GA Thread Vol #2: Kingz of the Verbal Beat Down,Home to Gross Noobs and wanna be OG's

dbj… :rolleyes:

ill be having folks swing thru on friday night for mad casuals&chilling :smokin:

sat night=gf night

You can ask Cardell about our room.

Sent from my SPH-M900 using Tapatalk

I have a room with Joel, ShinPhoenix, & another Chun player you don’t know, but yeah, I’ll probably be there Thursday after work. Actually, I will, have to get in Melty casuals in as much as possible.

So Dragon Effect 2 is playing pretty gdlk, you can tell they put a great deal of quality into this game. Also character abilities and damage at low level is super powerful, everyone is extra gross. Not to mention squad AI is noticeably better at trying to survive.

Though playing a rouge is so extra gross that it feels more like God of War rather than a strategy RPG even though essentially the combat is unchanged.

One gripe is they mass effect 2’d the armor system in that everyone is always wearing the same thing so looking for loot is kinda fruitless.

have a room, but I’ll be in it all to myself. If some hot freaky chicks want to join me, I’m willing to share a bed. And when I say freak I mean FREAK. I’m not even sharing it with my good friends (but they have their own rooms too). Not sure how you guys do it, but then again I’ve had my own apartment for the 12 years.

Idiot why did you even post then??

We all know you ain’t doin nothing but paying for criagslist bitches,why you braggin??

I haven’t paid for sex in 7 years. But I’m not going to lie and say I’ve never paid for it. If I have the money and I’m too lazy to go through the formalities, then why not. I kind of want stuff when I want it, but that’s from being an only child.

The point of Eddie asking people to post if they had a room,room #'s etc was to make it easier for he and others to visit rooms for gaming,hanging out or what ever reason, we do this every year.

You aren’t inviting anyone to your space so why even post…

FUCKING RETARDED GOWD DAMN!!!

sure he did

I may as well bring my PS3. I’ll also bring some vodka. But we all know that most people in the gaming scene are lightweights, except Baltimore Chun

Nigga why are you here, take yo ass back to whatever rock yo mini me ass was hiding under :slight_smile:

Who wants to argue MvC3 again ohhhhh you do you do weeeeee

Originally Posted by MarKO X http://shoryuken.com/images/buttons/viewpost-right.png Some say that the only problem with MvC3 is you. I personally see three really big issues with it. These three issues are the button layout that you are given to play with, the (lack of) execution necessary to play the game, and X-Factor.

Before continuing, you have to realize that these are issues concerning the game as a competitive fighter. On a technical standpoint, the game is amazing visually, has great music, doesn?t seem to have game breaking bugs in it, and is easy to pick up and play. It is a great game to have fun with, as friends and family who I generally destroy in Capcom fighting games now have a chance in MvC3. However, the game was marketed as a competitive fighting game, or at the very least, many of us were lead to believe that this was going to be a competitive fighting game. As a competitive fighting game, however, I feel that the button layout, the execution, and X-Factor are issues that hurt this game.

Really short bio: I didn?t get into this level of competitive fighting gaming until late 2005, and I haven?t made any dents in any scene since overcoming many levels of scrubbiness to be on the intermediate level that I am at. However, I feel competent enough to write about MvC3?s issue; the reasons why most, if not all, of the pros are complaining about this game.

Button Layout:
MvC1 had 6 attack buttons, MvC2 had 4 attack buttons, MvC3 has 3.5 attack buttons.
(I call the special attack button half an attack button because there?s no difference between using it while standing or crouching, and it doesn?t add a different strength or option to most of the special moves in the game)

The transition from MvC1 to MvC2 reduced initial normal attack options in a single given position (i.e. standing) from 6 to 4 on average and special attack options from 3 to 2 on average. A few characters lost certain combos from MvC1 going into MvC2 via the 4 attack buttons (I think Wolverine was the one hit the worst by it), but many more characters gained combos due to either the ability to cancel specials into hyper combos (Captain Commando and many others), or a revised magic series altogether (Jin and Venom come to mind immediately).

The transition from MvC2 to MvC3 further reduces the initial normal attack options in a single given position (i.e. standing) from 4 to 3 on average, but increase special attack options from 2 back to 3 on average. However, the versatility of combos have suffered greatly, with the options of attack after an initial button press being severely limited.

