Gigaknight
Smash Rookie
Greetings, all. I'm not sure where a topic (observation and suggestion) like this one would go, so it's here. Pardon me if it's in the wrong place.
When I started playing Brawl, I noticed a substantial difference from Melee in CP behavior. This difference can be seen at the beginning of any human vs. multiple CP free-for-all: as soon as the battle started, the CPs would rush me together while totally ignoring each other. It wouldn't stop there, though; the CP's preferred target, often, is the human player. For example, take a CP Lucario that's executing his Aura Storm Final Smash. Most of the time (a few times--few enough to be considered exceptions), that Lucario would target me, or at least attempt to. Another example is a CP with the assembled Dragoon. Anyone familiar with Brawl, when seeing the targeting reticle controlled by a CP, would get that feeling of pressure coming from knowing you're a target.
Simply put, CPs in Brawl free-for-alls behave as if they are members of a three-on-one team battle with team attacks enabled--and a considerable amount of hatred for their teammates (they do attack each other, it's just that they--individually--seem to have the human player as a primary target, with CPs as secondary). In Melee, CPs seemed to attack whomever was near them first. At the very least, I do not remember them dogpiling me, and I always remembered having a chance to jump into a fight between CPs (or "disturb" them from a distance, like with a Bob-omb) as opposed to CPs always trying to bring the fight to me as a group.
Simply put, my suggestion--if the dev team is accepting them--is to have PM CPs behave as they did in Melee. While there is a considerable difference in how CPs and human players fight, I found that the CPs in Melee were a valuable training tool, helping me to understand the mechanics of my chosen character (Ganondorf) very well. CP behavior in Brawl not only doesn't allow for this very much, as the hive mind-like focus with which CPs pursue the player makes them less like a human (or, rather, the characters in the game), and much more like what they really are (computer-controlled combatants). In that case, they might as well be Fighting Wireframes.
If you (honestly ) read this far, thanks for your attention.
When I started playing Brawl, I noticed a substantial difference from Melee in CP behavior. This difference can be seen at the beginning of any human vs. multiple CP free-for-all: as soon as the battle started, the CPs would rush me together while totally ignoring each other. It wouldn't stop there, though; the CP's preferred target, often, is the human player. For example, take a CP Lucario that's executing his Aura Storm Final Smash. Most of the time (a few times--few enough to be considered exceptions), that Lucario would target me, or at least attempt to. Another example is a CP with the assembled Dragoon. Anyone familiar with Brawl, when seeing the targeting reticle controlled by a CP, would get that feeling of pressure coming from knowing you're a target.
Simply put, CPs in Brawl free-for-alls behave as if they are members of a three-on-one team battle with team attacks enabled--and a considerable amount of hatred for their teammates (they do attack each other, it's just that they--individually--seem to have the human player as a primary target, with CPs as secondary). In Melee, CPs seemed to attack whomever was near them first. At the very least, I do not remember them dogpiling me, and I always remembered having a chance to jump into a fight between CPs (or "disturb" them from a distance, like with a Bob-omb) as opposed to CPs always trying to bring the fight to me as a group.
Simply put, my suggestion--if the dev team is accepting them--is to have PM CPs behave as they did in Melee. While there is a considerable difference in how CPs and human players fight, I found that the CPs in Melee were a valuable training tool, helping me to understand the mechanics of my chosen character (Ganondorf) very well. CP behavior in Brawl not only doesn't allow for this very much, as the hive mind-like focus with which CPs pursue the player makes them less like a human (or, rather, the characters in the game), and much more like what they really are (computer-controlled combatants). In that case, they might as well be Fighting Wireframes.
If you (honestly ) read this far, thanks for your attention.