Juushichi
sugoi ~ sugoi ~
I think MC is mostly fine and is generally legal at my events in singles.
Ban logistics is what is getting me mainly.
Ban logistics is what is getting me mainly.
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Yeah I'd be cool with MC too, I think people are just freaked out over the immense blast zones.I really don't see why people don't like Metal Cavern, it has potential to be a strong counterpick and allow some characters to compete. I think the idea should at least be entertained
That's certainly the theory but I'm not sure if I buy it. It's huge, but you can move and attack between the three layers pretty easily, so I've never had too much trouble chasing people down. Maybe in some specifically awful matchups, but I think they'd be equally awful on some smaller (and currently legal) stages too.I think the idea with RF is that some characters would be able to get a stock lead and then use the platforms to run away indefinitely (someone also said this about Skyloft due to how the platforms are high enough that most characters need two jumps to reach them, or something, I dunno I don't play it).
I've never seen the problem with the opening part of Halberd tbh. You just keep playing on the part of the stage you play all match (and try to knock your opponent off of it, AKA, the usual). Also, in your situation with DK and Link, it's obviously the DK's responsibility to approach without being hit, and if he can't do that he's not winning the exchange regardless. Also, yes, you can take advantage of having the cannon on you because it's locked to you, and then gives you about 3-5 seconds to get out of the way, which means YOU control where it fires, how can controlling a giant laser not be advantageous in any way? Also, either player can knock the other into it. Finally, of course the SV balloon is much tamer than the Halberd cannon, and if you'd read my last sentence (which you either glazed over or did not understand it would seem) that was the point of making the comparison! Since everyone agrees that SV is fine, criticizing it's "stage hazard" (if it can be called that) is a great way to illustrate my point that we can complain about ANYTHING if we work hard enough at it, but at some point it gets ridiculous.And the Halberd opening portion is dumb for competitive. Everyone knows what's happening on Rainbow Cruise, so why not allow that? It literally forces the players to be in the air at a certain time, how is that not dumb? At least that one also doesn't have a damn cannon trying to kill you. "a nice layer to stage control"? Players can't control it, it's not something someone can plausibly take advantage of. Commentators will be talking about how well Link is zoning with his bombs, and then they'll talk about how the cannon is locked on DK so DK needs to approach, but that sucks because Link hit him back into the cannon, sucks to be DK, guess he should've banned Halberd if he didn't want to fight a 2v1. Comparing the Halberd cannon to SV balloon is silly and you know it.
The laser and cannon are both slow enough and malleable to be considered neutral advantage wise (so it can be good or bad whether or not you are locked on too, its just another dynamic of the game at hand without being unfair.)I've never seen the problem with the opening part of Halberd tbh. You just keep playing on the part of the stage you play all match (and try to knock your opponent off of it, AKA, the usual). Also, in your situation with DK and Link, it's obviously the DK's responsibility to approach without being hit, and if he can't do that he's not winning the exchange regardless. Also, yes, you can take advantage of having the cannon on you because it's locked to you, and then gives you about 3-5 seconds to get out of the way, which means YOU control where it fires, how can controlling a giant laser not be advantageous in any way? Also, either player can knock the other into it. Finally, of course the SV balloon is much tamer than the Halberd cannon, and if you'd read my last sentence (which you either glazed over or did not understand it would seem) that was the point of making the comparison! Since everyone agrees that SV is fine, criticizing it's "stage hazard" (if it can be called that) is a great way to illustrate my point that we can complain about ANYTHING if we work hard enough at it, but at some point it gets ridiculous.
To summarize: The cannon is not threatening, and offers enough balance between players, to not be a good reason to ban an otherwise extraordinarily balanced stage, and the opening section is just about irrelevant to play, unless your method of thought goes along the lines of "herp derp, I want to walk on the floor that I know is going to be left in the lower blast zone soon for about 10 seconds."
Ban Dreamland? If you stand totally still, Whispy will push you off the stage.Forcing players to jump or be killed is ridiculous,
The flip is in no way slow and malleable, you are given a hint its coming then it is lightning fast.... and how in the hell is it malleable when it affects both players instantly...no, i understand the bit about the balloon, i think the fact that the bottom piece of the Halberd in the first 10 seconds as well as the cannon can actively kill people is a much different scenario than the balloon. Furthermore, you're banking on me liking the balloon (which, if I had creative control, I would take out, along with Shy Guys and Randall on YS and Shy Guys on YI, but I'm not going to waste my time arguing it). You also ignored my comparison to Rainbow Cruise, which is a stage that everyone can know the transformations of. hell, Frigate Orpehon - you should know that the flip is coming, and it's slow and malleable, right?
