and super throws.
I realize it wouldn't be a flawless fix across the board (as I wouldn't want to add it to "balance" characters, but to improve the overall pace of the game), but in terms of giving a game a central concept I think it would be huge improvement.
That's not how you suggested it.I'm not talking about adding a balance change, I'm talking about making a fundamental change to the game's system and then developing all the characters from that stand point. Combos and set-ups that are hot now don't matter if you talk about making a new game. If loops allow you to get around this fundamental aspect, then in developing the game, you'd nerf loops.
Change the cost to two or three bars of meter, if you'd like.
This is somewhat true. The three gods(and Cable) are beast, but the match is nearly almost always over once your two characters are gone and you have to face a MagSenSto(or Cable) team. You are assed out whether your anchor is a top tier or the bottom 90%. X-factor is the great equalizer in a game that sometimes feels like a fighting game version of Russian roulette.Are you saying MvC3 does not take skill?
What do OTGs matter?
No comeback factor is exactly why MvC2 was more BS than MvC3. It's borderline impossible to make a full-on comeback in MvC2; the borderline is for FG deities like Justin Wong. This is not Street Fighter. When you lose a teammate, you've lost more than 1/3 of your health.
Mortal Kombat's breaker system is the absolute worst thing about that game.Well, my point of view, which is more important than whatever fantasy I have in my head for a hypothetical new Marvel, is this: Super long combos are not good things, because they take an aspect of a game and overindulges on that to the point where it is essentially one person playing for several seconds. This means a pure execution test with virtually no strategic value. By adding complications to the combo process in a way that is more advanced than "Stop the combo" (i.e. burst, though Mortal Kombat's in particular would be the best comparison) I think you are adding depth to a game and ultimately making it more interesting (especially if it stops ToD combos).
Balance problems aside, what I see is "Oh, he is going to tech this, so instead I'm going to go for a throw when I knock him down." That is more interesting to me than another few seconds of combo.
isn't that viscant?
One of my biggest problems with the game is the overindulgent combos.
isn't that viscant?
Mortal Kombat's breaker system is the absolute worst thing about that game.
Some games emphasize combos more, some less. Marvel has a history of being all about the combos, and I don't think that should change. I do think a few characters have combos that go on too long and are boring to watch, though, like Zero.Well, my point of view, which is more important than whatever fantasy I have in my head for a hypothetical new Marvel, is this: Super long combos are not good things, because they take an aspect of a game and overindulges on that to the point where it is essentially one person playing for several seconds. This means a pure execution test with virtually no strategic value. By adding complications to the combo process in a way that is more advanced than "Stop the combo" (i.e. burst, though Mortal Kombat's in particular would be the best comparison) I think you are adding depth to a game and ultimately making it more interesting (especially if it stops ToD combos).
Balance problems aside, what I see is "Oh, he is going to tech this, so instead I'm going to go for a throw when I knock him down." That is more interesting to me than another few seconds of combo.
And even then, you need to be damn good with your anchor to make the X-Factor comeback. The biggest problem with X-Factor is people still aren't performing snapbacks in response to guard cancels. It's criminal at this point.This is somewhat true. The three gods(and Cable) are beast, but the match is nearly almost always over once your two characters are gone and you have to face a MagSenSto(or Cable) team. You are assed out whether your anchor is a top tier or the bottom 90%. X-factor is the great equalizer in a game that sometimes feels like a fighting game version of Russian roulette.
Are you saying MvC3 does not take skill?
What do OTGs matter?
No comeback factor is exactly why MvC2 was more BS than MvC3. It's borderline impossible to make a full-on comeback in MvC2; the borderline is for FG deities like Justin Wong. This is not Street Fighter. When you lose a teammate, you've lost more than 1/3 of your health.
Hey, and that's cool. If you want the first time you touch your opponent to determine the entire match, that's your game. You play it. I just don't want people to pretend that MvC3 offering a way to come back from that first touch somehow makes it more BS than MvC2.
Mortal Kombat's breaker system is the absolute worst thing about that game.
I like how you drop some no-knowledge comment in the thread that starts this whole argument and then disappear, only to pop in for this one-liner.The breaker system is fine in mk.
And the trick is that anyone "feels" like they can win, but if the game is so random, why are the same players always on top?X-factor is the great equalizer in a game that sometimes feels like a fighting game version of Russian roulette.
Nope to Viscant,just bad execution.
UltraDavid has a problem and Sanford too, I believe. I don't remember what Sanford has though.
