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Point taken.I think you missed my point.
My point is that it wouldn't just be a straight benefit for marth. Since his recovery is somewhat predictable and not that great, he would suffer from it as well. (Although not as much as he would benefit.)
is this attitude necessary?I'm going to put this as kindly as I possibly can: screw you.
It makes sense. However, I don't really see why this is such a big deal (with the exception of characters that have ridiculous recoveries, but most of them don't care anyways). And besides, tether recoveries completely screw that whole thing over....Couldn't we buff the bottom/low/mid tier (and maybe even low high to mid high tier) characters with par to sub par recoveries if the ledge snap range is reduced?
Once we figure out how to individualize snap sizes, we could cater to special characters who suffer and already have poor recoveries ie Mario, Boozer, maybe Falcon, Link, etc etc.
You get my point.
And even if we cant change individual snap sizes, surely we can find a way to compensate the nerfs to said characters. Right?
Or am I just speaking in the language of pipe dreams?
I liked your original version better.is this attitude necessary?
I'm going to put this as kindly as I possibly can: screw you.
Brawl+ started out with limited coders and a userbase that was just happy to get a new code to expand upon the mechanics. In those days, all changes were mechanics changes. There was nothing implemented that wasn't universal. People kept playing even though they would constantly have to relearn mechanics, because these mechanics changes kept making the game better and better. Yeah, it took some adjusting, but overall, we were happy about it. We were glad that we had to adapt to this new style of play.
Then... after we realized that we were making a lot of frame speed modifications for things such as landing lag, throw speed (since has been thrown out), ledges, and jump start, we got the frame speed mod, and specific character changes started getting implemented (one of the first was MK's dsmash slowdown, if you remember). But not many were made, since we were still operating under a 256 line limit. As a result, when things started getting tight, we had to cut frame speed mods in order to fit under the limit. Then we freed ourselves from the line limit and we got the hitbox mod, and we realized that we actually were going to be able to balance this game and do a good job of it.
Unfortunately, somewhere in there, the awesome coders we had started dropping away (PW took a long break, spunit's computer died, and igglyboo never really liked brawl+ anyway), leaving us with only PK and almas to make codes. Well, they have lives, too, you know, so we had to drastically cut back on our code requests. But we had the frame speed mod. We had the hitbox mod. We could do a ton of stuff on our own, without coder's help. Well... sorta. The hitbox mod required us to ask someone with a gecko to find the hitbox data (usually ended up being either PK or giza who we would ask), but that doesn't take anywhere near as much time or effort to do compared to actually making codes. So we sorta fell into a loop where we would focus mainly on character changes, since most of the mechanics in the game had already been ironed out, and the stuff we still wanted would require a highly complicated code to do. That snowballed all the way to the release of PSA, constantly working on almost nothing but character changes. This means that for several months, the public grew used to the general mechanics put in place, and instead were adapting to their specific character changes.
Yet, still, look at this forum today. With the release of PSA, we've completed most of the character changes. The large majority of it is done at this point. But PSA also made us realize something: it reminded us that there are mechanics we wanted to add but have never been able to - mechanics that we now have the power to change. Almost anything about a character can be edited with PSA... which includes the way the game mechanics affect them. Of course, we also have kupo to thank for coming back and fighting for mechanics changes, which certainly had an impact on where we're going with this now.
Yes, we should have put in mechanics changes before we started balancing the game. Yes, we screwed up. Yes, it's very late to be doing this. But no, we should not give up on getting the mechanics for this game that we always wanted - the mechanics that we forgot about for months at a time. We should be seeking to correct this now that we have the ability to. We should be trying to make this a better game in every way we know possible. Yes, there was a long time where we only focused on character changes, but it was largely because that's what we were able to do. Now we can do more, and that shouldn't be ignored. It would be a horrible thing to pass up this opportunity to make the game better. It will delay us more, yeah. But so what? We're all plenty familiar with this taking a long time. We're all plenty familiar with constant change. There are many people complacent with vbrawl. Why do we have to grow complacent with this version of brawl+ when it can be made better than that?
The mechanics changes being discussed will require rebalancing the cast, and looking at each of their changes again. A pain? Yeah. But it'll be worth it. It'll be worth every last ounce of effort required to make this game as good as it possibly can be. I actually think a large majority of the current character changes will end up getting kept even after these mechanics changes, meaning that the time spent making them will not have been wasted. We already were planning on going through the character changes again now that PSA might be able to do something better than what we were able to do with just codes. The only difference now is that we'll also have to take into consideration the new mechanics tweaks. So I say... let's take a break from character changes for a bit and focus on the mechanics again like we should have long ago. Then, when we finally have polished the mechanics, look at character changes again, and begin the release candidate cycle.
Just because some members are impatient or reluctant to change does not mean that we shouldn't strive to make this game the best it can be. It shouldn't stop us from going back over the mechanics, and implementing what should have been done from the start. We need to do this. We could get along without it, and the game would still turn out "ok." But why settle for that? Why not reach beyond and make brawl+ "great?" There's no reason not to. We're not a company. We don't have a strict release schedule where we start losing money if we don't release this game on time. We shouldn't let sloppy game mechanics slide, and that's all there is to it.
Just how severe should the consequences for one hit be???As for balance of risk vs reward on recovering and ledgeguarding. The way I see it. You get hit. You pay the consequences, and in a game where recovery is naturally easier given practically 3x the amount of characters with good recoveries compared to previous versions of Smash. It's really not like it's a completely bad thing. There is a pro and a con to something like this and what the overall net effect will have on the game in the long run is what matters.
