well im sure people would catch on quick if you had a EX Gem loaded in your loadout, but yea i see your point, however wouldnt having a clean save file…nevermind…this is getting stupid like dealing with SCV tournament rules…
wait the gems would be ON the usb sticks? i just assumed it saved settings not the actual thing itself.
assuming it just saves settings it wouldnt matter as long as they arent on the console its being loaded on. itd probably say invalid some such and load an empty slot or not load any gems at all.
i thought it was your gem load out saved on the USB, not the data itself…i hope it is as you say the gems wont load or can’t be found…
i think we are getting ahead of ourselves tho…
Yeah I’m not sure on that yet, this is merely a possibly incorrect assumption that I’ve drawn, as we don’t have much information on how it works. Possibly it works like you said, won’t load gems up that aren’t unlocked on the console. But it is possible that they could have allowed for people with the promotional gems to access them from their USB if they saved the settings from a console that had them unlocked, and loaded them to one that didn’t (as they are there already on the game disc most likely).
I got a chance to play a recent build of SFxT and I have to say that the game is a lot of fun.
Any skepticism about the gem system (in terms of game balance) is blown way out of proportion. The gems do make a little bit of difference, but their impact won’t typically influence the outcome of a game unless it’s really, really, really close.
In terms of competitive tournament play, being able to select from a preset gem loadout at character select is pretty handy. I am hoping that the USB idea does work out in that you can just plug in your USB and it’ll automatically have your gem loadout to save time.
On the other hand, going back to my original point, I don’t feel they make that much difference anyway so I’m not sure it even matters.
I haven’t been paying super close attention to the gem system, so sorry if I’ve missed something, but if a player uses both of the healing gems (with “get hit by 2 special moves” conditions) can they actually make it so that getting hit by fireballs heals them? I read that you can have two gems activate at the same time… and I guess gems can be activated as many times as the conditions are satisfied?
If so a character like Guile say who wants to play a fireball zoning game can be easily gem-counter picked.
they will only activate ONCE per round.
I see… thanks!
Yep, and people are blowing the strength of the DLC gems out of proportion as well. Remember the outcry over the DLC +30% dmg gem? Since the standard one needs to be used with Pandora. Well things have changed and one certainly looks more viable to me, lets compare.
2 Launchers DLC gem
You have 10 seconds to take advantage of this gem once activated
You activate this gem by launching for the 2nd time
When your character is tagged out the gems timer still goes down
You than need to switch your character back in right after the other one comes in, that wastes time.
Because you’ve launched tag and than raw tagged right after you have no chance to press on wake up
You know have 8 seconds or whatever to open someone up
You open someone up with 1 second to go, you get 30% dmg on the start of the combo.
Pandora Gem
You can combo into Pandora via ex wallbounce.
When you activate Pandora you have to be going for the kill, +30% sounds like it would help
Time limit is meaningless since Pandora is activated.
The +30% dmg gem will negate any opponents using the +30% defense gem against Pandora.
So much for pay to win, at least with that example.
Meh honestly, anyone willing to spend a dime to buy those DLC gems is quite stupid. At most I can understand DLC costumes [That said, there’s many good fighting games that provides*** way*** better character costumization options than Capcom and don’t charge a penny for it. Anyways, that’s another story.], but game mechanics in a fighting game simply shouldn’t be charged, regardless of the impact degree it has on the gameplay.
They’re testing the water, making the Street Fighter fans that we are used to the overall concept of buying game components to improve a loved character’s abilities to make him somewhat more effective. And in future iterations, pushing it further, bit by bit. With each opening they get Capcom will drill your ass even harder and milk that precious green paper out of your pocket. The less Gems are purchased, the less Capcom will be encouraged to go that route.
Then why have the system in the first place? Seriously how did CvS2 do this system right so long ago yet now they can’t even get close.
I actually think the CvS2 system is much deeper than SFxT, but I could be wrong since I didn’t play a whole lot of CvS2. The CvS2 system makes core changes to your gameplay while the gem system doesn’t. There’s nothing wrong with the current system, it’s just different.
That was the general premiss of CVS2 groves, was to have completely different playstyle/toolsets. Gems are not suppose to do that at all, i dont see why people keep drawing to that conclusion…that Gems are lesser Groves.
Gems add passive bonuses to certain parameters ones certain conditions are met, that’s Boost Gems in a nut shell, It can’t get any more simple then that. Why is This consonantly being compared to Groves Variable Sub-Systems?
Gem’s may or may not add a huge amount of depth, that how has yet to be proven. But the word “Depth” has a real convoluted meaning as of late and frankly people don’t know the meaning of the word…Jim Sterling was talking about this in a not too old post cast on how “hardcore” gamers feel that “new casual games” have no Depth but in reality the games we grew up playing of the past had little to no depth…
I think this is going to be compared to the CvS2 grooves until someone yells on stream that its not… the same.
[meterbuild, speed, other gem depending on team dynamics] seems like a reasonably strong loadout that’ll work for most teams. in addition, i feel so sfxt-retarded b/c i never noticed both characters do NOT share the same gem sequence. haha that changes things just a bit.
the biggest “net gain” are the flat -100 damage shield gems, followed by the healing gems. another strong candidate is the +40% meter building gem.
Onslaught Gems in general are good as gaining meter in this game is spontaneous, Speed Gems are no slouch either as every forward dash builds meter as well, Im guessing thats why EX Onslaught with Speed Boost is double trouble…oh wait i mentioned pre-order gems…whoops.
Really? Must’ve missed that.
they were talking it about that on the Finger Cramp invitational…
Man, they weren’t kidding when they said everything builds meter.