The stage should not actively and arbitrarily determine players' actions. Forcing players to jump or be killed is ridiculous, as is forcing them to avoid a certain part of a stage for a short amount of time or risk taking huge damage. Just because it's neutral doesn't mean it's fine. The DK/Link example I used was meant to illustrate how it could have an effect on a match, but the fact that it could happen in any match is still unacceptable. IMO, Moving fall-through platforms are the only acceptable moving part in a competitive stage.
First of all, I'm not banking on you liking the balloon, I'm banking on you being able to tolerate it, there's a very distinct difference. And you're right, I ignored the comparison to Rainbow Cruise, because it's rather silly. Rainbow Cruise is constantly changing, and never really gives the players a time to fight as normal except for on the boat which I'm fairly certain is less than half the stage, while on Halberd one will spend probably about 4/5 of the match unaffected by any sort of hazard, meaning it doesn't control the pace of the entire match, just forces you into some unique situations. Again, you won't be killed by the opening section, the worst that will happen is you'll be popped up slightly (only found this out my most recent time playing the stage, shows you how often it proves relevant). MagnesD3 explained the Frigate Orpheon comparison.no, i understand the bit about the balloon, i think the fact that the bottom piece of the Halberd in the first 10 seconds as well as the cannon can actively kill people is a much different scenario than the balloon. Furthermore, you're banking on me liking the balloon (which, if I had creative control, I would take out, along with Shy Guys and Randall on YS and Shy Guys on YI, but I'm not going to waste my time arguing it). You also ignored my comparison to Rainbow Cruise, which is a stage that everyone can know the transformations of. hell, Frigate Orpehon - you should know that the flip is coming, and it's slow and malleable, right?
The stage should not actively and arbitrarily determine players' actions. Forcing players to jump or be killed is ridiculous, as is forcing them to avoid a certain part of a stage for a short amount of time or risk taking huge damage. Just because it's neutral doesn't mean it's fine. The DK/Link example I used was meant to illustrate how it could have an effect on a match, but the fact that it could happen in any match is still unacceptable. IMO, Moving fall-through platforms are the only acceptable moving part in a competitive stage.
This should be set on stone as an official list from th PM:BR.The way I see it, we basically want 2 things out of a stage for it to be considered viable.
- The stage does not give any character such a drastic advantage as to decide the match before it even begins
- The stage hazards are not so significant that the strategy shifts to "surviving the stage" rather than "battling the opponent".
The fact that you're not arguing it means you find it acceptable, because you are ACCEPTING it. That is the definition of acceptable, something one can accept, so you're contradicting yourself.fun fact: I don't like the wind blowing in dream land either! I'm just not arguing against everything I don't like because I know it's gonna stay. I'm picking and choosing my battles here. Y'all should stop trying to predict what I find acceptable because it isn't working very well.
You guys keep harping on stages being neutral and affecting both players equally, but if your definition of equal is "it affects both players in a neutral way" then that applies to just about every other stage, because your definition of neutral seems to be "both players can take advantage of it". Well, PS1 seems to affect both players in a neutral way, then, and we've all seen the dislike for that stage. Under your definition, Aero Dive affects both players in a neutral way, since both people can use the cars to their advantage. Hyrule affects both players in a neutral way since they can both use the castle to their advantage. Hell, the old WarioWare affected both players in a neutral way, under that definition.
When I say arbitrary I mean that it cannot be predicted. Smashville's platform is not arbitrary, it moves exactly the same for the whole match, and is a fall-through platform. The cannon's location cannot be predicted. You can predict it will come, but from stage select you cannot predict where it will go. You turn off items because even though you can predict that they WILL come, you can't predict where they will go. Would you allow one bob-omb to be dropped every few minutes on a stage, even if it gave you an indicator where it would drop? I mean, that affects both players neutrally.
