UMVC3 Patch/Balance Discussion *NO PATCH...but word is out of possible ALL CAPCOM VS game coming*

Eh… I mean it would work.

What you really seem to want is a return to MvC2 mechanics where the assist won’t come out if the point is clocked. and I can support that.

Why would you want the only assist in the game that breaks combos to not break combos? What’s wrong with one assist that keeps the game from being a one or 2 hit you dead fest?

That would be preferred of course but I was just thinking minimum. Was just a brain fart.

dr. strange can do that with his flames of the faltine, but he has to have glyphs on the screen first. also, it’s not an assist.
and hidden missiles doesn’t just track, those things freaking heat seek lol. only morrigan can dash away from them.

Same reason I want a lot of things; because I do.

Spoiler

http://25.media.tumblr.com/tumblr_luq7zcOmgQ1r3n8gxo1_500.jpg

GTFO combo breaking assists are so fucking brain dead anyway. Sure you can nuke Doom same way you can double snap, etc. Same boring ass issue vanilla had only to a lesser degree.

I believe there’s enough options to deal with the missiles where it’s not really necessary to change them. They’re not flat out invincible and work as a super fast second invincible hit box like the vanilla assists did.

The assist has enough issues before it actually falls down on your opponent where they least it should do is break you out of combos.

Guess we’ll have to agree to disagree. I simply find near risk free options boring. Main reason Haggar and Tron were so dull. “Doesn’t matter if I"m hit because Doom-kun will save me. He always does…”

He doesn’t really save anyone but Morrigan and maybe Dorm now that well. Which they’re very space control oriented characters any way and time has proven that they’re not really unbeatable with hidden missiles assist either. Most other characters can’t simply have hidden missiles as their only neutral assist. Just isn’t strong enough on its own.

i’ve noticed that hidden missiles’ meter building is pathetic, which is a good thing.
however, i don’t think it scales the rest of the combo very much because i still see people getting kill combos off HMs.

PS Vita version sales of UMvC3 put them were they wanted to be, or at least that’s what I heard.

I think all the top 4 assist need to be toned down slightly.
-Tatsu
-Vajra (whoever put this assist in the game can eat the biggest dick)
-Jam Session
-Missiles

Disrupter and Greyhound both need there speed decreased. They are half the reason teleports are so stupid. As for missiles specifically I say make them not hit on the way up and they need more start-up before the 1st missile launches.

It scales the damage as much as any other 6 hits.

why not just leave missiles exactly as is, except when doom is hit make the missiles lose tracking ability and continue on whichever direction they were heading?
Imo this would keep the assist’s value intact as well as making it less abusive by those who use it.

It’s still not enough…

It usually doesn’t matter because the HM lets you confirm with something like a 5C or something big which makes that first 6 missile hits more negligible in terms of scaling.

But that has nothing to do with HM, just the damage scaling model on the whole.

I wanted more characters for MvC3… BUUUUUUUUUT… MvC4 sounds really sexy.

Just imagine MvC with next gen graphics and without bullshit mechanics (hope they learned their lesson with X-factor and TACs)

If you think a MvC3 sequel (let alone a newer capcom game) would have less bullshit mechanics…

We can only hope i suppose.

I really hope that they make the next MvC feel more like MvC2.

Let’s be honest, MvC2 only needed 2 things.
-Balance patch (not possible back in the day)
-Infinite prevention system (I’m fine with hit stun deterioration, just get rid of dumb mechanics that change the way it works like TACs)

MvC2 was pretty awesome.

Yeah I know. The fact that Doom only scales to 20% also factors into it when he’s on point. You can get 15 hits in to start a combo and Doom will still easily break 800k, possibly 900k with with the right assist extensions.

There’s nothing really wrong with HSD as a system, but Capcom half assed it.

Look at anime games (particulairly BB and GG) and their full proration systems. It’s alot more in depth and well thought out.

Capcom always tries to make their mechanics as simple as possible, often times to the detriment of he game as a whole.

HSD is arguably the best system if you are going to have extended combos.

The problem, like you said, was the half-assing. Too many special exception states (DHC glitch, now the TACs), and they made OTG windows and groundbounces waaay too long (and this is after OTGs were nerfed early on!) Just about every thing they put in you can see the logic behind, but was just kinda… botched ><

The sad thing is they were so focused on trying to make it feel like mvc2 and didn’t focus on the essentials of the game.