Dime strokes himself when writing posts, I just know it
That comes AFTER i post cause, you know, i need 2 hands and whatnot.
Not if you use one of those text to speech programs.
Then, both hands are free to do as you please.
…no, I don’t have that.
Don’t want to be a dick but those loses did have some lag and made me end up dropping my combo. Hate to put it out there but YEAAAAAAAAHHHHHHH YOU KNOWWWWW.
Do resets, lag would affect you less. Plus I wouldn’t put up videos and get crap for it for weeks. :^)

@MikeZwastaken
You would have gotten it regardless, if not for one thing than another.“Resets are unreadable” “Grabs are untechable” “Double is too republican” “Stage X’s theme throws off my equilibrium”
Mike any news about the PC port?
Same as last time you asked. (=.=)
The combos being timer based were the last of the reasons (if it was a reason by any chance) why people stopped playing BBCT, primarily it was because it was really unbalanced and BBCS was announced.
Also, so far it seems that there is more going on the CP combo system that just a simple timer, as we have been seeing combos with variety of lengths despite the starter.
I hate you.
UMvC3 has a timer tied to its hitstun.
[media=youtube]EtOFVJ9D3vo[/media]
[media=youtube]NL2dVg0Zcxo[/media]
Fanatiq had said something about that before, interesting to see it tested. Looks like it’s CT style, where the HSD gets made harsher the longer the combo goes on. Well, I’m not sure why I expected anything different, really.
As far as has been explained, in the same quote where he talks about the timer existing, the allowed time is different per character (more per-character-different BB nonsense). And you’ll always see SHORTER combos than are allowed. Plus they have that “you used the same move twice your combo is OVER” thing now.
I’m not convinced that CT was as unbalanced as everyone says it was - Tager’s bad matchups felt more manageable in that game then they ever have since, and I thought the way bursts worked was a lot better (the actual bursts, not the “getting one every round”).
Just letting you know that not every SPM ends the combo immediately, also, dunno why but i feel that some of your complaints are a little out of proportion, like the one in the quote, having different timer values for character is in no way different that characters having different stun values on their respective normals, or that you need to be more precise on the frames where you input the command or else you will drop the combo, that is in no way different to needing a strict time on linking your attacks in order for them to connect, just saying.
Dunno man, as a fellow Tager player, i feel that he has becoming better with each iteration despite what the conspiracy theories of the BB team keeping him low on purpose.
Outside specific matchups with character types that were not present by the time of BBCT, he has better tools to fight now than before with the matchups that give him problems before, plus even when there are characters that trash him, with every iteration he is becoming better on said matchups.
Having different timer values per character is the same as having different damage scaling values per character, which they do, and which IMO is nonsense.
I disagree, especially about the “better tools”, but this is a matter of opinion so arguing it doesn’t really get anywhere. (^.^) Air Buster / Gadget / diagonal Spark might be SOMETHING, but I feel he has a much harder time getting in on any Hazama or Valk or Platinum or Mu then he ever did on CT V-13. In CT, basic combos did 4K damage, D’s pulled for the entire animation, and getting people to burst to escape meant that the next short combo or 720 was death. If he still had that stuff he wouldn’t need the “buffs” he’s gotten since then. Doing 20-second combos for 3,000 damage and 50 metergain doesn’t make him a better character - in CT he killed in 2-3 touches average, in anything after that it’s 4-5. He still hasn’t gotten Sledge Break or a double jump which are really all he NEEDS, in my mind.
Really? Because Ravidrath on Neogaf said that maybe he can say something later this month because things are going well for the port at least for now.
I thought that marvel 3 hitstun being timer based was already well known…
Also:
Its timer based on move.
And based on how many of any certain move is used… Especially lights.
There are obvious exceptions such as impact palm and wire grapple… But those are known exceptions.
I still dont think a static timer is a bad idea… But perhaps not a good idea for skullgirls, if only for the community disliking it.
I agree with that 1 guy that said to design a game around it.
Timers as they are now have all been imho VERY BADLY implemented… All seek to get the obvious benefits of a timer… Without the drawbacks of making a player feel limited and unable to break the game…
I guess they all think like that katamari guy in that a static timer is heavy handed and a “kludge”
Shoes are simple and they do what they are designed to do… Most great designs of anything are simple in concept… Its the execution that is always the hard part.
Nuclear reactors are an incredibly old and easy to understand design:
Reactor heats up water to make steam and turn turbines… Yep nuclear reactors are steam engines in a nutshell, those huge towers are water towers and are there to cool the reactor
Not hard to understand, yet many oeople out there dont know that reactirs are steam engines.
Timers are bad cause they still have dumbasses designing them.
Different strokes man, i actually think that is a good thing (and that it makes total sense, for example, i don’t hit as hard as my lima lama teacher due the technique used, and certainly not every one resist a punch the same way than others, my sister wouldn’t take a kick on her stomach the same way that i do), this in the end is a matter of preference in the long run.
Believe me, i know that Tager needs improvements, you can ask axis about my stand on it, like you, i think that sledge break and double jump would do wonders for him, but, for me at least CT Tager was the weakest incarnation of the character, sure, he could do massive soviet damage, but it didn’t mean anything when he could not capitalize at all these, at least now he relies less on his gimmick and is not relegated to use his throws as the real way to do damage, because lets be real, even when he could do 4k from a bnb, he barely gained anything after that, if he could land said bnb in the first place.
And yes, with the inclussion of the new cast he gained new bad matchups, but he has been getting better with each iteration, also you as a game designer know that you can’t only buff, you need to keep a balance between risk reward, that they keep Tager as a gimmick low mobile grappler as a design choice is another story, but at least imo, they are trying to keep him true to his original design while trying to improve him (even if we like it or not at the end :/)
edit
BTW, if by any chance i seem confrontational, my bad, is not the intention, also, i am not saying that you are wrong and that i am right, i just happen to like to have this type of dicusion since it gives a better understanding behind game design philosophies
The worst part is how utterly oblivious you are in being a selfish little shit.
I dont know if you are saying random words but I dont understand why Im selfish asking this when I didn’t ask nothing since a month
You sound like a kid sitting in a car, thinking it’s entitled to shout “ARE WEEE THEEEEREE YEEEEEEEET” because it managed to stop its nonstop bantering for 10 minutes