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Falcon being bad is like a street fighter where Ryu is bad. Can't happennow we cant have that, can we?
cuz were obvs all meleetards that are biased towards the great captain
rite gaiz?
I'd honestly write Falcon off as a bad character in this set.
now we cant have that, can we?
cuz were obvs all meleetards that are biased towards the great captain
rite gaiz?
As a rule of thumb: the better Falcon is, the better the game is. He is THE smash bros character. That's just the way the world works.
oooooohhhhhh ok now I remember why RC1 Falcon was imba. It was because people bought in to the whole LAWL MANLINESS MEME and buffed the **** out of him needlessly because ITZ NAWT RIGHT IF FAWLCOWN'S NAWT NUMBAH WON!I disagree with the idea of a controlable ADWT and yes, Falcon lost some of his manliness, I demand it back
this ^Falcon is fine, step up your Falcon game.
But vbawrl made it happen =(Falcon being bad is like a street fighter where Ryu is bad. Can't happen
It also made tripping happen... the game has committed a long list of unforgivable sins.But vbawrl made it happen =(
Falcon was not unbalanced in 5.0. Comfortably above-average at best. Not even top 10 of the cast. Falco was a significantly better character in that codeset and they didn't take a machete to him here. He's quite usable.oooooohhhhhh ok now I remember why RC1 Falcon was imba. It was because people bought in to the whole LAWL MANLINESS MEME and buffed the **** out of him needlessly because ITZ NAWT RIGHT IF FAWLCOWN'S NAWT NUMBAH WON!
Falcon is fine (even if he can't autocombo you into a death knee at 80%), step up your Falcon game.
I love how everyone says Falcon is so imba when he clearly is not. I can name at least 5 better characters then him, and a few that were just on par with him. Being able to string together easy combos =/= being imba. Falcon is the most overrated 5.0 character. Don't get me wrong, he's good, but he sure as hell isn't MK, Squirtle, Snake, Fox, or Ness 5.0 quality. He got nerfed on the transfer over, that much I know for sure.Falcon was not unbalanced in 5.0. Comfortably above-average at best. Not even top 10 of the cast. Falco was a significantly better character in that codeset and they didn't take a machete to him here. He's quite usable.
You do wiggle to get out of tumble already.
Setting a visual cue to let people know they have entered tumble is highly unnecessary. Are we trying to create a game for 5 year olds? Step up and play better.
Noobifying this game would be a crime since it's being built as a tourney game.
As I said, a simple graphical flash would fix this right up.Thing is right now it doesn't seem stable. I might as well have a random number generator decide how many frames I get out of tumble to AD. This is because it is difficult to tell exactly when tumble starts in game. Instead I would find myself just mashing wiggle and AD. Or A for nair depending on character.
truthPeople with the mindset of wanting to get better will do so through research, regardless if there's an "official manual" or not. They don't need in-game visual cues to get them started.
Why would we want to make B+ more n00b friendly? Its a competitive hack. A game should have depths that a casual player might not be aware of. I'm sorry but I have literally the opposite view that you do. The information is there to be found and players should be rewarded for doing so.They should not be rewarded for simply knowing a facet of the game that is not explained in any instruction booklet or how to play video. This goes double for Brawl+ considering it is a fan mod and HAS no instruction booklet or how to play video.
I agree! :D@MyLifeIsAnRPG
Making the game easier with these graphical cues, such as the flash of light idea, is not going to get you more players. People are not going to say, "oh, this game tells me when certain things happen, so I'm going to play it!" The people that will play it, regardless of such effects, will still play it, and the people who don't, won't pick it up because of this.
And if you say that these things will make casual players more likely to want to go competitive as a rebuttal or something, then that's just silly. People with the mindset of wanting to get better will do so through research, regardless if there's an "official manual" or not. They don't need in-game visual cues to get them started. And those that are content with playing casually won't really other, regardless of such visual cues (they might even just overlook it every time, for those that truly play casually). Some of these might just ask about it, but then put it aside immediately after.
The thing is, I don't think such a thing is necessary, beneficial, or worth the time to make the change for. Time better spent on other stuff...
How is giving the player a clue as to what's going making it n00b friendly? All it does it make it so somebody can actually understand. It's not like this makes it any easier to get out of tumble.Why would we want to make B+ more n00b friendly? Its a competitive hack.
