Jump to content
Dustloop Forums

Sabator

Members
  • Posts

    57
  • Joined

  • Last visited

  1. Isn't this simply referring to inertia inheritance in general? In other words, how much an attack animation "slides" if done while moving. I always translate that exact phrase as "inherits more inertia from unit movement".
  2. https://www.youtube.com/watch?feature=player_detailpage&v=53Fo_Omf-9w#t=78
  3. I'm starting to get really sick of seeing this every time I log on, to the extent that I pretty much just don't play the game if there isn't an EU private room up at any given time. I don't know what you guys love so much about red ping and lag spikes but this is just a really god damn stupid idea, neither the EU nor US communities are so small as to warrant mushing them together like we're still playing EXVS vanilla. If it's quiet on the EU front I'll sometimes make an EU/USE room, which usually works alright (save for the odd eastern european players we have), but when you let the entire of US and the entire of EU into one room you might as well just go join a JP room because every fucking game is heavy orange or red. I'm actually partially convinced some of you guys are so used to this shit that you think it's normal, and there are definitely a few players who deliberately abuse the lag to play YOLO bullshit suits as well. Let's cut out this stupid behaviour and go back to playing real games based around skill rather than based around who can better navigate a 10 frame input delay.
  4. He's not talking about actual lag, but sudden momentary lagspikes. Even the best ISPs in the world have those from time to time. It might only last 10 seconds, but those 10 seconds of you dropping to 1 bar can be enough to get you kicked from the only room available in your region.
  5. After spending some more time with this unit I've realised the stuff written above about 1-handed/2-handed firing is essentially completely wrong, I've double and triple checked the translation but there's no ambiguity about it. Could this possibly be something that was changed between arcade and PS3 port? In my experience playing the game, Turn A generally fires with 2 hands when making any kind of strictly horizontal movement; a Boost Dash, or a step. He fires 1-handed in all other scenarios, including rising, falling and standing on the ground.
  6. Luna can still do 5ac > ab cancel, so she can practically insta partsplit from any mode that isnt force, which coupled with her general sword form unnerfed-ness means she spends a fair amount more time in sword mode, or at least that's how I play her. It feels like Shinn "defaults" to force mode whereas Luna switches modes a lot more often, partly to rotate ammo and partly to get access to that 5ac > ab cancel. Whereas Shinn is a lot happier to simply fly around in Force mode and poke with csA and hop around and stuff knowing that he has sub cancel to bail him out of any gross scenarios.
  7. Luna and Shinn are practically the same unit, so learning one is to learn both. Luna just loses some cancels.
  8. The tradeoff is pretty simple. 2k Impulse gets to be good all the time, whereas Strike gets to be bad 80% of the time and absolutely amazing for the remaining 20%. It depends on playstyle. If you like playing conservatively and then going in and making big plays with IWSP, you'll prefer Strike. Luna plays a much more active and close range role in pinning the enemy down. The main thing both units have in common is that they both like to go full HAM in sword mode when they burst, although Luna is somewhat better at it. Overall it's definitely worth the cost. Luna Impulse is only an average unit, but Strike is one of the worst in the game and it isn't really a contest for me.
  9. I was curious about how this unit's sub worked so I had a go at TLing its section on the JP wiki. I'm not good at understanding video game jargon but I think this is mostly correct, if you have no issues with it feel free to use it in a future wiki page.
  10. Take 100hp off it, double the CSa charge time and take its boost down a notch slightly (1 less bdc). then I think it would be in a good place.
