I don’t see how anyone can’t tell what level super someone has unless something changed. They have a big ass number next to each bar last time I checked that tell which super they have.
I’m mad I missed the demonstration :(, cliff notes plz? Anything else notable besides Heihachi being awesome?
It’s important for UI to give you information without having to look directly at it unless it’s not very important. You can tell how much health someone has while focusing on combat in a 1v1 game. In a FFA game, having the primary resource as a subdued number with no contrast makes it difficult to tell the super meter of all four players without making you look directly at everything.
Important (and the ONLY) UI elements should be very fast to read without even looking directly at it. Good game UI in competitive games do this consistently. Clarity is king in competitive games.
Dude it’ll take you like 2 seconds to look at four numbers. And that’s if you’re retarded which I assume you aren’t.
It’ll take one second for most of us to see where everyone is at and if anyone can’t gather info this simple that fast then they won’t be good at most games involving meter because this isn’t even close to hard to keep track of. This is super braindead simple.
The rest of your points is subjective but c’mon the meter are easy to figure out it’s not that hard.
Who looks at the numbers? I sure as hell don’t when I play any game with a meter. When I play UMvC3 for instance I can tell how many bars I have by just glancing at the color. If I see yellow I know I got 3 bars, if the other guy has a red bar he got all 5. Quick, easy and gives all the info without needing to look at the number next to it. This game don’t do that. You get blue and another shade of blue when build another bar. His UI concerns are valid.
Its not that hard to just look at the number and your character will also glow once you get a bar. I do agree though, having a different color for each level is a better visual cue and doesn’t seem like it would be hard to implement. (Not a programmer so I wouldn’t know honestly.)
Not hard to implement different colors but the way it is now certainly doesn’t ruin the game. And I look at numbers when I play games that use them in meter management because I like to be sure.
It’s not hard at all, it really sounds like preference so far. They could put it in if you guys have a big problem with it but I’m sure everyone would get use to it quickly if they did leave it the same.
I think this game would be interesting if the matches were 4players each for his own so we could have some players ganging on the best making the top players kinda difficult to predict. But I know if people thake this game seriously it will be boring 1vs1 that IMO doesn’t fit a game with hazards
Suggestion to anybody from Superbot/Santa Monica that may chance upon this post.
The whispy smoke effect that signifies a character has been defeated is simply not visually striking enough. There needs to be a real satisfying visual feedback that also makes it easy to identify that a character has been defeated. When there’s a lot of stuff going on, when I’m watching these videos, it can be hard to tell when a character’s been defeated.
Well personally I wasn’t bothered by sound effects or visual stuff, I loved the game. As far as the art style is concerned, I think it’s just a matter of suspending your disbelief and accepting that the characters don’t look the same because they come from different design styles. It kinda helps in a way, it’s like TF2 how they made it a point to make sure every character had a distinguishable silhouette so you could immediately identify who was coming at you and do a threat assessment on the fly. This is a lot like that. If I see Radec coming at me, I’m not confused as to if he’s Radec or Nathan Drake or Kratos, I know it’s Radec and I know him running at me is stupid because I’m going to EWGF him right in his dumb face.
Speaking of which, Heihachi is really, really stupid. I mean that in the good way of course, when I figured out how to play him I did not even bother to try picking anyone else because I knew it would be a waste of time. One guy at EVO was trying to tell me Sly Cooper was S tier because he could mash triangle and win, but every time he tried it I just crouch dashed straight at him, did EWGF, and juggled him for a ton of meter. I got Kuma quickly and frequently. His level 1 and level 3 supers being pretty bad is more than made up for by the fact that Kuma is so ridiculous. It’s to the point where if someone is playing Heihachi and you are on the Dojo stage, you lost.
What is Hei’s lvl 1 super btw? It seems kind of sucky that his lvl 2 and his lvl 3 both do not involve him laying hands on you. It’s like… Hei don’t need help to kick your ass, you know? But apparently in this game he needs a bear or a fucking space rocket to get any KO’s.
Hei’s lvl 2 should be him getting engulfed in electricity, spinning around in a controllable state (which KO’s on touch) before unleashing that unblockable rising uppercut thing from Tekken.
His level 1 actually looks solid. Its basically like an overhead in the amount of time it takes to hit. Remember, you can’t block supers in this game. So you can train someone to block your stuff, and throw a level 1 in there and try to catch them off guard.
Having a different level 2 would mean losing Kuma, which would be a gigantic nerf. Kuma is way too good.
It’s kinda hard to train people to block in this game because pushing buttons is so good. Plus it’s really slow, doesn’t have any kind of range, and you’re lucky to hit one person with it let alone 2 or 3. It just sucks for getting kills.
Kuma is overpowered anyway. Plus it’s a stupid super so.
By the way slow level 1’s are useless because you can only use them if you have 1 stock of super meter and it’s going to be very obvious if you’re setting someone up in a way that will get them to eat that super.
I don’t remember if you build meter for your attacks being blocked or not, but even still it’s just a way better strategy to save up for level 2. It’s either use his terrible level 1 and maybe get one kill, then have to build the meter again, or save up for the level 2, which can give you a chance to get 5+ kills, AND you can still build meter while Kuma is out, so while Kuma is wrecking stuff you can get the meter to do it AGAIN once Kuma leaves, letting you get another 5+ kills possibly. It’s MvC2 Strider Ouroboros. Of course you don’t always get those ridiculous kill counts (unless you’re playing on Dojo), but just the fact that while you get a kill you can be elsewhere building meter is so good.
I don’t care how stupid it is, it’s good and that’s exactly why I want it to stay just the way it is. If it was ANYTHING else, Heihachi probably wouldn’t have any good supers.