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When's Melty on Steam?
ahaha that's no--wait, what?

Messages - Qaenyin

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Melty Blood Auditorium / Re: The History of the Melty Blood Community
« on: January 20, 2013, 10:05:14 PM »
I haven't been around long enough to have anything of value to contribute but do want to give 2 thumbs to the idea, cool to see something like this made.

Kohaku & Mech-Hisui / Re: H-KohaMech (1.07)
« on: November 15, 2012, 10:42:11 PM »
I do off and on but I'm not a person so I don't count  :toot:

Melty Blood Auditorium / Re: we need this game on xbox 360/ps3
« on: June 16, 2012, 10:37:13 PM »
Is there any existing statement that Ecole has any plans to even release UNIB stateside or are we just assuming we won't be stuck having to pray the jp console port isn't region locked and deal with being shafted by a game no one plays due to import costs and tedium?

Akiha's Tea Room / Re: I'm Going to EVO, idc, Get at Me Biatch
« on: June 02, 2012, 07:00:07 PM »
Wish ya luck Kusa, interested to see your Roa play in a tourney setting.

Melty Blood Auditorium / Re: So where do we go from here?
« on: June 02, 2012, 06:54:45 PM »
If there were some guarantee that an international release would bring about working netplay then I'd be more supportive.

The netplay is fine if you ask me.I have no problems when I play with most of the eu players.I can't host for some reason,but the problem is probably coming from me.

Can't speak for you as I'm west coast US not EU but with MBAA's netplay I get delay 6-7 with east coasters.  With MBAC's caster client I got delay 4, 3 on a good day.

A 3 frame delay difference is massive.

For comparison, 6-7 delay is the delay I got with australia and europe in MBAC.

Melty Blood Auditorium / Re: So where do we go from here?
« on: May 30, 2012, 05:32:50 PM »
You know guys, I think the idea is kinda like showing the finger to french bread, even though they tried to do the most for the fans and even tried to give us a cool netplay thing.

I honestly have difficulty feeling grateful when the game can cost well over a hundred dollars and isn't actually available as a standalone.

Don't get me wrong, I'm not bashing french bread as a company, just saying that their support for the PC port is indicative of it being a bone tossed to stall for UNIB not actually to support the non-arcade scene.  I'm not expecting something like GGAC+R in scope here, but the basic fact of the game not even having an actual release(in fact, if you look at ecole's official website MBAACC PC isn't even listed there as a product) indicates anything but support for the game.

There's little reason to bash people for feeling like expecting anything from Ecole is a waste of time when it doesn't really feel like they even consider it an active franchise anymore.

Melty Blood Auditorium / Re: So where do we go from here?
« on: May 30, 2012, 12:51:32 AM »
Admittedly been a week and a half since anyone posted here so may be beating a dead horse, but anyways.

Game's felt dead since MBAA PS2 honestly.  MBAC era was able to hold a strong community because it was able to be drudged up thanks to, honestly, a combination of dumb luck and the caster client being so well done.  Anyone anywhere could mess around at least at delay 3/4 without needing to be northeast/southwest.

At this point the west coast is pretty much all Blazblue and other more recent(and relevant, and western released) games, and with the netplay being intolerant of being more than a third of the country away that pretty much cuts 2/3 of the states and most of canada and mexico out of consistent practice.

I can't speak for the reasons why said local scenes the west coast used to have died out, since I was never really part of them to begin with, but as far as the netplay community goes it's not a matter of it dying out after MBAACC release, it's a matter of MBAA itself killing it and we're just seeing it fall apart as a delayed effect if you ask me.

There's not really anything we can do about this though, as french bread has no interest in supporting the western scenes and the best we could accomplish is someone else cobbling together a new netplay hack and us going back to how things were in '08.  It's just not possible to manage better than that without developer support though, no level of community can manage it. 

Neko Arc Chaos / Re: Neco Arc Chaos MBAA 1.07
« on: February 05, 2012, 10:21:35 PM »
In AA Half Moon NAC could 22A you during block stun, but he can't anymore. Does anybody know if that was a CC change, or a 1.07 change?

CC change, heard about that when the first arcade revision was out.   Same time they made his 3C launch lower on counterhit and changed his beams in half and full to keep air mobility options after recovery.

Melty Blood Auditorium / Re: Missing Stages
« on: February 01, 2012, 10:48:03 PM »
The reason Classic is disabled in vs mode is because it favors characters like Nero who have moves that travel along the ground but have a very small sprite.

The night time version is also disabled for the same reason AFAIK.

