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Post by Brick9mm on May 1, 2019 22:35:18 GMT
Also it could depend on what era you are simming or what you want. You might want a headlock at the 20 minute mark before the big "go home" moment; I have seen plenty of that in American wrestling. The 70s and early 80s were pretty much suplex, body slam, rest holds, taunts and finishers. Just a quick note, the Fierce Headlock doesn't tap out. Useful for these situations.
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Post by thefallguy on May 2, 2019 11:15:24 GMT
Just to confirm, on the parameter allocation screen, the offence category on the left directly relates to the equivalent category on the right? Even when the names are different?
I forget which ones but something like power as offence has impact as the equivalent stat on the right. Basically impact would be the Param for dealing with power moves?
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Post by IamAres on May 2, 2019 15:30:08 GMT
Not in all cases, no.
Impact, for example, defends against full-body impacts - most slams, things like tackles or bodypresses, and most wrestling-style "down" moves that aren't submissions or punches. It's less of a defense against power moves specifically than against pro-wrestling moves in general. (If this makes it sound way more important than any other defensive parameter, it's because it is.)
Now, a lot of those moves ARE governed by Power, offensively, (at least in part) but not all of them. A lot of Agility-based moves will end up being Impact defense, some suplexes will use it, even some rough attacks will use it - if it's a "wrestling move" there's a good chance it uses it, regardless of what offensive parameter is used.
Lariat, on the other end, solely defends against lariats/clotheslines. Not all arm power moves, just lariats. And a lot of lariats do use Arm Power, but a lot also use Agility, a few might even use Power (with Arm Power second) - doesn't natter what they use offensively, they're all lariats, they use lariat defense.
There's a move data sheet for FPR on gamefaqs that has basically ALL the info you could want on any action you can take in Firepro, including what defensive params are used. It doesn't include the newer moves, but it'll still help you make sense of how everything fits together.
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Post by craziej2k on May 2, 2019 20:33:20 GMT
Just a quick note, the Fierce Headlock doesn't tap out. Useful for these situations. I wish they marked the moves that cause submissions, are illegal etc in the move lists
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Post by unimportantguy on May 4, 2019 2:06:39 GMT
The illegal ones are at least *mostly* sorted into the "Illegal" category in the move list, which helps a bit. There's a few that aren't though, I think?
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Post by craziej2k on May 4, 2019 9:32:16 GMT
I might have to try and make a list of them then
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Post by ElWaster on May 6, 2019 11:31:14 GMT
In an ideal world (for me at least), only Submissions marked with 'S' or 'F' would lead to a tap out unless the edit has a specific style like 'technical' in place or Critical on Submission.
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Post by craziej2k on May 6, 2019 14:03:00 GMT
Carls Modpack has an option for that
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Post by sofia on May 7, 2019 19:18:02 GMT
It does, and it's a crutch for bad logic frankly... but that's probably opening up a can of worms.
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Post by heelsinc on May 7, 2019 21:51:05 GMT
It does, and it's a crutch for bad logic frankly... but that's probably opening up a can of worms. Its not a crutch if you use it for it's purpose. Can add a lot to pacing to have a submission late even if you know it won't cause a submission. It only leads to "bad logic" if using that edit without the mod on.
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Post by Brick9mm on May 7, 2019 23:24:29 GMT
It does, and it's a crutch for bad logic frankly... but that's probably opening up a can of worms. Its not a crutch if you use it for it's purpose. Can add a lot to pacing to have a submission late even if you know it won't cause a submission. It only leads to "bad logic" if using that edit without the mod on. The point of late-match submissions is a false-finish. A false-finish isn't a good false-finish if there's no way it can finish a match. The only holds that should have a 0% chance of getting a submission victory already don't in the game proper.
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Post by heelsinc on May 8, 2019 0:13:54 GMT
Its not a crutch if you use it for it's purpose. Can add a lot to pacing to have a submission late even if you know it won't cause a submission. It only leads to "bad logic" if using that edit without the mod on. The point of late-match submissions is a false-finish. A false-finish isn't a good false-finish if there's no way it can finish a match. The only holds that should have a 0% chance of getting a submission victory already don't in the game proper. Depends on what you're trying to accomplish. Rock for example would do a sharp shooter late in match. He won a match with it one time by screw job finish even. So if I'm going for realism I want him to do the move but not finish with it. Lots of guys use subs late in match and NEVER finish with it. So it just goes with if you want characters to stay as close to their real life counter parts as possible or not. Plenty of guys have "false finish" moves that never actually move out of the "false finish" category and into the finisher category. The mod is a way to help with that when it comes to submissions.
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Post by amsterDAN on May 8, 2019 2:11:32 GMT
I definitely disagree that the Rest Hold mod is just a crutch for bad logic. Sure, it could be used simply as a safety net if you want edits to do finisher-level submissions all over the place without winning, but that'd be a silly way to use it and most people I know who use the mod do so a bit more thoughtfully than that. The main thing that got me on board were the MMA moves, particularly the knuckle arrows, headbutts, rib punches, side body knees and what not that are all able to end matches. Since I don't make any MMA fighters myself, I love being able to use those in small amounts on my pro wrestlers in the late stages of a match without fear of a bad ending. One particular thing I like to do is give a not-particularly-vicious edit something like the elbow butts or mount punches late in the match, to give the appearance of them "snapping" and beating the piss out of the other guy like Ralphie does to Scott Farkus in A Christmas Story. I suppose the negative impact of using rest holds is that on occasion I'll see an odd ending to a wrestling match from one of my edits in another person's game, like crown knee kicks causing a submission, but I do what I can to minimize those chances, and I consider it a small price to pay to be able to use the MMA moves a lot more liberally in my game. When you watch a real wrestling match, things like pindowns are pretty commonplace so I find it adds a little extra dash of realism being able to bust those out some more while ensuring you'll still have a proper pro-wrestling ending to your match.
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Post by Wonderland on May 8, 2019 5:14:14 GMT
Rest Hold mod AND mma moves? You degenerate noob, your edits should be banned and your accounts deleted
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Post by jetlag on May 8, 2019 10:18:21 GMT
Depends on what you're trying to accomplish. Rock for example would do a sharp shooter late in match. He won a match with it one time by screw job finish even. So if I'm going for realism I want him to do the move but not finish with it. Lots of guys use subs late in match and NEVER finish with it. So it just goes with if you want characters to stay as close to their real life counter parts as possible or not. Plenty of guys have "false finish" moves that never actually move out of the "false finish" category and into the finisher category. The mod is a way to help with that when it comes to submissions.
And this is why pro wrestling actually sucks
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