As long as I’m allowed to keep my bird Mr. Tweetums, then I’m good.
However the gem system turns out, I just want to see how the gem haters react when Capcom officially reveals that all of the pre-order gems are simply early unlocks.
As long as I’m allowed to keep my bird Mr. Tweetums, then I’m good.
However the gem system turns out, I just want to see how the gem haters react when Capcom officially reveals that all of the pre-order gems are simply early unlocks.
rage quiting should disable gems, the ability to block and tech throws until you’ve lost enough matches to make up for it. hehe
whoever is thinking about getting kof XIII over this is one of the smartest people on this website. kof xiii as is, is the best 2d fighter on the market bar none. such a shame that the competive ( non-westcoast ) will ditch this game because it’s not by capcom.
why should it be a question to buy KOF XIII over SFxTK? -_-’ …SFxTK is still months away from release…again the thread deviated from the topic…
a quick question tho~
when a player activates a Gems(power/defense/speed/meter), after it’s effect is used, does it not activate anymore? sort of like X-factor? err in other words are Gems one time uses…
also the ranges between 3-5 Gems, will this Very until release? or is this a setting similar to that of changing the number of rounds in a match?
If you want KoF13 buy it now, SFxT will not be out for another 4months or so right?
Anyway, I’d like to know if someone wouldn’t mind explaining, what is the big issue with the whole gem system in a competitive environment, if both players can simply choose not to use them? If they do have some sort of broken edge to them, can’t the main tournament rule be “NO GEMS ALLOWED” or something? Or will that just ruin the entire game because it’s built around the gem system? I’m a bit confused, after the gem system was announced, I noticed everyone was a bit upset and so I steered my attention away from SFxT for a bit.
Yes they are no real problem for tournaments.
However, most people play online. And even most tournament players (particulary outside of Japan) play online a lot. If there’s no real correlation between online and offline play (=you can’t train for tournaments online since the characters pan out differently), the community gets a hardly crossable gap between ‘pros’ and newer players (and that gap is already hilariously big in FGs), making it very difficult for new players to get into the scene.
The problem was never balance - no matter how some people love whining about it.
The problem is DLC-only gems and the amount of time it might take to pick your gem sets in a tournament setting.
So if we can make our voices heard enough perhaps Capcom will implement a online mode where Gems are not present? Or maybe even be able to customize rooms based on the amount of gems or no gems at all, idk I’m just acting hopeful but that would be nice.
I just want to see this game make it well in tournaments. The moment I set eyes on this game I knew this was the game for me, but after the whole gem thing was implemented it drove me away a bit. I’m happy to hear now that during versus matches (offline) you can choose not to use them
Don’t forget the “offline gemless mode” too.
Offline Gemless is easy to achieve by simply saying “don’t pick any gems” and if your opponent does it anyways you smack them in the face.
Gems won’t pose a problem online either if you could tick an option with “Only search non-gem games” where gems then are disabled, but a) Ono already stated this won’t be possible, and b) this is splitting the community in half, lengthening search times for both etc
Well there is offline gem mode perhaps. Perhaps adding a no gem mode slot.
Competitive play with these gems seems quite crazy even that simple speed up like that.
15 seconds is quite some time.
I’m probably only gonna be playing offline. No Gems indeed. The CPU and I will be on an even, no-gem playing field.
Even, until it destroys me anyway i’m so free
Back in the day when it was still 5 gems. I had assumed they would last no longer then 4-5 seconds at the most. But given how the system is down to 3 slots. More so if you can only use gems once a round. Since this aspect of the system has not been addressed yet. Regarding if they can only be used once a round, recharge over time, spend meter to recharge one faster/instantly, or recharges based on damage you deal.
If they do not recharge. Then a longer period of activation dues not seem odd. Yet in combat even digital combat. 15 seconds is an eternity. So it would not be wrong to assume. That the activation time is based on the gem’s class. Since it is hard to imagine power gems or defensive gems. Lasting as long as a mobility gem. But that is only an assumption. At least they are finally starting to release videos. So it is only a matter of time now. Until there is more information, and finally a playable build.
For peopple who complain about low health characters. Stack up on those defensive gems. Your chance not to whine about low health chcaracters
Low-HP characters mostly excel at rushing down, with great damage to back it up - so, why bother putting defensive gems, if I can stack offensive ones and make the killing easier and quicker?
People those days /lesigh
If I use Gems at all, it’ll be the ones that jack up my ATK power.
Have fun dealing with my juiced-up Sagat, everyone <3 #roidrage
Ii
I believed that lili is low-hp low damage character but wreckks the entire roster because of her tool set. If you want her to have more vitality… hwy why not stack up on defense gems
Speed and power gems are better - since you’re hit-confirming stuff into semi ToD.
Lili is a character (here in SFxT) that requires you pretty much to not make a single mistake at all - a little boost on HP/defenses isn’t going to help much in the long run - you’ll still be killed by what would kill you in the first place.
Seriously.
You might as well try to turtle with them, then lose like the idiot that you are.
“It’ll take you TWICE as long to chip me to death now, fucker! Ha HA!”