| 1 month ago :: Oct 23, 2009 - 8:59PM #21 | |
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So, only pros, or people from SRK matter when discussing change in this game? Other people play the game too ya know. I won't say their opinions don't matter, but they shouldn't dictate every decision when making the game.
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| 1 month ago :: Oct 23, 2009 - 9:20PM #22 | |
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Because they're the one with a greater knowledge of the game, at this point they might know things in the system that even the developers didn't notice. Face it, IV is a very defensive game that favours turtles, buffing throws would be an elegant way of helping change that up slightly without implementing an arbitrary system like a guard meter (which favours characters with good block strings and imbalances the game).
I support a new (or remixed) Darkstalkers game!
http://is.gd/2iSgG My fighting game blog. http://comboaddict.blogspot.com/ |
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| 1 month ago :: Oct 24, 2009 - 12:20AM #23 | |
^^ wins
D3v, I don't think that just because a person is a "top player" it automatically means they know the game better than others. It really just means they play the game well. Example, even before I beat sigma 2 on master ninja, i knew it was a sh*tty game from a design stand point. I hadn't mastered the new mechanics or even gotten the hang of the new lame a$$ dash, but I still knew it was horribly designed. |
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| 1 month ago :: Oct 24, 2009 - 8:12AM #24 | |
Why,SF4 was'nt YET casual friendly?
Easy execution move,majority of combo are easy to do,easy learn what is punishable with what,easy mechanics rules... is'nt a killer noob game you know
But is also deep,so can be played by decent players that want train and become better And to make possible this they must put in some "advanced" mechanics... and one of these is the counter throw. Now if you make weaker(priority/range/counter time) the throws... weak throw+counter throw=useless throw at decent levels
And anyway -you must near to throw -you can't combo attack -> normal throw -you can be punished by high priority moves -if you miss you can be punished -you risk that the opponent counter it,so is better use an easy combo like normal attack -> special(more damage,and guaranted)
Funny talking about nerf throw and make the game casual friendly... throw are one of the most used things by casual to (try to) punish,a decent player for punish when he can chose ever a guaranted combo,and use it mainly for force the defense of turtles
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| 1 month ago :: Oct 24, 2009 - 9:05AM #25 | |
I'm willing to wager that most casual players are not able to pull off any given character's bread n butter links. Most still can't grasp the FADC mechanic. That said, I'll say the game is casual friendly if you use Sagat, ryu, or Ken. And for the LAST TIME, nobody said anything about NERFING throws, I'm talking about tonning the priority back down to what it used to be. Doing that certainly won't make the game more casual friendly, it'll make it so throws don't interrupt an attack animation even though it's already connected. Throws used to not have stupid priority and there was no "useless throw at decent levels". I'm actually starting to get curious as to whether or not akuma can be thrown out of the instant hell murder. Some might also get defensive because I think they should get rid of the cinematic throws as well. Keep the actual move, but get rid of the dynamic camera during. Thats just my very minor opinion. They could keep the camera, but I just think they should take a look at axing some of the priority.
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| 1 month ago :: Oct 24, 2009 - 9:34AM #26 | |
You want reduce priority/range? Ok,do it But reduce too the time to counter throw Again,is relatively easy counter throw... if you want make them harder,make harder too counter them Reduce priority but keep easy throw cancel IS nerf throws |
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| 1 month ago :: Oct 24, 2009 - 9:44AM #27 | |
You may think it's easy to counter throw, but I don't, Blastaar doesn't, neither does anyone else I've played it with and in the fortnight I played online, nobody I ever played against teched a single throw and nor did I. Once again, I don't expect anything from Capcom but I wanted to say I find throw teching difficult, and I see people who pick up the game can't play it as intended. So ideally, I'd want throws to have slightly less priority, leave the range alone - it's bad enough already. It's just not in the cards though. |
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| 1 month ago :: Oct 24, 2009 - 10:03AM #28 | |
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Throws either need to be easier to tech or have their priority reduced. I like the VF5 throw system where if the opponent was just standing there, the throw becomes a 0-frame throw, but if they were executing a kick or a punch, the throw is probably going to lose since the punching player was ALREADY doing a move FIRST. If the throw and the punch/kick are done at the same time, they clash and the players are reset. This is a MUCH MUCH better throwing system and would be great if implemented into SF4. |
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| 1 month ago :: Oct 24, 2009 - 10:28AM #29 | |
Truthfully, I'm not even thinking about countering them, I'm just mainly speaking about those instances where you've clearly connected an attack on someone, but it's ignored and you're just thrown instead or vice versa.
I like the VF5 throw system where if the opponent was just standing there, the throw becomes a 0-frame throw, but if they were executing a kick or a punch, the throw is probably going to lose since the punching player was ALREADY doing a move FIRST. I like this. |
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| 1 month ago :: Oct 24, 2009 - 11:50AM #30 | |
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The thing that pisses me off is that I throw a punch and instead of me hittin them I get grabbed.Ans sometimes when I land a jumping high kick they grab me as soon as I hit the ground like the kick didn't affected them at all.That is another reason why Seth is a cheap as bastard.
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