These limited options makes it easier for the casual and novice players to just press buttons and do something cool while doing damage, and it makes it easier for intermediate players such as myself to do something even cooler while doing some more damage. However, pro players are left out of the equation, as they don’t have the number of options (and thus the versatility) from the older games. (Mind you, we’re just talking about attacks. We’re not even discussing overall game mechanics)

Personally, while I do consider myself an intermediate player, I’d much rather have more options than fewer options. It encourages myself and others to think outside the box in tough match where what you’ve been doing is no longer working, especially towards the end of a fight where you and your opponent is down to their last breath and you think you’ve done everything your character can do in a match, and then you’re like, “Oh yeah, I didn’t do that, and I know how to use it, let’s put my opponent in a situation that calls for that option I didn’t use all game and use it.”

Execution:
Execution, I feel has always been easier in the MvC games as opposed to the SF games, and I’m not 100% sure if execution got easier between MvC1 and MvC2 (although I’d bet that it did, especially with the ability to cancel specials into hyper combos), but MvC3 totally throws execution out of the window. The execution requirements for special moves, hyper combos and basic combos were just fine; it was the execution for the advanced techniques and combos of MvC1 and MvC2 that required precision. Maybe this is where Capcom received a miscommunication on the “it’s too hard” complaint that they may have heard about MvC2; “it’s too hard” to perform advanced maneuvers in that game, but performing basic stuff was just fine. Too bad, now you can do whatever you want in MvC3 without even knowing that you did it.

Two of the biggest offenses in MvC3 are the free relaunch and the easy OTGs. In MvC1 and 2, most, if not all, air combos (and other combos that resulted in a “flying screen” effect) ended once the opponent that was getting combo’d touched the ground. If you had a combo that had you touch the ground first and then relaunch, you could super jump back up for more damage, but those combos were nowhere near as easy to do as they are in MvC3. If the opponent hit the ground after the combo, the opponent could not tech roll, If you happened to be nearby before the opponent got up (which didn’t happen that often if you didn’t practice the right combo timing and/or didn’t have the right positioning, because characters got up off the ground after those combos much faster than they do in MvC3) you could hit the opponent, and you could even relaunch them, but you could not super jump up after them to continue the combo like you can in MvC3 (I specify super jump because Red Venom in MvC1 could actually hit you from a well timed regular jump after a launch… and hit you with an infinite :smiley: ). You generally had to use resets, be it a throw, a mix up, or a combination of the two, to continue your attack and get more damage done.

But in MvC3, all of those restriction are thrown out of the window, and comboing from these situations are easy as ever, with the only restriction against nearly all infinites (the combos that the world seems to hate) is hit stun deterioration. I wouldn’t have a problem with hit stun deterioration if there were so many other things in the game that keep solid resets and the like from occurring (such as the automatic air recovery for the air and the easy tech rolls on the ground).

Once again, the execution requirement (or lack thereof) is perfectly fine for casual and novice players. The lack of execution requirements, however, leave the pros out of the equation again, as they have little to grasp in terms of advanced techniques and the like, and are, in a sense, playing the same game that everyone is playing. I would like to think that intermediate players are kind of split on execution, however, as I personally prefer knowing what I’m doing and I prefer the rewards of learning some advanced tech to help me out in a game, even if just as a gimmick, but other intermediate players might disagree, and are rather cool with the easier execution requirements.

Note: this doesn’t mean I want SF2:WW execution. I think that whatever execution worked in MvC1 and 2 was fine, and there was no need to reduce it to such sucky levels.

X Factor:
X Factor is like 3.5 of the six gems from Marvel Super Heroes wrapped up in one (Power, Soul, Time, and the portion of Space that keeps you from suffering from chip damage), and even in that game, they weren’t as devastating, even with certain characters’ ability to get additional boosts from the gems.

One thing I think should be pointed out and discussed is that while both players can use X Factor once, X Factor is NOT equal for each character.

Power: Sentinel has a power level of 91k. Chun Li has a power level of 54k. (Warning: Arbitrary numbers ahead) So let’s say that Lvl 3 X Factor gives you a 100% damage boost (it probably doesn’t but it yields the easier numbers in terms of results). This means that Sentinel now has a 182k power level (gaining 91k) while Chun Li has a 108k power level (gaining only 54k). So every one hit that Sentinel delivers is doing waaay more damage than every one hit that Chun Li delivers, both on hit and on block, which is why everyone’s complaining about a Lvl 3 XF Sentinel can make ridiculous comebacks. Even if you somehow whiff a combo with Sentinel, you’re doing much more damage then if you whiff with Chun Li.

