I rain truth upon you like fuckin’ THUNDA!
First off mista FlyingVeegan, the proper term is ‘Doujin’ Fighter.
Second off… Amen my brother. Amen.
You’re not thinking the change through if you think it would have no point. It would mean that all those stray hits you get on characters that you can’t possibly confirm from (mostly from aerial battles) could now become full combos if you are willing to spend a bar of meter. It gives TACs a permanent, thoughtful, non-random place within MvC3.
Oh, and your change would lead to infinites. Sentinel can build ~2 bars if you TAC into him, and characters like Magneto can build even more. A TAC system with no counters that cleared hitstun decay would guarantee every single character dies the moment he/she is touched. The only way your suggestion could be feasible is if the incoming character builds no meter.
of course i wish they change xfactor…i understand that its so everygame won’t end in a T/O but it it shouldn’t kill me when im blocking.
but one thing i wish they TRUELY change is snap backs. make em like mvc2 and take out the player and the assist.
You guys keep telling me that “non-interaction” is bad without really explaining why it’s bad in the first place. Some of the most fun I’ve had in all of the fighting games i’ve played involved trying to catch people running away the entire match. I’m starting to think that you guys don’t really have an explicit reason why you don’t want it, you just don’t (which i can understand). I could give about 5 examples of games that let you whiff specials for meter and it didn’t give people incentive to spend the entire round jumping back and whiffing fireball or whatever.
But just know this, I am NOT looking for a sf4 style game in terms of zoning. I have a severe and irrational hatred of SF4.
whether or not it makes infinites… is completely up to the game mechanics… HOWEVER… are YOU not thinking this through clearly? how would less hitstun decay set up infinites??? INFINITES ARENT AFFECTED BY HITSTUN DECAY (thats why they are infinites) now them setting up tods might be possible which is why i suggested them to have 50% added damage and meter scaling… they will in effect be like airthrow scaling with an added meter scale to boot. perhaps that wouldnt be enough to balance them… but a perfect balance is needed and tipping the scales in any one direction makes it either a useless mechanic, or a broken one… as it is now… its useless. only used at low levels by those with little execution… in that situation they are kind of broken cause easy meter plus dhcx3 (another favorite tactic of those with less execution) kind of synergises to well… but that doesnt mean that the tactic is good at higher levels. i think my solution is one of the better ones to equalizing tac across the board… cause its obvious that capcom likes the mechanic, as well as lower level players… so its probably here to stay.
soooooo… instead of trying to find bad ways to “nerf” the mechanic maybe we should be finding ways to make it a well balanced mechanic that adds more depth?
-dime
- No more X-Factor, or at least make it optional
- More time to react to grabs and break them instead of having to either mash out or predict it
- Make assists hitable when they are taunting/about to leave like MvC2
- Remove negative edging with assist buttons
- Make the properties of moves on point carry over to their assists (CapA’s charging star projectile invulnerability, shoryuken invul startup…etc)
X-factor as follows:
Lvl 1) State reset and no chip damage for 5 seconds
Lvl 2) State reset, no chip for 10 sec and recovery of red health for 10 secs
Lvl 3) State reset, no chip for 15, recovery of red health for 15, normal moves inflict 20% chip for 15 secs, special moves inflict 40% chip for 15 secs and meter gain 2x for 15 secs
Make an option to turn off TAC, get rid of it completely or make it cost one meter for each exchange
In general make combos shorter and less damaging so multiple resets are needed to kill off a character. Getting kind of sick of watching Dante play DMC for 15secs every single combo. This way, having high health actually makes a different as well.
In general, make more useful assists…most assists are pretty useless in the game
I’m dropping Skrull because they removed it.
That was the reason I started playing him in the first place.
This implies El_Maiz isn’t just a random dude.
It gives superior mobility a truly massive advantage for runaway, and most of the characters with good rushdown have superior mobility anyways.
The non-engagement thing is just like in that Sean vid. That’s an extreme example, but it shows the problem of slowing down the game. In MvC2, storm SJ>WOO WOO WOO is the same thing, just slows down the game for no reason. And seriously, most people don’t like chasing down runaway with superior mobility. It’s just not fun.
still, lets hear your 5 examples. What you’re essentially saying ‘lets you whiff for meter and doesn’t encourage runaway.’
