blazinfire0
Smash Apprentice
Wasn't animania a couple weeks after smash? and then supernova was after that or somehting
I live in Revesby/Revesby heights why do you ask bjay?
I live in Revesby/Revesby heights why do you ask bjay?
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I was reading through the thread and felt compelled to reply. Lag does matter in FPS and RTS, even the milliseconds. High level unit control is a must in RTS and those few milliseconds of response can determine weather your units walk away with 50% or 70% health. It might not look as important as a fighter, but timing unit movements and target selection is critical.. due to the fact that every hit truly does count in a fighting game lag does cause major problems unlike in fps or rts.
If p(t).block > 3 And p(t).block < 11 Then
hitconfirm = 0
If p(t).block > str Then
p(pl).momentum = p(pl).momentum - (p(t).block - str)
End If
If p(t).block <= str Then
p(t).GuardTick = p(t).GuardTick + (str - p(t).block)
End If
GoTo HitConfirmed
End If
If p(t).block > 3 And p(t).block < 11 Then
hitconfirm = 0
If p(t).block > str Then
p(pl).momentum = p(pl).momentum - (p(t).block - str)
End If
If p(t).block <= str Then
p(t).GuardTick = p(t).GuardTick + (str - p(t).block)
End If
GoTo HitConfirmed
End If
Not exactly. More like a character that at least can dish out decent damage, flows well, and combos ground to air to a kill move. Not trade hits all the way to kicking them off the stage then following them up for a kill.You actually want cheap characters? lol wut? Are you saying you want imba characters so you don't have to be good but just cheap to kill your opponent?
Actually, yes. I WANT characters to be retardedly powerful, because that's how the game is won. There is no such thing as "cheap", only "useful". Having this imbalance in a character's abilities means that they become winning choices, and makes the game fun.You actually want cheap characters? lol wut? Are you saying you want imba characters so you don't have to be good but just cheap to kill your opponent?
lol wut? Sounds like someone is a scrub.You actually want cheap characters? lol wut? Are you saying you want imba characters so you don't have to be good but just cheap to kill your opponent?
Balancing 56 characters is too difficult. You try and do it if you don't like only 10 good characters. I would rather play with 10 good characters that can kill easy than 56 garbage tier characters.Unreon I'm not even going to bother showing how totally wrong your whole argument was so I'll do one aspect of it that preety much proves that your idea is wrong
10 out of 56 characters are good providing i counted the roster correctly and that is closer to a 1 in 6 ratio than a 1 in 5. that isn't anything semi resembling balance but more of a metagame restricted to a fraction of the characters because they are the only viable choices when all characters should be viable picks
What I just bolded in your quote is still classifed as our 'own reasons', for whom it may concern.Yes for our own reasons bjay not because the game is so broken we have to use them to win
I would actually like to hear what objections you have to my balance suggestions. There's nothing wrong I see there. Nerfing removes gameplay elements; buffing evolves.Unreon I'm not even going to bother showing how totally wrong your whole argument was so I'll do one aspect of it that preety much proves that your idea is wrong
10 out of 56 characters are good...
Man reading all this Marvel Vs Capcom 2 makes me miss back when I used to know how to play haha. That's probably the last intense, fast-paced fighting game I've played since Melee. After all, we know how quite psychotic the matches in MvC2 can beI would actually like to hear what objections you have to my balance suggestions. There's nothing wrong I see there. Nerfing removes gameplay elements; buffing evolves.
To combat your argument, I should have been more clear. I don't know if you've played or watched, but I'll explain anyway. MvC2 works on the basis that you form a team of 3 characters. At any one time it's a 1v1 classic match, but at any point you may call in one of your two benched characters to use a 'special' move (assist). Each of the benched characters have 3 different assists.
There are 4 (Magneto, Storm, Sentinel, Cable) ridiculously overpowered characters. There are another 6 or so that fit into the very overpowered catagory. Then another 5 or so that play great team support roles.
I can't be ****ted to do a permutations of the resultant number of teams, but that definitely means that many viable team choices are presented at top-level play. This makes a great fighting game.
You assume that competetive games should follow the actions every single one of the developer's intentions. Wrong, wrong, wrong. Developers aren't gods; they can't predict everything. They simply give the players the tools to play, the players then take them apart, examine it, and eventually 'solve' it. "Balance" is not giving every character equal chance to win. "Balance" means at high-level play, there are various strategies of equal chance to win. The two are not intrinsically linked, but a subtle distinction exists.
As long as the options of play are varied and balanced, it keeps the game interesting, and hence, creates a good game.
PS: Nowhere in my previous argument did I say that there should be a host of overpowered characters and some throw-away trash ones. I suggest you read David Sirlin if you haven't already. He has the retardedly difficult job of balancing out Street Fighter II HDRemix. Start with his entry of Balrog, who ranks as #2 of the tier list: http://www.sirlin.net/archive/ssf2t-hd-remix-part-7-balrog/
Uhh you agreed with me unreon wants characters to be better than others you want them to all be at the same level that is balanceI agree with Unreon, every character in a fighting game should be Top-Tier "broken".