It's baaaaaack! Killer Instinct for Xbox One has 24 hour internet check-in DRM
158 replies, posted
[QUOTE=codemaster85;43240338]Except marvel is shit because how the game is balanced, not how the actual gameplay is.[/QUOTE]
Lol the gameplay is ass. Absolute ass.
[QUOTE=Shark Bones;43240501]Lol the gameplay is ass. Absolute ass.[/QUOTE]
Well that's your opinion since it's still heavily popular.
[QUOTE=codemaster85;43240584]Well that's your opinion since it's still heavily popular.[/QUOTE]
Not gonna be popular for very long anymore now that Capcom no longer has any rights to the Marvel characters. :B
Thank God. That game was the anti-hype. The only time people ever got excited for it was when they were excited for the players, not the game itself.
[QUOTE=Shark Bones;43240632]Not gonna be popular for very long anymore now that Capcom no longer has any rights to the Marvel characters. :B
Thank God. That game was the anti-hype. The only time people ever got excited for it was when they were excited for the players, not the game itself.[/QUOTE]
Okay Shark Bones, I know I've sided with you this whole thread, but are you actually being serious right now?
Yes, the balancing was ass, but I don't know what you're talking about anymore.
[QUOTE=Manibogi;43240696]Okay Shark Bones, I know I've sided with you this whole thread, but are you actually being serious right now?
Yes, the balancing was ass, but I don't know what you're talking about anymore.[/QUOTE]
MvC3 has little to no exciting gameplay whatsover. All it is, all it ever HAS been, is two people just trying to hit-confirm into the same boring, repetitive combos. The only time the game ever gets exciting is when someone picks a low-tier character, like Jill or Hsien-Ko.
[QUOTE=Shark Bones;43240711]MvC3 has little to no exciting gameplay whatsover. All it is, all it ever HAS been, is two people just trying to hit-confirm into the same boring, repetitive combos. The only time the game ever gets exciting is when someone picks a low-tier character, like Jill or Hsien-Ko.[/QUOTE]
Okay, but saying UMvC3 NEVER had any exciting moments is just a lie and I'm sure you know that.
[QUOTE=Manibogi;43240739]Okay, but saying UMvC3 NEVER had any exciting moments is just a lie and I'm sure you know that.[/QUOTE]
The game never had exciting moments, the competitors sure did. Marvel 3 is not hype, but people like Justin Wong and IFC Yipes sure as hell are. They are what make that game entertaining.
[QUOTE=codemaster85;43240338]Except not really? There's always counters in most fighting games and in between characters. It's not clear rock paper scissors but it's heavily influenced on a somewhat class system for most fighting games.
[editline]19th December 2013[/editline]
Except marvel is shit because how the game is balanced, not how the actual gameplay is.[/QUOTE]
Dude, have you ever played a FG before? The outcome of a match isn't HEAVILY influenced by character skill. I'd argue that FGs are the best games when it comes to pure skill vs skill. Sure, there's a bunch of bullshit tactics like spamming bullshit moves, but it's easily counterable if you're good, and that kind of shit exists in every game.
I'd argue that ALL multiplayer video games that allow you to be different than your opponent has a very mild rock-paper-scissors game to it.
It still ends up coming down to skill and how you use the character/abilities/weapons you use in any game.
Unless it's Marvel, in which you just pick Zero-Virgil-Doom and you win forever.
[QUOTE=Shark Bones;43241289]I'd argue that ALL multiplayer video games that allow you to be different than your opponent has a very mild rock-paper-scissors game to it.
It still ends up coming down to skill and how you use the character/abilities/weapons you use in any game.
Unless it's Marvel, in which you just pick Zero-Virgil-Doom and you win forever.[/QUOTE]
Yeah, that's true, but I think FGs are less rockpaperscissory because it's not like a support character will most likely always lose to a dude who does hella damage, or the thief will always be faster than the warrior. Unless you're playing a fucking awful underpowered character or overpowered character and you're playing against someone who's on your skill level, characters are down to preference and shit
or just hurr durr orange cream sentinel
Some fighting games are simply more skill-based than others.
Street Fighter is based on your skill to read opponents and make decisions based on those fundamentals.
Marvel 3 is based on your skill to input the same long, boring button sequence without flaw over and over.
I don't really like Mahvel because every time I've played it's been against people who know all the moves and put me in combo purgatory before I can even react.
Also I suck shit at fighting games, that might be another reason.
[QUOTE=milkandcooki;43241527]I don't really like Mahvel because every time I've played it's been against people who know all the moves and put me in combo purgatory before I can even react.
Also I suck shit at fighting games, that might be another reason.[/QUOTE]
Sounds like KI is the game for you. :B
[QUOTE=Shark Bones;43241555]Sounds like KI is the game for you. :B[/QUOTE]
Ki's system is pretty shit with getting out of combos if you know what it is, a much better system is to just lower damage throughout the combo. a prime example is blazeblue that has the initial hits being full damage, but losing damage over time. it should be if you get stuck in a combo you should be punished for it more than knowing what combo they are doing and breaking out of it. it takes a fuckload of skill in most games to even pull off those massive combos in the first place.