Also, the scaling of the attacks get boosted unequally due to a percent as well; regular mode characters can have their attacks scaled down to 10% of their original damage, so an attack that does 100k damage will eventually get scaled down to 10k damage. In X Factor mode, however, scaling only goes down to 60%, so that 100k damage attack does a minimum of 60k damage. This just makes you think about how much easier Sentinel is dealing damage in X Factor mode than other characters.

Speed: The same applies here; Chun Li is faster than Sentinel, so when they get that Level 3 X Factor, Chun Li is going to be much faster than Sentinel. However, that’s not necessarily a good thing… Chun Li’s extra speed can mess up her combos (making it easier to whiff something), but Sentinel’s combos at Lvl 3 XF speed are pretty much just as easy to hit as it is without the speed boost. Once again, if they whiff, Sent is doing much more damage anyway.

Heal and No-Chip: There doesn’t seem to be info on whether or not the health healed is an absolute value or a percentage, but I’m wiling to guess its a percentage. Once again, this is not equal. This means that Sentinel, who has 1.3 mill life, gets a bigger boost than chun li, who has 850k life.

(Of course you could argue that if the healing was an equal, absolute amount (say, 500k), then characters who have lower life benefit from that if the game is going to the clock because 500k on a lower life character is a larger part of the bar than a higher life character, and then you could argue the fault about 49% of Sentinel’s life should win against 51% of Chun Li’s life in a time out because Sentinel has more life…)

All of that, and I didn?t even mention how X Factor?s boost is improved upon having fewer characters, and essentially gives you a reward for not doing well. I will again emphasize that this is not an issue for the game being played in a casual, non competitive sense, as it allows weaker players to have some fun and not be completely dominated. However, in a competitive game, you should be rewarded for your skill, not your lack thereof.

Someone argued that tag team fighting games have a slippery slope factor to them, where losing one of your fighters impedes your ability to make a comeback. This is a fact that has been the case since X-Men vs. Street Fighter. This is a fact that is heavily emphasized in Marvel vs. Capcom 2, a game that changed the Marvel Vs. series in making the game more based on teamwork amongst the characters rather than one-on-one tag teaming. This is something that the hardcore players have accepted for a long time. Competitively, X Factor doesn?t work well with the game, since as opposed to using your own skill and merit to make an epic comeback, you can use an overpowered mechanic that exists in an already diluted game in terms of the skill necessary to play it.

I also noticed that there is something rather arbitrary, in a sense, about X Factor. If you have one character left, that means you have 100% (out of 300%) or less of your team?s total life left. So why does having one character with 100% of the team?s life give you a bigger X Factor boost than two or three characters that have a total of 3-99% (out of 300%) of their total life left? A time out doesn?t reward you with a win for having more characters, so why isn?t X Factor based on the total percentage of life a team has like time is? Obviously this is an oversight and probably not a big deal, but I do plan on being a video game designer one day, and I think that should have been something to think about.

So overall, the button layout, the execution needs, and X Factor are the three things that I think hurt Marvel vs. Capcom 3 as a competitive game . The problem with MvC 3 isn?t the players. The problem with MvC3 are the many things that keep this game from being the competitive fighter that competitive players all thought it was going to be. Sure, we know now that the game seems to have its focus on the casual gamers, but by the way the game was marketed and the loc test tourneys that were, you know, geared towards competitive gaming, would one be wrong in thinking that the game was going to have some kind of competitive merit superior to what we actually got?

lol! good to see you too nga.
i read somewhere that i could be gdlike in mvc3 w/o being gross so i came back

Dog I swear you can be and that is not being sarcastic either lol

A little late, but I wanted to say ggs to the GA crew at the chatt tournament last Saturday.

Eddie: Man, there’s just no making up for raw talent. Congrats on the sweep. I need to get some more practice against you at FR.

OsirisKid: “Don’t body me too bad”

un-lubed prison rape

You’re killing me, dude. Good games, I’ll see you at FR too.

Pokchop: If I could fucking counter-adapt already (DERP EX CHOP). Good games, man. Sorry we couldn’t MM, but I’m a broke shit.

