Lostconfused
Member
Too tired to function as a human being, maybe I should play some video games. So that rules out fighting games, haw.
Combo breakers use the lowest form of "mind games" available especially non KI games.
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What kinds of stuff can the tool do, exactly?First time I played Toolassisted was about 2 years ago. I had no idea what I was up against at first. Some of the things it was able to do and react to and just the amount of correct guessing just didn't seem human. After a few losses I just took a harder look at his name and realized it basically told me what I was already thinking. This guy wasn't human.
As long as you know what you're getting into, it's actually fun to play it just to basically do what the guys on CPT tried to do, crack the code.
The only way it would work is if you built enough during each combo to burst, but once you are out of the combo, you lose the gauge. Then, get rid of hitstun decay. All combos end in a burst or a reset - that would provide an intense metagame to follow, and everyone would have variations upon variations of combos so people never saw the resets coming - the highest damage would no longer be the most important aspect of a combo, but rather its reset opportunities.So how would you guys feel about a GG like burst in UMvC3. You get a burst at the start of each game and build it back by taking damage.
Good postIt doesn't matter what kind of burst/combo breaker is put in MVC3, it would make Zero even better and also Morrigan.
This keeps being brought up multiple times so I am just going to explain it so people know why it's a bad idea for this game.
When people think combo breakers for MVC3 they usually think "oh man it would be so much better if I could break out of this Zero combo... no more TODs!" While it's true that you could avoid getting your point killed... you have to understand that this applies to Zero/Morrigan as well. They are characters that are extremely hard to get a hit on because of their mobility, space control and hitboxes. The only reason why they don't win every single tournament is because they die in one combo like everyone else. They have the best match ups in the game and if you implement combo breakers than they dominate match ups even more.
Imagine playing as Hulk struggling for your entire life bar to land a hit on these characters and then get combo broken. Neither of these characters need XF to kill your team, they will gladly burn it to extend their effective life bar to get a 2nd chance at beating you in neutral.
Meter based combo breaker like Megacrash benefits Zero/Doom/Mag the most because they build the most meter in combos. It would nerf Vergil/Morrigan/Wolverine but they would still be top tier. Would crush the lower tier characters like Storm, Hulk etc. who need all the meter they make. There's just too much of a difference in the amount of meter generated by some characters vs other.
XF based combo breaker would fundamentally alter the anchor game and the meta game would move from Doom/Vergil to either 2nd point/Doom or Dante or Doom/Dante as the core shells. It would be a massive buff to front loaded teams like the Firebrand team and of course Zero. Because it would be a massive buff to front loaded teams, people would adopt the MVC2 structure of teams with no dedicated anchors. It would severely nerf Vergil/Strider/Phoenix but greatly buff Zero, Dante, Morrigan, Wolverine, Doom, Magneto etc. Game would boil down to who loses their point first. This all sounds good on paper but it's not... you are going to have a very snowball type playstyle, more so than it is now and there will be many more of those Haggar flailing around against a for 30 seconds against a full team of keep away characters (similar to MVC2 CapCom flailing around against Storm/Sentinel).
I can't stand it and eventually lose control.Makes chess look fast-paced in some matchups.
They should probably do the tutorials like three times and try lobbies. All the newbies just love walking right into the grinder that is QM that even high level players on IRC aren't fond of lol.Anyone with an inkling of interest in Skullgirls can get everything for like 8 bucks. Everything as in the game and all DLC.
Do it. Best netcode, all play lobbies, dope training mode.
Makes chess look fast-paced in some matchups.
Just some in Dustloop Xrd news and gameplay thread. It's not as bad as when Elphelt was shown though. (and mods might've cleared messages for all I know)
Salty Runback feature:Speaking of QM reminds me of an idea that only struck me last night. We need a fighting game that offers a "salty runback" player match right after a ranked match. QM salt is the worst. I imagine the person who won turning down my salty request and it makes my blood boil just thinking about it lol.
Stuff moves fast, but the match doesn't. Like...Ryu wants to stand and throw fireballs at a certain range. So his opponent jumps over them, or FADCs them. No real overall change except the screen positioning due to footsie threats. It's a pretty slow gameplay environment.I don't get it, I feel like SF4 is at a pretty quick pace :x
i want no comeback mechanics if there ever was an mvc4. people will just need to choose their teams carefully. just cut down on characters and balance them out so everybody is good solo. oh and no nitsuma.
well the person still lost his other 2 characters so i don't think they should just be able to use assists freely while they are gone. i think there needs to be some penalty. maybe have it cost meter instead.Why make it cost life? What's overpowered about it that would necessitate a drawback? You're just letting people have half of the "team mechanic" so characters like Haggar aren't screwed (Haggar could call a barrel to roll across the screen or something).
