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Everything posted by F. Wily
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No, you are not. I would not say cool as much as ... "Ok... that is weird. But I like it? Yeah, let's just go with that. I can live with this."
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And so.... Megaman... OG Megaman. A shame for the ZX characters... but seriously, honest to goodness Original pea shooting Megaman... I am happy.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
F. Wily replied to Hecatom's topic in Under Night In Birth
Interesting... -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
F. Wily replied to Hecatom's topic in Under Night In Birth
I think that I have already spoken to the matter of hitstun, but that said... I think that the EXS meter gain on Chain Shift (CS) is fine. Because the amount of EXS meter that is given isn't the problem, I think that the problem comes from the GND and how much GND is gained with a good offence. Add in the fact that there is no real way to shift the momentum in the fight other than put up an equally good offence, and/or use shield and hope for the best.... it's not going to be a good day when you have to block or, worse still, get hit. From what I have seen, GND doesn't have a build in penalty for usage in a CS combo when it really should have one.... either decrease the gain of GND on hit after a CS for a limited period of time (for something like 10 in-game-seconds) or have a "cool-down" period where you can't gain GND regardless of what you do. Given that every bit of offensive, defensive and movement action gains some kind of GND, it would not be a bad idea i think. Welcome to French Bread fighters.... they love that with footsies-geared tools, the advantage that one can gain with them on block. It's something that has been known for a while in Melty Blood, a tradition that clearly continues. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
F. Wily replied to Hecatom's topic in Under Night In Birth
Yeah, I was curious about that myself. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
F. Wily replied to Hecatom's topic in Under Night In Birth
So I assume nothing so far? -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
F. Wily replied to Hecatom's topic in Under Night In Birth
I am not really, the few times that I have seen it... Sion has some nasty wall bounces that work to extend her combos. Her mobility is good and her damage as well as her mix-up game is fair. All it all, she has what she needs to work within UNiB's system. The fact that she is in a list the consist of Yuzu, Hyde and Seth is the thing that shocks me. They seems to be better than her in one aspect.. or two... Carmine being below those three (Yuzu, Hyde and Seth) is odd but then again this is a character that needs to be played in a way that losing health is not a bother. So the fact that Carmine MUST be recklessly might be adding into that. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
F. Wily replied to Hecatom's topic in Under Night In Birth
I am reminded of how much I hate April Fool's Day. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
F. Wily replied to Hecatom's topic in Under Night In Birth
Nah, I don't see them doing an anime over Witch of Holy Night (which would be the only candidate, since Touko is very much intertwined with KnK)... at least not yet. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
F. Wily replied to Hecatom's topic in Under Night In Birth
Not really, for what I understand... UNiB was something of a stand alone project, if anything French Bread haven't really commented on the origins of it's development. MB HD... is a project that got canned during it's planing stages, Eltnam was formally a part of that. The reason it didn't continue has a lot to do with Type-Moon's clearance for the project to go forward, which French Bread couldn't get.... through why that is wasn't mentioned. -
Yes and no, tripping is a random element to the game play... but it is something that a player can be prepared for. My only problem with trip-canceling as it stands is that it doesn't allow to the player to be invincible during the roll of the cancel. Which is an oversight I think... and one of the bigger reasons to why I think of brawl as a really big beta game, there are elements to the system that are clearly rushed or left unfinished. You know, this is where I am going to have to stop you... since the competitiveness of any game is dictated by the players itself, not system mechanics. Despite being unfinished as a game, people play brawl at a competitive level... tripping doesn't stop them (and I should know, I have a few associates of mine have made the run to Apex over the last three years... they all play brawl). Ok, I guest that I invited the direct comparison when there wasn't one. What I was comparing was this... Burst was put into GGXX because in GGX once you get started with momentum... it doesn't stop. GGX had a nasty feedback loop where the attacking player could just go ham on a guy, the player watching the combo could simply do nothing about it... at high level play, this was all that was left. Burst built to brake that aggressive momentum, primarily. All other aspects of Burst on the offence was simply put in to make a player choose between getting an advantage (a whole set of options that comes with full tension) and keeping it or having a "get out of combo jail free" card when the issue cropped up. To that, the fact that tripping was mean to address an aggressive momentum loop... was the only thing being compared. The reason that I consider it a failed experiment partly due to the randomness of all... the fact that mitigating factors (i.e.: trip-canceling) didn't save you from counter aggression when it's performed... the simple fact that it reset the momentum in a situation with a negative as oppose to neutral (as Burst does), etc. Which is why I don't really expect it to be in the next game, since it really fails at stopping the thing that it is meant to address. But the core issue to Smash's game-play remains... And I expect that some solution would be found to that.