Halberd has:
-For the beginning of the stage, two walk-off blast zones
-in the first ~5 seconds of the stage, a rising platform that automatically causes grab release, as well as on some command grabs like Flame Choke
-a stage transformation that kills anyone standing on the ground
-appearing and disappearing ledges
-a cannon that, while showing a targeting marker before it fires, fires a laser dealing damage and knockback to anyone in the marker
why do you want this stage. For casual it's fine, I love playing on Halberd, but it has no place in a tournament
If you could make it so only one item spawned every 2 minutes, only lasted a few seconds, and didn't have a massive impact on the game, maybe we could turn them back on.>Stage that forces a single player, at random, to approach or run away
>Neutral
Let's just turn items back on.
I don't see the relation. Also, yes the Halberd canon is by definition "neutral", by posting exactly what the term means, as most people around here seem to use it however they please with no regard for the meaning of the word.>Stage that forces a single player, at random, to approach or run away
>Neutral
Let's just turn items back on.
The thing is it isnt that simple it becomes a neutral tool for the player at that moment, when coming to that stage you are supposed to be aware of this tool when it becomes available. The only non skill factor is the random selection of the player but it gives that player a slow tool with equal advantages and disadvantages that are up to the skill of that player to use, while on the other hand the other player has the chance to adapt to your new given tool to try to push it towards its negative properties while you try to push the tool towards its positive properties. If you ultimately dont know how to use it to your advantage just use one of your stage bans on it.>Stage that forces a single player, at random, to approach or run away
>Neutral
Let's just turn items back on.
While it is, indeed, impartial, it adds a random element to the match, which is also why items, and a lot of other stages are banned. Should the canon aim for you while you're already in a disadvantageous position, such as on the ledge, you end up having to choose between jumping into your opponent's waiting charged smash or let the cannon put you out of your misery. Even if you were to be at an advantageous position, you probably will have to abandon that position just to get it off you. It limits characters' options and ruins the neutral game at complete random, so I don't think there's any reason to allow it as a legal stage.I don't see the relation. Also, yes the Halberd canon is by definition "neutral", by posting exactly what the term means, as most people around here seem to use it however they please with no regard for the meaning of the word.
There's no equal advantage and disadvantage, the player who is not being targeted will always have the advantage over the person being targeted, simply because it forces that player to approach/run while the "safe' player can always outrun the cannon or zone out the other player very easily. To force a player to use up one of three bans from an already long list of neutral stages and counterpicks just s othey don,t have to deal with a random laser blasting them off the stage is pretty ridiculous, considering much less harmful "random" elements are banned from the get-go, such as PS1.The thing is it isnt that simple it becomes a neutral tool for the player at that moment, when coming to that stage you are supposed to be aware of this tool when it becomes available. The only non skill factor is the random selection of the player but it gives that player a slow tool with equal advantages and disadvantages that are up to the skill of that player to use, while on the other hand the other player has the chance to adapt to your new given tool to try to push it towards its negative properties while you try to push the tool towards its positive properties. If you ultimately dont know how to use it to your advantage just use one of your stage bans on it.
Did you read my previous posts or not? I don't want to re-type my explanation of why the canon is perfectly fine, so please go read those, then come back to me on how big a random disadvantage having the canon locked onto you is.How does the cannon not have a massive impact when it gives a random player a distinct advantage over the other?
While it is, indeed, impartial, it adds a random element to the match, which is also why items, and a lot of other stages are banned. Should the canon aim for you while you're already in a disadvantageous position, such as on the ledge, you end up having to choose between jumping into your opponent's waiting charged smash or let the cannon put you out of your misery. Even if you were to be at an advantageous position, you probably will have to abandon that position just to get it off you. It limits characters' options and ruins the neutral game at complete random, so I don't think there's any reason to allow it as a legal stage.
Dont fret I typed one. Trying to explain (probably did it poorly tho lol).Did you read my previous posts or not? I don't want to re-type my explanation of why the canon is perfectly fine, so please go read those, then come back to me on how big a random disadvantage having the canon locked onto you is.
That is exactly what I did.Did you read my previous posts or not? I don't want to re-type my explanation of why the canon is perfectly fine, so please go read those, then come back to me on how big a random disadvantage having the canon locked onto you is.
So you basically just dont agree with us that it is a neutral tool. I tried explaining why it is neutral but if your still not convinced then you have the right to you're opinion. But I still fight for all stages on page 1 to be available as counterpicks, I find it incredibly disheartening how nonopen tournaments have been with all these great varied stages allowing for more strategy.How does the cannon not have a massive impact when it gives a random player a distinct advantage over the other?
