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Posted (edited)
So the real question I'm sure is on everyone's minds is: Were those spots where they listed the voice actors rendered in-engine? Do we expect to see stuff like that in-game?

There's no way that was pre-rendered. It was like 5fps and you can clearly see the polygons. That entire trailer was 100% in-engine, excluding the logos at the beginning.

What I want to know is whether those cuts before the Overdrives are gonna show up. I'm not liking that so much. Vanguard Princess added that recently and while it looks pretty it throws the pace of the game off.

I'm actually okay with the dust chase animation because it doesn't slow down the game at all and if handled right won't change any options.

Edited by Xtra_Zero
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Posted
I personally miss the GG1 "Instant Kill Battle" system.

Regardless of who initiates the "IK Poke" (which is guard cancellable and can cancel from anything):

1. You either do your IK input, or do an "evade" input. Your opponent can do the same.

2. If your opponent does IK input faster than you...you get IK'd instead (turning the tables).

3. If you or your opponent "evade" you "MISS" and you trade positions with them.

4. If you both "MISS" then you get a "push back" separation like getting hit with a Burst.

At the very least they could put it in GG Mode.

I have so few brain cells left after reading this post that it's ridiculous.

Gonna go die now.

Posted
Well it'd certainly speed up tournaments considering you're out an entire match when an IK connects...

Don't forget that you need to enter IK mode, and actually connect a slow, easily blockable attack and most of the times their range is pathetic.

Unless it's like GG1, but that is absolutely pathetic and shouldn't even be considered.

Posted

Blah blah blah everyone hates old ideas and wants ME to go die...yet they still used GG1's clash system ANYWAY.

So why not revise it and make it FUN and fresh?

Posted

He's right guys, either everything about GG1's system was good or everything about GG1's system was bad.

Besides, fighting games could use more quicktime events that can decide the whole match. Maybe this guy's on to something.

Posted
Blah blah blah everyone hates old ideas and wants ME to go die...yet they still used GG1's clash system ANYWAY.

So why not revise it and make it FUN and fresh?

As much as i love GG the IK system from that game is one of those things that shouldn't came back, it was stupidly broken.

If you parried it or just defend it you were able to prompt the ik screen.

It also lead to stupid option selects, for example with Chipp, if i were at 50% of health or less i had the option to do the IK attack and input 236236K to get the Overdrive if the oponent evaded or the IK if he didn't, not to mention that an attack that ends all the rounds is just silly.

Posted

I liked the "quick time" aspect of IK battles...and the fact it can be reversed on a player...or for example, if a player is in the corner...he throws an IK, it initiates it misses, and he trades spots, putting the opponent in the corner instead.

There's a lot of stuff you could do with the mind games from that system.

Doesn't have to end a match (just a round), doesn't mean the IK poke is unblockable (in fact it could be the worst possible poke in your arsenal despite being a guard cancel), and more than that it sets up more 50/50 guessing situations.

A skilled pair of players could play the IK evade game all day and not once get cornered...not even bothering with IK command.

Posted
Hectacom, I have never clicked the link in your sig before today.

SO GOOD.

I am glad you liked it

Why not just make IKs function like Astrals?

Astrals are lame, IK as they are on GGX ownwards are ok, if they even decide to change it, they need to make it like the Fatal K.O.'s :kitty:

I liked the "quick time" aspect of IK battles...and the fact it can be reversed on a player...or for example, if a player is in the corner...he throws an IK, it initiates it misses, and he trades spots, putting the opponent in the corner instead.

There's a lot of stuff you could do with the mind games from that system.

Doesn't have to end a match (just a round), doesn't mean the IK poke is unblockable (in fact it could be the worst possible poke in your arsenal despite being a guard cancel), and more than that it sets up more 50/50 guessing situations.

A skilled pair of players could play the IK evade game all day and not once get cornered...not even bothering with IK command.

There are many reasons why IK's are fine as they are right now, with what you suggest it's easy that the game would devolve into dumb shit easily.

Posted

If IKs were fine as they are, nobody would resort to 6P with Eddie or Kliff.

If IKs were fine as they are, nobody would resort to constantly going for knockdowns on A.B.A. during Moroha.

You wanna talk dumb shit...?

Posted

Instead of being able to do it when the opponent is at low life on the last round it should be made so that you can only do it when YOUR life is low, ends the match, and can be comboed into. Yeahhhhh where my XFactor at?

<mindvomit>

what if you had a move that did as much damage as the life you've lost over the course of the round, was an overhead or otherwise generally not a shitty move, but was affected by damage scaling and stuff and could only be used ONCE per match? Hmm maybe that'd be too many eggs in one basket. *adds to list of experimental fighter mechanics*

</mindvomit>

Posted
Astrals are lame, IK as they are on GGX ownwards are ok, if they even decide to change it, they need to make it like the Fatal K.O.'s :kitty:

Astrals are just as stylish as IKs--several even more-so--but unlike IKs, you'll actually have a reason to use them once in a while. :v:

Personally, I think they're the perfected version of the Instant Kill mechanic.

Posted
Astrals are just as stylish as IKs--several even more-so--but unlike IKs, you'll actually have a reason to use them once in a while. :v:

Personally, I think they're the perfected version of the Instant Kill mechanic.

I find astrals really boring for some reason. Both their condition for use and the animation that follows. The way they're used doesn't put you on the edge of your seat like IKs do, and the exaggerated, drawn out animation that follows just draws out the time that nobody can actually perform actions. Dull imo.

Posted

How so, they are just glorified finishers that can only be done one the last round when the opponent is low on health.

Posted
As long as we're just spitballin' here, why not a move that costs full meter, does a big chunk of life, and kills you (The one who used it) if you don't win with it. :v:

Does it kill you if it whiff or if it's blocked?

Posted (edited)
As long as we're just spitballin' here, why not a move that costs full meter, does a big chunk of life, and kills you (The one who used it) if you don't win with it. :V

Now you're talking.

How about a move, usable once per match, that instead of awarding a win, forces a draw?

Only the wrestler character has it, and it's a slow move, but it doesn't have to hit anything to work :3

Edited by Xtra_Zero
Posted

Ragna wins.

Astrality!

Speaking of supers and cinematics, since some Overdrives were shown with cut-ins and others weren't, what if there's a tiered system for supers now?

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