Robyrt
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Balance Thread, Part 2
#83275 - 09/27/02 08:30 PM (209.249.182.230)
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Well, folks, it's time for another one of these. Since 700 is fairly stable and has a good variety of arenas, we can spend more time on character / move matchups, which we need IMHO more than we need AI. Here's a rundown by bot:Edit: Salient points added from the thread below 10/10/02. Force:
Less priority on RP, LK and RK. Force can beat literally anything except projectiles with these moves, which is a little too far on the "Force needs to be competitive in demolition" side. No launcher ability for bombs. This allows players to get on their feet before the next bomb hits. Less range or more recovery on LP meteors. This makes the "back away and fireball" strategy more viable, for obvious reasons. Make j.f+LK hit people and j.LK knock down. j.RK is not exactly the best jump-in in the game, and while this doesn't make Force a jumping machine, it gives him some options. Reduce damage on RP and RK to launcher class from heavy class. They're WAY more powerful than equivalent moves like Pyros' LK. Just nitpicking, but tone the throw down to 40, like all the other bots, instead of 44.Jaguar:
Give him a downward-moving jump attack and a forward-moving jump attack. They're the key to air moves becoming useful: the ability to avoid retaliation while attacking. Remove the infinites and semi-infinites on j.LK, LK and f+RK. Make j.LP and j.RP do real damage, like everybody else's jump moves.Pyros:
Increase the damage on j.f+LP. The move is so easy to punish, it really should do more damage than a jab. Make j.f+RP and j.f+RK move forward more. This way, Pyros can dive at two angles, like Dhalsim, but he needs to get almost within Overhead Throw range to do real damage. Make LK and LP firespin ground moves (non-gravwellable), again in the name of multiple options against Force.Warlord:
Double the number of hits on missile super. This puts it on par with other supers damage-wise, and excellent chip-wise. Increase execution speed of all grenades. They do no damage, they're easy to avoid, they require both hands to work well. If they were fast, they would require more skill (good) and might actually hit people (good). Aiming ability would also be nice. Remove knockdown from LP, RP, and LK. This allows combos, but since mace super is so weak, it doesn't allow overpowered combos. Increase hitting range and throwing range on claws. This removes the LP claw infinite, plus makes RP claw slightly useful. Increase top run speed, keep acceleration low. The inability to chase people is good, but not the 15 seconds of running to get places on the Iceberg. Do something with the jump moves, I don't know how.  [This message has been edited by Robyrt (edited 10-10-2002).]
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Tylik Vacnaar
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WARLORD Everything Robryt said plus increase turning speed if someone wants to they can easily out manuver the warlord which should happen but just not to this extreme.
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generally: blocking while turning would be nice
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Rob Elam
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quote: Originally posted by Tylik Vacnaar:
Everything Robryt said plus increase turning speed if someone wants to they can easily out manuver the warlord which should happen but just not to this extreme.
Yea, when I removed the block while turning I never compensated by increasing turning speed (which needs to be done to all fighters except Jaguar). This coupled with Warlords slow attack speed makes it too easy to punish him. After I finish the AI and single player stuff I'll be tweaking all the above mentioned things as well.
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Kevin Byrd
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Man I can't wait for the next build to go up!  ------------------ Kevin Byrd They that would give up liberty to purchase assurance of security, deserve neither liberty nor security-Benjamin Franklin.
Diversions Entertainment "We make the games you would make if you were us." [This message has been edited by Kevin Byrd (edited 09-28-2002).]
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Unciaa
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Kevin, less hinting, more spoilers. I have a quarter here with your name on it...
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I got to watch the AI, it's cool. I just know that I can't beat him either though.