That's why it's a small comeback mechanic - the player is down two characters. They get assists, and those assists aren't "vulnerable" like others in the sense that health can be lost. However, the assist can still get hit. Maybe the assist can get "KO"d on a 5 second timer if it gets hit. Then you want to be careful about using the assist properly, but you aren't crippled. Haggar would have someone else from Final Fight appear on the screen and throw a barrel on the screen - hit the guy throwing the barrel to cancel the assist like normal. These assists would have to be slightly more tame compared to standard assists, too. More like Ryu's Hadoken than Doom's Plasma Beam.well the person still lost his other 2 characters so i don't think they should just be able to use assists freely while they are gone. i think there needs to be some penalty. maybe have it cost meter instead.
I'm pretty sure this is exactly how Skullgirls works... and it's kind of annoying? Basically, there's zero downtime the entire match, and it can just get exasperating. It's like every character is MvC2 Magneto, except now their combos are also 5x the length.The only way it would work is if you built enough during each combo to burst, but once you are out of the combo, you lose the gauge. Then, get rid of hitstun decay. All combos end in a burst or a reset - that would provide an intense metagame to follow, and everyone would have variations upon variations of combos so people never saw the resets coming - the highest damage would no longer be the most important aspect of a combo, but rather its reset opportunities.
At least, if I made a fighting game, that's how it would work.
Why would the loser ever submit that? They have nothing to gain (other than their pride) and a lot to lose. The winner doesn't gain anything either.Salty Runback feature:
1) Only loser can propose it.
2) If the winner declines, the Ranked points gained are lost.
3) If the winner accepts and loses, no overall point change.
4) If the winner accepts and wins, the loser loses 4x the original point value.
The only way it would work is if you built enough during each combo to burst, but once you are out of the combo, you lose the gauge. Then, get rid of hitstun decay. All combos end in a burst or a reset - that would provide an intense metagame to follow, and everyone would have variations upon variations of combos so people never saw the resets coming - the highest damage would no longer be the most important aspect of a combo, but rather its reset opportunities.
At least, if I made a fighting game, that's how it would work.
sounds good but it would be better if it was a character from that characters universe. if bof gets a character in the new marvel then maybe ryu would get rei as an assist or sf ryu gets dan or somebody as an assist.That's why it's a small comeback mechanic - the player is down two characters. They get assists, and those assists aren't "vulnerable" like others in the sense that health can be lost. However, the assist can still get hit. Maybe the assist can get "KO"d on a 5 second timer if it gets hit. Then you want to be careful about using the assist properly, but you aren't crippled. Haggar would have someone else from Final Fight appear on the screen and throw a barrel on the screen - hit the guy throwing the barrel to cancel the assist like normal. These assists would have to be slightly more tame compared to standard assists, too. More like Ryu's Hadoken than Doom's Plasma Beam.
I think that would work fine.
We almost had a team ninja developed story driven Marvel fighting game a la Injustice. Sad it got killed.
Shit just got real.I was reading through a GAF insider post history and found this.
Don't know if I would've wanted....
It's a mix of slow and fast. Specials, supers and mixups are just as fast as any other game and damage can be insane, but the process up until that point is a very slow going affair that no everyone can get into. I love anime, but pretty much every SF looks elegant in comparison to the chaotic pace of anime. VSav and GG are the anime fighters that get closest to SF in the pacing department. The stuff going on in those two games keeps my interest peaked, though.I don't get it, I feel like SF4 is at a pretty quick pace :x
Salty Runback feature:
1) Only loser can propose it.
2) If the winner declines, the Ranked points gained are lost.
3) If the winner accepts and loses, no overall point change.
4) If the winner accepts and wins, the loser loses 4x the original point value.
I have massive respect for Zangief players that have the patience to go an entire tournament against stuff like Fei Long. I would have to scream at some point.
Meh even at that point I still feel like the pace at which decisions are made is fast enough. Urgency is low because of the limited decisions to be made which messes with pacing, but it's not as slow as you guys make it out to be.
Had a good set against GB earlier. He was working on counter poking me a lot which lead to an idea I had. Instead of doing an MP or HP I'd do a jab first and if I saw him stick something out, I'd go right in to MPxxHP. It's the first time I've really successfully whiff punished anything on purpose, albeit still around just a bait. I feel like this isn't quite on the proper whiff punishing level that I want to eventually get to, but it was interesting to see how that gameplay evolved. After doing that a couple times, I started to mix it up by walking forward more and doing nothing to test what would happen or just do a long ranged poke like HK instead of the jab to see if I could catch some movement while waiting for a punch of some sort.
