Rising Thunder - FIGHTING ROBOTS

Holy crap its coming out tomorrow HYPE!!
Edit: ok NOW its coming out tomorrow!

I don’t even know which one of these you intended to be your main argument so I’ll reply to this one. No, it isn’t removing options, because the option was there, you just were not prepared to use it, which is not the game’s fault, it’s your fault. This argument is the same as someone did a random move and I buffered my DP motion too slow so it didn’t come out, my DP wasn’t taken away from me, -I, the player,- messed up.

But in RS you will never mess up, like EVER… unless you go full retard and press the wrong special button.

Yeah, instead I’m just not allowed to use the move when I want to if I’ve used it recently. That’s totally what I want.

Interestingly enough, 2 things I’ve noticed about 1-button special moves is that, 1) because it’s extremely hard to “mess up” your input, you sometimes do them too early (but this is just adjusting your timing), and 2) it’s very hard to cross-up someone with a DP move because.

What this does, at least for me, is change how I approach the scenario.

For example; I knocked the opponent down. Have the DP’ed recently? If so, cross-up. If not, do I have a move that can change air trajectory to bait the DP? Are my ground options better? Should I see if I can bait the DP against me on the ground and then look for the Kinetic Advance punish? etc.

Basically, new things to think about because the probability of the opponent messing up the input is slim.

Don’t we have game that do this alrady? Majority of The projectile heavy fighter such as Deamon Bride, Psychic force, Senko no ronde, Touhou fighters seem to follow this concept.

Can’t we consider these moves like EX command or Assisst character which all technically have some form of cool down period?

You can consider them that if you want to, but I’m not going to consider my basic special moves anything other than basic special moves. Also, I’m not making the argument that this wrong or nothing is allowed to be different, I’m saying these are the reasons I will probably drop the game. Even if it does everything else right, if these cooldowns are more intrusive than it’s being led on to be, I’m not going to play the game. If the loadouts are more extensive than they should be, I’m not going to play this game. These do not seem like positive changes to competitive gameplay.

Well, it’s a good thing that it’s free and you aren’t required to spend anything but a bit of time to learn the ins/outs of the game. Personally speaking, I find the focus of the game to be more about reading and risk/reward than a more traditional fighter, obviously because of cooldowns. Additionally, the potential of loadouts/variants adds a very interesting twist on the old formula because you can adjust your character in a “losing” match to be better suited for the current fight at hand. You don’t have to go straight counter pick. Again, just a new way of looking at it.

Good news is; everyone will get to decide for themselves if they like the game and concepts or not relatively soon.

Can you see the cooldowns for the opponent’s skills? On the video posted on the first (or second page) I only saw one set of skills.

You cannot see your opponent’s cooldowns or how much Kinetic Meter they have. You can only see how much Overdrive Meter they have.

Completely off topic but to me you’ve rated your own post as insightful and I’m wondering what kinda magic spell you performed to rate your own comment.

Excited to test this game out regardless considering the SFV beta is uh, M.I.A

I did? I didn’t try to do that. Maybe it’s cause of mod/admin? Let me see if I can undo that (was definitely not intentional).

Edit: Fixed it. That was strange. Maybe I was spamming!

Not being able to see your opponent’s cooldowns is actually a pretty bad design choice, IMO. It’s something that could be easily tracked over the course of a match, so all that this actually accomplishes is rewarding rote memory.

What if there are abilities or mechanics that reveal these things in the future? For example; Counter Hit showing opponent cooldowns. Maybe certain Special Moves reveal them. A Character who can innately see Cooldowns or sees them every time he makes contact with the enemy (or guards them). An entire Mode (ISM) that lets you see this information as a tradeoff for losing Deflect or Advance Cancel?

Right now, it seems like there is a foundation being put in place. We’ll have to what they build in top of it.

ITT: kids who’ve been in the scene for 5 years dismissing dudes who’ve been in it for 20.

Looks better than SFxT though so there’s that.

Having mechanics to reveal the cooldown timers won’t do anything to fix what I just mentioned.

The problem is that, once people know the cooldown times of moves where it’s more than just a few frames, everyone always knows how long until their opponent can use move X again. All it does is add a bunch of DotA-style rote memorization to the game. Now, instead of beginners having to learn to do QCFs (a process during which they’re at least playing the game, even if against an immobile opponent in the training room), we’re telling them “memorize this spreadsheet of cooldown times, because it contains information that you won’t ever see in game if you don’t play a particular character.”

Well, OK, it actually does a second thing – it makes it harder for spectators to follow the match for absolutely no good reason. I’m not going to say that spectators should take priority over players, but there’s still absolutely zero upside to not showing the cooldown timers for both players.

The thing I find interesting about RT is the potential. It has potential to be great and it has potential to be bad. Who knows how it’s going to turn out. Will we all love it in a week? A month? Next year? Once there are more than 30 or so people playing, how will the meta/strategies pan out? Will it still be fun? I have no idea.

… but that’s why it’s interesting to me. What I’ve seen so far is very promising. The mechanics are divisive which always spark a lot of discussion, and I love discussing stuff. But realistically, I’m not here trying to tell you all it’s the best thing since the discovery of fire, I’m just here telling you that so far… it’s pretty intriguing concept. I definitely look forward to playing a ton of new people and seeing how all this potential pans out.

I don’t agree with the mentality that I have to lay down my opinion on a game/mechanic because I haven’t been in the FGC for as long as someone else. That’s ridiculous.

Me neither. Everyone’s opinion is valid!