While it is, indeed, impartial, it adds a random element to the match, which is also why items, and a lot of other stages are banned. Should the canon aim for you while you're already in a disadvantageous position, such as on the ledge, you end up having to choose between jumping into your opponent's waiting charged smash or let the cannon put you out of your misery. Even if you were to be at an advantageous position, you probably will have to abandon that position just to get it off you. It limits characters' options and ruins the neutral game at complete random, so I don't think there's any reason to allow it as a legal stage.
There's no equal advantage and disadvantage, the player who is not being targeted will always have the advantage over the person being targeted, simply because it forces that player to approach/run while the "safe' player can always outrun the cannon or zone out the other player very easily. To force a player to use up one of three bans from an already long list of neutral stages and counterpicks just s othey don,t have to deal with a random laser blasting them off the stage is pretty ridiculous, considering much less harmful "random" elements are banned from the get-go, such as PS1.
Do we need to bring up Smashville and Dreamland again? The community obviously doesn't mind a hazard being there as long as it's not that intrusive, so don't give me the arbitrary crap.The community is plenty open to change, it's just that some people aren't open to some types of change such as stages with lots of features that are not desirable for competitive. We're in this topic discussing how old stages should possibly be banned or turned to counters (PS1 and some people saying FoD), some people are talking about Metal Cavern which is a stage that was never playable, stages like Wario and GHZ that have walls all the way down which aren't allowed in Melee. There's plenty of people that have already accepted change.
Bout of you, your argument for a lot of Halberd is "you shouldn't lose to that, if you do you're bad, don't get hit". Or "you just need how to use it to your advantage". You have both latched on to some strange idea that "well, it doesn't interfere TOO MUCH with the battle". How much would it be until it's too much? What if the cannon fired twice as often? Three times as often? Constantly? You have chosen an arbitrary amount of interference that you deem as good. Makes much more sense to say that it should be banned outright.
The scariest thing about halberd are the ceilings. Those things are the tiniest in the game--right?Do we need to bring up Smashville and Dreamland again? The community obviously doesn't mind a hazard being there as long as it's not that intrusive, so don't give me the arbitrary crap.
Also, I have stated reasons why Halberd would be a good stage to have as a counterpick, as it's pure layout is rather unique, and we should always try to welcome more stage variety when possible.
These are my thoughts towards halberd's neutral stage hazards, sry if its unclear its sometimes hard for me to get my thoughts across when writing.The community is plenty open to change, it's just that some people aren't open to some types of change such as stages with lots of features that are not desirable for competitive. We're in this topic discussing how old stages should possibly be banned or turned to counters (PS1 and some people saying FoD), some people are talking about Metal Cavern which is a stage that was never playable, stages like Wario and GHZ that have walls all the way down which aren't allowed in Melee. There's plenty of people that have already accepted change.
Bout of you, your argument for a lot of Halberd is "you shouldn't lose to that, if you do you're bad, don't get hit". Or "you just need how to use it to your advantage". You have both latched on to some strange idea that "well, it doesn't interfere TOO MUCH with the battle". How much would it be until it's too much? What if the cannon fired twice as often? Three times as often? Constantly? You have chosen an arbitrary amount of interference that you deem as good. Makes much more sense to say that it should be banned outright.
The cannon doesn't fire anywhere near that fast. It takes about 6 seconds to fire, you can only hold a smash attack for 1 second. There's almost no way to be at a disadvantageous situation for 6 whole seconds, more likely you were in a neutral situation and then you lost the neutral with, say, 2 seconds left on the cannon timer, and for that you deserve to get hit.Should the canon aim for you while you're already in a disadvantageous position, such as on the ledge, you end up having to choose between jumping into your opponent's waiting charged smash or let the cannon put you out of your misery.
If the opponent doesn't come after you in any way avoiding the cannon is extremely easy. You can chase them down and try to get them hit by the cannon instead, but you certainly don't have to.There's no equal advantage and disadvantage, the player who is not being targeted will always have the advantage over the person being targeted, simply because it forces that player to approach/run while the "safe' player can always outrun the cannon or zone out the other player very easily.
No, I'd just say M2K got outplayed. Throwing someone into the laser is actually pretty hard to land in a real match, because it's the most obvious play and people are watching for it. If Armada managed to fake out / outplay M2K and got the grab, I'd say he earned that kill.If Armada were to beat M2K on Halberd because he threw M2K into the laser, would you say that M2K didn't know how to use the laser to his advantage?