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

Look at IM’s Smart Bomb at ~28s. Look how floaty they are. Why couldn’t they be like that now? :\

Edit: Or my eyes are playing tricks. I can’t tell.

Ironman with a slower smart bomb
chris with a faster Flamethrower and air dash
Ryu with an airdash…so much potential lost

Dormammu’s OTG spike :sad:

Oh, I didn’t know that there was a damage indicator on each combo, that feature is sick, why did they remove it?

because everyone said it was too much like TVC

Damn watching that video they had a lot of good things going. They definitely should have left the damage display during combos. There looked like no directional techs on air hits which was a plus. Also the counter TACs lead into reverse TACs. I am glad they got rid of the universal air dashes though.

O RLY?

Should I feel bad for that bitch motherfucker who tried to TAC me and I countered him into a new TAC? Do I care if he is salty now? Hell no, fuck that loser.

If I can punish him because it involves equal risk for both of us, it does fix the problem.

The counter TAC resulting in you comboing is a bit DOA syndrome. I think reward in getting out of it is very fair but i can see other benefits added. The issue with TACs is the amount of reward has been taken much farther than intended and the intent of a mind game between the different benefits is not solid enough.

The Up and Down TAC needs a much more defined benefit. Currently the only well defined TAC is side TAC that steal meter. Down TAC gains meter, but no matter which direction you TAC, you will likely gain meter anyway and with expanded combos 1 meter is very trivial. Up TAC is pretty much interchangeable with down TAC since you gain the meter anyway.

Ideas to improve the system as a whole:

  • Longer window to counter TAC, still only 1 option can be chosen. This should be more of a lock out attempt than a reactionary effort.
  • Remove TAC infinites and hit stun reset. The benefits of TAC should be the immediate effect and the safe tag. Outside of characters with extensions that ignore hitstun, combo potential should be very limited after a TAC. TAC’s shouldn’t be about adding damage beyond what the character on point can accomplish from that point with the remaining hit stun scaling.
  • Give Up TAC a more defined benefit such as gain red health back, a temporary buff, apply a temporary effect to the opponent.

If you make these adjustments you have a better mind game and the player getting comboed has a situational mind game to work with versus a 33% guessing game as it is now. Currently people almost don’t even care which TAC they use because the benefit for them is the combo extension, which ignores the mind game aspect and makes an already hard to react to event worse. If you limit the combo potential and give more clearly defined benefits, TACs get brought back to being used for safe character swaps and interesting choices in a small buff in trade for solo combo damage. Right now TACs are simply too strong and too hard to counter.

This post is so full of win!

That would be akin to a burst or combo breaker which goes against the original intent of the game. That’s what you wanted, but its not what people wanted then and why the game is the way it is. Everyone wanted the game to be as “get fucked for getting hit” as MVC1 and 2 were except with way more accessibility. They asked for what they wanted and got what they wanted. Just like how they wanted ABC combos that can add up to more than half life.

Either way the mechanic would be deemed too cheesy and there would eventually be a cry out for the removal as is now.

Everything in this game is “fixed” by hitting the opponent first any way.
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What are you basing this on? I don’t see how a mechanic that fixes our current TAC issues would eventually be removed because some people thought is was “Cheesy”. If it does what it’s intended to do, I don’t see that many people giving Capcom backlash on it.

What is Capcom’s deal with Iron Man. Do they just not want him to be good? I can’t believe Smart Bombs used to be SLOWER then they are already cause in my opinion even Air Smart Bombs is too slow.

You do realize people have hated TAC’s since the beginning simply because it’s near literally this…

[media=youtube]T210Jpj46j0[/media]

determining whether or not you get put in a combo that resets HSD and adds potential major damage while very much dampening the issue of HSD and aerial positioning during the combo right? People are just going to always be salty about that and feel it is a broken mechanic no matter what. There’s no way to balance a mechanic like that outside of making it do no damage and simply for meter build or just generally nerfing it to shit. Even if there is a stronger consequence for getting guessed out of a TAC…the odds will always be in the favor of the person doing the TAC and people will still get blown up by TAC combos more than they escape them and still say “shit is stupid, broken, random, cheesy” etc.

