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Everything posted by RifleAvenger
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Thing is, it's not good, and its not bad enough to be truly funny, like CS1 cutscenes. Except the fail icesword. That made me chuckle.
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I'm getting an error message trying to run the game. The logos all play, but then the error pops up. What do I need to do to get this to run properly? EDIT: Got it working.
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This is the biggest issue to me. It's like they looked at the various visual novel pieces in CT, and just pasted in animated versions of the "important" ones with no regard for flow or coherence. Like when Ragna jumps away from Noel and suddenly NOL building. Not to mention Ragna just goes to Kagatsuchi because Rachel tells him to for no apparent reason. Also, Hazama is drawn really strangely, and seems much more angular than his usual designs. Not to mention he's made out to be really creepy right off the bat, while CT at least tried to not out him as villain except in the endings.
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Ice sword? More like ambiguous ice blob.
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Was watching the video, and I noticed what seemed to be the command list showed only button presses and single direction inputs. Are there no quarter circle etc. moves, or did I just see wrong/misunderstand? EDIT: Ok, so there are quarter inputs. For some reason though, sometimes when I do a qcf movement, I get the qcb attack or vice versa.
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Hakumen.
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When is Funimation going to stream it in GMT -5? And will there be English and/or Spanish subs?
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Any recording in arcade has to be vs. unlimited NPC Ragna, which won't sit still and let the music play. As for TGS if the song were select-able, so far as I can not too many videos came out of there, and a lot of people probably didn't have taking a recording of BOII on their minds. Same goes for EDII? It'll be available in two or so weeks time when the game is released, which isn't too long to wait at this point.
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Just putting in that I've also heard that there tends to be a small difference in frames per second between the 360 and PS3 versions. If I remember correctly, the rumor goes that 360 runs BB, P4A, etc. at a flat 60 fps, while the PS3 versions run 58-59 fps. That said, I've no clue if it's actually true.
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There are also 3rd party PS3 controllers made in the 360 style. I happen to own a Power A model for playing on PS3, and I'm sure there's other brands too. Honestly, if you can find one of those that suits you, I think it'd work out better than a converter. Or you could start learning stick.
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[CP] News & Gameplay Discussion (Old)
RifleAvenger replied to kosmos badgirl's topic in BlazBlue Gameplay
I know this has probably been asked before, but what is the probable cost of the digital version (plus buying Terumi DLC)? I want to make sure I'm not shelling out for a whole extra jp PSN code for falling a few yen short. EDIT: Thanks Circ. -
New Smash Bros for Wii U and 3ds
RifleAvenger replied to Kyosuke Kagami's topic in Misc Fighter Central
Playable Lukuma is one of the few things that would actually persuade me to buy this. -
All the characters you've listed draw out random items. In every case besides maybe Wright, that's a balancing feature because a few of the items would be too powerful as a regular move (ex. Faust's meteors). Furthermore, when the item is seen, the opponent can react to it as normal. The process of drawing the item has the same animation for all items, and the damage and properties of an individual item are always the same. The player throwing an item must judge when it is wise to do so, it is a move to be used at the right time like any other. When I see Faust throw a bomb, I know how to react to that that, same for any of his other items, and I can defend myself if I act correctly. There's nothing I can do to defend myself from crits other than not getting hit (already doing that anyways) or forcing myself to hold onto a burst in case I get critical hit. Besides, for every Faust or Markman, how many characters are there in every game without said random mechanic? How many games have no character with such a mechanic? The answer is the vast majority of characters and games. The reason for this is that adding random chance into the mix of a competitive game is risky, and has to be carefully balanced along with the style of the game. CCG's restrict maximal card copies because otherwise players could stack their decks for first turn wins easy, so that mechanic uses random chance to improve the game. But to insert any sort of random chance into chess (ex. there's a X% chance that, when trying to take a piece, your piece is lost instead) would utterly destroy the game. Besides that, having random damage activate off of any old hit some % of the time is different than a character who throws items. Random damage increases will sometimes give a player a win solely because the computer determined it to be so, which doesn't seem very intriguing or fun to me. Do you know how many competitive Pokemon players HATE that critical hits are such a prevalent part of their game? Or that 10% of the time ice beam will just completely nullify a member of their team (freeze)? I've lost tournaments because the opposing player got 5 critical hits in a row, or froze one of my pokemon for 25 turns straight. I've won solely because I got a lucky crit in on a fully powered up sweeper. No one on the stage or in the crowd thought those moments were hype or examples of excellent play. Competitive gaming is about outwitting and outplaying the foe. It's about skill, quick thinking, and execution. Random critical hits undermine this, because it suddenly weights the outcome of the match in way that neither player could control. That's frustrating for the loser (who may have had a second chance the other 90% of the time) and unsatisfying to the winner. Because of that, counter hits are a better way to let players have "stronger combos." Because a counterhit is punishing one player for throwing out an attack at the wrong moment and rewarding the other for calling them out on it. There is a reason to give the second player their damage/corner carry/knockdown reward. As for generating "hype," idealistically the game should be able to generate that on its own through having solid play and a caring scene. The truth may be far from that, but not even MvC3 resorted to anything as poorly thought out as random critical hits. EDIT: I also want to point out how random tripping was universally hated in Super Smash Brothers Brawl. It's a good example of how adding extra random chance into a game to balance it (was supposed to prevent wavedashing) is rarely a good choice.