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Robyrt
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And now a little on the OTHER problem... how can Force own Pyros, yet Jag be balanced with both of them? Some possibilities: Force doesn't own Pyros, RK gravwell owns Pyros. Throwing out random gravwells lets only RP and flamers through. Since RK gravwell moves backward, RP needs to be very close range, so your only options are to run forward into flamer range, deal him a pitiful 20 damage, and hope he doesn't dodge. Pyros rushdown, trashed by one move with almost zero risk to Force. Force doesn't own Pyros, RP/LK own Pyros. Under normal, medium-lag conditions, RP beat j.f+LP, RK, RP, the first hit of RP firespin, and throws, hands down. LK does the same, except it combos into an easy lag-friendly 100 damage and it beats j.LK instead of j.f+LP. Pyros' only option? You guessed it, flamethrowers. The combination of the two makes Force own Pyros. I'm off to test THIS one myself: whenever a Pyros gets anywhere near me, I'll do RP,RK gravwell, repeat until they start throwing fireballs, which I reflect. Hah.
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Kyune
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Of course gravwell owns Pyros, practically all of his moves require him to catch air-time. That's not Force being too powerful, that's Pyros being out-classed--Pyros needs to be a bit faster, and moves that don't necessarily catapult him into the air. Or, code a mechanism that allows their moves to act kinda like those in SF where the animation shows them going into the air, but they're not actually 'in the air.' Or, change some of the dynamics of Pyros's moves: LP flamethrower, instead of spraying uselessly upwards, could sweep across kinda like the flamer super. The RP flamer could then have an extended range. F+lp could act like his j.f+lp torch-floaty move, except that he moves forward a little bit kinda like force does with RP. What Pyros really needs though, is a set of juggling moves that exploits his air attacks, fire spins, and super fire spin. Otherwise, the variety of attacks he can perform in the air is..well...relatively useless. Heck, why not give him an air-fireball move that pushes him back with the recoil? IMO the problem is with Pyros, not with Force. Biased, probably, but having played both a good deal, Pyros is definitely the one that is lacking...
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Well, if you take one fire spin out of the air, then you'd have to take them all out. (If you don't, you'll end up with lots of, "Well, he goes into the air with this, but why not that?") And by that time, Pyros is essentially a Warlord punching bag, since he can't get into the air as easily as the Jag.------------------ "Guns don't kill people... Kinetic Energy kills people!" "All your bad grammar are belong to us." DarkDragon AKA Kyrexus =]*(KyDr)*[= Join the WAR Archives, a growing list of HAR Pilots! 1.2 Ghz Duron on Epox 8K3A+ 256 MB PC2700 DDR Inno3D Tornado GeForce4 Ti 4200 Detonator v30.82 Win98 SE Cable
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X-BoT
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Combining Judy's and Kevin's posts... WE'RE GOING TO HAVE AI IN THE NEXT BUILD????  ------------------ .:|X-BoT|:. SET Member X-BoT's OMF Universe CPU: Intel Pentium III 500MHz Video: ELSA Gladiac MX (GeForce 2 MX) -RAM: 32MB -Driver: Detonator XP 30.82 -Speed: Core overclocked to 195MHz; Memory overclocked to 185MHz RAM: 256MB PC-100 SDRAM M/B: Intel SE440BX-2 SOUND: Creative SoundBlaster Live! Value HD: Maxtor Diamond Plus 40GB@7200RPM CD-ROM: Lite-On 24x10x40 CD Burner Internet Connection: 56k Dial-Up OS: Windows XP Professional SP1
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Robyrt
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Pyros has a useful air game against Jag (and an amazing one against Warlord, but that's another problem), but Force trashes it completely. I think the SF "not really jumping" idea would help here: prevent firespins and LK from being air moves. Remember, a blocked LK means a free jag leap or reflector already.
