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

Messages - Zaelar

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51
Tournament Results / Re: Powerup 2012 MBAACC Side tourney results
« on: April 23, 2012, 04:15:16 AM »
I was there, you should've ran double elim.  (too lazy to log off/on)

52
Other Games / Re: Skullgirls is out
« on: April 23, 2012, 01:32:15 AM »
My thoughts on skullgirls.  Not properly edited because I'm lazy.

Despite all of this, I still enjoy the game.

Mike Z. is an improvement over Ono, but you see what I did there?  That's exactly what he keeps doing.  He compares his game to a piece of crap to make it look good.  Every time he says something positive about skullgirls he compares it to another game that does something horrible and how skullgirls does it differently.  He compares the infinite protection system to mvc3's diminishing returns on hitstun, or as it's also called hit stun decay, which is one of the worst games to compare to with regards to infinite protection.  How about comparing it to a game that just doesn't have infinites (outside of combo videos at least) such as guilty gear, blazblue, melty blood, or even mvc2.  Want to bring up how good execution isn't required?  Better bring up 1 frame links from sf4 and hard combos from the later blazblues so Skullgirls seems perfect.  This mentality seems to have carried into the development because several things about the game feels like it's just a step up from the worst.

Then there's the annoying idiots who bring up that he plays fighting games so he knows what he's doing.  Aside from being wrong, it's also irrelevant.  If anything it takes away any excuse he could have for mistakes because he should know better.  There's also the part about him listening to the fans, which isn't a step up.  Every developer listens to their fans.  The larger ones just have too many fans to reply to all of them, but they are listening, and probably ignoring most of them because their ideas are either dumb or already tried and it didn't work out, unless it's about something aesthetic or about throws being cheap in which case they'll be all over it.  Then comes the him not lying and trolling everyone like Ono.  Congratulations on being the second to worst person in the gaming industry I guess.

Summary: Mike Z. is your typical indie level developer.

The execution requirement is higher than promised.  Compared to sf4 one frame links and blazblue it doesn't look so bad, but how about when compared to melty blood?  The general clunkiness of the game doesn't help, especially when dhcing just doesn't want to work.

The game is clunky.  Moves come out slow, which isn't a problem on it's own but it makes properly timing cancels harder than usual.  Have it so if you do a move too early for a cancel, as in doing it before it hits, save the input and cancel when it connects.  Obviously don't apply to moves that need to be cancelable before they connect.  It also feels like there are too many buttons.  I feel like I'm trying to find my 10 good moves in a Tekken game when trying out a new character.

The infinite protection system is bad.  Aside from not being explained at all, the limited amount of information on it even by searching isn't much.  The few explanations out there have exceptions.  This all leads to the same problem mvc3 had, test your combo starting with a whole bunch of different things until you find one that works.  The difference is once you have an idea of how IPS works, you know that you need to work on the first hit of your chains, whereas in mvc3 you need to work on how many moves/hits you use.  It's also easier to come up with a combo on the fly off of a random hit in mvc3 since you only need to worry about number of hits instead of what moves were used.  IPS does have some leeway that helps with this, since there is a section at the start that doesn't count, but there are still situations where you can land a random hit, then you have to use a certain move to follow up because it's the only one that will reach, and then you need to find a way to combo without using that move later which is a lot to deal with compared to mvc3's don't do this series of moves after a 6 hit combo.  The only advantage skullgirls has is that once you understand how it works, which we don't, it's easier to come up with combos because there are less things to test.  I still think it's funny that people compare it to mvc3 and defend it because having better combos than mvc3 is some sort of accomplishment.

The tutorials are a huge step in the right direction.  This is the tutorial that should have been made 15 years ago and we should be looking back on it as archaic, but we never got past here's training mode and a move list, have fun.  My biggest complaint is that there isn't more of it.  Continue on, go into character specific details, show how to do peacock zoning, show how to get around peacock zoning, and so on.  Show people how to bait and punish double assist.

Considering the cost I'm willing to accept the lack of single player, but the boss is dumb.  Don't have a boss that makes you play differently than every other part of the game.  If having different fights is your thing make it a different mode and add more.

The graphics all mesh together too well which makes seeing what's going on difficult at times.  It's not a big issue after you know all of the moves and what to look out for but for learning it's a mild annoyance.

Best button config award.  Aside from being better than crap, it's actually good.  Best part of the game.  Should've sold it as dlc for extra, would've been worth another 5.

On download ulc is bs.  I paid for the content on the download so I shouldn't have to do work for it.  Give me my colors you thief!  What are you going to do for tournaments that don't have my matching color 7 unlocked?

53
Tournament Results / Re: Powerup 2012 MBAACC Side tourney results
« on: April 22, 2012, 12:47:11 AM »
We didn't have many melty setups going ...  3 setups.

CONTRADICTION!

54
Other Games / Re: Skullgirls is out
« on: April 18, 2012, 08:42:58 PM »
I prefer cerebella zoning.  Just keep jumping at mid screen and slap anything stupid enough to approach you.

