LMAO... Beef scaring away Viscant.Viscant: "NeoGAF scares me. There's this poster...Professor Beef. He makes me sad. He says a lot of mean things about me."
And Viscant says he got my e-mail about his changelog and he'll respond to it in a bit.
LMAO... Beef scaring away Viscant.Viscant: "NeoGAF scares me. There's this poster...Professor Beef. He makes me sad. He says a lot of mean things about me."
And Viscant says he got my e-mail about his changelog and he'll respond to it in a bit.
It's just a gripe, nothing that serious. I'm fine with it being taken off. I have just had one too many times where I jump over Optic Laser, Viper has no meter, and I'm like "sucker!" and out of nowhere I get bopped by an invisible hitbox.Why you hatin' on my girl for?
lolViscant: "NeoGAF scares me. There's this poster...Professor Beef. He makes me sad. He says a lot of mean things about me."
I am going to sleep on Doom damage/combo changes and then give my thoughts/suggestions in the morning.
Basically what I want from the character is more encouragement to do aerial optimized combos rather than going for lazy OTG loops. Nerfing damage just discourages people from playing the character, nerfing both kinds off combos pisses off even more people. J.M nerfs both types of combos, flat HSD change nerfs both and damage scaling change nerfs both.
I feel like a 10% damage nerf is enough; do you?What you want... already exists. Good Doom combos presently avoid OTGs as much as possible (early in the combo) and you only transition to OTGs late in the combo when that is his only option to keep the combo going. I don't understand why this even a problem.
Currently:
-Using a bunch of OTG relaunches lets you do easy-mode Doom combos that do pretty good damage still.
-Good Doom combos do significantly more damage than the easy-mode combos and already minimize the use of OTGs.
-Doom combo length is normal by marvel standards.
Yep. In response to me saying that we were going to send him our UMvC3 change log. On this stream:Did he really say that?
Can you please explain how this would be broken? I don't even think it will particularly useful (and I'm not even sure who originally suggested it). It'll be a nice perk, giving point Doom a way to use missiles outside of welcome mix-ups and make himself safe (currently, you can THC-cancel them to make them safe, but if you're playing point Doom, you'll waste all your bar) and he'll be ever so slightly less fucked when he goes for a back throw but he's too far away (though a good Doom player should almost never do this for this exact reason).
Converting off of Doom forward throws outside the corner is dependent on the air throw height, and in many situations can be difficult or even impossible (as in literally impossible to accomplish). Presently, you can get the conversion if you're super close to the ground (so you almost immediately land, dash forward, tri-dash and convert almost as if it were a forward ground throw) or around max normal jump height where you can addf right after the throw, do a single tri-dash, and connect. At other heights you either need absurd execution, or it simply can't be done.
I feel like a 10% damage nerf is enough; do you?
Dr. Doom standup comedy: "I just flew in from Latveria, and boy are my feet tired."
I just think that having HM dash cancellable would make Dr.Doom incoming mixups scarier and safer. A very strong zoning technique with Doom is to cancel the HM (the only way to cancel other than xfactor) with follow my lead to bait your opponent into getting hit. Having it hyper cancellable would make him be able to call assists during his hyper which further makes him a better zoner.
In regards to air throw, I am against the notion that you can combo from an air grab at any height specially when its so derpy already. This is for all characters. It should be height and space based. In my eyes, its not fair to let Nova combo from any air grab on the screen while Sentinel cannot. No character should have the ability. Dr.Doom can do that from his back air throw anyway so he is good enough as he is.
Btw, I say all this and Dr. Doom is my favourite character on point.
That's why I recommended the j.M nerf to begin with.10% would probably be fine. Given Dahbomb's hate for Doom's easy combos, you could nerf everything aside from j.M by 5% and j.M by 20%. Doom's easy combos use many more j.Ms than optimized combos, so it'd weight the nerf to affect lazy players more significantly than players already doing more optimized combos.
How much does an optimized aerial Doom combo do? No assists mid screen combo.
That's why I recommended the j.M nerf to begin with.
I'm not gonna remember to check the archives, so I'm just gonna assume you're right.Yep. In response to me saying that we were going to send him our UMvC3 change log. On this stream:
http://www.twitch.tv/sandiegofgc/new#
Other folks heard it in the FGW thread if you want to confirm it outside of me.
I'm not gonna remember to check the archives, so I'm just gonna assume you're right.
Dahbomb and I will overpower your hate with love. /1980's CarebearsYeah, Panda posted it in the weekly thread.
"I just want to be loved!"
Sorry bro, no can do lol.
If no one is opposed to this, I will make the change.Captain America's Hyper Charging Star should be truly projectile invincible. Right now it's just many points of high durability. Moves that are truly projectile invincible, like Nova's Human rocket, will go through Genmu Zero and other high durability projectiles while they beat Hyper Charging Star. The move while high damaging doesn't leave you able to do much when it hits and is extremely negative on block
I don't follow you. I see Nova players whiff j.H to get down faster all the time.Nova has a glitch where he can't whiff a normal after his air throw. If he presses a normal too soon he'll slowly float to the ground. it's a very slow float, he doesn't even have enough time to OTG after he lands to put the slowness in perspective.
If no one is opposed to this, I will make the change.
I don't follow you. I see Nova players whiff j.H to get down faster all the time.