  11. If NEXT was so shitty, why were its core mechanics used to build the next game around? EXVS is essentially just refined GvGN, with removal of a lot of legacy engine elements that were unnecessary or made the game feel clunky (ground melee, BR movement locking). If NEXT was so shitty why did it completely blow up competitively with huge tournaments monthly on the scale never reflected before in Japan? When I say "worldwide" I'm essentially talking about the East Asia region. EXVS in the west is a million times more popular than any previous titles but it still registers as a tiny blip on the radar. Most people on dustloop are here from originally playing fighting games and being a part of FG scene. And in FG scene we generally don't like to theorycraft people being better than other people. If you want recognised as being good, get out to an event and prove it. That's the motto we've always used and it holds here as well. No-one is going to rate your scene in comparison to JP scene until we get video evidence of your top players competing at big JP tournaments. Sorry, but that's how it goes. Anyone on this forum who claimed to be "as good as JP players" would get told the same thing: "Go to JP, get nicovideo footage of you doing well at an event, and then we'll rate you". I'm sure your scene is probably very good at RvZ2, much like China are the best in the world at kof98 because they never moved on to newer versions. I've seen very little footage of HK exvs and what I saw didn't massively impress me, it looked at about the same level as the top EU/US netplayers, which is still far below JP competitive level. And for the last time, I don't fucking dislike RvZ2 or think it's a shit game, please do not put words in my mouth.
  12. Sorry but this seems to come within your own small bubble of Hong Kong scene, which is really peripheral to what actually matters, Japanese scene. Don't think for a second that I'm trying to talk down your scene but when there's no footage of top HK players competing against top JP players to gauge skill levels or anything like that, and when you talk about the machines being stuck on wacky settings and more people playing RvZ2 than EXVS it kind of damages your credibility a bit. The fact of the matter is that EXVSFB massively outstrips every other VS series game in terms of popularity in terms of worldwide sales, the vast majority of which are in Japan. For what it's worth I love the older VS games too. Not a huge fan of rvz1 but rvz2 is a legit Good Game and I'd like to type more thoughts on it but I'd basically be repeating what Irysa said. But ultimately it was a far more niche game that rode on the popularity of Gundam more than anything, as it continued a tradition of Gundam video games generally being clunky, awkward pieces of shit as a rule. Movement was slow, yet deliberate, every step and boost dash requiring justification and planning to avoid being punished. I like that style of game and I'd like to see it make a comeback as an alternate series to the VS we have now. Even post-GvGN VS is the exception to the rule. Most Gundam games STILL play like shit and a lot of people associate "gundam game" with stuff like gundam musou, the Assault series, or shit like that new sidestories gaiden game rather than this. Gundam action games have always been very niche and sold quite poorly with the rare exception. So I think you're grossly underestimating the impact that EXVS series has had, and projecting the popularity of RvZ2 within your scene onto the general worldwide stage.
  13. It's just a natural cycle of things. VS has had some shitty games before and it's survived. While MB is bad it isn't as bad as GvG or RvZ1, but a lot of people in the western scene only started with EXVS so this is their first experience of VS series having a quantifiably "bad" game. And GvG's failure gave us GvGN, a very good game that laid the groundwork towards a more exciting and engaging gameplay system that then blew up Japan when they designed a whole game around it. I reject your position that it was a "lazy" move to appeal to newbies. It wasn't popular at first because it fundamentally and irreversibly altered the style of the series, but what we have now with Full Boost is ultimately just...better than anything the old series did. And that's reflected in the sales. RvZ2 never did anything like the kind of numbers EXVSFB did, at a time when Gundam franchise and arcades were both booming a lot bigger than they were in 2012. It's worth pointing out that the vast majority of this forum, also, did not give a shit about this series when RvZ2 was its lead game. Its popularity in the east AND west was also driven purely by the shift in gameplay towards a faster and more skill-based control system.
  14. Well, it's not really news. From the moment MB came out with drive system it was clearly kusoge. And it seems apparent that developers care more about adding new shit than fixing their game. Bamco has a long history of tweaking suit-specific performance but not overall game engine mechanics. For example the small tweaks required to fix meter system in vanilla, or to go even further back the issues with movement in GvG. Instead they just wait until the next game. I'm still excited for maxi boost and I'm still gonna buy it mainly b/c i expect the mission mode to be good after FB's was such trash. But as a competitive game it's pretty clearly deficient, and it's very unlikely Bamco will fix it.
×
×
  • Create New...