Uh…shit, I can’t remember playing anybody else. Sorry if I missed you.

More MVC3 bashing. Not to say I love the game, but the arguement here is just recycled babble. Basically to sum it up he talks about…

The control scheme - Already has been complained about ad naseum
Easier execution - But there are some things in MVC3 that are difficult, very difficult
X-factor

So nothing new is stated. However the thing this guy does that no one probably has noticed is that he tries to highlight his knowledge of MVC1 and MVC2 use it as a basis for criticism in MVC3. Pretty common, though I doubt this guy is qualified to talk much about either of the previous games. He doesn’t really go into details about MVC1 and MVC2. All he says is that ABC was harder to do in MVC1 and MVC2. One such example is the fly screen:

Both MVC1 and MVC2 has fly screen deterioration. Fly screen limitations has NEVER put a limitation on the combo system in versus games. THere has alaways be ways around it. The most common FSD was usually in the corner, timing an OTG on the way down for extra hits. Of cours this wasn’t practical for lower tiere characters, but mainly every character in MVC1 and MVC2 had some sort of FSD. Of course the God-tier made the most use out of it. Fast fly is an example of by passing the fly screen limitation, as was Storms float, dash cancelling normals mid combo, etc. Not EVERY character had the same mobility, and such not every character had a practical application of FSDs outside of corner situations.

I would imagine the lack of OTG limitations in MVC3 was to properly balance the roster better. Now every character could do crazy post magic series combos.

Easier execution is a common example of intellectual dishonesty amongst fighting game fans. Fighting games have become progressively easier over the years in terms of inputs and leniency. Best example I can think of is Guile’s very hard combo in ST in which you could jump-in with a heavy attack, do cr.lk, st.lk and then doing a flashkick. Also comboing into supers had strict timing. In Alpha anyone with halfway decent execution could do these same combos. The execution became easier so forth. 3s inputs was super lenient in comparison to Alpha AND ST. DPs had much more laxed inputs. But the example doesn’t stop with just SF. Compare the input of a desperation move in KOF 94 and look at KOF 98. And then look at KOF 2002 or KOF XI, and finally KOF XII. The inputs have become progressively easier. In Tekken the examples exist. EWGF in Tekken tag was something only high execution players did consistently. By Tekken 5 DR most intermediate players could do it. Even VF, which is know as a high execution game simplified its inputs GREATLY from VF3 to VF4, and I hear it became even easier in VF5. SPod from Akira was hard as hell to do in VF3, but it was definitely way easier in VF4. The easier execution should be an expectation, and this isn’t anything new with MVC3 and SF4. As to why people pretend it is is anyone’s guess.

X-factor. There are ways around it. As with any game you have to play the matchup differently when this is an options. THe same thing happened when you had super meter in ST, the same thing happened when Cable had 5 stocks in MVC2. When you deal with games with tons of sub systems, the match changes if these subsystems are activated. This is nothing new in MVC3.

I would break this down further, but maybe I’ll come back to it later.

Craigslist bitches:lol:

I like it how young dudes waste their time. Every man is trying to get laid. Some guys would rather go through the motions like hearing a woman complain about their girlfriends, and pretending you have a genuine concern in what she’s talking about. When the bottomline you’re just trying to get the panties. Then guys report to relationship forums and complain that a woman is using them because they gave every indication that they love and care for women, when they’re trying to get the panties. Waste of time. If you’re just after the panties, then I see no issue with just hooking up with a woman who is willing to drop them. Why play pretend.

I’ve hooked up with women in clubs, on the internet just for sex. I’ve never pretended like I was their friend, never acted like I wanted to be a boyfriend, and have never acted like I gave a damn about anything other than what’s between her legs. Dudes think wasting their time is some mark of swuave and game, but they’re just losers. I’ve had better head, better sex than 70% of SRK. All because I don’t believe in wasting time. I’ve never stressed over a woman, and never worried about if she’d drop here panties for me. So I wonder who is the bigger loser?

So that’s why you have all those bumps in your face and on your neck huh??

Ohhhhh now I get it

Then there are those that are married or have Girlfriends.

All the power to you if you want to give your cash to some nasty hoes, bro. Just make sure the quality is there, and be sure to cover “it” up cause one them bitches is charging $5 bucks for a reason.