No idea why Ryougi's stage is disabled however.

If that's so then why would the stage come up in random select? If they did it for that reason they should keep it out of random too.

It's probably a bug that it's in random.

I assume the cause of the bug is that they disabled them in vs mode but not in training mode, and since they're in random in training mode they're in random for vs mode because fbread never bothered to make a second "random" that only pulls from vs-mode-selectable stages.

It's even entirely possible that random is actually just set to randomly pull from every stage in the game altogether, that being why even stages unselectable in training like Ryougi's can come up.

Melty Blood Auditorium / Re: Missing Stages
« on: January 29, 2012, 03:45:27 PM »
The reason Classic is disabled in vs mode is because it favors characters like Nero who have moves that travel along the ground but have a very small sprite.

The night time version is also disabled for the same reason AFAIK.

No idea why Ryougi's stage is disabled however.

Neko Arc / Re: MBAACC Neko Arc Match Vids
« on: January 18, 2012, 04:23:35 AM »
Oh I see. I thought it might be something like that, but it seemed a little weird to be using it after landing from an aerial attack, when the attack recovery would have been cancelled anyway.

actually, are they maybe using it to pause the game for a second and tech read? That's kind of clever.

Ah yeah now that you mention it I bet that's what they're doing with it.

Neko Arc / Re: MBAACC Neko Arc Match Vids
« on: January 17, 2012, 04:41:09 PM »
it's 0f recovery I believe, they basically use it as a ghetto RC.

I assume it does something to tech timing too b/c it seems to be used a lot after j.2C.

Quick question; are the Nekos generally considered banned due to their hitboxes? I know they're pretty shitty characters but I didn't think they were flat-out banned, but a friend of mine keeps trying to tell me they are in the new PC release.

They're not banned, a couple japanese players use them and at least two US players myself included play them.

Neco Arc Chaos is just bottom tier and Neco Arc was also bottom tier for a while so you rarely see them.

Kohaku & Mech-Hisui / Re: Koha & Mech CC Changes
« on: January 03, 2012, 04:51:28 PM »
Other changes, doing testing now:

236B is jump cancelable on hit
214B(beam assist) relaunches OTG
236A is cancelable into 22A/22B/22C
214A has relaunch properties but does NOT hit hard OTG, you need to pick them up with another move into the hitbox(think Warc OTG string->623C combos)

only ground 214 series is dash cancellable, air 214 series is not.
623 series is now dash cancellable(623B or 623C->dash seems to be + on block).

j.214C summons the flying mech at a lower altitude slightly than 214C

All changes to H-Koha's normals apply to H-Kohamech as far as I am aware.

22A is air unblockable, 22B is not.
22A and 22B both groundbounce on hit and inflict hard knockdown.

623C leaves target in invulnerable hard knockdown state like VSion 623C(may have been this way in console, impossible to tell because it wasn't dash cancelable then).

Testing combos, so far easy enough to get 4.6k meterless off 5B confirm without even using assists, more elaborate combos are possible midscreen or in the corner using 214A/B to pick targets up but haven't had time to experiment thoroughly with them yet.

cancelable 236A and dash cancelable DP with +frames are huge for pressure, and the damage kohamech can net with 236A236B launcher is huge.  Wonder how much of a tier boost this will give the char.

Kohaku & Mech-Hisui / Re: Koha & Mech CC Changes
« on: January 03, 2012, 06:29:12 AM »
214[C] is a new move that allows you to summon a flying Mech at a low altitude from the opposite side of the screen.

Neko Arc Chaos / Neco Arc Chaos MBAA 1.07
« on: December 29, 2011, 06:36:18 PM »
Since no one else has(or is likely to) make a thread, here's the changes I know so far:

Half Moon:
j.236A/B retain air jumps/dashes/normals after ending

Crescent Moon:
3C now launches the target at a reduced height on counterhit(can now combo off CH 3C even if it's only the first hit that CHs)
623A/B have a shorter duration/hitstop/active frames(hard to tell which).
421A/B is air unblockable
421C(B) is air unblockable and an overhead

Full Moon:
236A/B recover in the air allowing full air movement/attack options afterward.

Confirmed that you need a serial number to netplay, the game got leaked on 4chan.

Seems like a questionable decision for a game that will not get a standalone release.  I mean yeah, piracy is bad, but it seems like a waste of development time.

A toggle to automatically save replays of vs matches(both local and online) with timestamps, similar to MBCaster's original function.  Makes running tourneys easier because people won't accidentally forget to save their replays and means if you can't afford a streaming setup then you can upload a local tourney's footage to youtube later more easily.

