NeoStrayCat Posted November 19, 2012 Posted November 19, 2012 I see...Other than that, CP arcade release almost coming very soon...
GEKKA Posted November 19, 2012 Posted November 19, 2012 Thanks for explaining that to me guys. So BBCP will be moving more in the direction of the IPS then kinda? Sound good to me, less loops are good loops. Only a few more days! Hype on Hype.
WolfCrimson Posted November 19, 2012 Posted November 19, 2012 2 days till BBCP release. This public service announcement has been brought to you by DEADSPIKE.
BladeOfJustice7 Posted November 19, 2012 Posted November 19, 2012 I wanted to congratulate you Ragna players on death spike being your new REAL projectile. But Sol Badguy has had a real moving projectile with Gunflame since Guilty Gear: The Missing Link. I'm just sayin... Am I the only Hakumen player who has a hard time cutting the old Death Spike? I hope now it's easier to make a fumajin out of it.
MetalMaelstrom Posted November 19, 2012 Posted November 19, 2012 Thanks for explaining that to me guys. So BBCP will be moving more in the direction of the IPS then kinda? Sound good to me, less loops are good loops. Only a few more days! Hype on Hype. It's not like EX had a lot of loops to begin with. Most of the SMP stuff was useless besides BK Ragna and Noel in the corner. Outside of that you had Haz TK loop which wasn't even as good as relaunch in CS2 before it. I'm in agreement with Moy that it fucks up Platinum's (and maybe some other characters') gameplan by having such a harsh punishment on SMP. If they really wanted to stop players from discovering SMP loops, why wouldn't they just fix the glitch where it only registers 10 SMP moves? Idk, I just hope that it doesn't have a major negative effect on gameplay.
mAc Chaos Posted November 19, 2012 Posted November 19, 2012 It's more like they just wanted to get rid of those loops period it seems.
WolfCrimson Posted November 19, 2012 Posted November 19, 2012 I wanted to congratulate you Ragna players on death spike being your new REAL projectile. But Sol Badguy has had a real moving projectile with Gunflame since Guilty Gear: The Missing Link. I'm just sayin... Am I the only Hakumen player who has a hard time cutting the old Death Spike? I hope now it's easier to make a fumajin out of it. Why cut it when you can 5D/6D/2D it?
BladeOfJustice7 Posted November 19, 2012 Posted November 19, 2012 Why cut it when you can 5D/6D/2D it? Because if you space it right and cut it, it's funny to see even after 3 different games where Hakumen has access to fumajin from cutting a projectile, that 93.4% of Ragna's still inadvertently run into it for free combos
Narroo Posted November 19, 2012 Posted November 19, 2012 I am not really fond of the IPS, or at least of its current form. In theory prevent loops, but in practice still allows patters that are very similar, also what is considered a loop is quite arbitrary, and with the changes on the IPS it would be more arbitrary. To say it in a simple way, the IPS keeps track of every normal and special that it has been used during a combo, so when you use an attack a certain number of times on the combo, lets say as you do on a loop, the IPS is triggered allowing you to do a burst that allows you to escape from the combo. The SMP is similar in that there are certain moves that can trigger the SMP proration value if done more than once on the combo, but in functionality they are different, since not every attack can trigger the SMP, and the proration value is different from attack to attack and characters, in theory not every attack with a SMP proration value would make that the opponent able to escape immediately of the combo, and what the SMP does is shorten more heavily the hitstun, while the IPS allows you to burst. I believe the skullgirls patch is fixing the IPS system to make it less loopy, and it does have a firm release date now.