Personally, the net effect of a change like this in addition to catering to specific character's helps with this risk v reward issue we're having. <_>
People are talking about modifying the ledge snap ranges, bringing in ledgeteching, and fixing the NASL code so that hitting someone while upBing and side b's don't autosnap.Wow, I dont know what happened in this thread. Whats with all the hostility?
The hostility is here so that others can view this thread and make fun of the competitive smash community even more. I wonder if the balanced brawl thread had this problem.Wow, I dont know what happened in this thread. Whats with all the hostility?
I think you misunderstand ledge teching here given the example you gave. Ledge teching is when you SDI into the ledge from a move like Marth's tipper'd Fsmash and tech it against the ledge. DK's cargo stage spike isn't part of that, you can tech it normally, it's just SO strong and fast that it's actually quite hard to tech. The actual reason why nobody really performed it in Melee is because of the higher gravity, which meant it was possible that you'd be killing yourself trying to do it, and because it wasn't nearly that hard to tech as it is in Brawl/Brawl+.If you can't do indiviual ledge snap changes, then tinker with things and see what you get. DK Stage spike will probably be lost(it was in melee, but wasn't viable to use)
It's pretty sad when Chu does better teaming with Random MK #496 (he's actually just a random Melee player, he hates Brawl and this was his first time playing Brawl+) than he did teaming with Meep, one of the top players in the region (who won the Brawl tourney this past weekend btw and is very good at B+ too).Lol. Im guessing you have been watching the latest chu+skyheart matches?
Anyways, there's not much you can do about that if the team was broken. You cant really balance out doubles (aside from getting rid of key double tactics aka omnigay) without hurting the competitive standpoint of singles. And as all we all know, singles should come first![]()
That's what I've been saying for a while now.It could also be implied that larger ledges merely put more skill on trying to edgeguard.
The CURRENT system is the hardest to ledge-guard.
However, I think that if you want a gimp/ledgeguard, you're going to have to earn it.
And the negative tone here has been caused by those who want a change acting like those who disagree are skillless scrubs. Some quotes below:More skill in edgeguarding.
Were you also against the other removals of auto-snap before the missed ones too? I'm hoping you weren't, though I wouldn't put it past you.
What are you, some sort of communist? Explain to me how people DESERVE to recover. This is a fighting game, this isn't Candyland. No mercy.
If I made the WBR (which I won't, I'm much too inflammatory) the only thing that would change is the colour of my name. My points would remain the same, as would my position on your scrubbery.
Why people don't want something close to that excitement is beyond me.
I'm going to put this as kindly as I possibly can: screw you.
OH nooo!!!!11![]()
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you mean to say there are characters with lackluster recoveries?! this simply cannot be! characters can't have weaknesses!!!111!!
!!!
And who the **** are you to tell them what to do? You won't make the final decision, so shut up about it. Get your bias out of here. Just because we might want to add a lot of Melee AT's in doesn't mean that we're biased for Melee. It just means that Melee was a superior game in general.
because it makes the ledge game have more quote unquote depth and makes recoveries less EZ mode. Stop it with your *****iness. Seriously. THAT's not warranted...at all
Snap ledges impedes competitive edgeguarding. You impede competitive edgeguarding. You also seemingly suck at this game
What in the world does it preserve other than uncompetitive vBrawl silliness that no one wants except you for some unjustified reason?
You guys REALLY promote civilized, polite discussion!How bad are you at this game...
After manually finding your videos(Wii hates the new youtube channel format JCeasar! ;_his Meta honestly wasn't that good. Chu had to fend for himself in the matches I saw.
I know his MK sucked, that's my whole point. Chu did better teaming with a mediocre MK than he did teaming with a very smart and solid ICs/Marth player. Does that not seem wrong to you?I think those videos serve as zero proof of MK being broken and you guys mostly just being outplayed. Making a comparison to a player getting thrashed as B+ Falcon (when he mains melee falcon) is a null argument especially in that the characters you played as make it super hard for falcon to approach/perform well. Its just easier to space and zone as MK due to his priority than falcon, and thereby he had an easier time for that sole reason.
The MK in that video was far from broken. I'd like to see videos of an excellent MK, and you already know of the changes planned for MK in the BR set anyway.
So, yeah, flawed argument is flawed.
It is also doubles... I don't think you can really judge if a character is broken because he preforms differently in doubles.although it is sad that a mediocre MK player can do better than a top-notch IC/Marth player. That is just ****ing wrong.
To whoever was asking for a video of footstools being used offensively on purpose: http://www.youtube.com/watch?v=_WvRKyOE0Uo (ignore my mad garb Falcon)
It's pretty sad when Chu does better teaming with Random MK #496 (he's actually just a random Melee player, he hates Brawl and this was his first time playing Brawl+) than he did teaming with Meep, one of the top players in the region (who won the Brawl tourney this past weekend btw and is very good at B+ too).
I guess you could say Chu was playing better or we were playing worse or whatever, but note how badly we ***** them when Skyheart played Falcon, who is his Melee main.
Metaknight
is
still
borked
That's funny, I don't remember seeing you there when "Brawl+ started out"I'm going to put this as kindly as I possibly can: screw you.
Brawl+ started out with limited coders and a userbase that was just happy to get a new code to expand upon the mechanics. In those days, all changes were mechanics changes. There was nothing implemented that wasn't universal. People kept playing even though they would constantly have to relearn mechanics, because these mechanics changes kept making the game better and better. Yeah, it took some adjusting, but overall, we were happy about it. We were glad that we had to adapt to this new style of play.
Nah. People who are against rational, competitive changes to the game, in my mind, are just scrubs. That's not an insult.DeLoRtEd1 seems to like saying people who he disagrees with suck at Brawl, and sage seems to have a pretty short fuse.
However, the ledge argument still goes on...