[QUOTE=codemaster85;43242699]Ki's system is pretty shit with getting out of combos if you know what it is, a much better system is to just lower damage throughout the combo. a prime example is blazeblue that has the initial hits being full damage, but losing damage over time. it should be if you get stuck in a combo you should be punished for it more than knowing what combo they are doing and breaking out of it. it takes a fuckload of skill in most games to even pull off those massive combos in the first place.[/QUOTE]
What you're explaining is called "damage scaling."
KI has a similar system, in which most combo attacks don't actually do much damage at all. Instead it adds up to potential damage, which is cashed in with a special type of attack called an "ender."
It's a different way of doing combos, and frankly, I don't see it as worse in any way.
It's different, and still fun.
[QUOTE=Shark Bones;43242724]What you're explaining is called "damage scaling."
KI has a similar system, in which most combo attacks don't actually do much damage at all. Instead it adds up to potential damage, which is cashed in with a special type of attack called an "ender."
It's a different way of doing combos, and frankly, I don't see it as worse in any way.
It's different, and still fun.[/QUOTE]
which is exactly what blazeblue does without COMBO BREAKER every 10 seconds because some asshole memorizes the combos and counters them constantly. its a much more rewarding feeling to block against your enemy then counter into a massive combo than just COMBO BREAKER in mid combo ruining all that damage you should have gotten.
[QUOTE=codemaster85;43242847]which is exactly what blazeblue does without COMBO BREAKER every 10 seconds because some asshole memorizes the combos and counters them constantly. its much more rewarding feeling to block against your enemy then counter into a massive combo than just COMBO BREAKER in mid combo ruining all that damage you should have gotten.[/QUOTE]
That's why the entire point of KI is to switch up your combos, not to do the same thing over and over.
You're completely missing the point. Do you know what a fightan game is, sir?
[QUOTE=Shark Bones;43242857]That's why the entire point of KI is to switch up your combos, not to do the same thing over and over.
You're completely missing the point. Do you know what a fightan game is, sir?[/QUOTE]
and if you use a combo over and over you switch up since theres a thing called blocking, its hard to understand i know but maybe you should play more fighting games smartass.
[QUOTE=codemaster85;43242933]and if you use a combo over and over you switch up since theres a thing called blocking, its hard to understand i know but maybe you should play more fighting games smartass.[/QUOTE]
That's why when you play fighting games with combos, the goal is something called "hit confirmation." You don't just spam attacks, you poke in hopes to hit the opponent once, hard enough to put them in damage stun to convert into a combo. What then makes games like Marvel 3 annoying is after that one poke, the person gets to go into a super long combo that the other player can do literally nothing about, just sit there with their thumbs up their ass waiting for the combo to end or be dropped.
KI is much better than that in the sense that you can actually do something if you're put into a combo. You don't have to just fuck off and wait, you're still in the game and you still have a chance to land a combo breaker.
Marvel 3 desperately needed combo breakers, it would have been far less boring.
[QUOTE=Shark Bones;43242961]That's why when you play fighting games with combos, the goal is something called "hit confirmation." You don't just spam attacks, you poke in hopes to hit the opponent once, hard enough to put them in damage stun to convert into a combo. What then makes games like Marvel 3 annoying is after that one poke, the person gets to go into a super long combo that the other player can do literally nothing about, just sit there with their thumbs up their ass waiting for the combo to end or be dropped.
KI is much better than that in the sense that you can actually do something if you're put into a combo. You don't have to just fuck off and wait, you're still in the game and you still have a chance to land a combo breaker.
Marvel 3 desperately needed combo breakers, it would have been far less boring.[/QUOTE]
and my argument is that not every game is like marvel, i even said fucking blazeblue, skullgirls, and street fighter. if you get into a combo you deserve it for not blocking it or countering at the start and just breaking out of it with a combo breaker is a slap in the face to the person doing the punishing.
also love how you ignore that marvel and plenty of other FGs have knockback abilities or inf combo counter systems.
[QUOTE=codemaster85;43243338]and my argument is that not every game is like marvel, i even said fucking blazeblue, skullgirls, and street fighter. if you get into a combo you deserve it for not blocking it or countering at the start and just breaking out of it with a combo breaker is a slap in the face to the person doing the punishing.
also love how you ignore that marvel and plenty of other FGs have knockback abilities or inf combo counter systems.[/QUOTE]
So getting hit by unblockable setups means you deserved it?
Okay bro. Also, no, Marvel does NOT have any anti-infinites or anything of the kind, nor does Skullgirls. I've been hit with infinite combos multiple times in both games, and quite frankly, it makes the games seem a lot less fun than they should.
Street Fighter you can't even argue as the same kind of combo system as Skullgirls or Marvel, because they're specifically set up to be short combos so the game can keep moving on.