Actually it’s even worse than that video because you essentially have to both do rock, paper or scissors in order to break out of the combo. Anything else you get put in a combo. There’s no up beating down or anything like that. You have to guess w whether your opponent is going to put down a rock, a paper or a scissor. **Meaning if the opponent puts down a paper and you put down a scissor or a rock…neither scissor or rock counter and you get put in a combo. **The only thing that beats rock is rock. The only thing that beats scissors is scissors and the only thing that beats paper is paper so one person has to be the “dealer” and the other person is the “guesser”. Both players can’t deal their weapons and there’s no stalemate or reset for cancelling each other with the same weapon. **That’s just retarded and makes RPS look really good. **

“I’m not gonna be salty when I guess their TAC right and put them in a combo!!! YEAH!” Yeah…too bad you’re going to be in a combo way more often if you’ve ever played in a tournament or played the game…ever. The ratio of breaks to failed breaks is heavily skewed in the favor of failed breaks. Mainly because if they choose paper, you HAVE to choose paper or get put in a combo. There’s no trade to save you like in traditional RPS.

Traditional RPS is win/lose/trade. TAC is win/win/lose little bit.

You’re view on the whole subject is way too negative, are you suggesting we leave the TAC mechanic alone as it is? Im not understanding, you’re against a Mechanic that actually rewards you for guessing your opponents TAC correctly, and through most people’s eyes this would be an improvement over guessing correctly and getting NOTHING. Capcom will most certainly not remove TAC’s all together, adding in a feature like this still won’t solve the complete problem of TAC’s but it’s definitely a step up from what we have now. Going for TAC’s won’t be as herp derp as before nor as frequently used since there’s the chance your character will die if your opponent guesses correctly.

Oh yeah, it just happens that if you get countered with the current TAC mechanics, it counts as a combo breaker… so how exactly does it go against the original intent of the game if it is what the madafakin’ game actually does?

Succesful counters should give full combos, payback is a bitch, but she is a fair bitch of justice and honor.

Being able to combo from a counter is WAY too much reward. You’re basically getting huge damage for guessing AFTER the fact you got hit. Then you would argue that TACs are useless because you can just guess and get rewarded for it.

The issue is that TACS are overpowered. Making the counter have that huge of a penalty is NOT the answer and would make it much much worse.

If someone goes for a reset on me and messes it up, I can get the hit and convert to a combo from that anyway. TACs are supposed to be easy mode combos that’re actually easy mode resets, so if they get messed up, I should be able to punish them, too. Plus, it just looks cool.

Couldn’t agree more, if you lose your chance to reset, you might as well get punished for it.

That’s the wrong form of reward for a guess. It would completely invalidate TACs as they would never be worth the risk. TACs have a place, they just need some reworking. The biggest issues right now is comboability is too good and there’s no real mind game because the only 1 of the 3 options has any real significance over the battle. If TACs focus more on the choice benefit and safe swap, and nerfed the ability to create long extensive combos it becomes much more balanced. Why? because your focus of escaping is not about preventing damage it becomes about preventing 1 of 3 immediate rewards such as stealing a meter. This was you get a good mind game because even if you defend wrong you can option to not be a victim of one of the 3 choices. This creates an ante scenario where there is likely an optimal TAC choice and you can choose to block it out and endure a less beneficial TAC from them, or you can gamble and attempt to read the option. THIS is how TAC are intended to work in terms of the guess. The problem right now is the context of the fight rarely makes any of the 3 options preferable unless stealing a meter really harms a certain team. Contextual choices are the solution, not embracing the blind guessing game further with combo punishes.

Guessing a TAC should not reward you with a huge come back combo. It sounds ok at first, but in practice it would get retarded really quick and no one would ever risk a TAC in competitive fights unless they catch the opponent sleeping. NOW you could add reversing the immediate perk as well as escaping the combo and that easily is enough reward. Remember you the player fucked up and are getting hit, that’s why you’re in that scenario, being able to escape in a game with TODs is already a huge reward, why should you be handed your own possible TAC for mashing a 33% guess from you messing up prior?

Why in the fuck did they remove those counters leading to a new combo. Could lead to some less bs.

Still hate getting hit by dante and just waiting for 30 seconds

And I’m totally fine with that. Less TACs, better games.

I will tell you what is unfair, making TACs much more rewarding than trying to set up a well thought reset, if you can punish the reset attempt with a TOD, then I don’t get what the problem is with punishing a “TAC reset” which awards a lot more for less effort (meter gain, meter steal, damage & access to infinites).

TACs are for pussies.