Also, every character being able to continue OTG after spike in the air is a plus for newbies too. MvC3 though? Lol if you even figured out OTGs were a mechanic in that tiny window you have post-spike to call an assist to keep it going.
Y'all trippin' if you think this isn't more of an intuitive game at face value and mechanically. The MvC games are historically some of the most newbie unfriendly games of all time.
How is being able to otg easier more user friendly? It just makes for longer combos videos.
If you think this game is going to have a comprehensive tutorial either. No MVC game has had one.
Don't know if it's been posted but here's another desk combo video https://www.youtube.com/watch?v=jZfbjRHaIWw
They drew up that 28 character roster and said to themselves "These are the characters all the fans want"
You know there's a disconnect between developers and fans when Nemesis and Arthur make it in over Wesker, Phoenix Wright, and Haggar
Oh shit I forgot about the comic book crowd. That's 10 more copies right there.
https://www.youtube.com/watch?v=HQrm4i9sZhA
Champ vs a bunch of us. Great stuff, from CEO sunday evening when we were really getting the hang of it. Still much slop though.
Before I continue to watch this video, and maybe this is just me, but those effects and graphics look atleast 2 times better, and this video is even off screen. All this talk about the e3 build looking better, is sounding about right.
No, it makes for combos the same length that don't require the use of a timed assist to complete.
Characters can carry their own now without help.
So how long before a release date does a game go gold?
The problem with Capcom's game as a service model is that unlike MOBA's which made that model popular, SFV and MVCI are charging a full 60$ price tag. So if you want the full game you need to pay 60$ plus several 30$ season passes unlike MOBAs which let you get all current and future characters for 40-60$ all of which come out at one character a month. Now obviously more work to make a MOBA character than a fighting game character but the point that you are paying 60$ for an incomplete game and the DLC characters aren't cheap or earnable in the case of MVCI. Now Overwatch also adopted the game as a service model with about 3 character releases a year. Overwatch not only has a lower price of 40$ but it also gives the player all future content for free, holding back only skins behind a paywall. Capcom wants to have their cake and eat it to so to speak. They want to charge for a full 60$ game but they also want to have a free to play esc deal with the characters where everything post release is hidden behind a pretty expensive paywall. They left the normal fighting game standard of providing a full game at launch, but they haven't gone full free to play. They need to either
1. Adopt the MOBA method of making the game free but you have to earn/buy characters
Or
2. Adopt the Overwatch method of charging for the game and cosmetics but make all the characters free
Because right now they're stuck in this in-between that nobody likes
Capcom doesn't have that much time left.about a month to two months depend on the companies, I guess?
Capcom doesn't have that much time left.
Day One Patch? That's big if they are going to have one.
It's part of how the ground states work, or more specifically look, in this game. A character laying flat on the ground is pretty synonymous to someone who plays other fighting games as being in a "wait to get up and can't do anything else until then" state. Now the little bounce they do after being spiked is longer, so there's a better visual cue that you can still keep wailing on them. This helps newer players up their game (and longer combos = more damage = more competitive, I don't know how that isn't apparent; are you seriously arguing against shorter combos?) without dumbing the game down. It's good design, plain and simple.How is being able to otg easier more user friendly? It just makes for longer combos videos.
If you think this game is going to have a comprehensive tutorial either. No MVC game has had one.
How is being able to otg easier more user friendly? It just makes for longer combos videos.
If you think this game is going to have a comprehensive tutorial either. No MVC game has had one.
2 questions.
1. When do you guys think we'll get the next trailer
2. How many more trailers do you think we'll get?
No MVC game ever had a Story Mode, either.
2 questions.
1. When do you guys think we'll get the next trailer
2. How many more trailers do you think we'll get?
Could not agree more, especially with the option for a toggle for DP motions, was just thinking about that the other day, but dev usually stand firm on their controls for consistency.The three accessibility changes I am not a fan of are:
1) The new control scheme. LMHS was way easier to understand than LK, LP, HK, HP. I don't think this adds anything to the game.
2) d,d over dp motions. I realize that some people might like the change, but I think it should be a toggle. Don't force me to change an input *I* have been using for over 20 years as an experiment.
D23 and EVO are happening at roughly the same time, I don't know how they'll handle reveals between the two, though. Maybe the same build at both with announcements/trailer beforehand and then another at EVO finals.2 questions.
1. When do you guys think we'll get the next trailer
2. How many more trailers do you think we'll get?
Yup. Three really dumb changes made for the sake of change under the guise of accessibility, despite the older setup being much more intuitive. Flight shouldn't use a hyper combo input -- that's just confusing. It's not the '90s anymore.The three accessibility changes I am not a fan of are:
1) The new control scheme. LMHS was way easier to understand than LK, LP, HK, HP. I don't think this adds anything to the game.
