GrayFoxPL
Member
I checked for the update today and there wasn't anything there. :/
US got screwed.
I checked for the update today and there wasn't anything there. :/
Those special characters are quite bit harder then usual cannon fodder. Their moves are mixed, and pretty sure they have modified frames and hitboxes.
I beat that gold freak, but Mokujin did me good.
Mokujin Festival should be now or 2nd next month, I'm not sure now. They throw lots of promo event shit after the update.
It is?Alright how come no one told me this was the best Tekken on PS3?
It is?
By and far. Feels like Tekken 5.
Alright how come no one told me this was the best Tekken on PS3? Feels like Tekken 5.
No shitty bound, no convoluted tag mechanics, beginner friendly moves. Pretty women's is also a nice update. Need Nina/Anna though. . . .
Still could do without the RPG shit, but it's not a major turn off as I thought it would be. Yet.
Might buy some DLC. Can you customize characters looks?
Leo combos without bound? ScustWhy is bound shitty? It allows so much more creativity. The only character in this game that I play is Leo, and her combos are so ugly and unsatisfying compared to T6 and Tag.
It feels good, but invincible moves and grinding for characters is seriously ass. ESPECIALLY grinding for random characters
It feels good, but invincible moves and grinding for characters is seriously ass. ESPECIALLY grinding for random characters
That's if you ignore the whole F2P/pay to play aspect of it or the potential to come across someone who has pumped a ton of points into strength and tips the balance a bit too much. Add the grinding, and you directly affect the enjoyment of the game. I personally went out and bought Tag 2 after playing Rev.By and far. Feels like Tekken 5.
I shelled out for two outfit packs...and they aren't coming up as selectable. WTF?
I still can't get over the piss filter on the highschool stage. Did interns make this?
Wow, I guess the game really doesn't penalize rank boosters who quit mid match. At least five players cut the network against me yesterday, and one of them did so while he was up for a promotion.
As I said earlier, my netwrok died mid game last week and a bubble popped up for me to try and send an update to Namco's servers to avoid a penalty. Because I couldn't, I get dinged with a disconnection rate tag next time I loaded the game. I imagine people who cut their network reconnect it right away in order to comply with the error message, unlike me.
So legit players get penalized but fake rank boosters don't? >=(
Something to say about the whole disconect after 2 wins/losses:
I got a few disconnects on my end after I lost 2 rounds and then the session dropped... I didn't disconect myself it just happened as soon as the third round started -_- I would've honestly rather gotten the loss...
also, the buyable customs for Dragunov are horrible >_< I'd prefer they give is color options to buy for the base outfit (would love all black Draguonv clothes or red)
Dat clown outfit, lol.
Japanese must see him as very comical character since he always gets retarded outfits and customizations.
He should have The Crow outfit.
Probably true due to the smaller eligible pool of players.I swear the connections get worse the higher up in ranks I get...
Probably true due to the smaller eligible pool of players.
I started out using a stick when I played Tekken 6 on 360 but converted to pad when my brothers play with me on pad. Also, I don't have a ps3 stick of my own.MonkeyKing said:Are you guys using stick or pad? I play ttt2 on 360 with a stick, I might need to get one for the PS3. This pad just ain't cutting it...
Yeah, I hit login #30 two days ago. Hopefully the bonus gold tickets keep coming every month.
I looked up he ranking list for TTT2 and there are over 30 titles it seems. I imagine it's the same for TR, but so far it only goes to #19 with the new patch which I already reached. I wonder why they don't just keep the cap open instead of boosting it a mere four levels every month or so. Seems kind of slow.
This is the world of Free to Play. It's similar to how MMO end game raid content is designed. You have to slowly drip out the "content" so people keep coming back. Slowly raising the rank limit is just another way of doing this. It also makes all the shitty players that reached top rank earlier feel better about themselves so they stick around. The more this cap is raised though, the more separated the trash will be from the rest. At least that's how I think it MIGHT play out...
Well, for players who are really into the ranking thing, doesn't this system discourage them from playing when they hit the ceiling? I knocked out the four new ranks in a day. If I only fought for that purpose (which I personally don't), I might play TR a lot less until the next update in a month or so.
Perhaps they should have made it harder to rank up instead (i.e. quadruple the requirements needed to advance). I don't care either way, but it just seems like a strange system that should be more of an incentive to keep playing.
Well, for players who are really into the ranking thing, doesn't this system discourage them from playing when they hit the ceiling? I knocked out the four new ranks in a day. If I only fought for that purpose (which I personally don't), I might play TR a lot less until the next update in a month or so.
