TheSpoiler
Member
By upping your character levels. Though that takes so long I wonder why anyone one would fucking do something so boring.
In both casual and Ranked, but you don't need to sacrifice anything in Casual.Wait, you can farm FM by just losing in ranjed matches?
I'm assuming most people just put it there, put it on training mode and auto accept match and just leave for the day.By upping your character levels. Though that takes so long I wonder why anyone one would fucking do something so boring.
They would just have to swap buttons, so that mashing lk cancels a fight request or sends you back to the menu.
Ucchedavāda;231057620 said:How does KI avoid AFK players? They have a similar system where you earn XP and unlock stuff.
I've only had like 1 or 2 but i dont think they are disconnected or anything.
Ucchedavāda;231059616 said:Cannes Winter Clash is back on:
https://www.twitch.tv/gameline
I guess it isn't so big a problem in KI, since you don't use KI gold to unlock characters. But it's something that game designers should think about, since it is so disruptive to other players.
Ucchedavāda;231043096 said:Why would you use turbo be in SFV? You are giving up control for something that is only useful when you are stunned. And how do you even know they are using turbo or macros?
Personally it doesn't feel disruptive. Due to the 1v1 nature, you bop them, get the points, and move on to the next. If you had someone afk in a team game, you're basically done for unless you play the most amazing game of your life. AFK players is such a minor issue the genre of fighting games
You joke, but back in USFIV on Steam there was one particularly salty (and alcoholic) Chun-Li that claimed that something like half of all players were cheating.How do I know they cheated?? Because I lost that's how!!!
Personally it doesn't feel disruptive. Due to the 1v1 nature, you bop them, get the points, and move on to the next. If you had someone afk in a team game, you're basically done for unless you play the most amazing game of your life. AFK players is such a minor issue the genre of fighting games
Ucchedavāda;231060970 said:Well, it wouldn't be so bad if not for the wait times in SFV. I don't really enjoy having to wait for a match, sit through the (unnecessary) load-screens, and then have my opponent be AFK, so that I have to repeat it all over again. But luckily I've only gotten a couple of AFK players so far.
You joke, but back in USFIV on Steam there was one particularly salty (and alcoholic) Chun-Li that claimed that something like half of all players were cheating.
Minor issue if you don't face them often. However I have had days where I had limited time to play and got same AFK player 5 times in a row. I would think that is a big issue.
Could someone pls give me some general advice against Bison? I just have no clue at all how to deal with nonstop... everything in my face. V-reversals are limited and it feels like it is easy for him to instantly get the pressure on again anyway. I have similar issues with Urien but who doesn't. Bison has been haunting me since day one.
I also have problems against most characters with fast and good pressure and a command grab, namely Laura, Mika etc. I have no idea when to expect a command grab in a fast combo/block string. Feels like a guessing game I always lose.
I'm just a 3k LP Ryu player btw.
Edit: And fuck Balrog :x
He did. 3-1, I believe. Even got a perfect at one. Just very solid, hyper-aware play from Chris.Did Chris win?!? Slay the wolf Chris!
Bison has to do shit to get in because his walkspeed is butt. Bison relies on blockstrings so knowing those will tell you when you can hit back and stop getting hit. Conversely Bison wants you to think everything is plus. It's not.
Bison also has shit defense. And if you can try to bait him with a neutral jump so long as it isn't too close.
It's so hard not to root for Takeuchi's Rashid.
ChrisG popping off on Wolfkrone, heh.
Could someone pls give me some general advice against Bison?
Input lag is the same online and offline. I guess you mean when it's a bit rollbackey? Yeah that's brutal to react.I'll probably get blown up for this idea but a change I would like is for throw tech windows to be 1-2 frames longer... but only online. This would bring online play closer to legitimate offline play where throws are generally reactable with delay tech, instead of being a hard read every time because of latency.
I guess I'm just tired of the second game of the set always being a clusterfuck of latency-powered tick throw "setups" that never work offline.
Chris G? Another player that was for some reason not chosen for E League.
Input lag is the same online and offline. I guess you mean when it's a bit rollbackey? Yeah that's brutal to react.
It's rollback netcode. There is no extra input lag online.Even with the best possible connection there's always going to be added latency on top of the engine's input lag when you're playing online.
It's rollback netcode. There is no extra input lag online.
edit:
Here's a good (long) explanation: http://mauve.mizuumi.net/2012/07/05/understanding-fighting-game-networking/
Read the part about rollback.
Gootecks is way better than him, come on.
9pm est Kolin goes Live, damn Capcom..
Megaman Birdie
9pm est Kolin goes Live, damn Capcom..
Bad Box Art Megaman as a skin for Birdie is a genius idea.Megaman Birdie
Of what night? Monday?
Today?