55
What's a Nop, and can I be one?

56
Other Games / Re: Skullgirls is out
« on: April 15, 2012, 05:28:55 PM »
I also am not sure how good this game actually is, doing combos is sorta fun but I honestly have not felt this ass at a game since I first started playing melty blood. the game feels super super mashy in a bad way and I want to say it's the fact that I'm playing online but it's more likely that I have no idea what I'm doing so everyone else does what they want for free

The game feels incredibly stiff.  Combined with the infinite protection system you can't really make stuff up on the fly, you have to have everything already figured out, unless you're just doing ablaunchabcsuper.  I can't get DHCs to work reliably either and I have no idea why.

57
Street Fighter X Tekken will be in a 2v2 Tag Battle Format. At the moment, default gems are allowed, but I'm leaning towards banning them.

Real men use gems

Manly men use auto block and never back/down.

58
Other Games / Re: Skullgirls is out
« on: April 15, 2012, 02:25:12 AM »
15 dollars means you're missing 3/4 of a game.  It feels like playing an alpha build.  No directions.  No explanation of the system mechanics.  If all you care about is a versus mode because that's what we do, then it's only 15 dollars so you may as well get it.

59
Other Games / Re: Skullgirls is out
« on: April 14, 2012, 10:37:02 AM »
No.  Don't zone after you hit with the assist.  Let him come to you so you can hit him with it again.

60
Other Games / Re: Skullgirls is out
« on: April 14, 2012, 04:33:54 AM »
Guide to making chibi rage:
1)Pick any character except double
(optional repeat step 1)
2)Pick double
3)Give double hornet bomber (h) assist (623 heavy kick)
4)Call double's assist
5)Repeat step 4 until desired result

It's not as broken as it seems but it's a great assist.

Edit: Also psn tag is zaelar.  Say you're from here if you send me a friend request or i'll probably decline.

61
Other Games / Re: Armored Core 5
« on: April 06, 2012, 10:36:54 PM »
If I get it it would be on ps3.  I didn't get it mostly because skullgirls will be taking up all my time soon.  Blame chibi.

62
Other Games / Re: Armored Core 5
« on: March 29, 2012, 02:48:42 PM »
So tempting.

63
Kohaku's Magical Garage / Re: TKing
« on: March 21, 2012, 06:41:46 AM »
If you get the special on the ground you pressed the button too soon.
If you get a normal early in the air you either didn't input the required directions or didn't input them fast enough.
If you get a normal on the ground your fingers aren't cooperating with your brain.  Take at least a 3 second break before trying again.  This only happens if you press the button too soon for the ground version or you completely botch it.

IIRC getting superjump means you have to delay the button press even longer before getting airborne which makes it harder.  Doing the hold 2 before doing the rest of the motion helps to not get a superjump but has no other technical effect, but the delay can help you with timing/concentration.

You don't have to do it slow/fast.  You can input the directions for the special at any speed you want that would normally work.  After the last input you need to jump, wait for jump startup, then press an attack button in the time you normally have for one input.  Doing it slow then speeding up at the end works, but you could also do the first part very fast then need to slow down for the end.  For newcomers to tking I recommend doing all of the directions fast, including jump, then slowing down for the button press by a lot.  The first several attempts usually result in a lot of jump normals due to a late button press, just keep pressing it a little bit sooner and you'll find the timing.  While it's not important in most combos this has the added benefit of allowing you to get it out sooner when you need to react to something.

64
Kohaku's Magical Garage / Re: Damage Modifiers
« on: March 21, 2012, 06:10:58 AM »
It may be sleep deprivation but that chart doesn't look right, especially crouching vakiha.

65
Tournament Results / Re: Final Round XV Results!
« on: March 05, 2012, 12:49:29 AM »
It looks like there was one thread in the losers bracket that was instant death.

66
Akiha's Tea Room / Re: buy mb buttons from woof (at final round)
« on: February 29, 2012, 07:14:55 AM »
I'd buy one of each if given the opportunity.

67
0th fr for me, someone come by my place and play killer instinct on super nintendo with me.

68
1000$ if they give nero his old ex crows back.

69
Kos Mos needs to learn when to wake up grab.

70
God Save the Duchess should have been d/q'd for invalid team name.

71
Ciel / Re: [MBAACC] C-urry Discussion Thread
« on: February 19, 2012, 11:13:55 PM »
Didn't see these noted elsewhere.

236c seems to have less recovery.  Still very punishable.  I have no proof of this, just going by what it feels like.
5cc, you can no longer cancel it late.  Used to be cancelable whenever.  (</3, no more catching jumps with delayed 623b)
j.22b you can only jump after it hits or is blocked, no longer on whiff.  Probably what "restricted" meant.
charged 236b no longer makes her go really high, it makes her faster.

72
Ciel / Re: [MBAACC] Ciel Video Thread ver. 1.07
« on: February 19, 2012, 11:01:30 PM »
http://youtu.be/NryU7Q7nAg0

CL put some "basic" H-combos on youtube.  That's the first, rest easily findable to the right.  5 is either mia or wearing a 6 disguise.

73
Akiha's Tea Room / Re: Cheap Evo Housing
« on: February 19, 2012, 03:46:08 AM »
Dibs on long couch!  Assuming I can get the time off work >.>

74
Jimmy(or anyone who knows), what brand/model card sleeves did you have your cards in?

75
People just need to remember that humans output a significant amount of heat that can be absorbed by others near them.

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