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PostPosted: Oct 15, 2010 0:24 
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Mind Reader
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Joined: Jul 17, 2008
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Favorite title: Biohazard (Rebirth)
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Infinites will not be in MvC3, but 100% will definitely be in, especially with how abusable KFC is. They are always meter dependent and often situational but get used to it. That's why you have three characters anyway and meter is significantly harder to build in MvC3 so it will take good meter management to pull stuff like that off.

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PostPosted: Oct 15, 2010 21:26 
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Wishmaster
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Joined: Aug 12, 2008
Location: New York City
Favorite title: Biohazard 2
Now playing: kof XIII, VF5FS, DR2:Case West
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Yeah, it really baffles me that people complain about infinites that take an ass long amount of time to kill someone, as opposed to Power-up glitch Juggernaut who, with a good assist (Psylocke, Tron, Akuma), can just kill you with one mashed super. MvC2, like any other fighter for that matter, is about finding openings or making them. The same applications to an irl fight. Infinites, as stupid as they may seem, are not so bad because they are scaled and pretty much force the person to reset. The time they need to reset will present you, the defender, an opportunity to guess right and prevent that reset and make a comeback attempt. No matter how you look at it, even if you hate infinites, you get caught in them because of your lack of skill and defense. It's the same even if someone got psylocke assisted into headcrush super. Just lacking the defensive tact, got that person killed off. One thing I do like that they changed in MvC3, is the lack of assist spamming. Now, assists can only be used for set ups and during combos. Assist spam in MvC2 was very punishable, as it still is in 3, but who didn't get annoyed at consistent Commando assist spam?

In any case, it's fine to have a personal opinion about not LIKING infinites and the like, but you have to accept that it's FACT it's a high level thing. Some people just completely get mind f*cked because they are getting an infinite performed on them, not realizing it scales and then the REAL damage comes from the rest, which the person can avoid if they block correctly. Regardless if they don't, they are STILL presented with the opportunity.

I do agree however with Tekken. Particular Tekken 6. There should be no reason, especially how much damage juggles alone do, for the game to have a RAGE system where damage is increased, along with a bound system that allows for MORE juggling opportunity. Bamco should've disabled that function when pretty much every character in the game had a 100% Rage Mode death combo. It's a stupid nooby function that allows for lucky comebacks to cater to scrubs. Aside from that, I actually find the game quite enjoyable. And before anyone decides to say "Oh, but you can block right in Tekken and avoid the juggle, etc". Tekken does NOT have scaling. End.

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PostPosted: Oct 15, 2010 21:48 
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Fur Ball
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Joined: Aug 21, 2008
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Favorite title: Biohazard Outbreak File: 2
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An infinite would be something someone can't break out of, that's why it's called an infinite.

Honestly though the one hit kill thing isn't helping any arguments, just shows that MvC2 is even more broken then I originally thought. But even with that, at least that gets all the damage out of the way instantly. It's so boring to sit there and get hit with an infinite for half the match just watching the other person doing all the attacks on you, may as well go make a sandwich or something. :/

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PostPosted: Oct 15, 2010 22:12 
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Mind Reader
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Favorite title: Biohazard (Rebirth)
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FoxyAreku wrote:
An infinite would be something someone can't break out of, that's why it's called an infinite.

Well that's not how they work in Marvel. Eventually they do 0 damage and after 50 hits(?) you pop out of them.

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PostPosted: Oct 15, 2010 22:19 
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Dizzynecro wrote:
after 50 hits(?) you pop out of them.

Yep, it's 50. And this. ^

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PostPosted: Oct 15, 2010 22:29 
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Homer J. Fong
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Joined: Feb 16, 2009
Location: Scarborough, Ontario, Canada
Favorite title: Biohazard 2
Jacko wrote:
And before anyone decides to say "Oh, but you can block right in Tekken and avoid the juggle, etc". Tekken does NOT have scaling. End.


You can avoid the launcher, but I'd be lying if it doesn't get tense all things considered (particularly with the rage lag that hits for a few milliseconds). Just be lucky you haven't played the original T6 since BR is fairly balanced, and despite the gripes, it's currently the most balanced game out there. Most fun is debatable as far as Tekken alone is concerned, but I can see the appeal if one is new to the series. Compared to the old days (pre T5), the game is definitely easier to get into by a mile. I doubt many new people can do proper wavedashing or Korean backdashing in TTT without pulling their hair.

