Its no more ridiculous than assuming stock is the best mode because “smash bros”. I’d put money down that they didn’t even add stock mode until they got backlash from the early showings of the game. If you want to run stock mode in this game, you’re going to limit the amount of cast that can actually chase people down effectively on the maps that allow extremely easy circle camping
do you really want to partake in 10 minute matches? Do you? If you’re so damn sure that the matches will be short “when the meta-game reaches maturity” (assuming it ever even does)…whats the harm in running with timed matches. Eliminate the possibility, and actually play the game it was meant to be played.
Well I have hosted a tournament (offline 1v1) last Saturday and hosting another one this Saturday.
The settings we are running with are:
2 Stock
Best 2/3
Double Elimination
Map hazards off
Items off
Banned stages are Sly Cooper, Loco Roco, Infamous, Ape Escape
We believe…at the moment…this is the best settings until we notice the skill level and combo level getting better (in live action and not just practice mode). The average time for a best 2 of 3 set was 9-10mins.
Explanation of settings
Stock. This is because timed will create a keep away scenario and or a distance game.
Map hazards off. This is because, skilled players should not accept outside assistance. Tournaments are about skill.
Items off. See “Map hazards”
Banned stages explanation
Sly Cooper. Too many levels. One of our matches in our last tournament played on this stage and that “1” of the “3” matches lasted 15mins. That is way too long for a fighting game…no matter what you play.
Loco Roco. The gap in the middle makes the battles a distance battle. Less hand to hand combat and more projectile type matches. This is not suitable for tournament play.
Infamous. The fact that the stage is a moving stage. Its the same as a map hazard.
Ape Escape. Even with map hazard off the spewing of the poisonous liquid and gases still happens. Don’t know why…either way for that reason it is banned.
Now this is just the setting we are going with at the moment. As we host more tournament over the next few weeks we will make the necessary adjustments to make sure it is a skillful and competitive format.
Here is a video of our Finals match. Best 2/3. Match set took 10mins to complete.
[media=youtube]blRLnFKFVe0[/media]
Eliminating stage hazards and items eliminates 2 out of the three ways in which it is possible to remove ap. Items have strategy and strengths and weaknesses removing them to early is reactionary at best.
Stage Bans- meh stages add another level of gameplay that is important to learn. Supers effectiveness as well as general character effectiveness is very stage dependent, rules should be random then loser has option to select. Similar idea to blind pick in sf.
Rounds 1v1 3 stock 2 out of 3 seems best, if people suck this could take too long but don’t see how you could play it any other way and keep it fair. 3 stocks makes it so someone can’t build certain lvl2s and one and done you with correct play eg fat princess can link into lvl2 and have plent of time to watch you spawn wait to see where you roll and the charge you (on certain stages)
2v2 - 1 and done kinda sucks because of effects of stages so should still be 2 out of 3 but obv needs to be kill limit. Start at kill limit 5 and see what happens IMO.
Also yes hazards off turns off moving parts of stage such as killzone or infamous
I don’t even play this game but I have to comment on this nonsense.
Why is this a bad thing?
Why can’t part of the overall skill include mastering how you interact with the stages?
This is retarded. Just because you and your scrub friends don’t like to play keepaway does not make is something that is “not suitable for a tournament.” Good grief.
These rules are gutter trash. You did everything in your power to make keepaway in non-viable strategy. Radec, Sackboy and lesser extend Drake might as well be useless with this ruleset.
Hazards should be on. As stated before, it’s one of two reliable ways to drain AP. Another is that the hazards are timed and give ample warning before they happen. They are apart of environment awareness like other things such as platforms, uneven ground, pitfalls, etc.
Items should be on too. Second most reliable way to drain AP and they have their drawbacks. You can’t block nor gain AP when you see melee items like the Spear of Destiny and Razor Blades, Gun items need to be aimed and have slow start ups, RPG misses couchers, market fish has a slow startup and opponent can easily counter with a super. If you play with items you would know these things.
While the InFamous stage as forced movement it moves the stage at very slow pace and it doesn’t consistent move. It only happens twice. Not enough to warrant a ban, imo.
This game isn’t Smash Bros. Stop treating it like it
Well, Manic (i believe) did the regular hold a corner, jump and spam electric mat, fan, balloon, and cakes. The gameplay from everyone definitely wasn’t indicative of the game’s potential. One match, Sackboy was even able to throw away a level 2 and build up meter to level 3 not long after. Well, I’ll have to wait for the grand finals to see if anything different happens…
There’s only 1 killing item and another one that gives you a crazy amount of AP, both really rare. I don’t feel like the others or the hazards break the game in any way. I mean, most characters can create a crumble or lock-on status for example and Heihachi can create Tekken Balls.
Oh, and I thinks 2vs2 works better for this game, especially for zoning characters.
are archives up for 2v2? What ruleset did they use? I"m hosting a local tournament for ps all stars this saturday, I will be getting footage. Besides myself, everyone else will be new to it so we’ll see what happens, doesn’t matter though, I’m the TO, i can give them some pointers.
Once again…these setting I suggested are just a suggestions. This is what we are running at the time being. The game has been only out for a week. As we do more tournaments for PS All-Stars the rules and settings may change as the competitions improves.
**The tournament I host is not between friends. It is a tournament with an open invitation to anyone that comes to our game center or sees our tournament advertisement.
Two general questions for everyone that has disagreed with my suggestions from post #44.
Have any of you guys test out your theories and or settings in a tournament setting.
If you did how long were the matches and/or the match set.
When coming up with rules and/or settings one of the most important things you will need to watch for is time. No one wants to play one round for 20-30mins. If it does go that long the tournament has the potential of lasting over 4 hours with only 10 entries. Just imagine if you have over 10 entries…