Perhaps they should have made it harder to rank up instead (i.e. quadruple the requirements needed to advance). I don't care either way, but it just seems like a strange system that should be more of an incentive to keep playing.
I said this before, but I feel sorry for players new to the series because Revo is a game that will not teach them Tekken. If they switch to the "real" games they'll get destroyed by sheer pressure game, because Revo doesn't teach to backdash, sidestep or even d+1 to stop pressure strings it teaches to invincible for free escape.
Well, everything but my unlocks being shit (Steve and Dragunov? Fuck outta here.).
[...]
Now, if they ever move on to TTT2, they actually have a bit of a head start because they'll at least have a better feel for the gaps in a character's aggressive tactics. They can then focus on finding the best conventional defensive option to protect themselves without feeling overwhelmed and completely powerless.
Even advanced players don't have the perfect response for every offensive strategy out there, but they understand the process for figuring it out over time. TR hopefully helps newbies towards that direction with the defensive training wheels that the game has, which also includes a better back roll for them to escape okizeme more easily.
Okay, I think I just went from enjoying this game to thinking it's absolute bullshit. I hadn't realized before that it uses the ranks (Fighter, Brawler, Master, etc) for matchmaking instead of your level. So somehow I'm fighting people 20 or 30 levels higher than me with extremely powerful characters and 100+ wins compared to my 24 just because they're within 2 ranks of me. Are people just purposely losing all of their promotion matches to stay at the lower ranks for easier victories or something?
That's what I was getting at, but not in optimistic way of seeing things. Invc is such unrealistically good tool, new player don't even think of trying anything else playing now. More so it just makes for impossible "normal" tekken situations. Like eg someones running at you and does a generic 3 jump kick that causes guard stun. In Revo you can fire up Invc just few frames before getting hit and you almost glitch out because the polygons are clashing when character who's supposed to be hitting goes through invincible model and get counter hit instead. You can do that with anything. You can neglect opponent's priority frames with invincible, and that brakes one of the tekken rules. I kept getting invincible hit because of this. Say I am in the middle of animation of my move say Jin's f+4 kick and is like 3-4 more frames until it connects with the guy's Leo who starts doing f+1+2(Invincible). My brain has it written like in stone that I'll get a counter hit on because that's how it was taught for nearly 2 decades. Revo just throws that away, and makes for something that will not happen in any other Tekken other then this.
So it goes both ways, if newcomers are "raised" on Revolution and go from there, what they'll find? Basic rules that don't fit with what they've been taught. Because you suddenly can't hit opponent when he was early in his attack and you were extremely late like in Revolution. There are sabakis, high, low crush, etc. But general rule is always there.
I don't understand how better backroll can help newbies in other tekkens?It will kill them there. If anything It should be worse in Revo to teach them it's bad stuff.
I'm afraid people that got very used to Revolution, will have hell of a headache understanding "normal" Tekken rules.
Yeah, I guess I do see the glass as half full for those with enough satisfaction in TR to possibly take on and ultimately learn how to play TTT2 or later.
The core mechanics of good defense in non-TR Tekken game play is one of the most complex systems in the genre. As a newbie, it takes a loooong time to figure out how not to get popped into the air with ease, how to get off the ground (relatively) unmolested, and how to stop insane custom poke strings coming your way.
So now we have Tekken with training wheels for those type of players. Namco has nerfed the effectiveness of okizeme inflicted by seasoned pros because newbies can barely get up and walk straight without the improved tech roll. They nerfed the effectiveness of constant poking and power mix-up pressure with the invincibles because newbies barely know which defensive tool to use, let alone when and where to use it.
These training wheel features at least allows them to do "something" to help themselves stay alive while they figure out the general flow of the game.Namco isn't forcing them to figure it all out at once in order to win some matches. That way they can focus on a lot of other details that old school players take for granted.
When they move on to a "normal" tekken game, they at least have some experience with the feel of the game and can then move to the next level of understanding that you are describing where defense is a thousand times more nuanced.
In the end, Tekken defense is an guessing game based on experience anyway. You can SS 'n punish, crush, interrupt, backdash 'n punish, parry, reverse and so on. But you are still just guessing. Invincible defense is guessing if an opponent will attack you or not while you have enough frames to interrupt, but it is still simply guessing.
In all cases (TTT2 and TR), if you guess wrong against a smart opponent who is reading you carefully, it's going to hurt. Thankfully vs. invincibles, you can REALLY punish them if you block it, and if they hit you with one it doesn't hurt too bad. I think it is balanced while still being effective crutches for those who have a hard time learning too much about defense all at once.