Anyway, juggles, even with bound, don't do that much damage unless you work hard with wall punishers. Basically, it's the combination of bound and walls that irritates the crap out of me, especially with the majority of the game's smaller stages.

But if you take out bound, it becomes more of a fair game. Rage is something that I have no problems with since I played a lot of T3 and vanilla T5 where instant deaths if you fuck up were common. It's TTT's netsu on crack for better or worse. In fact, Paul's Deathfist counter hit in T3 does the same damage as a rage fueled counter in BR.

Now as for TTT2, I'm not sure what they're going to do there. Obviously bound will make previously hard tag juggles easier, and there is talk about... ugh, rushdowns. They've got to lower damage level considerably like they did with the original from T3 and take out T6's rage. Dare I say... do away with the crush system but that's just wishful thinking.

Playing the arcade TTT recently just made me realize how much the game has changed since then. Maybe it's the old man syndrome kicking in, but it really felt great when you worked on juggles, particularly the all-important tag ones.

But hey, times have changed.


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PostPosted: Oct 15, 2010 22:33 
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Fur Ball
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If that was true then I wouldn't be seeing people dying in one combo over and over and over in high level matches, but if you say so.

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PostPosted: Oct 15, 2010 22:57 
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"You did a fine job."
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but who didn't get annoyed at consistent Commando assist spam?


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PostPosted: Oct 16, 2010 0:11 
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Andrew Umaña'd
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Joined: Oct 8, 2008
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Side a: don't get caught
side b: give me an escape button

classic.

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PostPosted: Oct 16, 2010 1:43 
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Dark Dimension Ruler
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Joined: Sep 25, 2006
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Favorite title: Biohazard Outbreak File: 2
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Er, I don't recall complaining about 'infinites' specifically, if I did, please feel free to correct me and I apologize in advance if I did say that and create confusion.

However, what I was referring to was not infinites in the sense of one single combo that you get locked into and are dead from.

I was complaining about people who do nothing but spam assists and do a ground slide into a launcher then air combo, air combo, air combo, cancel into a super and wash rinse repeat. Even in Jacko's video he posted for MvC3 there was a lot of stuff like that going on even from him.

In Virtua Fighter if you get a combo going it only lasts for a certain amount of hits, there are NUMEROUS ways to avoid it in the first place, and ways to get out of it as well as punish someone for it.

In MvC2 it's pretty much if someone spams an assist that makes you block high and then ground slides into you at the same time, you're auto locked into their launch + air combo + air combo + super. And when someone repeats that tactic over and over, it gets really old and tiring.

Whenever I've played MvC2 with anyone, including people from this board, as well as the randoms online, and people i've fought in the arcade back in Jersey before they shut it down, the tactics used against me were always one of the following:

(Keep in mind, I never once stated it was impossible to get around any of this stuff, or that I lose to it 24/7.)

-Spam an Anti-air assist to prevent a jump in while spamming a beam projectile to push me back and try to keep me against the other side of the screen dealing chip damage constantly while trying to prevent me from getting in. Anytime I get past it, character tag out to attack me with the incoming character to cancel my offense, or start a full screen projectile super to push me back once again. Wash Rinse Repeat.

-Spam assist to force me to block high while they use a low attack, usually a slide or ground dash to create an opening to launch me and start their air combo + super. Wash Rinse Repeat.

-Combination of Beam characters and full screen characters like Sentinel to pretty much control the entire screen at any given time and make it hell for me to try and gain any offense.

As I've stated, I get how mind games work in MvC2 and I also understand how the gameplay can be fun for many to try and trick the other player into creating an opening for you to punish them, along with the numerous ways possible to do this.

I also have beaten numerous players who tried doing the above crap to me. I've also lost to numerous of them as well. I've gotten better as I went along obviously.

Either way, I still find all of it extremely annoying. Especially when you have 56 chars and only 12 of them are viable for actually playing. And whenever you do play, it's ALWAYS against the same exact scrubby teams of overpowered idiots with the SAME overpowered scrubby tactics.

Whenever I do beat those teams with my Shuma/Blackheart/Spiral team, I don't feel like I had some amazing match either. I just feel like 'Meh, friggin scrubby spammer'.

Add in all the Rage Quitting on that game and yeah. Love the game, think it's really fun. Just get really frustrated and annoyed with the redundant, overused, and overpowered tactics people spam over and over and over and over. And still dislike the idea of people getting so many hits in from landing a single attack on me.

Just my personal preferences/opinion, nothing more.

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