Everything else I did was pretty low level in terms of damage and execution but I'm feeling really good about that experience.
I think making a complex, balanced fighting game is probably a lot harder than people who've never made one can fathom.
Frankly, I've started to think that balance doesn't really mean much of anything, outside of extreme examples (so no Ivan Ooze tier characters). Honestly, I would rather have a game that felt good to play with characters that were unique and interesting than having something that was tuned like a swiss watch. I also suspect most people would rather have their character be fun than knowing they're 50-50 against everyone else (although that would imply at least a minimum base level of power, outside of people who enjoy playing intentionally weak characters for some reason).I think making a complex, balanced fighting game is probably a lot harder than people who've never made one can fathom.
Btw, I've played a lot of SF4 to know the pace and how it goes lol don't gotta explain it to me. I just think the opinion is skewed here because reasons.
Yams lemme fight your Rolento so I can do meatie loops on you.
What kinds of stuff can the tool do, exactly?
Had a good set against GB earlier. He was working on counter poking me a lot which lead to an idea I had. Instead of doing an MP or HP I'd do a jab first and if I saw him stick something out, I'd go right in to MPxxHP. It's the first time I've really successfully whiff punished anything on purpose, albeit still around just a bait. I feel like this isn't quite on the proper whiff punishing level that I want to eventually get to, but it was interesting to see how that gameplay evolved. After doing that a couple times, I started to mix it up by walking forward more and doing nothing to test what would happen or just do a long ranged poke like HK instead of the jab to see if I could catch some movement while waiting for a punch of some sort.
Everything else I did was pretty low level in terms of damage and execution but I'm feeling really good about that experience.
It doesn't matter what kind of burst/combo breaker is put in MVC3, it would make Zero even better and also Morrigan.
This keeps being brought up multiple times so I am just going to explain it so people know why it's a bad idea for this game.
When people think combo breakers for MVC3 they usually think "oh man it would be so much better if I could break out of this Zero combo... no more TODs!" While it's true that you could avoid getting your point killed... you have to understand that this applies to Zero/Morrigan as well. They are characters that are extremely hard to get a hit on because of their mobility, space control and hitboxes. The only reason why they don't win every single tournament is because they die in one combo like everyone else. They have the best match ups in the game and if you implement combo breakers than they dominate match ups even more.
Imagine playing as Hulk struggling for your entire life bar to land a hit on these characters and then get combo broken. Neither of these characters need XF to kill your team, they will gladly burn it to extend their effective life bar to get a 2nd chance at beating you in neutral.
Meter based combo breaker like Megacrash benefits Zero/Doom/Mag the most because they build the most meter in combos. It would nerf Vergil/Morrigan/Wolverine but they would still be top tier. Would crush the lower tier characters like Storm, Hulk etc. who need all the meter they make. There's just too much of a difference in the amount of meter generated by some characters vs other.
XF based combo breaker would fundamentally alter the anchor game and the meta game would move from Doom/Vergil to either 2nd point/Doom or Dante or Doom/Dante as the core shells. It would be a massive buff to front loaded teams like the Firebrand team and of course Zero. Because it would be a massive buff to front loaded teams, people would adopt the MVC2 structure of teams with no dedicated anchors. It would severely nerf Vergil/Strider/Phoenix but greatly buff Zero, Dante, Morrigan, Wolverine, Doom, Magneto etc. Game would boil down to who loses their point first. This all sounds good on paper but it's not... you are going to have a very snowball type playstyle, more so than it is now and there will be many more of those Haggar flailing around against a for 30 seconds against a full team of keep away characters (similar to MVC2 CapCom flailing around against Storm/Sentinel).
Why wont you use Chun against me? Lemme work on my footsies too ;_;
#NoLoveForMak
The answer is that you don't put in breakers in Marvel and instead you cut down on combo length severely.Thats whats REALLY being discussed here in my eyes. If breakers get tabled around Marvel for a Marvel 4 NOT 3 how would they need balanced within the environment of offense meant to be that fast and powerful without slowing down the pace, sidestepping mind games without risk or without undermining good play?
Understatement of the year. I've followed SG somewhat closely and I thought Mike Z would lose his mind. Intensely following the dev process on a truly balanced fighting game (what is there besides VSav and SG?) would open some eyes widely.I think making a complex, balanced fighting game is probably a lot harder than people who've never made one can fathom.
So, your mind was made up from the beginning of the conversation.Btw, I've played a lot of SF4 to know the pace and how it goes lol don't gotta explain it to me. I just think the opinion is skewed here because reasons.
