There isnât a discussion because any opposing idea is wrong. There are no comeback mechanics in sports, or chess, or any taken-seriously competitive set of rules. Your next shot isnât worth 2x the score because the other team has a lead on you.
Comeback mechanics are always bad. There are only varying degrees of bad.
I wonât say anything else on the subject because nothing else needs to be said and I agree that the topic doesnât need derailing.
Counter example. In Formula 1, if the car behind is within 1 second of the car in front, the driver of the car behind can deploy their âDRSâ (Drag Reduction System) to be able to catch up and pass the car in front. Same system also applies in other motorsports as a push-to-pass system that allows you extra boost/power to catch up to the car in front of you.
Also, in a similar vein, at the highest level of sports car/GT racing, weight penalties are applied to the winners of races.
Counter example. In Formula 1, if the car behind is within 1 second of the car in front, the driver of the car behind can deploy their âDRSâ (Drag Reduction System) to be able to catch up and pass the car in front. Same system also applies in other motorsports as a push-to-pass system that allows you extra boost/power to catch up to the car in front of you.
Also, in a similar vein, at the highest level of sports car/GT racing, weight penalties are applied to the winners of races.
But in many sports, you do immediately get possession of the ball after the other team scores on you. You have gained the ability to go on offense, which allows you to score points, which allows you to win, not by taking that ability from the other team with your own skill, but by allowing the other team to outperform you and score points. Tell me thatâs not a comeback mechanic.
You canât dredge up a reply to a four-month-old post, fail to state anything new or profound and instead rely on the same black-and-white arguments that were already discussed to death, and then preemptively back out of the conversation before you can meet any opposition. It doesnât work like that.
I donât watch F1, but that sounds a lot like âdraftingâ in racing games. Basically, you line up with the car in front of you and allow it to take on the wind resistance so you donât have to. In turn, you go faster.
Weâre now fighting, 80âs hair metal is cheesy but certainly not anywhere close to what can be deemed as âButt Rockâ⌠which is an awful term anwyay. Whatever happened to just âshitty musicâ?
There hasnât been a competitive game developed in existence that doesnât have at least one aspect that canât be interpreted as a âComeback Mechanic/Elementâ. What Capcom did, was build something dedicated and egregious that conformed to an exaggerated notion and marketed that to the public; effectively magnifying the conceptâs value in the current FG zeitgeist.
This is going to get off topic, but the problem in F1 is that the cars have so much downforce and displace so much air that thereâs a turbulent zone behind the car. Meaning that you canât really draft since your car loses downforce and grip the closer it gets to the car in front (meaning you have less control and can put less power to the ground). This led to a situation a few years back where it was almost impossible to pass in some tracks - something of a concern in a sport where the balance among the teams/cars can be as bad as 3S (the past few years, Red Bull has been the 3S Chun of the sport).
Hereâs the thing why the DRS system works (and hasnât made a mockery of the competition). First, it does address a real issue with the sport (the lack of passing), Second, it still takes skill to use, getting within 1 second of the car in front isnât as easy since a good part of driver skill in F1 is about mastering the track (F1 races on road circuits and not ovals). This means that thereâs still a good amount of skill involved just getting within 1 second of the car in front of you. Combine that with the fact that you can only use DRS at a specific part of the track and you have a âcomeback mechanicâ that doesnât really dominate the âmetagameâ of the sport.
Now, hereâs where I steer this thing back on topic. The problem with alot of the comeback mechanics in todayâs fighting games is that they tend to dominate the metagame. Even with all the damage reductions, Ultraâs are still the main form of meter powered big damage in the Super Street Fighter IV. Meanwhile X-Factor is something that affects match ups greatly in UMvC3, to the point where most teams third characters are there to use level 3 XF for comebacks (Vergil, Wesker, Phoenix). Todayâs 3D games IMO have a better record when it comes to implementing comeback mechanics. Rage isnât as big an issue in Tekken as level 3 XF is in Marvel 3 mostly due to the fact that it activates only when youâre near death. Outside of a few situational 100% combo setups with Rage, you still need to play with good fundamentals (i.e. not getting hit) to fully maximize it. Power Blows on the other hand donât affect the meta of DOA5 and DOA5U as much as Ultras since their harder to utilize properly. Like DRS in F1, being able to land a power blow requires good fundamentals - theyâre so slow and so unsafe that the only way to land them on a competent player is to do a critical burst combo, meaning that you have to put your opponent in a special stun state where every hit is basically a TAC situation where if they guess right, they can burstcounter out of the combo all while filling a hidden damage based meter that allows you to land a Critical Burst that will stun them enough so that you have enough time to charge the Power Blow. Oh and did I mention that you can only land it once per round?
Now if Xrd were to have a comeback mechanic (and Iâm not saying that it will or that it should), then it should follow what I said above. It should never be something that dominates the meta. It may augment it, but it should not be something that the game ends up revolving around.
Really loving some of the new redesigned looksâŚKy, Potemkin, Millia Rage. Kind of disappointed that for some characters (I-no, Sol, etc.) they kept the same design. As badass as the original designs are, it is a new guilty gear and it is been a very long time since the last one.
Super Turbo supers were advrtised on the cabinet as a way to come back when youâre down. Its why some hardcore SF2 people wonât play it even though the game is otherwise prestigious. Competitively people have just learned to use the mechancs as part of the gameplay rather than debating about them.
niggas who complain about comeback mechanics not named lvl 3 xfactor vergil have no kind of fundamentals whatsoever. like, why are you even getting hit with half of this shit?