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If I may add to what Celerity is saying, look at UNIB (Under Night In-Birth). That game had silly long combos, and a lot of systems that enabled long combos (ways to gain lots of meter, odd gravity, etc.) to the point that most combos lasted 20 or so seconds. It suffered because of it. The game got vastly improved after all that got scaled back, with the makers specifically citing SNK's fighters as an inspiration for some of the changes. SNK's games are a really good template to use. They're a good middle ground between Street Fighter and Arc System Work's fighting games. They keep a focus on fundamentals while allowing some level of flash in combos and creative systems added onto the base gameplay. I cannot disagree with this more. Fighting games, at a sufficiently high level, remove quite a bit of luck from the equation. Someone dropping a kill combo or making a bad hitconfirm isn't luck, it was poor execution. What about playing footsies, proper spacing, or baiting reversals is luck? If nothing else, purposely putting MORE luck based elements in does nothing for the game. Look at how bad adding random luck was for Halo: Reach with the bloom mechanic. Or how even in CCG's, where random draws are a built in factor, part of the game is building a good deck that minimizes the luck factor because it can hold its own no matter what you draw.
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I don't know where you live, nor do I want to know, but some universities (especially places like community college's) offer the ability to take individual courses without having to apply to the institution itself. Many such schools will have basic computer science courses, which will teach you how to use stuff like C++ or java. If you're planning to go to college anyways, you could just wait two years and then make sure you take those computer science courses. Use the intermediate time to get a good grasp on your concepts for the game. If none of that works, you could teach yourself via a published guide, the likes of which can probably be found in a library, or even online. I second you learning some programming if you're going to do this. Since you'll be working in a small group, it's best if you have some idea what the programmers need to do in their part. That way you'll be less likely to make demands that seem reasonable to you, but not to them. Even better, it'll let you lend them a hand, keeping you a proactive team member long after most of the game's design aspects have been set in stone.
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I'm really dissapointed about the whole Liz situation. Having an utter shit character does nothing for a loktest, because the only thing you can get out of that is "change something, anything, to make this character better." I can't fathom why they would do this, unless they just got stuck in the middle of some kind of complete overhaul of the character, which worries me anyways. I don't think shadow mode fits Liz. I'd much rather see a separate character who is shadow mode only as a counterpart to Liz.
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Hi, a friend just introduced me to this game today, and I've liked it so far. So, does anyone have a beginner's guide to Kudlak? Of all the characters, he appeals the most to me.
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Hi all. Got a room open ATM. Good connection speed not guaranteed. It's called "Netplay Sucks." EDIT: Well, it seems I have a poor connection with the entire world. I apologize to anyone who got lagged upon.
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Sadly, I do not have one anymore. Outgoing voice-chat does not work on my computer; programs like Ventrilo and Skype either don't work or produce horrible sounding static when I attempt to use them. I can hear what others say, but they cannot hear me. Since I got tired of downloading updates for a program I cannot use (and frequently carries obnoxious tag-alongs with its updates) I uninstalled Skype. I do not remember my username there, though it may well have been either Rifleavenger or Skottkamp15.
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It's too bad Chicago Heart isn't a bit earlier, or I'd have been able to go. Oh well. Hope it's good for everyone who does attend.
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Still cannot figure out the tension bar in GG or BB.