Mark Julio (マークマン
‏@MarkMan23
NeoGAF FG Thread really reaching with this MVC4 hope lol.
Why wont you use Chun against me? Lemme work on my footsies too ;_;
#NoLoveForMak
https://twitter.com/MarkMan23/status/605896567673921536
edit: Onemic: you can play my decapre if you'd prefer!
cause you suck homie/s
markman pls
Salt drives everything, my man! People would select the option because e-dick > all for most people.I'm pretty sure this is exactly how Skullgirls works... and it's kind of annoying? Basically, there's zero downtime the entire match, and it can just get exasperating. It's like every character is MvC2 Magneto, except now their combos are also 5x the length.
Why would the loser ever submit that? They have nothing to gain (other than their pride) and a lot to lose. The winner doesn't gain anything either.
The most insidious salty runback feature has to be Tekken 7's (in the arcade, anyway). When you lose to someone online, you can run it back immediately... at double the credit cost.
Thanks!I was thinking of the gauge building while taking damage but I look your idea way more. A dynamic burst gauge would be cool to play with.
Oh, fo sho.sounds good but it would be better if it was a character from that characters universe. if bof gets a character in the new marvel then maybe ryu would get rei as an assist or sf ryu gets dan or somebody as an assist.
There would still be a normal "request rematch" option, but folks could back out of that if they felt like it. This would be a special "you did NOT deserve that win" option. ;-)It's a mix of slow and fast. Specials, supers and mixups are just as fast as any other game and damage can be insane, but the process up until that point is a very slow going affair that no everyone can get into. I love anime, but pretty much every SF looks elegant in comparison to the chaotic pace of anime. VSav and GG are the anime fighters that get closest to SF in the pacing department. The stuff going on in those two games keeps my interest peaked, though.
This is why I called it a player match. Sometimes I just run into someone good enough that I'd like to challenge them again even if I won. Those conditions will make me quit ranked forever lol.
At the same time, MikeZ has done a better job than an entire Capcom team.I think making a complex, balanced fighting game is probably a lot harder than people who've never made one can fathom.
How does the tool help the player, exactly? Does the tool flash something like "BLOCK HIGH!", and the player does it? I am really clueless about this.When I played him what I remembered the most is that he always correctly tech'd my throw or block my hop kick. The hop kick has 17f of start up, plenty of time for a crouch tech(even a delayed one) to come out. When it kept "guessing" correctly in the first game I remember specifically testing its reactions by going for this a number of times in the 2nd game. Again, I could never land a throw or hop kick.
Of course Toolassisted had perfect execution as well. As for reactions, if you were watching Capcom Pro Talk, Toolassisted punished two back dashes from BJ's Guy. These weren't reads, they were just random back dashes done in neutral. No human can do something like this consistently.
Hahaha.https://twitter.com/MarkMan23/status/605896567673921536
edit: Onemic: you can play my decapre if you'd prefer!
aight, bruh, lets go.
At the same time, MikeZ has done a better job than an entire Capcom team.
i mean if they're stating "what if they put a burst and also the entire game is tuned around it" it more or less misses the point because it just becomes a full on patch wishlist instead of being a thought experimentIsn't the reasonable assumption that IF somebody was going to put a burst type mechanic into the game, they wouldn't lazily slap it in but rather redesign aspects of the game so it doesn't lead to those sorts of balance issues but ends up as a net positive (or else why add it)? For example, meter gain and usage can easily be adjusted on a character to character basis. Or were people seriously asking or imagining "UMvC3 as it is now but with bursts!"?
I figure I'd post in here as well as the B/S/T thread.
I'm selling a PS4 Hori v4 Hayabusa Arcade stick. Like new. Only flaw is the cord is slightly damaged, but the stick itself works 100% fine. You can duct tape with black tape on the damaged area to cover up the "flaw".
Asking price $180.00 (shipping not included). Image below is not my stick, but an image of it for reference.
http://i.ytimg.com/vi/qsYUAXzDAp8/maxresdefault.jpg[/IG][/QUOTE]
What's wrong with the cord? I'm really cautious about buying a stick with a busted cord.
Purely out of curiosity, would this theoretical XF-Instinct hybrid be a one-off with three degrees of power like original XF?I don't want t
All I want is for them to redo the TAC system and make XF like Instinct mode where the bonuses are specialized to the character. They can keep the cancel aspect of it along the other universal bonuses (take no chip when in XF). The rest is a matter of balancing, cleaning up the hitboxes/hitstops/damage scaling and designing characters to be both usable points and supports.