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I would rather the verity that comes with characters of different builds, but for those that are disadvantage in the meta game.... they have a boost that require some work to preform, mostly execution based. Having characters at the same speed (which is the next logical jump to what you just said) would lead to a boring game. DI? I would argue that it does, because understand the problem to what that mechanic was trying to fix gives an understanding to other things that might be possible. As I said, tripping was a failed experiment, but other dev have done something similar. Burst is similar to that in some respects with the exception that the risk was a success for ASW... they literally can't make a game without burst now. Their is another reason, players of all types were bothered by tripping... because it simply effected the flow to a stand still and the probability counter was WAY to high. That said, the core issue hasn't changed. Smash has a feedback loop once momentum gets going, so as long as you have your positioning down... you simply keep feeding that loop by doing damage, and recovery options are limited to stopping that once the %'s gets higher. Tripping broke that loop, BUT upon braking it.. all momentum is gone and betting back to the feedback loop isn't easy in brawl because of the movement changes. The issue still remains however... And I am kind of expecting that something will address it this time, but tripping (as far as I see it) isn't the answer. The reason to this being important has little to do with competitive gaming. Competitive gaming is a happy side effect for a good or popular game, and honestly lay at the side-lines to what the core fundamentals of a game is. Something Sakurai has more or less said outright... It not a matter of hate, it a matter of being irrelevant to development. Honestly, if you love Melee that much beg Nintendo to release that game on the eshop/VC...
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I would agree with you, but Sakurai can be a bit random... I would not say anything until there is game-play footage and a hands on, but even then... things could change come the final product.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
F. Wily replied to Hecatom's topic in Under Night In Birth
What would happen if they improved the pushback on shield, because as it stands.... it's more like MVC2's Parry or MVC3's Advance Guard, and as a means of defence... they both kind of suck. -
God I love Power Stone... that game was so much fun. The wavedashing was something that I didn't want to see as a global effect like it was in Melee... I would have preferred it open to characters that needed the momentum advantage (Bower, Ganondorf, etc.) Outside of that, it was a bug... it was fix... players lived with it or moved on. The series as a whole as always had a bit of a weird float to the jumps... it effected some characters more than others. All-Stars does something rather similar to that effect.... Speed is an odd one, I am not sure is Brawl is as slow as everyone believes... but I think that the gulf in speed differences are MUCH more pronounced in Brawl than Melee. And I lay this at the feet of FUCKING SONIC! I think if the character wasn't in the game speed would have been adjusted to something that is difference in feeling than what was in the final game.... Seriously, Sonic being the fastest character in the game may have effected EVERYTHING, seeing how he was a late entry to the game in development.. Ok, this is hard... because of the issue around wavedashing.... The problem here was the meta game revolving around momentum, and how wavedashing effect that greatly. Part of that has to do with the fact that it was a global effect to characters in Melee, which in turn broke the established game-play because it worked around speed-presets of the characters in question. This was addressed by outright removing the technique entirely, but had the adverse effect of damning any character that was slow (Bower, Ganondorf, etc.)... so tripping was more or less a means of braking the flow of momentum. So say that this solution was in-elegant is an understatement, since so much of smash's meta game ran on positioning and momentum of you and the opponent(s).... tripping forced a brake to that, even with trip-canceling. I honestly see this as a failed experiment of Sakurai's, I don't think that he will do that again unless there is a means of doing so without breaking things that lay at the core of Smash's game-play and meta game. But that said, we'll see...
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Smash-FGC, everybody.... But in all honestly, hazards are something that I see as interesting to the game-play... adds to the dynamics of the series in general. Of the few that I have seen move to All-stars, it's one of the things that they are adjusting to... just dealing with the hazards and what add to the tactics. If that mindset comes full-circle.... I think that the community of Smash will be better off for it. THIS is a BIG If however.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
F. Wily replied to Hecatom's topic in Under Night In Birth
I could live with a meter penalty that is scaled to the combo counter and/or damage. Burst would be a bit much... a guard counter/attack would not hurt however. They already added meter gain to the opponent during a combo so... adding the meter penalty to the character doing the combo would make a lot of sense, with that in place you could leave CS untouched. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
F. Wily replied to Hecatom's topic in Under Night In Birth
You know something that effects the GND gain would likely be a good idea.... Given the way that the GND works, it's likely that they might be giving to much GND on hit. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
F. Wily replied to Hecatom's topic in Under Night In Birth
