Rising Thunder - FIGHTING ROBOTS

I’m also not a fan of the mentality that you shouldn’t give feedback about why it is you don’t like something. I could just ignore this game entirely, but if the game doesn’t do well, would the devs know why it didn’t do well? I’m just throwing out my opinion on the matter as a potential player of the game. I mean honestly, I like everything about the game EXCEPT the cooldowns and the special move loadouts. That’s it. It’s not even like I just hate the game and don’t want anything to do with it, these are just the things that are bothering me right now.

And as for what you’ve mentioned, you don’t notice the cooldown timer on anything but DP’s. So why is it there in the first place? To stop you from throwing a fireball for a couple frames after you’ve recovered? Why? What does that matter? If that’s the case, it only seems to be stopping DP’s, which is even more frustrating, because as scrubby as a move it can be, it’s also a pretty important move for characters that have it and limiting its use like that is just plain unenjoyable.

Hey Doopliss, GGs the other day!

I changed my buttons to be:

INS | HOME | PAGE UP (L M H)
DEL | END | PAGE DN (S1 S2 S3)

And BACKSPACE for THROW. SPACEBAR remains OVERDRIVE.

Keeps it feeling like a 6-button layout and you have clear borders to where the buttons end (since they are usually in a nice bunch on most KB’s).

You haven’t even played the game, so how do you know you don’t like it? I know it’s popular to hate on things you have zero experience with online, but come on. You’ve tied up almost two whole pages of the thread now. Don’t play this game, and move on.

And really buddy, stuff like this?

is legitimately hilarious. Bolded for emphasis.

Because these are not new mechanics or new ideas and I know what I like in a fighting game? I mean if you aren’t capable of assessing something based on description, visual demonstration, match demonstration, so on and so forth, I have to imagine how you buy games in the first place. Also, nice for telling players to not play the game because they say things you don’t agree with. I’m sure you’re going to be a great, welcoming addition to the community.

So you like when a game doesn’t allow you to play the way you want to play, use the strategies you want to use, and form your own playstyle? Curious. I mean, maybe it’s just me, but if the game only allowed me to throw once every 5 seconds, I’d probably have a problem with that, but I guess you wouldn’t.

Let’s… all be friends and just wait a few hours so we can all play and have fun =).

Yeah, GGs. I had to stop though because all the misclicks left me rather… annoyed…

Basically, I mix up Medium and Beta, which means I do DPs in stupid situations and Mediums when I need to get out of pressure, which gets me hit way too much. I use the 360 controller, which you can’t really remap right now without causing issues. Light is X, Medium is Y, Alpha is A, and Beta is B (Also RB is Heavy and RT is Gamma, while LB is Throw and LT is Overdrive Attack).

Also, I saw your tweets Novril, and you can have multiple fireballs out at once in this, the cooldown is the only limiter on multiple fireballs atm. I haven’t noticed if the cooldown reset happens on block or projectile trade or not.

Fair enough, but you should really try it out before giving this kind of feedback.

Note that this game aims to draw in a new crowd to the genre. Special move spam is very common at lower levels. This system will help condition people to rely more on normals.

I tried playing on pad and because I couldn’t config it 100% to my liking (at the time - couple weeks ago) I played with KB. Now I don’t even want to use a controller. Game plays flawlessly on KB since you don’t need any QCF or DP or Circular motions.

I agree, it probably works better on keyboard than on pad (I jump out of moves accidentally sometimes on pad), but I’d rather get used to playing with the 360 controller just in case there’s a console version down the line. Also, my keyboard limits me from holding down+left and pressing heavy (with the default button settings), so it’s not optimal for me.

And I’m not a fan of bothering with “feedback” being given before you actually play the game, get decent at it, and understand it. Why can’t you just think of the long cooldown specials as EX moves, which you only get to use once in a while when you get the meter for it? The genre has many characters whose only invincible specials are meter costing ones.

Can you play this on stick?

Where is all the info about the game at? Like the cancel system and the and the load-out’s and such?

If anyone has this info I would be very happy to see it. I just have nothing other than this thread on this website to look at, and I see no links in this thread to any more info on the game but I see people talking about “Kinetic Advance” and stuff.

Where is the info?

Thanks.

There just isn’t that much info right now. Technical Alpha starts tomorrow though, so there should be a lot more info starting tomorrow.

I have a primer ready to be released that explains all of the systems. Soon as game is open officially, I’ll release it! =)

I assume you can just use joyToKey

You can play on stick, pad, or kb. Like, you can plug a madcatz in and bind the buttons.

anyone received their code?

Here’s some info gleaned from articles and gameplay videos. https://docs.google.com/document/d/1mj7e7iiwf5058UqiH4gcA5tYNnNmgVHlvdiCISyIA2g/edit?disco=AAAAAXuiFFY

Not yet. I hope it comes soon. Have no idea how fast they are going to roll out the codes.

No codes yet :frowning:

Because they aren’t that. Pure and simple.

I agree with what you’re saying entirely, but to be honest I don’t think our lack of optimism is gonna do much at this point and we should at least give it a try, see what this cool down actually does to the game and how people play it.

From how it sounds, I’m not going to like it but I can at least respect the devs decision to try something out, even though I think it’s ultimately a bad design choice for a fighter.