LittleBoyLarry
Smash Journeyman
inb4Ceromakesanamazingmatches/2stockthread.
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Well I'm pretty sure you're in the minority.But I love completely technical games with the mental depth of a puddle!
It would remove adaption to a very large degree. I think what you're learning in the the match itself is a lot more useful and sustainable than what you can think of inbetween matches. And with a 3 stock, 6 minute time I imagine we would have more flexibility in our stage-list than what we have now.Let's stop bashing MvC, huh? And I sincerely doubt that adaptation would be removed altogether. What Citizen Snips said I think is largely true, that adaptation is a very short-term thing at high level play. And, even if the statement is false, adaptation will still occur between matches, as far as adjusting strategies, and will arguably increase via the larger number of stages available.
This is another issue. Floaties vs floaties would never finish. If you watch Armada vs Shroomed or Vanz at Apex, you'll see that some of there matches just before the timer countdown.Its kinda sad that 80% of the people who make bracket at nationals don't post on smashboards lol.
Oh, and 3 minutes is too little
Having 1½ minute for each stocks... floaties vs floaties would rarely finish.
This is a timer issue, not a stock issue. The timer issue can be resolved through playtesting. The stock issue is a conceptual matter that really is dependent on how the community as a whole (Especially high level players who fully understand the implications and have large amounts of experience) views the impact of such a change.This is another issue. Floaties vs floaties would never finish. If you watch Armada vs Shroomed or Vanz at Apex, you'll see that some of there matches just before the timer countdown.
While I'm sure noone wants matches as slow as Apex GFs it's kind of a mistake to think that this games need to or should be played quickly. Most floaty matchups are simply not fast paced and I'm pretty sure most floaty mains will tell you that is the way it should be.
All you've done is respond with a claim that my statement is false. Why would adaptation be lessened? The claim is that people would not have enough time to adapt, but I think that adaptation is not something you need four stock to do. I think adaptation occurs in real-time, as you are playing, and is more-or-less independent of number of stock and match duration.It would remove adaption to a very large degree. I think what you're learning in the the match itself is a lot more useful and sustainable than what you can think of inbetween matches. And with a 3 stock, 6 minute time I imagine we would have more flexibility in our stage-list than what we have now.
Sometimes I wish people could make statements without me being able to automaticlaly assume their main from their obvious bias.I DO like the idea of having Mute City. That, I WILL endorse.
right, it will incentivize more timeouts. that's not necessarily bad, though i don't care for it, but doesn't it clash with your initial point about separation of viable/non-viable characters?Cactuar said:This opens up playing to the timer as a legitimate strategy on many stages. You are used to thinking about it as a terrible terrible thing. View the match count and the timer combination. In a standard best of 3, which has now become a best of 7, the maximum match time for 3 timed out matches was 24 minutes. In this, with a full count of 7, it is only 21 minutes.
I think because the first example forces some characters to suicide in order to reach Peach; and in the second case it's just really dangerous to approach the ledge stalling sheik / puff, but can be done with some wavedash shenanigans.I am confused though, we have rules against wallstalling with Peach bomber (So I believe). Why are there no rules in place for ledge stalling?
Now we know Cactuar is trolling.Hyrule becomes significantly less broken when you ban traveling from the right side of the map under to the bottom.
Super agreed. I feel like an expanded stage selection would really give lower tiers a chance. Many of them have some stages that favor them extremely hard. People may say that's unfair, but they're not exactly starting from the best position in the first place.For example from the two money matches I had with mofo at apex, I feel like this would give him a sorely needed and deserved boost in viability.
I was never addressing stocks alone, I think both the stocks and the timer are too short.This is a timer issue, not a stock issue. The timer issue can be resolved through playtesting. The stock issue is a conceptual matter that really is dependent on how the community as a whole (Especially high level players who fully understand the implications and have large amounts of experience) views the impact of such a change.
Well in other fighters matches do time out but it is a rareity. If you were to watch the sets in a SF4 major or worse UMVC major, you'll very rarely see matches timing out. With such a drastic ruleset I think it'll be the opposite with all matches time out, and a player chasing another player down while the other runs away. Melee is inherently more defensive than SF4 or UMVC, and that is we have GFs like Apex.You are thinking in terms of how those matches play on neutrals. And the intent is not that matches have to finish. You guys are under the assumption that matches should always finish because of how long our matches can potentially take vs how we actually play with 4 stock. Matches time out far more often in other fighters than they do in smash. Ours just take way longer to get there.
This is actually based around Killer Instinct, not any other fighter that comes to mind. Killer Instinct gave the players two 100% life bars, but your bar carried over when you took the first 100% from the opponent. The most you could ever do was a 50% combo in that sense.
This opens up playing to the timer as a legitimate strategy on many stages. You are used to thinking about it as a terrible terrible thing. View the match count and the timer combination. In a standard best of 3, which has now become a best of 7, the maximum match time for 3 timed out matches was 24 minutes. In this, with a full count of 7, it is only 21 minutes.
You have to let go of your hold on a lot of the way current melee plays to fully grasp this. Finishing the match is not as important as you think it is.
ThisI love how everyone is suddenly "omg best ruleset ever <3" just because cactuar posted it. If anyone of a lesser reputation posted this, it would get torn to streads /minor gripe.
Its like I'm quoting myself.You are thinking in terms of how those matches play on neutrals. And the intent is not that matches have to finish. You guys are under the assumption that matches should always finish because of how long our matches can potentially take vs how we actually play with 4 stock. Matches time out far more often in other fighters than they do in smash. Ours just take way longer to get there.
This is actually based around Killer Instinct, not any other fighter that comes to mind. Killer Instinct gave the players two 100% life bars, but your bar carried over when you took the first 100% from the opponent. The most you could ever do was a 50% combo in that sense.
This opens up playing to the timer as a legitimate strategy on many stages. You are used to thinking about it as a terrible terrible thing. View the match count and the timer combination. In a standard best of 3, which has now become a best of 7, the maximum match time for 3 timed out matches was 24 minutes. In this, with a full count of 7, it is only 21 minutes.
You have to let go of your hold on a lot of the way current melee plays to fully grasp this. Finishing the match is not as important as you think it is.
To answer this question, I'll quote myself from last week (when I proposed a 4 min timer):Although, I will be the one to say it, 3 minutes is REALLY easy to camp.
And camping's gay.
I don't think a 4 minute timer would degenerate gameplay much at all though, in fact I'm rather confident we'd see people become much more aggressive. The way things work now, people play as if there is basically no timer (except for Armada/Hbox); they simply go for strategies that will net them kills/damage as much as possible. So if your optimal way to net damage is to camp your *** off and wait until your opponent loses patience, then thats what a lot of players will choose. The opposite is true as well; if you win best by being super aggressive thats what you will choose as well.
With an ever-present but unobtrusive timer, whoever is behind HAS to approach. Therefore, more well-rounded players will win; players who can approach when they are down, and players who can defend their lead. I don't think you'd see very many one-dimensional players (purely offensive or purely defensive) winning anymore...
This is all theory though, and I think our current metagame is on the whole pretty ****ing awesome, but a lowered timer (and bo5 standard!) tournament would definitely be a super interesting experiment.
You realise, that if you stop saying stupid things that I wouldn't be able to call you out for saying stupid things right?*sigh* Of course, KID. OF COURSE. You pick the one sentence that I was obviously not serious about. Because Peach/Puff mains are the only ones who like that stage, right? I knew you'd be all over this. But it's whatever. Just stop acting so self-righteously on SWF, please. :\