Like wavedashing? L-canceling? I'm sorry, but I think that making people read-up on simple game mechanics is dumb.A game should have depths that a casual player might not be aware of. I'm sorry but I have literally the opposite view that you do. The information is there to be found and players should be rewarded for doing so.
I think B+ is a game that best represents a player's overall Smash skill and knowledge already, honestly. B+ has plenty of little things dependent on a player's knowledge and skill already, why make such a big deal out of a friggin' airdodge and tumble mechanic?This is a game that is intended to be played in tournaments... you know, for money. Work should be rewarded as much as if not more than innate talent. As it stands all the things you mentioned as desirable are more important than raw knowledge.
All what, 5 minutes it would take to implement on a character?The thing is, I don't think such a thing is necessary, beneficial, or worth the time to make the change for. Time better spent on other stuff...
Making it easier with graphical cues? Really? Should every character just be in a t-pose permanently then, so that their animations don't give away what attacks they're going to do? So that it doesn't become "EZ-mode"? This is a case of making basic information more noticeable to the player, I don't see the issue.Making the game easier with these graphical cues, such as the flash of light idea, is not going to get you more players. People are not going to say, "oh, this game tells me when certain things happen, so I'm going to play it!" The people that will play it, regardless of such effects, will still play it, and the people who don't, won't pick it up because of this.
You've made a flip-flopper of me. I thought about it more, and like I had initially felt, it wouldn't be a bad thing at all to add a graphical cue. It makes it make sense more to everyone. They can comprehend what's going on.How is giving the player a clue as to what's going making it n00b friendly? All it does it make it so somebody can actually understand. It's not like this makes it any easier to get out of tumble.
Like wavedashing? L-canceling? I'm sorry, but I think that making people read-up on simple game mechanics is dumb.
I think B+ is a game that best represents a player's overall Smash skill and knowledge already, honestly. B+ has plenty of little things dependent on a player's knowledge and skill already, why make such a big deal out of a friggin' airdodge and tumble mechanic?
All what, 5 minutes it would take to implement on a character?
Making it easier with graphical cues? Really? Should every character just be in a t-post permanently then, so that their animations don't give away what attacks they're going to do? This is a case of making basic information more noticeable to the player, I don't see the issue.
I totally agree, this game has been edited and tinkered with by noobs and its the sole reason why brawl+ will never be finished. If cape ain't editing the game then i see no reason to play anymore. Real tourney players will also stop supporting brawl+ edited by inexperienced weaklings after playing cape's set as well.Seriously? Really?
Every post that you make is one big troll as you try to antagonize people to build on your ego. The fact that you have not done anything positive for this project is shown due to your lack of any real skill towards the game or tournament experience. You also would rather just have recognition for making something in this game than having the game be good. We have all seen the fruits of that labor. Can you say Wolf nair in RC1? Did you even test your **** before you put it up?
Its people like you that will force Brawl+ to continue to suck. ****ty players that for some reason are in the WBR and have access to "decision making" when you do not host, attend, or play in tournaments. We have many of these people in the back room. GoodoldGanon is a completely casual player who makes assumptions about things off of a change list without actually testing it or playing it first. Ultimate failure with theory crafting there. Neko is a complete troll that is only in the back room due to the fact that he pays for the site, which is both sad and pathetic. Leaf is a nerdy high school kid with no friends and is power mad to be an OP on the IRC or a bully on the internet.
Thats your WBR in a nutshell, that is what has been producing Brawl+ up to this point and that is the reason it will continue to suck. I wanted to quit this stupid downhill project months ago and I think I have finally lost all patience with it. The WBR is a bunch of ******** morons who want to buff their own character and be revered as some kind of super heros for their subpar work instead of properly fixing this game as they should have been from the beginning.
If you WBR ******* want to keep trying to "balance" this game like you did RC1 then thats fine. More money for me and anyone else smart enough to abuse your ******** changes.
**** Brawl+. I'm out.
Even if it's 5 minutes per character, that's over 3 hours of time better spent on other stuff that mattersAll what, 5 minutes it would take to implement on a character?
Talk about using stupid logic... You're comparing adding something totally different that never existed in any Smash game to attack animations?Making it easier with graphical cues? Really? Should every character just be in a t-pose permanently then, so that their animations don't give away what attacks they're going to do? So that it doesn't become "EZ-mode"? This is a case of making basic information more noticeable to the player, I don't see the issue.
I sure hope that's sarcasm...You've made a flip-flopper of me. I thought about it more, and like I had initially felt, it wouldn't be a bad thing at all to add a graphical cue. It makes it make sense more to everyone. They can comprehend what's going on.