Games like Marvel, Skullgirls, and KI are different in the way that they're based on very long combos. Very long combos do nothing but halt gameplay. Killer Instinct provides the person with an opportunity to start the gameplay right back up again, but it's still risky. If you miss the combo breaker, you're locked out for three seconds, allowing the person to get even more heavy damage on you.
They can also bait you into a counter breaker, which means your attempt of a combo breaker put you in even MORE trouble.
ITT:
Killer Instinct is the best fighting game to this day.
[QUOTE=Shark Bones;43243383]Okay bro. Also, no, Marvel does NOT have any anti-infinites or anything of the kind, nor does Skullgirls. I've been hit with infinite combos multiple times in both games, and quite frankly, it makes the games seem a lot less fun than they should.[/QUOTE]
Uh, let me correct you on that, because Skullgirls does have an anti-infinite system. Combos still take 2 eons because players work around them and create loops, but true infinites are impossible to do.
[QUOTE=Shark Bones;43243383]So getting hit by unblockable setups means you deserved it?
Okay bro. Also, no, Marvel does NOT have any anti-infinites or anything of the kind, nor does Skullgirls. I've been hit with infinite combos multiple times in both games, and quite frankly, it makes the games seem a lot less fun than they should.
Street Fighter you can't even argue as the same kind of combo system as Skullgirls or Marvel, because they're specifically set up to be short combos so the game can keep moving on.
Games like Marvel, Skullgirls, and KI are different in the way that they're based on very long combos. Very long combos do nothing but halt gameplay. Killer Instinct provides the person with an opportunity to start the gameplay right back up again, but it's still risky. If you miss the combo breaker, you're locked out for three seconds, allowing the person to get even more heavy damage on you.
They can also bait you into a counter breaker, which means your attempt of a combo breaker put you in even MORE trouble.[/QUOTE]
[QUOTE]Okay bro. Also, no, Marvel does NOT have any anti-infinites or anything of the kind, nor does Skullgirls. I've been hit with infinite combos multiple times in both games, and quite frankly, it makes the games seem a lot less fun than they should.[/QUOTE]
oh look youre completely wrong about skullgirls: [URL]http://wiki.shoryuken.com/Skullgirls/Game_Systems[/URL]
and marvel has the breakaway system and air combo cancel to prevent the chain to continue.
[QUOTE]Street Fighter you can't even argue as the same kind of combo system as Skullgirls or Marvel, because they're specifically set up to be short combos so the game can keep moving on.[/QUOTE]
so? there still isnt a bullshit combo breaker system like KI where you can just go "lmao no" in almost every combo if you memorized it.
[QUOTE]Games like Marvel, Skullgirls, and KI are different in the way that they're [B]based on very long combos. Very long combos do nothing but halt gameplay.[/B] Killer Instinct provides the person with an opportunity to start the gameplay right back up again, but it's still risky. If you miss the combo breaker, you're locked out for three seconds, allowing the person to get even more heavy damage on you.[/QUOTE]
they halt it and allow the person who pulled it off feel rewarded for having the skill to do so compared to just countering and remembering the combo's power. also implying that fighting games take too long per match due to combos is hilarious.
You can't memorize KI combos...
[QUOTE=Shark Bones;43244440]You can't memorize KI combos...[/QUOTE]
What the hell. Of course you can. What makes KI such a magical game where it's combos can't be memorized?
[QUOTE=Banned?;43244841]What the hell. Of course you can. What makes KI such a magical game where it's combos can't be memorized?[/QUOTE]
Because the entire combo system is built around switching up the moves that make up your combo.
[QUOTE=Shark Bones;43244860]Because the entire combo system is built around switching up the moves that make up your combo.[/QUOTE]
So you're saying KI can't have combos because it has combos?
[QUOTE=Banned?;43244967]So you're saying KI can't have combos because it has combos?[/QUOTE]
...What?
What are you talking about?
I don't even know where that segue came from.
When did I say the game doesn't have combos?
I said the game's combo system is built around your combos being different each time you convert into one. Yes, if your combos had to be the same memorized moveset over and over, then it would get broken any time. But that's not how it is.
You can throw a light Wind Kick, convert into a heavy auto-double, and then into ANYTHING you want. You can throw a medium Laser Sword or a light Endokuken if you want, it's all built around switching up your attacks and attack strengths so the opponent can't break your combo.
[QUOTE=Shark Bones;43245004]...What?
What are you talking about?
I don't even know where that segue came from.
When did I say the game doesn't have combos?
I said the game's combo system is built around your combos being different each time you convert into one. Yes, if your combos had to be the same memorized moveset over and over, then it would get broken any time. But that's not how it is.
You can throw a light Wind Kick, convert into a heavy auto-double, and then into ANYTHING you want. You can throw a medium Laser Sword or a light Endokuken if you want, it's all built around switching up your attacks and attack strengths so the opponent can't break your combo.[/QUOTE]
that actually sounds like a reall fucking sick system
do any other fgs have stuff like this, or is it just mahvel infinites everywhere
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