TACs, sure. The speed boost is necessary, and XFC is not a problem at all. Technology to deal with XFCs has been around since Vanilla, but no one does it. It blows my mind that the scene has not evolved to handle this yet.Marvel 3's only major problems are TACs and the speed boost you get in X-Factor. Oh and X-Factor guard cancel.
I don't think this is bad, but I don't think it adds anything to the game either. The only characters that would use it are those with ToD point character combos like Zero...I think I'd rather not give Zero a survival option.I wouldn't terribly mind a burst in Mvc3 provided the following things are applied:
1) Tied to the x factor system. Using x factor as a combo breaker nullifies it completely (its depleted completely on that usage)
2) Upon usage it has to have some active frames during which if you are hit it triggers the burst. The burst activation can be baited by delaying a combo string so you can block/avoid the trigger and punish its recovery.
3) Does not allow you to combo after the burst.
This would provide an interesting mechanic where you can save your character once from a combo at a hefty cost, most useful when you get tagged by a lvlxf character and you don't want to lose a character and have to deal with an incoming mix up.
Regarding skill, lol. I like the fact that OTGs are a part of the game. Most games have very situational OTGs and that's fine, because those games weren't built around them. Comeback factor I agree but, almost every new fighting game that's released has some sort of comeback factor now.No Mvc 2 took skill and had no rampant otg's and no comeback factor.
But it had on point pseudo infinites, double snap backs, true invincible assists, guard breaks, broke flight/air mechanics and a roster balance that makes Mvc3 look like a perfectly balanced game from top to bottom.
Mvc3 at high level takes a lot of skill too. I don't know what otgs and comebacks have to do with it when the entire game is about getting hits or avoiding hits/bad situations in the first place.
It turns out I am not indifferent after all, since this brought a smile to my face.Sanford ‏@SanfordKelly
Didn't do well in Ae but still got 2nd in teams blah going to take a break and start playing UMVC3 more IFCYIPES has motivated me!!!
To be honest I would rather not have combo breakers at all. And the mechanic hurts Zero more because being able to survive a Zero combo could mean the difference between a win and a loss. Also if Zero uses x factor (which he isn't supposed to do because that's the reason he is the best) then that significantly weakens the entire team especially the anchors who are found on a Zero team like Vergil, Phoenix or Strider.I don't think this is bad, but I don't think it adds anything to the game either. The only characters that would use it are those with ToD point character combos like Zero...I think I'd rather not give Zero a survival option.
Sanford ‏@SanfordKelly
Didn't do well in Ae but still got 2nd in teams blah going to take a break and start playing UMVC3 more IFCYIPES has motivated me!!!
TACs, sure. The speed boost is necessary, and XFC is not a problem at all. Technology to deal with XFCs has been around since Vanilla, but no one does it. It blows my mind that the scene has not evolved to handle this yet.
This is what BB:CP is doing (You get one Burst or X-Factor per round, w/ Factor length scaling with HP %) and it definitely seems like a great way to balance it out.1) Tied to the x factor system. Using x factor as a combo breaker nullifies it completely (its depleted completely on that usage)
Incoming Vergil?Didn't do well in Ae but still got 2nd in teams blah going to take a break and start playing UMVC3 more IFCYIPES has motivated me!!!
The person facing Zero just blew XF3 for another shot at Zero, though. The thing is, there are very few situations where it's more worthwhile to combo break instead of going for XF3. You're losing a ton of offensive capacity there. It's the same reason it's almost always a mistake to blow X-Factor to save a character from chip damage.To be honest I would rather not have combo breakers at all. And the mechanic hurts Zero more because being able to survive a Zero combo could mean the difference between a win and a loss. Also if Zero uses x factor (which he isn't supposed to do because that's the reason he is the best) then that significantly weakens the entire team especially the anchors who are found on a Zero team like Vergil, Phoenix or Strider.
How do you expect characters like Sentinel to touch teams without X-Factor? Have you ever played Sentinel on point? Against a good player, it's suicide. A character like Wesker might not need it, but characters like Dr. Doom and Sentinel sure as heck do. Or imagine you're facing Morrigan + Doom. Your first two characters couldn't get in, why would your third be able to with just a speed boost?How is the speed boost necessary?
Hulk gets no speed boost, which is why he's terrible on anchor. I'm glad you brought him up because it proves my point, though.I think speed boost to a certain extent on certain characters is fine like on Hulk or Sentinel but its out of control for already fast characters with speed boosts like Vergil, wesker and wolverine.