Let's test out a graphical cue in the next beta!
as you said, it's not going to make NADT easier. It will just make more sense.
Strange, but I feel like we should make relatively significant gameplay changes EVIDENT to somebody playing the game, instead of just hiding away in some B+ FAQ.Talk about using stupid logic... You're comparing adding something totally different that never existed in any Smash game to attack animations?
But if you're so keen on graphical cues to tell players stuff, let's not just stop there; let's make all hitboxes visible, as well, so that everyone can learn about hitboxes more effectively during (tournament) matches...
Speaking of stupid logic. We can't spend 5 minutes per character in regards to a relatively significant global gameplay change? Think of all the other things that have been done that required much more time fine-tuning for each and every character.Even if it's 5 minutes per character, that's over 3 hours of time better spent on other stuff that mattersmore.
Very eloquently put!@BadGuy, and others:
Unfortunately, this is the dilemma faced when the tools only gradually catch up with the goal. If we'd had PSA, BrawlBox, and all of our codes from day one things would've been a lot better, with a couple months of large internal coding and testing, and then a much more static release.
But that's the way it goes. The programmers who've developed everything over the course of the last year have put mammoth amounts of work into their creations, and to expect them to have had everything completed in an instant is nonsensical.
So, as tools are created incrementally, you either settle for stable mediocrity or push for a gradual change towards greatness. (People will hate you either way) Should we have stopped after our first five hitbox changes? Perhaps. Perhaps not. It's a hard line to draw. Given our hindsight now, the majority of us would likely be outraged at the massive imbalances that would still have littered the game if we'd only fixed Sheik's F-tilt lock, nerf'd MK's Up-B, and fixed a couple chain grabs. With this in mind, perhaps players of the future would look back on today's beta and be able to acknowledge the still untapped potential. Who knows.
So when do you stop? My opinion has been that if you introduce changes and they're generally agreed to improve the game, don't hold back. Make the game as good as possible. Obviously, this will be a point of quite some contention, so I'm interested in seeing everyone's view point.
While I think Cape's personal flaming was a bit uncalled for, he brings up some valid points regarding the disorganization of the WBR, points which we are in the process of reviewing, and we hope to settle our vision and restructure our organization in the near future. Thank you everyone for your patience.
The most important thing everyone can do right now is give in-depth feedback on this beta build and substantiated (!) opinions on how it would / should affect the future of Brawl+.
A fighter.pac injection of a graphical command in a loop would take about 5 minutes to make and would apply to any character in the game, even non-standardEven if it's 5 minutes per character, that's over 3 hours of time better spent on other stuff that mattersmore.
Talk about using stupid logic... You're comparing adding something totally different that never existed in any Smash game to attack animations?
But if you're so keen on graphical cues to tell players stuff, let's not just stop there; let's make all hitboxes visible, as well, so that everyone can learn about hitboxes more effectively during (tournament) matches...
I sure hope that's sarcasm...
Also (since someone brought it up)...
Cape (if you happen to read this), give forgive the WBR! Seriously, I can't speak for everyone, and will not attempt to, but I personally think you are vital for making B+ a success in the end. (Although my opinion is probably not significant for you, not know each other that well or anything. )
Are you serious? If we had that kinda attitude, we would just turn away potential players with no reason other than "WE R 2 HARDCORE FOR YOU CASUALS, LRN2PLAY". Theres a difference between wanting things to be easy and noticing something unnessesarily difficult. Telling someone "they shouldn't be playing Brawl+" for any reason is just dumb.This is not Hello Kitty Island Adventure; this is Brawl+. Step up or get out. If that's not the attitude of the decision makers behind this hack, then we have the wrong people in place.
I learnt the collision for hitboxes because they are an intuitive aspect of the gameplay. You're going to get hit and you're going to figure out how far the hitbox goes (and most animations give a pretty good representation of the hitboxes). I played Smash 64 and Melee with friends for years and never knew about L-canceling or Wavedashing because they are not intuitive to the gameplay. DI was something I knew was there, but never fully understood. I was pissed to learn that those years of practice and play weren't even near a competitive level as a result.But If You're So Keen On Graphical Cues To Tell Players Stuff, Let's Not Just Stop There; Let's Make All Hitboxes Visible, As Well, So That Everyone Can Learn About Hitboxes More Effectively During (tournament) Matches...