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Well, it may also eliminate that pause time between spins, and it'd also make the Warlord's game against a Pyros a good bit more useful, since his ground pound would hit.------------------ "Guns don't kill people... Kinetic Energy kills people!" "All your bad grammar are belong to us." DarkDragon AKA Kyrexus =]*(KyDr)*[= Join the WAR Archives, a growing list of HAR Pilots! 1.2 Ghz Duron on Epox 8K3A+ 256 MB PC2700 DDR Inno3D Tornado GeForce4 Ti 4200 Detonator v30.82 Win98 SE Cable
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nexxyz
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I totally agree with Pyros having a middle-range flamethrower sweeping from down to up on RP-FT and a side-to-side sweeping one on LP-FT. also maybe making the RP-Firespin spin around kinda like Flail's 2097 Spin-attack would give an opportunity to keep a Force in check.Edit: "middle-range" instead of "long-range"... ------------------ -"All people are different from each other. I'm the only exception." Head of the LOTF-Clan ShadowLegion (\)eXXyZ Trax Homepage Win2k Pro AMD 1,3 GHz, 256MB Ram Msi GeForce 4MX 420, 64MB DDRam Cable (Chello) [This message has been edited by nexxyz (edited 09-29-2002).]
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Robyrt
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Pyros has exactly one option against Force, and it's flamethrower. The solution is NOT making flamers better, since that only exacerbates the move imbalance, plus it would likely make the RP flamer too powerful. Remember, it's already an invincible move with lots of range and near-complete safety when blocked, and a combo starter on Warlord. Here's what I propose: LP Flamer: side-to-side but short-ranged RP Flamer: same as before, straight out LP: Same as old LP flamer, keeping AA ability while removing the useless current LP This gives Pyros more of a chance of starting his rushdown from a blocked flamer.DarkDragon: That's not what we mean. The problem is not that Pyros' air moves shouldn't be air moves, but that Pyros' ground moves shouldn't be air moves. Currently, LK, RK, and firespins are counted as air moves for gravwell purposes. This effectively shuts Pyros' options down to just RP flamer, which leads to boring "will he flamer or j.f+LP" guessing games. And just to reiterate, the final item on the Pyros wishlist is non-godlike priority for Force's RP and LK moves. I have seen these take down literally every move Pyros has except flamers, without lag. I would not be surprised if RP traded hits with a jag leap, that's how bad it is. This, combined with the other tweaks, should give Pyros a fighting chance against anyone, and the capability to own Warlord for free... but then again, Warlord is a completely different problem.
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I know that's what you meant, but you'd have to do that with the counter, and the normal "ground"-based ones. But then, as I was saying, it'd essentially become Warlord dinner, because of its newfound susceptibility to the Mace f+RP and RP. Jag wouldn't have the same problem, since it could just pull any Jag leap.------------------ "Guns don't kill people... Kinetic Energy kills people!" "All your bad grammar are belong to us." DarkDragon AKA Kyrexus =]*(KyDr)*[= Join the WAR Archives, a growing list of HAR Pilots! 1.2 Ghz Duron on Epox 8K3A+ 256 MB PC2700 DDR Inno3D Tornado GeForce4 Ti 4200 Detonator v30.82 Win98 SE Cable
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Kyune
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Not necessarily. Warlord's ground pound isn't exactly the fastest move in the world, and Pyros has plenty of ways to get enough air-time to close in on Warlord.
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Robyrt
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I'd have to go with Kyune here... Pyros doesn't need ground firespins to own Warlord. Remember, Warlord is so huge that RP flamer and j.f+LP are combo starters, plus Warlord has no AA to speak of (except RP, maybe) allowing Pyros rushdown to work with its full effectiveness.
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nexxyz
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so a solution would be to make one firespin airborne and one on the ground, right?
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Robyrt
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mmm... sounds good, gives the LP firespin a new lease on life as "not gravwellable". Still not too good for catching runaway Force, but better than it used to be.
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Unciaa, I will add in 3 more quarters...then they can call their mothers with 10-10-220. Now we just have to get their mom to convince them on more spoilers
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Unciaa
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quote: Originally posted by Robyrt: I would not be surprised if RP traded hits with a jag leap, that's how bad it is.
Given the fact I've been complaining about this for the past two builds, I should smack you around some.  Jags cannot leap effectively due to gravwells nor punch due to the fact Force has both priority and range on them [**** , it has priority over anything]. Similar stance as with Pyros really, the only difference is Jag's maneuvering speed [doesn't make much difference against a good Force player though, he'll almost always punch your attack moves out].