RifleAvenger replied to Tronotron's topic in Beginner Mode
GG Terms: Roman Cancel) Spends half a full bar, immediately cancels any move. Can be used to continue a combo/pressure or make an unsafe move safe. Can only be used if the move hits the foe, but it doesn't matter if they blocked the hit or not. You cannot roman cancel projectile moves. Force Roman Cancel) Roman canceling certain moves on specific frames. Frames vary from move to move. Window is usually 2-4 frames wide, depends on the move. Reduces the cost to 1/4th of a full bar, and cancels that move. Notably, it can be done even if the move whiffs, and there are projectiles that can be force roman canceled. In addition to the above uses for roman canceling, FRC's can be used for all sorts of maneuvers, some even provide different benefits depending on the exact frame canceled upon (for example, some lead into high low mixups). Being half as expensive helps too. Force Breaks) EX moves (improved versions or normal specials). Cost 1/4th a full bar. Overdrive) Super Moves. As Simerion said, these usually aren't worth it. Cost half a full bar. Dead Angle) Done when blocking. Character does an invulnerable move that knocks the foe away. Cost half a full bar. Gets someone off of you without using burst. Flawless Defense) Prevents chip and pushes the foe away. Costs more tension the longer you do it. Done by holding down two buttons while blocking. Blaze Blue Terms: Distortion Drives) Super moves. Unlike Guilty, many of these are quite useful, though not all of them are. 1/2 Bar Astral Heat) Flashy finishing moves that can only be preformed on a match point for the user, when the foe has 35% health remaining or less. Cost a full bar and a burst. Rapid Cancel) Same as Roman Cancel in Guilty. 1/2 Bar Counter Assualt) Same as Dead Angle in Guilty. 1/2 Bar. Crush Trigger) Only in the upcoming Blaze Blue game: Chronophantasma. Costs 1/4 of a bar, and is an unblockable move (unless the defender barrier blocks) that also works as a combo extender. Character Specific) Jin has EX moves that cost 1/4 of a bar, and Hakuman's meter works differently than any other character. Meter is for far more than powering up super moves or extending combos. It can be used to make moves safe via RC'ing, on defense (Dead Angle/Counter Assualt), or opening up new movement options (some FRC's). The list of uses for this or that FRC in guilty is too expansive for me to list. -
Thank you for the correction. That actually makes attending much, much easier. Sadly, as to my friend, he thinks LoL is the devil's game, and isn't a fan of Monster Hunter either. I'll still try and persuade him to come, but it seems pretty unlikely. EDIT: I enjoyed my first visit to Ignite. It was a pretty slow night evidently, but I'm grateful for the matches I got to play. Sadly, my friend probably won't be returning, for various reasons. I'll see if he'll give Piazzo a try on Friday.
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Dustloop: RifleAvenger Location: Aurora Transportation: Car XBL: Rifleavenger BB: Jin, Rachel P4A: Elizabeth, Naoto GG: Ky, Dizzy SF3S/4AE: Akuma VH/VS: Donovan/Wolfman Hi. I've been lurking on DL and intermittently playing fighters online. Since I'm finally back in Illinois, I figured I would stop in at live meetups, and try to actually get some real experience with fighters. The local scene at my college is extremely laid back, and I just don't feel like I'm going anywhere. So yeah, I'm hoping to show up a few times at Ignite and Piazzo during July and August before I go back to school. I'm pretty scrub, so I'm hoping to learn something from the experience. I'll admit to having something of a temper, so I'll do my best to keep cool. I won't be able to go to the Piazzo Saturdays until August, but I can go to Ignite pretty much any Monday until I leave. Is there going to be a meeting there this Monday? I might be bringing a friend as well, though that might depend if people play anything besides fighters at these events, since he doesn't like long playsessions for a single game or genre.
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New Smash Bros for Wii U and 3ds
RifleAvenger replied to Kyosuke Kagami's topic in Misc Fighter Central
Because obviously, casual players of smash will see this, feel inferior, and never buy a SSB game again. Never mind that most people who don't have at least some interest in competitive fighter or competitive smash won't even know this exists, and be none the wiser for it. Even if it did pose a threat to their self-esteem. I have no interest in Smash beyond goofing off myself, but seriously, what is Nintendo thinking? Unless some executive over there is just mad that MLP didn't get the spot. -
No computer near where I play. Someone sat on my mic. I'm sure there's similar stories out there.