Hecatom Posted November 19, 2012 Posted November 19, 2012 (edited) Thanks for explaining that to me guys. So BBCP will be moving more in the direction of the IPS then kinda? Sound good to me, less loops are good loops. Only a few more days! Hype on Hype. Is not like there wouldn't be loops, but that there are moves that force the combos and loops to end earlier if done more than one time on the combo ,how many times depend of the proration value of the move and the combo tree used. I believe the skullgirls patch is fixing the IPS system to make it less loopy, and it does have a firm release date now. I know, that is why i am saying that the new rules are more arbitrary, the game would be less "loopy" but at the cost that it would be more abstract on what it defines as a "loop" or should i say as pattern? For example now every hit of the same strength done in a combo like 5HK or 2HK counts as the same move, also any special despite of the strength. Any way, is more probable that i would like this new IPS, also, the patch would be released tomorrow, and for what i read of the official patch notes while doing the spanish translations there are a good amount of changes that pick my interest to see on how the gameplay would evolve from now. It's not like EX had a lot of loops to begin with. Most of the SMP stuff was useless besides BK Ragna and Noel in the corner. Outside of that you had Haz TK loop which wasn't even as good as relaunch in CS2 before it. I'm in agreement with Moy that it fucks up Platinum's (and maybe some other characters') gameplan by having such a harsh punishment on SMP. If they really wanted to stop players from discovering SMP loops, why wouldn't they just fix the glitch where it only registers 10 SMP moves? Idk, I just hope that it doesn't have a major negative effect on gameplay. We don't know yet if the SMP penalty is as harsh for everyone or if is like now that has different values depending of the move an character, also they already said that they fixed the glitch on this game, plus the penalty if for doing the same move with SMP in the combo, not doing another move with SMP. Who knows if the players would end discovering new long combos with the new mechanics and the new behavior of the normals/specials, Edited November 19, 2012 by Hecatom
Skye Posted November 19, 2012 Posted November 19, 2012 (edited) Isn't the release the 21st? Since Japan is basically a day ahead of us, that's tomorrow. Edited November 19, 2012 by Skye
shtkn Posted November 19, 2012 Posted November 19, 2012 the only two SMPs ive seen on video is carl 8D and platinum's heart car. both of which they could tech out almost immediately. the opponent flashes blue when SMP is triggered. i hope it's not auto tech for all SMPs, but i guess we'll see.
StarGazer Posted November 19, 2012 Posted November 19, 2012 As far as i know; the SMP values is still the same in CP, it just takes effect immediately now. I don't think it have anything to do with SMB glitch combos, but it will hurt double SMP move enders like Platinum's car, Hazama's Flash kick, Makoto j.D/2D ender etc...
mAc Chaos Posted November 19, 2012 Posted November 19, 2012 Ah, so IPS is what makes it so the instant you do a move with SMP twice, they instant tech.
Hecatom Posted November 19, 2012 Posted November 19, 2012 Ah, so IPS is what makes it so the instant you do a move with SMP twice, they instant tech. No, the IPS is the system in place on Skullgirls, some people is just pointing the similarities between the IPS and the new behaviour of the SMP
BladeOfJustice7 Posted November 19, 2012 Posted November 19, 2012 Isn't the release the 21st? Since Japan is basically a day ahead of us, that's tomorrow. Is it really? I need to know when I should make the new CP Hakumen Video Thread.
MetalMaelstrom Posted November 19, 2012 Posted November 19, 2012 Who knows if the players would end discovering new long combos... Fuck, I hope not
Chaoschao222 Posted November 19, 2012 Posted November 19, 2012 Is it really? I need to know when I should make the new CP Hakumen Video Thread. It is really, averaging the US as one giant timezone, our mornings are their midnights (of the following day). It's 6:30ishAM 11/20/12 there right now.
SoWL Posted November 19, 2012 Posted November 19, 2012 And we Europeans are going to get the vids even earlier than that, since we're closer to Japan and all. Too bad that we probably won't get any vids right away, so the main batch will probably come while I'm asleep.
Hecatom Posted November 19, 2012 Posted November 19, 2012 Fuck, I hope not Even when i don't really mind long combos, i would like if the pace of the game ends similar to GG or P4A where you can do long combos, but A) They need a lot of resources and are very specific and situational B) They don't end being the whole of the game I really enjoy BB as it is right now, but i would like to see if they can do more to differentiate this entry of the others, by improving the peace of the game.
BladeOfJustice7 Posted November 19, 2012 Posted November 19, 2012 It is really, averaging the US as one giant timezone, our mornings are their midnights (of the following day). It's 6:30ishAM 11/20/12 there right now. Fuck, sounds like I'll be making the new thread in class tomorrow, since I zone in and out of attention.
PozerWolf Posted November 19, 2012 Posted November 19, 2012 BlazBlue combos need to be tone down a bit. However, I don't enjoy the SMP system in Blaz as it forces restrictions in combos to unnecessary levels, making it too tamed (thus boring). Had the characters in BlazBlue gain better design choices in terms of normals and moves, this possibly won't be a problem. Since they are putting SMP restrictions on almost every single move, well I just hope the CP characters have more to offer.
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