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Kyune
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quote: Originally posted by Unciaa: Jags cannot leap effectively due to gravwells nor punch due to the fact Force has both priority and range on them
I don't know about you, but even as a server, trying to gravwell a jag out of his leaps isn't exactly easy, for the most part it's easier to try to stop it with a counter or just block and smack him around. If you're fighting someone who is utterly gravwell happy, then your primary concern should be throwing off his predictions, and generally making life a nuisance for him. He has the projectile reflector, but so what? If you're in the heat of battle and close enough, the force player isn't going to insta-react to the fireball, and even /THEN/ lag is on jag's side, as it is possible to get a reflector off and have the gamestate lag say otherwise. You jag players need to get creative...
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Hrm... I don't think it's that tough to grav well a Jag to death. Forces have the counter which automatically forces the Jag into the air and puts them in a grav well. Also, the Jag leap puts the Jag in the air just long enough that a quick well could smack them against the ground.Force players not living up to their potential... scary.  ------------------ "Guns don't kill people... Kinetic Energy kills people!" "All your bad grammar are belong to us." DarkDragon AKA Kyrexus =]*(KyDr)*[= Join the WAR Archives, a growing list of HAR Pilots! 1.2 Ghz Duron on Epox 8K3A+ 256 MB PC2700 DDR Inno3D Tornado GeForce4 Ti 4200 Detonator v30.82 Win98 SE Cable
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Robyrt
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I find leaps really hard to gravwell on reaction myself, which relegates them to the same status vs. leaps as RK reflector vs. fireballs: a more fun way of hitting LP+LK. A gravwell/reflector-happy Force is much easier to handle with Jag, since you have super laser, which beats them both. Of course, it's really weak, but once they're hit, they're probably scared off gravwells for a bit, meaning you can leap to get close, and... get outprioritized by RP/LK. Darn.
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Jag gets outprioritized by a lot, especially Pyros. I'm kinda glad it was tweaked down a bit. Before, it was simply one false move for a Jag player and you were insta-death comboed.  ------------------ "Guns don't kill people... Kinetic Energy kills people!" "All your bad grammar are belong to us." DarkDragon AKA Kyrexus =]*(KyDr)*[= Join the WAR Archives, a growing list of HAR Pilots! 1.2 Ghz Duron on Epox 8K3A+ 256 MB PC2700 DDR Inno3D Tornado GeForce4 Ti 4200 Detonator v30.82 Win98 SE Cable
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Kevin Byrd
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Man oh man I so can't wait for the next beta build!!!!!!  ------------------ Kevin Byrd They that would give up liberty to purchase assurance of security, deserve neither liberty nor security-Benjamin Franklin.
Diversions Entertainment "We make the games you would make if you were us."
-------------------- Yeah I do stuff.
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jitesh112
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NEITHER CAN I [This message has been edited by jitesh112 (edited 10-01-2002).]
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Kevin, why are you posting at 3:10 on a Tuesday morning? Has Rob been trying to feed you to Nanook again?
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Kyune
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Every time Kevin posts something like that, a debugger gets its command line.
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Unciaa
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quote: Originally posted by Robyrt: I find leaps really hard to gravwell on reaction myself.
You don't need reaction time, they last long enough to be quite safe if used right. Unless the Jag player is charging you head-on [in which case you use your GodPriority&range malee moves, they punch out both head-on attacks and air-leaps. Or front deflector, which is a completely safe move in this case] the only thing a Jag player CAN do is leap. If he's running around you, you GravWell- unless he was faking it or keymashes, you have him. And if he did not leap, then he will either be too far away to perform a malee move on you, or will slowly be turning around, defenceless, giving you ample time to just use whatever Force's "hits behind back" move is and knock him away; that or face him yourself. Or move away. The only dilemma is "will he punch me from head-on or will he jump and cannon", everything else is 100% predictable. Kyune: have Cardy host a game as Force, you be Jag, you be creative, then come back, hm? Just because most Force players out there don't know their HARs enough to outmaneuver a bot that is as limited in anything but close-range fighting as a Jag is doens't mean the problem isn't there. One can only be so creative when your moves are limited to generic malee moves, leaps [of those, only one is useful in air game], a weak projectile and a 2-second-recovery projectile. Then again, I've never played you, I could be wrong. How'd you go about beating a good Force player then? 