… actually that’s a contradiction to your point already, lol
And here’s the real problem. “It was in previous games therefore you’re not allowed to hate it!”
Exactly, I hate people to use that logic. A previous game can provide a frame of reference or a case study, but the fact that the other game is, in fact, another game, means that this can only be one small part of an argument rather than the whole thing.
It’s a nostalgia thing. “I liked this ten years ago so it must be better than whatever I’m complaining about now.”
MvC has such a large player-base (Mostly due to its over-the-top mechanics I’d admit to) that anything within the system that is not blatantly disliked (TACs) can and will be defended by someone. ToDs exists, we all know that. Silly hit boxes, we don’t know why but they’re not leaving any time soon. Blocking mechanics that allow you to mash cr.L until a punishable moment yet also allow cross ups to occur while disregarding the previously mentioned system under the same circumstances, they’re there. I could go on… As much as it might seem fair to claim that Capcom created certain systems for a reason, it’s also fair to come out of the sheltered fan-boi crafted closet enough people live in and tell one of the largest game companies out there that some things just aren’t acceptable.
Wesker? Everything about him is absolutely stupid. High health, a 9mm pistol with the hit stun equal to that of a soft ground bounce, a self-OTG combo from a knockdown, counters, a lvl3 with silly damage, combo extensions with almost anyone in the entire cast, DHC trick finisher, and so much more.
Dante? The real question is: What doesn’t this anime-loving badass have that Capcom didn’t **** up?
Zero? That :h:… It does everything. Cross up, mix up, force block stun, huge priority, blaster… Just thinking about it makes me sick.
Dive Kicks? Just no… I don’t think anyone can actually punish them since they’re all + on block.
And then there’s the biggest offender… Invulnerability assist that allow everyone who already has a damn easy enough time getting around the ability to turn getting hit into offense. Terrible… Just terrible…
There’s too much shit wrong with this game to just change one thing:
The damage output on most characters is way too high. It just makes characters with low damage output like Joe that much weaker in comparison to others. One touch death combos aren’t really fun.
Team Aerial Combos are just stupid and need to be changed to the Tatsunoko variation or something. If they aren’t removed entirely, that is.
These one button :f:/:h: grabs are fucking stupid and the damage you get off of them when you have characters who self-OTG or use an OTG assist is ridiculous.
X-Factor is obvious. Do people really think this is better than Tatsunoko’s Baroque system? I find that hard to believe.
…Wait, why do I like this game so much still?
What about Baroque that didn’t cause a damage increase? It just extended combos?
The Baroque system sacrificed your red life so you can cancel immediately after a move. It works a lot like a Roman Cancel or Rapid Cancel in the Guilty Gear and BlazBlue games. The amount of red life you had before a Baroque cancel is what affects the damage of your attacks once you use it in the middle of a combo. If you have a nice chunk of red life you might get about X-Factor level 1 damage? It’s far from the ridiculous damage boost that X-Factor is known for, that’s for sure.
Baroque ends immediately after a combo is over, so if you drop said combo it doesn’t linger around or leave you in some sort of godlike state. You can’t activate it while blocking and use it as a guard cancel and from what I remember your attacks don’t actually speed up at all. It most certainly doesn’t negate chip damage either. You can Baroque cancel to make a move safe if you think it’ll be punishable however. It’s… generally better and less brain dead than X-Factor to me.
I know how Baroque works, I’m just thinking that if there was no damage increase, it may be good for Marvel.
I don’t think the game needs a cancel system at all.
Especially not a reusable one like Baroque.
They’re trying to reduce TOD combos not increase them
Imagine adding hyper XX hyper or hyper xx combo to the end of every combo, with a damage boost.
(or even without the damage boost)
I apologize, the way the question was phrased confused me. Today really hasn’t been my day at all.
But anyway, it might be. The damage in Marvel 3 is high enough as it is, so a damage boost on red life is far from necessary.