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Post by sofia on Jun 3, 2019 17:41:43 GMT
Regarding the length of medium dmg - I've been intentionally lowering offense/raising defense to try and stretch it out more among my own dudes, and doing the inverse if I want shorter bouts, especially for guys who would basically just do their big moves and nothing else (Goldberg and post-UFC Brock Lesnar, for example).
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Post by Recall on Jun 3, 2019 19:08:25 GMT
The whole lack of a mid range in a match all stems from Fire Pro Returns where the default logic has everyone hitting big moves within minutes, and World is no different.
Fire Pro Wrestling D had it spot on, where as Returns was all about rushing to the end of the match as fast as possible.
Yes logic editing fixes it but if you get 2 default Fire Pro D wrestlers and sim a match, and then in Returns get 2 default wrestlers and sim a match you will see a huge difference in how quickly wrestlers are hitting strong moves.
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Post by baronfreebird on Jun 3, 2019 21:03:23 GMT
I see the Mod Pack has a Modified Damage Scale. Any suggestions to tweak that to prolong the Medium section and delay the big match ending moves?
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Post by LankyLefty17 on Jun 3, 2019 21:40:55 GMT
I mean, the easiest is to start upping the medium percentage till you're satisfied with the medium state, the timing is different for everyone.
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Post by OrochiGeese on Jun 3, 2019 23:58:17 GMT
Some moves do so little damage compared to others and are good for establishing strategy early on.
The "elbow to knee" move does really low damage. Many of my technical wrestlers that do leg work start off with this move as their main go-to move, sometimes complimented by another strike that keeps the opponent standing. You pace out your early slam/drop moves with the elbow to knee and similar moves, and I think you'll find that the early damage portion takes a while to progress through as well as medium damage. I usually have to overcompensate (by increasing parameters for that move) to make sure they do enough damage so they aren't stalling the match!
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Post by unimportantguy on Jun 4, 2019 2:39:12 GMT
My desire for more move variety and time in small and medium would partially be contingent on more granular Logic control during those phases. Many Logic categories just kind of lump Small and Medium together into one category and the result is often pretty funky.
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Post by LankyLefty17 on Jun 4, 2019 2:55:05 GMT
Its always been my top ask- having small/medium/large/near death catagories for every logic state. I would give anything to have that.
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Post by Severla on Jun 4, 2019 3:12:11 GMT
Regarding the length of medium dmg - I've been intentionally lowering offense/raising defense to try and stretch it out more among my own dudes, and doing the inverse if I want shorter bouts, especially for guys who would basically just do their big moves and nothing else (Goldberg and post-UFC Brock Lesnar, for example). My 'generic mid-tier' param spread right now is literally like 3 offense with 6 defense and I scale these up/down accordingly.
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Post by OrochiGeese on Jun 4, 2019 3:57:03 GMT
My desire for more move variety and time in small and medium would partially be contingent on more granular Logic control during those phases. Many Logic categories just kind of lump Small and Medium together into one category and the result is often pretty funky. Its always been my top ask- having small/medium/large/near death catagories for every logic state. I would give anything to have that. 100% agreed with both statements 😎 I don't like that there is lumping within categories and inconsistency among categories. It's so annoyingly inconsistent that some categories have 3 damage divisions and others just have 2. And very often there isn't a clean "matching up" of damage states between categories so there is an overlap of moves that shouldn't really overlap. Like unofficially sequencing a back grapple move to a down move can get tricky. I also wish we had more control over taunts as there are no damage categories at all there. Being able to have damage categories for Personal Traits and Discretion would also really help. I may want my edit irish whipping opponents to the ropes more often early/mid match and to the corner more often in late match but I have to essentially "average" that out into one setting due to lack of damage categories. Same goes for breathing with discretion. I'd like to be able to have some edits choose not to breathe early just so they can get gassed later. It's a decision that would play into their overall personality.
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Post by Spunk on Jun 4, 2019 4:01:26 GMT
The whole lack of a mid range in a match all stems from Fire Pro Returns where the default logic has everyone hitting big moves within minutes, and World is no different. Fire Pro Wrestling D had it spot on, where as Returns was all about rushing to the end of the match as fast as possible. Yes logic editing fixes it but if you get 2 default Fire Pro D wrestlers and sim a match, and then in Returns get 2 default wrestlers and sim a match you will see a huge difference in how quickly wrestlers are hitting strong moves. FPD was really the last *great* Fire Pro game. That's not a knock against R or W, but more that everything in that game had a lot of loving attention to detail compared to Z, R and W did.
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