[This message has been edited by Unciaa (edited 10-01-2002).]
-------------------- Guns don't kill people, slay events kill people!
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Robyrt
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Coincidentally, Force's move that hits on 3 sides is RP, which *also* happens to be a powerful combo starter, and *also* happens to have the godlike priority to beat Pyros j.f+LP, Jag f+RP, etc. That sounds like a good idea.
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Reged: 09/14/00
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Posts: 1802
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Loc: Slovenia
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Erm... Someone's ticked.
-------------------- Guns don't kill people, slay events kill people!
HAR name: Unciaa
ICQ: 4851687 | AIM&Y!: Unciaa | MSN: Leppurd
1GHz Anthlon CPU
KG7 Abit motherboard
1024MB RAM
2x40GB Maxtor HD
Winfast GeForce2MX
SB Live! 5.1 sndcard
Win98/Win2k dualboot
Timezone: GMT+1
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Cyberfrog
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HAR Technician
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Reged: 01/06/01
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Posts: 2048
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Loc: Norway
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Methinks he's been fighting his brother's Force .Yes, I know how annoying that can be .
-------------------- Windows 2000 Professional (DirectX 9.0a)
AMD Athlon XP 2500+ 1.83GHz
512MB PC2700 RAM
Sapphire Radeon 9700 Pro 128MB (Catalyst 3.4)
ADSL 384/128
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Someone give Ayman al-Zawahiri a geography lesson!
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Unciaa
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HAR Pilot
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Reged: 09/14/00
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Posts: 1802
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Loc: Slovenia
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Yes, but Force has been overpowered for two builds... I guess he just never hit a semi decent Force player.
-------------------- Guns don't kill people, slay events kill people!
HAR name: Unciaa
ICQ: 4851687 | AIM&Y!: Unciaa | MSN: Leppurd
1GHz Anthlon CPU
KG7 Abit motherboard
1024MB RAM
2x40GB Maxtor HD
Winfast GeForce2MX
SB Live! 5.1 sndcard
Win98/Win2k dualboot
Timezone: GMT+1
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cardinalm7
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Scrapbot Driver
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Reged: 10/28/01
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Posts: 795
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Loc: HAPPYLAND OF FAIRIES AND GRASSY PRAIRIES! I CAN"T SPELL! WEEEEEEEEEEEEEEEEEEEEEEEE!
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umm... force has always been overpowered
-------------------- P4 1.7
512 DDR
Windows XP
GeForce 3 Ti 500 30.30
DSL
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Kyune
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Arena Garbage
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Reged: 08/06/02
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Posts: 132
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Ermm...I know I posted something in reply to Unciaa, but where on earth did the post go....hmm.The gist of it is that 1) You're assuming I can compete with Cardy, someone who has, as far as I can tell, been playing a helluva lot longer than I have. 2) You're hinging on Force being given the home field advantage, which is quite major as of this build, which changes priorities severely. I've been fire-spinned out of a fire-spin in a pyros vs pyros battle enough times to know this. 3) It's been mentioned before that Jag has a crappy range of moves. Seeing a bit more variety in Jag would be nice (fighting as him or against him just doesn't do much for me, as I get the feeling I'm playing Oni with robots and projectile moves.) 4) HAR pilots are important to consider here. Focus I have yet to see any real benefit in having due to the ever-present energy powerups. Endurance seems to have some useful value, but I prefer high agility and strength. Why? It works for me. Agility is an important part of the game, which is why Jag can at least hold his own somewhat in an extremely laggy game... despite his close-rangedness. The bot's moves alone are naturally fast, and sticking someone like Jacqueline or Tyra in there would give Jag quite a punch. Now, to go off on a chord...One of the biggest wildcards in OMF:BG is that speedy fighters benefit heavily from the fact that the game is being played in three dimensions--in 2-D fighting games, when a player screws up a combo the other character