I have a question and i'm wondering if its been discussed and if there will be something to fix it or if it is even fixable.
Online choosing just a single pokemon just chooses that pokemon as starter and you are actually playing PT. This just seems weird to me because it works fine offline (AWESOME) but won't work online.
Is this known and is there a desire to address it or is it really just like on the back burner and at some point will be dealt with?
"We'd like everyone's opinion on this codeset. While we are trying to produce the most competitive set available, this is still a community project" -Almas
So I've decided to take Almas advice and provide some personal feed back.
-just some fixes/changes that I think can improve b+ gameplay and make more competetive.
-I recently believed that b+ was still too slow, but I came to realize it actually has heavier gravity and faster fast-falling than melee now O__O"
-So why does it still feel slower and less exiting?...here are some things that might help...
*Not saying that all this should be added but I just want to know what you guys think about it
-Feed Back-
1. fix air momentum (still loosing too much speed/momentum when jumping outta dash run)
We're probably not changing jumping momentum anytime soon. We've had this setting for a while now, and while certain individual characters may receive a momentum boost, don't count on a universal increase anytime soon.
2. fix sliding (due to momentum) *especially Falcon's short hop.....YESZ! [X] Work In Progress
As you noted, we're working on getting character specific friction working.
3. some jumps are too high (for example Toons SH/ would benefit his zair and neutral if it was shorter) / *I would leave second jump as is and reduce SH and Full Hop on some characters
Character physics are not set in stone. We're going to be taking another look at tweaking character physics sometime in the near future to better suit their playstyle.
4. ledges still have too much suction (limits alot of off-stage game/can't ledge hop to spike most of the time because the ledge sucks them in and gives them invincibility frames too early)
Don't count on this happening anytime soon. We've talked about it before, and although it was somewhat split, there were definitely more of us against it than for it. I'm not going to be naming any names. Perhaps this topic will come up again at some point in the future.
5. too many invincibilty frames (mostly on ledge) *I would shave off frames [X] improved
As you noted, we've fixed this.
6. figure out a way for better tech-chasing (i've been trying to figure it out/ melee has longer tech-rolls...if that helps)
We've talked about teching a few times. Techrolls were sped up 1.3x universally long ago due to the game speed being generally increased (not standing techs, though...), although we keep coming back to it possibly being too fast for some characters. We'll probably be looking more into fixing teching sometime soon.
7. Alot of throws have way too much knock back (not all but alot)/ and some need more KBG (ex. peach's F-throw)
Throws cannot be modified currently. If they were modifiable, we would have made some throw changes long ago.
8. better camera (more zoomed out/ faster pace) *more melee like
We've already looked into doing this. Unfortunately, the code seems to occasionally cause a rather loud "rocket" sound at random times. I'm not sure actually if the code is on by default or not in the current nightly build, but you should try it out. If you still think the camera needs work after that, let us know.
9. Less knock back when hitting against the side or underside of the stage (kills way too easy in my opinion, even at low percentages) *would improve off-stage game
Stagespikes have always had large kb. It's techable, so I see nothing wrong with it. Don't expect this to be changed.
10. fix/work on scar jumping (plus some stages don't allow you to wall jump when you are too low) *good example is warioware
This is known, and is something we'd like to fix. It's currently not very high priority, but it
is on the list.
11. Either remove foot stooling or make it another button other than jump (this way you don't get foot stooled and killed by accident, which is almost 90% of time) *would make it more skillful
I've brought this up before, myself, actually. My proposal was to only be able to footstool if you were ff'ing, to help eliminate accidental footstools. We haven't talked much about it, though.
12. *BIG REQUEST - fast falling b specials (not all just some like: fireballs, lasers, thunder ect.) *I would also reduce endlag a bit for better usage
It's possible. We haven't talked about FF specials in a while.
-Less Important- *IDEAS
1. give falcon a bigger Dair hitbox....YESZ! [X] DONE
Well, actually we just replaced the sourspot hitbox with a nipple spike.
2. completely rework marth's side b (I would slow it down and fix the KB) *and his sword dance spike would be nice
Its damage and kill potential has already been mega-nerfed. It doesn't need to be nerfed more.
3. also make marth's sourspot on his dair more useful...(right now it basically saves the enemy because of the ridiculous angle and KB it has)
Marth is already one of the best characters in the game. He doesn't need this buff by any means.
4. Jiggz rest is a bit too strong @_@.....imo
Don't get hit. If you're going to die from it regardless of which way you DI, DI toward the side instead of the top so you can hit jiggs when you return before she wakes up.
5. work on bowsers up b momentum (for easier edgehog from on stage)
I thought we already did something that enabled him to fortress hog again? I don't remember it too well, but I remember that being brought up as a result of another one of our changes.
6. rework ganons up-tilt (it is very useless at the moment, it is slower than warlock punch and deals less damage(27%)/ *I would speed it up but give it less damage, maybe around 19-21%
It's been brought up many times before. We're probably not going to do it, but there's still a possibility there.
7. Another pretty useless move is Ness' pk flash....*just an idea/ let the move execute even if ness gets hit
We've talked about ways to buff ness's PK flash before, although it would require another code and we're still not even sure if it's the route we would like to go.
8. Remove ssz's 3 armor pieces when match starts (she already is a very good character)
Er... no. It's a part of her character. If anything, the armour pieces may be toned down a bit, but there is no way we're going to flat out remove them.
9. Let DDD pick up his waddledees and not automatically throw them
We wanted to make it so that DDD wouldn't pick up and throw his minions if he used the A button to perform an attack, but I think we had some trouble getting it to work. It's something we should probably look into again, though.
10. No invincibility after respawn from death (or just enough so you can get to the floor without being hit)
I've thought about this before, but... no. It's not that hard to stall out the opponent's invincibility and some characters use it to safely perform some sort of utility move after being KO'd (the most notable of which being olimar, although other characters that can transform or have a charging move also make use of this). The return invincibility isn't broken, and by this point has become a part of smash.
11. reduce transformation time for zelda/sheik
It'd be nice, but the problem is the game has to load the other model from scratch whenever you transform. The actual animation is very short. If it was possible to pre-load the model data into memory when the match starts like in melee, then the transform time would be drastically reduced and we would actually end up having to lengthen the transform animation. Unfortunately, this has been looked into before, and it appears to be impossible, due to the amount of room brawl sets aside for character data.
12. Remove auto jabs... *If anything atleast make them have a limit
*That's it for now....
comment on what you think can possibly be good for B+/ remember that most of these are opinion based so don't take it up the butt ^_^
We've tried removing auto jabs before... it greatly screwed up certain rapid jabs to the point of being unfixable (notably, pikachu's) and was overall just an unnecessary change that didn't really serve to do anything.