brett_ Posted February 15, 2014 Author Posted February 15, 2014 Whoops, I totally just copy and pasted my old list without realizing i had Africa Tower over Torrington on it. Fixed :P
Kin-man Posted February 17, 2014 Posted February 17, 2014 (edited) Why don't we do like injustice and let the players choose the stage that'd give them advantages? Start with rock,paper, and scissor then losing team can pick the stage after. Edited February 18, 2014 by Kin-man Incomplete sentence
brett_ Posted February 17, 2014 Author Posted February 17, 2014 Why don't we do like injustice and let the players choose the stage that'd give them? Start with rock,paper, and scissor then losing team can pick the stage after. There are a lot of stages that give ground types / zaku kai a hard time due to uneven terrain etc.
Z-0010332536893 Posted February 17, 2014 Posted February 17, 2014 From where I stand, these stages should provide limited movement and attack impediment to the various units. These stages, in my opinion, should not notably impede your ability to win. Despite having slopes and obstacles to impede attacking and movement ability, the same elements can be made to work to your advantage as opposed to your opponent's. Controlling your opponent's position will allow you to force them into an unfavorable spot and punish them for being outmaneuvered. Basically, every stage outside of Side 7 emphasizes the control of your opponent's movement over the control of your own; whereas Side 7 feels to not require that I set up "traps" to win. Africa Tower Moon Moon Newtype Institute Industrial 7 Disposal Colony Mass Driver Base Guiana Highlands A Baoa Qu Trojan Station Lantau Island New Hong Kong Torrington Base Heliopolis For the sake of abbreviating the list to the requested number of seven, I would suggest these maps. Heliopolis New Hong Kong Torrington Base Moon Moon Guiana Highlands Disposal Colony Industrial 7 Whatever variations and obstacles are present in the above list should be able to be adapted to easily. Controlling the flow of battle and changing its tide should be similar enough to the experiences of fighting on Side 7.
Kin-man Posted February 18, 2014 Posted February 18, 2014 (edited) There are a lot of stages that give ground types / zaku kai a hard time due to uneven terrain etc. So the issue here is the maneuverability of units with unique ground dashes in relation to a stage picked? Or am I completely off topic here? I mention Injustice because each stages in that game has interact-able objects that can extend/start a combo where total damage varies depending on what characters you are using. Because of this, different characters can gain advantages from picking a stage that would complement them the most which, in my opinion, is quite similar to the problem we are discussing here. To me, I feel that giving teams the opportunity to pick stages that would give them the edge, and/or put the opponent in disadvantageous position gives the game more depths. Teams can actually form tactics to make use of a stage's terrain, or even plan ahead to deal with troublesome stages (dealing with bad matchups) and turn the situation around. If the problem with these terrains are THAT bad, however, you can always allow them to have a reserve unit to compensate for it. Truth be told, I never really understand the point of a 100% character-locked tournament. I mean what are you going to do when you have to fight against your character's HORRIBLE matchup (an example'd be SSF4AE2012's T.Hawk vs Blanka 2-8 matchup)? Though I suppose that being a 2v2 game alleviates this problem by quite a bit. Edited February 18, 2014 by Kin-man added some stuffs
Tari Posted February 18, 2014 Posted February 18, 2014 It's not that all suits have stages that they can choose for advantages, but that certain suits are disadvantaged by some stages. Most suits can deal with the majority of stages just fine, but some are put at a severe disadvantage due to terrain. Certain stages also completely change the way the game is played. Large obstacles that can neither be destroyed, penetrated, or easily crossed over have a very noticeable affect on player mentality, and tend to cause gameplay to shift away from the norm and instead turn into a game of peek-a-boo. Also, though somewhat unimportant, some stages have lovely amounts of lag built into them in the form of way too many destructible buildings. I should mention that I hold issue with the idea of allowing players to disadvantage their opponents by choosing stages, as well. Anyway, I've said my part and I think I'll back out of this discussion before I get annoyed, haha.
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