Hyper Charging Star actually loses outright to Sand Splash. It's funny as hell.Captain America's Hyper Charging Star should be truly projectile invincible. Right now it's just many points of high durability. Moves that are truly projectile invincible, like Nova's Human rocket, will go through Genmu Zero and other high durability projectiles while they beat Hyper Charging Star. The move while high damaging doesn't leave you able to do much when it hits and is extremely negative on block.
Yeah, Panda posted it in the weekly thread.
"I just want to be loved!"
Sorry bro, no can do lol.
I am not opposed to this at all.If no one is opposed to this, I will make the change.
Numerous Zero players have said they are okay with his changes.
What on earth are you talking about? Everything in there was discussed openly in this thread. I don't sneak changes in - rofl.I'm not. I can accept the suggested changes except the Buster nerf. I found some time to track down and look at the Zero day in the previous thread, and you added ridiculous Buster nerfs all on your own.
I saw enough backlash against the Buster nerfs with excellent reasoning, and hardly anything changed. At minimum the charge time should stay the same as it is now. 10 frame startup is fine as long as it doesn't affect its combo-ability, I don't think it would.
Raikousen is his problem, and that will be fixed. Buster is his best tool, but it isn't a problem.
What on earth are you talking about? Everything in there was discussed openly in this thread. I don't sneak changes in - rofl.
Buster is a problem.
Zero:
*Soft knockdown on Lightning removed; hitstun remains high.
*Minimum scaling on specials and normals reduced 15%
*Lightning canceled by Buster no longer creates a hitbox.
*Hit stop during combos reduced for improved combo flow.
*Sentsuizan no longer hits multiple characters.
*Level 3 buster shot hitbox reduced, requires 200 charging frames, hits 9 times.
*j.H startup increased to 12 frames.
Assists: Hadangeki L, Ryuenjin H, Hadangeki H
Zero has good assists. Even FChamp referred to Ryuenjin as "Psylocke Assist". It has massive priority and very high hitstun.Buster itself is not a problem. Buster leading to characters dead is. His damage is nerfed significantly as is the scaling off of Buster. The charge time nerf is unwarranted because it might start affecting his combos as he needs the Buster charged in time for select combos.
Zero doesn't have great assists and he will be competing with other point characters for the spot, some of who have much better assists than him. If Zero ends up in top 10 again some how then he would be the only one without a great assist.
Oh, the nerfs were definitely my idea, but they were discussed, changed, and approved, and then we moved on.Who else mentioned those specific Buster nerfs before you posted this? I didn't see anything.
Buster is a problem for you, not the game
The charge time nerf is unwarranted because it might start affecting his combos as he needs the Buster charged in time for select combos.
I know it's unlikely, but I really hope that capcom updates this game.
I think they could get away with a $5-10 charge just for a balance patch if they added the Vita features in plus some of the features we requested up there.How likely is it just to update the balance? That seems like a money-losing effort for them. They would need to add content/make a new version to charge something, but then there's the Marvel mega-license. I just don't see it happening. I think they kinda screwed themselves at SDCC by saying anything about the game other than, pack it up, no new content. It wasn't like they came out and asked people for input like Ultra. The topic came up in questions and It was pretty much, Ono saying yeah, it's not balanced as well as we'd like, but we don't have the money, talk amongst yourselves.
Oh, the nerfs were definitely my idea, but they were discussed, changed, and approved, and then we moved on.
What a tyrant I am!It reads more like everyone just got tired of arguing with you and settled for a slight backtrack.
Point is nobody mentioned those nerfs, you simply stuck it in the first changelist on your own. When people fought against it you barely budged. The increased charge time is simply too much.
If you want something changed, you should try arguing for it instead of making weird accusations at me.
Wii games are heavily moddable because of the Wii being so easy to hack.So what does it take to actually make changes to an existing console game on your own? Like, how did those Project M people do it with Smash?
An argument involves making points, not just saying "It's too much!" over and over and making accusations against me. You've yet to make an actual point in your case. Consider looking at some of the posts others have made regarding recent characters for reference of what an argument entails.I'm arguing for it, Dahbomb made excellent points recently, as did several people on Zero day.
It has something to do with loading from a flash drive, right?So what does it take to actually make changes to an existing console game on your own? Like, how did those Project M people do it with Smash?
What a tyrant I am!
Let me know when you have an argument, and I'll listen.
Input changes need strong arguments for them, not just "well, that's tradition". I even left Shuma-Gorath's inputs as goddamn charge moves. You're a Zero player, so dp motions should be second nature to you.Like when I requested the Smart Bombs input change? Your responses were quite amusing, just a total treat lol
It has something to do with loading from a flash drive, right?
I only have two semesters of C++ behind me, so it's definitely beyond my present understanding...Yes. I downloaded the files and I'm looking over the structure of what they've got there. They have individual files for the system, stages, each character, etc. But what I'm most interested in is how they compiled these data files (they aren't plain text) and how they knew how to write something that could change the game in the ways they wanted.
I only have two semesters of C++ behind me, so it's definitely beyond my present understanding...
The problem is some characters have more than 10 problems. Like we seriously struggled to bring Iron Fist down to 10 changes.
10 changes is the minimum to make some characters even competitive in the current meta game. Capcom did more 10 changes on some characters like Cap and it still wasn't enough for some cases.
You have to time it somewhat carefully. It can't be done immediately after the throw. He'll enter a float state if you whiff a normal as soon as possible, it's why you never see a Nova player do it immediately after the throw. It's no big deal now since he gets nearly three seconds to pick up after a throw. It's more of an annoyance than anything.