A guard damage display in training mode so people have a standard for how much guard bar something does in a more precise way.

I also second the request for a ping display.

Neko Arc / Re: MBAACC Neko Arc Match Vids
« on: December 10, 2011, 03:27:23 PM »
Holy crap GO1 got absolutely flattened in that match.

Melty Blood Auditorium / Re: The MB:AA:CC thread: Current Code 1.07
« on: October 27, 2011, 08:12:57 PM »

The irony is that Belegorm lived near LK

Yeah, I feel bad for people who want to play the game seriously but live nowhere near the northeast or southwest.  I'm lucky I'm so close to california or I wouldn't have any chance to play since AA came out.

Melty Blood Auditorium / Re: The MB:AA:CC thread: Current Code 1.07
« on: October 24, 2011, 07:19:47 PM »
Is there a way to - HEAT somebody?  >:(
Yes there is.

You do know that for a huge of the USA there is no scene for this game for miles and miles right?  I live in the middle of no where, for me and for many others decent netplay is the only way to actually play people?  Even if you do start building a scene from scratch you've got a bunch of guys who all have no idea how to play.  If I didn't go to college in a major city with an actual scene I'd have given up years ago on the game (though ironically I did for a wildly different reason).

Yeah we all agree laptop tournaments suck but in this day and age ps2 tournaments suck too.  My only ps2 stick is a ghetto mayflash, I left my ps2 in storage at college this summer and I'm fairly sure I'm done with the damn thing once and for all.  For better or for worse, MBAACC 1.07 is going to be out on a current-gen system, the PC, which is a largely untapped crowd for MB in the last couple of years and is the only system for a number of regions of the world.

This a billion goddamned times.

Not everyone lives in NYC/NJ or Cali, and if you live anywhere else you're pretty much boned for any actual competition.

I don't think it matters whether or not MBAA ever has a chance to make it into EVO's official lineup next year. You can still have a hype tournament even if your game ends up being a side tournament. I think case point to this was that huge GGAC side tournament at EVO this year. I don't know the exact number of players, but it must of gotten more than 50 players, a couple of which included some high level JPN players like RF and Kindebu (yes I know they went for SSF4AE but still). That's pretty amazing for a game that's been overall dead competitively, for years.

IMO melty just needs more positive hype-building exposure to the fg scene in general, and I'm really not sure Evo is the best route to try and build that, considering how traditional the evo scene is.

I think we're better off trying to draw players in from the specifically MVC3 scene or the blazblue scene than the general capcom/srk scene.

Powerd Ciel / Re: Powerd Ciel General Discussion
« on: September 02, 2011, 05:06:52 AM »
Out of curiosity what's japan's current stance on how ban-worthy PCiel is in general if anyone knows?  She's been steamrolling mikado tourney matches pretty thoroughly without much real effort(seriously, japanese matches where a character is literally using only one move for spans of ten or more seconds straight is painfully depressing to watch), and the last mikado tourney on the 26th had a team of two pciel players blaze straight through their matches with no really apparent close calls toward losing, but still no sign of her being soft or hard banned yet?

Admittedly she's not archetype earth 100%-combos-and-free-infinites-with-instakill-arc-drive broken, but this is practically GG kliff/justice or blazblue unlimited character levels of onesidedness here.

Does the japanese tourney scene just feel she's a character who everyone is too ignorant of matchup experience to deal with in spite of this?(ironic coming from me I know but still, if NAC was consistently winning tourneys through scrubbery and gimmicks and was heavily played like PCiel I'd support banning him too)

Since we'll be playing 1.07 rebalancing might already be in place to bring her in line, but this is still something to worry about until we see a changelog for the PC port and 1.07.

Melty Blood Auditorium / Re: MBAACC ver 1.05 request thread
« on: July 15, 2011, 10:32:36 AM »
Any particularly notable changes to C-NAC or F-NAC?

Like new normals, new properties on normals, etc.

Other Games / Re: Umineko Fytan
« on: January 02, 2011, 10:19:24 AM »
So far there are no hidden characters, but there's junk data floating around for Bernkastel, so it's likely she'll be added in a later patch or something if they decide to do extra characters in patches.  Someone did a sprite rip of the game and there are no sprites for anyone but the normal characters.

Game feels pretty good for a first iteration, it's very KoF-ish but the way the meter system, the tag abilities and the character innate bonuses work makes managing your characters have solid depth and strategy.  If they give good support for this like Melty got it could end up being a really good fighting game.

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