JWeinCom said:
@O_o "yes you did" What I meant by "it's not a matter of opinion" is that the mechanics will shape how the metagame functions. I could be wrong about what the mechanics mean for the metagame. All I'm trying to say is that it's not just random chance which modes would work better, it's based on the way the developers made the game. Course, I could be wrong about how the mechanics of the game play out, but that's my opinion so far. "you really shouldn't use kratos because he truly shows that you have no idea what you're talking about to anyone who played the beta most of kratos's attacks are extremely fast like his chain grap, regular chain swipes, cestus swipes etc but of course with any fighting game some attacks are slower than others and lend themselves to certain situations but as M.U.G.E.N said that doesn't mean the faster attacks miraculously become useless because there are also slower attacks ina characters arsensal furthermore you claim to know which modes are best for this game based on characters' attacks after having only played one character? that doesn't make much sense at all" Faster attacks don't become useless when there are slower attacks in your arsenal, they become useless when you have no reliable way of approaching a character. Usually in a fighting game, you'll approach via the air, or a dash after an opponent leaves themselves open. Kratos' air attacks don't seem suitable for approaching, his charge is too slow to close in on his opponents, and the combination of those factors could leave him in trouble against a lot of the cast. I've played other characters, but Kratos was the one I spend most time with. Meant to get to the others but my PS3 sadly died. Most of his arsenel isn't that fast except for his grounded chain attacks and I think his neutral square in the air. His projectile attacks are reasonably slow, and he doesn't have any fast movement options. I think he'd have a lot of trouble approaching other characters in a 1v1 setting, and I see that problem with a lot of characters. Oh and it's called speculation ^_^. I'm guessing what they'll be based on my initial impressions. As the metagame evolves it will be interesting to see if the things I've predicted come to pass or not. People seem awfully sensitive about this game. "tbh i'm not surprised that the guy who selectively picks kratos slowest moves to generalise what his whole moveset is like would say something like that but again anyone who has played as or against kratos should know that again that makes no sense" Ok, so you're Kratos and the opponent is... let's say... Raiden. He's running from you. How do you plan on safely approaching him in a 1v1 match? "1v1 starts at 19:45" Thank you for the link. Check out the second match with Big Daddy and Toro. Big Daddy seems nearly 100% reliant on his two tackling moves to get close to his opponent. In kind of reminds me of MvC3 a bit with characters like Wolverine or to a lesser extent Trish. Of course, Big Daddy doesn't have high low mixups, crossovers, or assists to work with, and the overall physics of PSAllStars don't lend themselves well to keeping up pressure with a lot of moves that cancel into one another. So, if someone can find a way to shut down Big Daddy's tackle attacks, where does that leave him? What about characters like Kratos who don't have a fast movement option like that? 1v1 fighting games are based on a risk/reward system of attacking/defending. With All Stars, I'm not seeing a large variety of approach options, which doesn't seem all that conducive to a 1v1 metagame. So overall the game just seems more tuned to a FFA fighting experience. That's not an insult or anything, as I think that they've made a lot of good choices to make the game work as a FFA such as the three level KO system, the way air attacks work (mostly long/large hitboxes), the dashing moves a lot of characters have to get them quickly into the action when two players are engaged, the way characters like Jak and Ratchet could easily fill a screen with clutter, etc. These choices are really good for a FFA game, but maybe not as good for a 1v1 game. As per the usual disclaimer, I could be wrong, but I think that's how the mechanics will shape the game.
@ Joe the Bro- The Cole vs Drake match actually looked pretty nice. Evil Cole seemed to have a few decent options to get in against Drake which made for a pretty interesting match. If the other characters play like that, I could be totally wrong in what I've said.
On the flip side, the Big Daddy vs Toro match was the opposite. It seemed like all Big Daddy could do/wanted to do was charge at Toro. Maybe the Toro player just sucked, but he seemed to have no viable approach options aside from trying to kick Big Daddy in the air. A lot of characters seem to have slow/limited approach options which could be a problemo.
As for the Ratchet/Jak match, I don't know what to think of that. It seems like one of those matches in fighting games that are just painfully boring to play on either side like Samus vs Sonic in Brawl. I'm more interested in seeing how projectile characters like Jak would perform against non projectile characters. I can see Jak vs Kratos in 1v1 being very lobsided towards Jak, but I could see characters like Raiden and Nariko tearing Jak apart. In general I think characters like Raiden are going to be pretty dominant in the game based on what I've seen.
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the mechanics shape how the metagame functions? isn't that obvious?
"they become useless when you have no reliable way of approaching a character"
you mean tilting your analog stick or pressing your dpad towards your opponent won't get you there?
i mean up until now that's how i've been playing games...
should i want my character to move in a particular direction... i use the built in walk function
"the combination of those factors could leave him in trouble against a lot of the cast."
kratos was by far the dominent character of the beta...
"Ok, so you're Kratos and the opponent is... let's say... Raiden. He's running from you. How do you plan on safely approaching him in a 1v1 match?"
i don't know?
as i mentioned before maybe i'd press the stick in his direction?
if he tries to stop me, what can i say? i guess i'd attack him since that's the point of the game?
that's my suggestion, what would you do if your opponent is moving away from you in a fighting game?
"So, if someone can find a way to shut down Big Daddy's tackle attacks, where does that leave him? "
are tackles the only moves in his arsenal?
did the devs map tackles to all of the 12 move options available for him?
"With All Stars, I'm not seeing a large variety of approach options"
can youy give me examples of "approach options" from other fighting games?
are you talking about flying, teleportation, gliding etc?