2) d,d over dp motions. I realize that some people might like the change, but I think it should be a toggle. Don't force me to change an input *I* have been using for over 20 years as an experiment.
3) qcb.KK for fly/unfly. Why is this being made more difficult?
This is just awful, wtf is this guy going off of?
EVO would be a good time for Jedah to reveal himself.
Edit: Jedah revealed alongside Dormammu? Please?
I actually really like how the shift to 2vs2+a gem has properly paired with each character more self-sufficient. For all the things I DISLIKE about this game so far, I think they're hitting that aspect mostly out of the park. I want EVERY character in a MVC to feel like a main superhero, not for some roster slots to feel as if I'm stuck playing a team of sidekicks, y'know?
For Jedah's reveal I want the EVO stage to be pitch black and all you hear is his sadistic laugh before the screens show off gameplay.
Yup.
I, personally, don't give a shit about team building. I don't want to have a character that makes my team worse because the assists don't work. I just want my characters to be able to do things. Be self-sufficient, as you said.
Everything about this game, except for Chun's model, looks and sounds great to me. I can't wait.
I agree with y'all, Dante looks like ass too tho. Also I don't agree with some of the control changes, especially the DP one. Still, the gameplay potential excites me more than 3
Team building will still be important. Different characters will need different kinds of moves to cover them. An example that I have been fantasizing about for a few weeks:Yup.
I, personally, don't give a shit about team building. I don't want to have a character that makes my team worse because the assists don't work. I just want my characters to be able to do things. Be self-sufficient, as you said.
Everything about this game, except for Chun's model, looks and sounds great to me. I can't wait.
I agree with y'all, Dante looks like ass too tho. Also I don't agree with some of the control changes, especially the DP one. Still, the gameplay potential excites me more than 3
The "sidekicks" feel is an indirect result of creating "assist only" characters. It absolutely doesn't have to be that way, though. See Skullgirls for a way to create an entire roster of characters that are good at everything.
Team building will still be important. Different characters will need different kinds of moves to cover them. An example that I have been fantasizing about for a few weeks:
Assume Jedah and Dormammu are in the game, and both of them play like their respective selves last we saw them. Jedah's dash gives him a quick high/low game, and Dormammu has Dark Spells, Dark Hole, and Stalking Flare for pinning. That's a lot of synergy between the two characters:
1) Jedah gets a hit; end in super.
2) Tag Dormammu in during the super animation and store 1D2C.
3) Release 1D2C (meteor shower) for a ton of pin.
4) Tag Jedah in for 50/50s that last a few seconds.
Dormammu's meteor shower will specifically benefit characters that have a good high/low game, but it won't help characters with left/right mix-ups much. On the flip side, a character with a teleport will prefer a partner with a beam to help teleport mix-ups - something Dormammu won't be great at doing.
I find Dante's face the worse. People have been giving Chun Li most of the fire, but no... I think Dante looks like hes on drugs. Chun Li doesnt look that bad. IMO
To be far Dante seems like the party type, he's probably into some hardcore shit.
Jedah is my favorite fighting game character, and most wanted even tho I figured he'd never get in. There's no way he's not neutered, even gotta re-imagine his supers
To be far Dante seems like the party type, he's probably into some hardcore shit.
I think this is largely a factor of how oppressive some strategies are. Players are forced to play certain things in UMvC3 not because they have to optimize their own team, but because they can't deal with the opposition with out it. KaneBlueRiver has a whole second team set aside JUST for Morridoom because his team can't handle it.Possibly, by the scenarios you came up with is entirely dependent on two characters you love without consideration for anything else. It feels like characters all have enough tools that, while team composition and gems will play a role, im not going to be forced to play somebody i have no interest in just because of a tool that complements the character I like.
Everything about Jedah feels like a natural fit for this gameplay. I hope they do him justice.
I always laugh when I see this lolIts really loved by hipster FGC , thats why its so popular on GAF. I think the graphics dont look too good , I mean look at this.
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Depend on what kind of trailers are you asking for? In general, I would imagine that we might get about 6-8 more trailers in general.
Hopefully we would see Spider-Man before the movie's release date. Also there are three potential events that we could get the trailers from. D23/EVO and SDCC. D23 and EVO 2017 would occurs during weekend of July 14-17, and SDCC would happens during July 20-23.
Yup. Three really dumb changes made for the sake of change under the guise of accessibility, despite the older setup being much more intuitive. Flight shouldn't use a hyper combo input -- that's just confusing. It's not the '90s anymore.
The usual pattern for a Marvel game is players think everything will be viable. Then the game becomes refined and options are cut, which is usually when the first wave of the playerbase drops off. I am really skeptical about the idea that people won't be forced to use certain combinations in this game - it would be a first for a Marvel game!