can in virtually all situations immediately block the rest of the hits, and then retaliate after the rest of the attempted combo is finished. In OMF:BG, if you are on someone's flank and start a combo...an easy task for a server...you can mess up the combo, and then just restart it again--which is, in reality a larger combo that occurs simply as a matter of circumstance. Removing the blocking-while-turning makes this an EXTREME problem when fighting against Jag, because with the right HAR pilots the fight can be ended almost immediately from there. If I'm not mistaken, he's the only one who run past someone and turn-kick into someone's flank, and then secure it with f+rp or some other blow... The victim, trying to turn between blows, may find himself turn-a-porting back to the position he was first hit in due to net-code. It's not even reasonable to expect someone to be able to predict when they've turned 'just enough' to block, and let go...AND actually beat out the net-code to make the block. With the current cast of playable characters, Jag seems to be the only one who can exploit that fully. Force's abilities are kinda cheesy when abused, yes, but bombs ARE dodgeable and Force can be damaged by his own bombs and vortices. If you're really gutsy (or just stupid) you can rush him and steal them before he can use em. If anything though, don't expect Force to be doing a 'rushdown' of his own because he just isn't suited for offensive fighting. To Pyro's credit, if he can corner someone or catch someone there, his super fireball that can pretty much annihilate a cornered opponent then and there. So, it's not like Jag....or Force...are the only ones with some weird little uber-powered quirk. I imagine this will inadvertantly repeat itself with the other bots, but that's okay It gives them character. [This message has been edited by Kyune (edited 10-02-2002).]
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Hrm... That's something I never considered before (the fact that the netcode could easily screw up someone trying to block in a turn).Come to think of it, I've even had the problem before. Good job on pointing it out.  ------------------ "Guns don't kill people... Kinetic Energy kills people!" "All your bad grammar are belong to us." DarkDragon AKA Kyrexus =]*(KyDr)*[= Join the WAR Archives, a growing list of HAR Pilots! 1.2 Ghz Duron on Epox 8K3A+ 256 MB PC2700 DDR Inno3D Tornado GeForce4 Ti 4200 Detonator v30.82 Win98 SE Cable
-------------------- 1.2 Ghz Duron on Epox 8K3A+
256 MB PC2700 DDR
Inno3D Tornado GeForce4 Ti 4200 Detonator v41.09
Win98 SE
Comcast Cable
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Robyrt
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Moderation Master
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Reged: 09/09/99
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Posts: 6802
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Loc: USA (within nuke range of DC)
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New idea: Play on Blade Pit all the time. Solves Force runaway in a snap!  [This message has been edited by Robyrt (edited 10-02-2002).]
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Alan DuMont
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Spectator
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Reged: 09/15/02
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Posts: 33
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Loc: Ringwood, NJ, USA
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Well, I can't host, but I really DO wish people would host in the bladepit sometimes, and I usually play as force. It would certainly change things up.Also, all I can say is force seems powerful for one main reason. It's a largely defensive bot, with defensive moves, and all the others, or at least jag and pyros, are offensive. Generally in fighting games, defensive characters have always been at a disadvantage, but for once it's actually done the way it should. Yes, the force can be harder to get to, but it broadcasts basically every move except the jabs. Not enough people do counters often enough, and as force I've only had one person ever even try to counter my melee moves and they destroyed me because of it. Forces moves may not be as slow as warlord, but it makes huge body movements, so you should really be able to see every hit coming. Also, an idea on the warlord, and maybe on other bots as well. How about increasing the warlords jump just a little bit, then making its jumping moves damage it if it misses. Like a body splash that will actually crash into the ground if it doesn't connect, a lunging shoulder that ends up on the ground, or a flying double-foot kick that lands on its back. Just ideas... -Alan ------------------ -The ShadowProphet-
-------------------- -The ShadowProphet-
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