Official SSF2T: HD Remix General Discussion Thread

less to work with? point me to one character in HD remix that has “less” to work with? every character minus boxer(who can still pretty much do all the same stuff), has a ton more toys to play with. explain to me how there is less? just sounds like a lazy excuse to NOT learn a game. Even tho most of the typical strats and styles carry over to HD, just fine. its like what crackbone said, with your logic, we wouldnt even be playing st. it’s silly to dismiss a game you havent even touched.

but thats your problem, and good luck to you being left behind while people move forward in the scene

Non-deformed HD Akuma? Why yes it’s possible.

I agree with most of the negative buzz regarding drop tactics in ranked matches, but I’m not really sure what the solution is. I think SweetJohnny has point in that the system should discourage dropping in the most salient and punishable way. At least that way, it would be clear to all that dropping is a serious offense.

On another note, can someone explain how the tournament mode is going to work? Does a single user create a new tournament capped at 16 players, or does the server have the ability to generate new tournaments as soon as previous ones are filled? It would be much more interesting if the latter were the case, as this would open the possibility for scheduled “major” tournaments, but unless I’m misunderstanding it this isn’t possible?

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That all sounded really gay. That particular problem could be fixed with just having the arcade setting of character picking. You didnt want fei?? Well, I guess your gonna have to learn him lol

Here’s what I would want for ranked/XBLA

Blind select
Avoid player mechanic to actually work unlike most XBL fighters
Maybe if someone drops the AI takes over the match like in Smash, but the other person can’t get credit for a win.

Statistics on players kept similar to 2df- so you can see how say, Justin Wong does using Blanka vs someone else’s Feilong or something.

All too often in VF and SC I had people drop on me, then they come back to drop on me again. If you set up create match you tend to get a lot of droppers come in.

That’s pretty much about it.

Unless you just make it similar to Halo and have both casual and ranked profiles. For example, if you just want to play a casual match and not have to bother about your win/loss ratio, or other ego boosting statistics, then play in a casual match. If you want to play and try and boost up your place on the leader boards, then play a ranked match. I don’t think you can all right remove exiting from the game, I mean, what if people want/have to exit? Of course this might lead to match making problems or even just unnecessary complications, but at least it will encourange players to play casually, instead of being forced to have their stats altered, just from playing the game.

Either way, I don’t really care. Yeah it’s annoying and yeah when they drop, you have have to spend more time searching for another player. But who cares, you know?

With both VF and SC, the general thing has been players started in ranked, then get sick of the dropping BS and move to casual matches.

Oh, I forgot one other filter I’d want added. Minimum connection strength. This way you can say you don’t want to play someone over 100/200/300ms lag

I’ve always said the same thing. Droppers should get ONE loss and the person who stays on should not get anything (lest someone have a friend who doesn’t care just play him and keep dropping over and over and over again to get a TON of wins). And THEN, they should get one “drop” stat counter increased. Basically, everytime you drop, you get one loss and one drop. It happens to everyone, so seeing a person with 4 drops is like seeing an eBay seller with 99% rating. You know they are still good and you’ll occassionally get one screw up.

But if you see a person has 48 drops, you know the guy is an idiot, so you’ll avoid him all together. Either he hates losing or his connection sucks ass. Either way, you don’t want to play him. By keeping track of the drop stat, you’ll keep track of it without affecting wins and losses too directly.

Fine. I’ll get the Zangief fire burning again. The MAIN reason I posted up to people that Zangief might be better off not being good is because if people knew that the Green Hand didn’t knock down anymore, they might get furious since that seemed like the main change to make him better. I was basically trying to prevent people from getting their hopes up of having a Green Hand that knocked down. I still believe what I said, that a top tier Gief is not fun at all, but it was also motivated by me trying to warn people who think the knocking-down Green Hand would solve all problems (and just to note, if you hit Dhalsim’s limb with the Green Hand even from mostly a screen away, you had PLENTY of time to get pretty much right next to him). I tried to hint that that change was gone earlier when I posted up the negatives of why it shouldn’t knock down.

But rest assured, there are still about four or five slight buffs to Zangief that have NOT been revealed yet that will help him. He’s still gonna be a struggle to win with, but a LOT less of a struggle than before. As I said earlier, a lot of small buffs is better than one HUGE buff and will keep him more fun. Plus, he gets to keep his core gameplay strategy, which is all about getting in, not trying to trade with attacks with the Green Hand, which is VERY un-Zangief-like. But I wanted to just mention that the Green Hand doesn NOT knock down anymore, just so people don’t get all hyped and excited for that addition.

  • James

Alright, that’s cool. But I don’t get it, why stop there? Why mention one change and not all of them? If anything bad were to happen for talking about the changes, it would have already happened, and if it’s going to happen, it’s going to happen for one change just as much as for five changes. Out with it, man!

…those are pretty bad.

there’s no compensation for the higher resolution being made, so the sprites end up looking bland, with very little variation in between the shades.

That Akuma is wayy better than ST HD no-neck gorilla Akuma, here

Ohh man, I’m loopin’ out. I could’ve sworn I posted a response to rmx’s stats yesterday… the numbers you worked out are cool to see, man. :smile:

For ranked disconnects, a drop should be one loss. I’m not going to argue that it’s the penultimate solution, airtight and perfect in every way… but it’s so god damned simple and it makes the most sense. For basically any other competitve event in real life, leaving partway through (or not showing up) is a forfeit of that particular game.

How long ago did they announce this change in the length of ranked matches? (I’m assuming this is a “change” from XBL HF’s way of doing things.) Is one game not going to be best 2 out of 3 rounds anymore? That’s crazy for SF; I kind of like the idea but I kind of don’t. Or did they mean a ranked match is best 2 out of 3 games? 3 out of 5 games? Somebody please just link me to it.

Nope, you’re wrong. Time for an opinion fight.

that gorilla Akuma just needs to have his head placed correctly, that’s all.

The 3S sprites are a nice effort, but they look fairly flat. They’d be fine for a Flash game, but they wouldn’t look so hot if they were put into an HD SF. Again, they do look good, but the flat aesthetic wouldn’t fit the game.

you gotta understand, people have signed nda’s, which is a legal matter. I dunno what the punishment or whatever is for breaking, however, heh

good lord:arazz:

no

please god you know that i never ask you for nothing, but please let one of the new Gief’s changes be the HF lariat (crossing fingers).

I don’t know if anyone said this, but what about making his little hop move invincible low? It would kinda accomplish the same thing and be new and different (and more fun, I think).

It already hops over lows and doesn’t do the same thing. HF kick lariat would be soooooo good for hd gief