Agni Posted November 26, 2012 Posted November 26, 2012 You know, I'm starting to warm to the sound effects. I like the more "forceful" feeling behind them. They're just a little too high in volume for the moment.
Bedsheets Posted November 26, 2012 Posted November 26, 2012 You know, I'm starting to warm to the sound effects. I like the more "forceful" feeling behind them. They're just a little too high in volume for the moment. I think, honestly, is that with streams and stuff you are getting the audio straight. But, really, the machine is set up to be played in a loud, noisy arcade. The sound effects seem loud to me when I am watching a stream but when I am at the arcade I don't notice them too much because they are barely above the general noise level. For home use you can tweak the volume levels to your liking anyway.
Star-Demon Posted November 26, 2012 Posted November 26, 2012 As long as Azreal doesn't shit out 4-8K undroppable for nothing then I say fine. Them combos better be hard as balls the the situation specific as hell.
l xX Pride Xx l Posted November 26, 2012 Posted November 26, 2012 Are there any videos with just the new music yet? I want to put the new Lust Sin on my walkman. Hazama's arranged theme is where it's at.
sparkaura Posted November 26, 2012 Posted November 26, 2012 As long as Azreal doesn't shit out 4-8K undroppable for nothing then I say fine. Them combos better be hard as balls the the situation specific as hell. Considering that his longer combos require weak points that need to be applied first, I'm pretty sure its safe to assume he won't be kicking the shit out of the rest of the cast without some work first lol.
Mumm-Ra Posted November 26, 2012 Posted November 26, 2012 Considering that his longer combos require weak points that need to be applied first, I'm pretty sure its safe to assume he won't be kicking the shit out of the rest of the cast without some work first lol. Same could be said about Arakune and look at him.
Fujiwara Posted November 26, 2012 Posted November 26, 2012 I missed whatever Carnival was playing, it seems.
Bedsheets Posted November 26, 2012 Posted November 26, 2012 Probably the idle screen or one guy practicing. I mean, it's now 2:15 on a Monday here in Japan. Most people are still going to be at work or school. And that stream went up a few hour ago.
WolfCrimson Posted November 26, 2012 Posted November 26, 2012 OK then, so I can expect the arcades to get busy in like 3 hours? What time does school/work usually finish in Japan?
sparkaura Posted November 26, 2012 Posted November 26, 2012 Same could be said about Arakune and look at him. Valid. Guess we'll see how he turn out then.
Bedsheets Posted November 26, 2012 Posted November 26, 2012 OK then, so I can expect the arcades to get busy in like 3 hours? What time does school/work usually finish in Japan? School gets out at 4 but then a lot of students do a club activity. Work it varies but, around 4 or 5. So yeah, things will probably start getting busy in around 3 hours.
LonelyGaruga Posted November 26, 2012 Posted November 26, 2012 I missed whatever Carnival was playing, it seems. There was a Carl player practicing for around 3 training sessions against a Relius dummy. Nothing very exciting, kinda wanted to see how his OD buffs his DDs but nothing like that ever happened. Just basic combo practice.
STenSatsu Posted November 26, 2012 Posted November 26, 2012 Same could be said about Arakune and look at him. I suppose at least weak points don't really increase his mixups. That was a big thing about curse being silly, besides 100% combos anyway lol.
WolfCrimson Posted November 26, 2012 Posted November 26, 2012 From the BBCP news thread, courtesy of SoWL: Pachi: We changed the combo's main rule. Until now, the more damage you deal in a combo, the less time you are given to perform it. This time, however, the length of the combo is decided by the first hit. For example, if you start a combo with an A move, you can do the combo for 5 seconds, and if you start a combo with a C move, you can do it for about 7 seconds. Of course, those are just random figures, so you should research it yourself if you want to know the exact numbers. Famitsu: So the new idea for the combos is limiting its length whatever the number of hits and damage is. Pachi: Right. It comes down to dealing as much damage as you can in a fixed period of time. Of course, there are some ways to break the time limit with things like Distortion Drives. We're feeling good about the time limit, since we adjusted it so many times. Kato: After all, BlazBlue is all about the enjoyment of landing and performing a good combo. That said, we also feel bad about the person on the receiving end of the combo, and we had a hard time balancing the fun on both sides. Interesting... very interesting... this is a very big change.
Isuna Posted November 26, 2012 Posted November 26, 2012 How do they even go around doing that? Major system change or proration values are very adjusted.
YukiBlue Posted November 26, 2012 Posted November 26, 2012 Won't lie. I like that. Being on the recieving end of a Lambda CH ain't no fun.
BlackYakuzu94 Posted November 26, 2012 Posted November 26, 2012 Won't lie. I like that. Being on the recieving end of a Lambda CH ain't no fun. Tell me about it, it's like you may as well just put down the controller.
Darlos9D Posted November 26, 2012 Posted November 26, 2012 So... there's literally no hitstun proration, is that what this is saying?
Surf Posted November 26, 2012 Posted November 26, 2012 Im curious about what they've done with the meter gain as well. It seems the longer the combo, no matter the starter, meter gain becomes almost non existent in the later stages. Other users in the Hazama have noticed it greatly. He almost gets no meter for his combos anymore, and it's pretty universal. Whatever they did with the combo system as a whole, it's pretty interesting
Tong Posted November 26, 2012 Posted November 26, 2012 How do they even go around doing that? Major system change or proration values are very adjusted. Well, most of Ragna moves are P1 100 lol
C0R Posted November 26, 2012 Posted November 26, 2012 Keep in mind that this new system change doesn't replace the proration system, and most likely works interdependently of it. Imagine a scenario where as your combo continues, damage values scale via prorate, but air and ground untechability deteriorate as time lapses. That's the sort of scenario I'm imagining.
Recommended Posts