My only question is, has French Bread been in contact with the players? Are they getting that input from "the ground" on ways that they can change the game? That in itself would be valuable. It does, it something that they started to do in MBAC ver.B. I know that it improved greatly with MBAA... I have not been to into MBAACC, but from what I have seen and played, it was adjusted. From what I seen, it changed a few things. Is it for the better or worse is something that I can't say. Well that is the thing, given that this is the second series that they are doing... pattens have emerged. If there is one thing that I can say about MB as a series, it's is an aggressor's game... there is a rather good reason to why some look at Melty and put it along side of Marvel 2. With UNiB being much more combo heavy than melty, so I honestly don't think that they figured that this would happen on the meta side of the game. Guilty Gear had a similar life till the discovery of burst in XX. Where, before XX, once a opponent gets started... nothing can really stop them outside of DAA (which was still really bad). Burst was something that ASW added more or less manipulate a situation from getting to one sided, which is why it's so limited... it would too strong otherwise in a game that is completely based on it's momentum. The reason that I think French Bread hasn't come to this conclusion yet is rather simple, this is their first pure momentum-based fighter (Melty is close, but it doesn't go nearly as far as UNiB).... it took ASW years before they figured that out. It might take French Bread a while before they understand that they NEED to manipulate some factors in a match to keep the tension going. Will this All.net update bring that realization? I don't know... I would not expect it, to be honest. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
F. Wily replied to Hecatom's topic in Under Night In Birth
I am not sure about that, the game seems to have plenty of hitstun... I think that the biggest issue there would be the lack of decay on hitstun. Either there is none, or it is very lenient, which is not a surprise to anyone that played MBAC ver.A. Something that stacks during a combo would likely be the greatest answer here since it would force players to go for combos that don't burn time and yeld the biggest damage. Something that I have a concern with is that this game doesn't have much on the defensive side of the coin. All you have is shield and to be honest... most situations that I see players in don't benefit from using shield to get out of the situation aside from shifting the GND race into their favour. A guard attack or something that instantly resets the situation to neutral would be nice (granted, I am expecting something that would be somewhat high cost... like %100 exs or something.). -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
F. Wily replied to Hecatom's topic in Under Night In Birth
What would you suggest? -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
F. Wily replied to Hecatom's topic in Under Night In Birth
My thoughts watching this video "Can someone please put Seth players on blast?" -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
F. Wily replied to Hecatom's topic in Under Night In Birth
If and when then game is released in a more consumable format, we should return to this question... for now, I don't see the point in considering it. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
F. Wily replied to Hecatom's topic in Under Night In Birth
Male or female doesn't really matter to me. The fact that we might be getting more characters is fascinating to me. On the matter of netplay... it works, so far from those that have the system... it's not bad, configuration could be better, but it's working. Miiverse is fascinating. On the matter of sticks, it's between Hori and Madcats for Wii/Wii U support.... since the Wii U is compatible with the Wiimote, the few Wii sticks work with it(a [really bad] Hori VX-like stick and Madcats' TvC stick), and Madcats recently put up a TE-styled stick (for Tekken Tag 2). On other logistics, importers are going to HATE it if UNiB was released for the system. Region locking, blah, blah, blah. That said, I would be more concerned with whom would be helping Ecole with the publishing. That would determining a lot. I honestly don't see UNiB on the Wii U, just a matter of a lot of miss-matches on the logistics ends of things... but as I said, an option is an option. And lately... Nintendo hasn't been acting like they use to. French Bread might be something that the company is interested in courting.... at least for publishing the game. Yeah, and I think that there is more to UNiB's story than what the arcade game is showing. And last that I heard, they wanted a Visual Novel presentation... that is something that lends itself to console/PC more than the arcade. Given that, I would prepare for something that is... long and complex. On a side note...you could see one of the most convoluted stories in modern times happening to BlazBlue coming from a mile away. It started when ASW used time and time-travel as a story element which does lead to a patch-quilt style story in it's entirely. Something that ASW did with Guilty Gear. What made that worse was BB original planing as a RPG, which most of which was kept with the way that the storyline worked. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
F. Wily replied to Hecatom's topic in Under Night In Birth
What can be said, slow start is slow. If anything, considering Sony's financial state currently... I would not burn an option. Interesting, that would mean that there would be some networking backbone.... that makes things interesting when it would come to the matter of porting. What kind of Netcode would replace that backbone? That is to be expected... a console release would requite more content than they currently have in the game. You know, this might be something that we can rectify... maybe... like sending then a list of translated questions or something. With whom I wonder.... Ok, I think that I am noticing something.... FB seems to have this thing for very elaborate dresses... must be some fetish that they developed when redesigning Archtype Earth. That said, I would like to see her playable at some point.... but I can see their problem with the gun game-play. The best that I can currently think of is angled zoning, which is all over the place... for Kaguya to stand out, they either have to do something different or change her design. Boss character... ok? Again with that fetish.... I don't think that if she make it into the current game that she will remain unplayable for long. Look how long Hilda stayed unplayable... Ok, am I the only one that is thinking, "Damn, she looks like a character out of Code Geass?" I would be very interest to see how simple her play-style ends up. ?!?... the hell? Why? He reminds of me Grant from Mark of the Wolves........ Still, he is kind of plain... I do hope that he is refined in design.