|
Post by thebigguysports on May 15, 2020 2:37:26 GMT
So as I am getting more and more into the edits i have some questions
1- Momentum- Is there anything in the settings can be changed to make it so there is some sort of momentum. Seems no matter how much someone is getting beat up they jump up and turn things around as if they were never getting a beat down
2- Finishers- 90% of wrestling matchers usually end on someones finisher. For some reason they dont do it that often in this game for the win. Anything that can up the percentage of them using finishers for the win?
|
|
|
Post by eskiman on May 15, 2020 9:49:11 GMT
For momentum, Spunks character creation and cpu logic guides should cover everything mostly - both are in the guide section, and others have added even more detail in subsequent posts to his cpu logic thread. Ultimately you will probably achieve what you are trying to do by using special skills which are explained extremely well here in section 3.1 criticalclub.com/thread/76/thedenizen-carlzillas-original-guide-updatedFor finishers - you can up the cpu logic allocation to the finisher as high as you want, but rng will still play a huge part in when the edit decides to use it. A combination of playing with percentage of when the finisher is used, and then pinning priorities will determine when he uses it, he goes for a pin and that could end the match
|
|
|
Post by kokushishin on May 15, 2020 19:57:02 GMT
1. Ukemi and special skills.
2. Like everything else, it depends. Try and tailor your other big moves to be complementary.
|
|
|
Post by ligerbear on May 16, 2020 5:01:13 GMT
in regards to your finisher comment. you have to keep in mind the game was mostly designed on japanese wrestling psychology from the 80s and 90s. "finishers" arent viewed the same way under that psychology compared to psychology from the west in which a match has to finish with a finisher
|
|
|
Post by spencer24 on May 16, 2020 15:03:06 GMT
The game is also not designed for one-sided matches. It is designed for back and forth matches which is why even if someone is getting beaten down for a long time they will most likely make some sort of a comeback.
|
|
|
Post by ligerbear on May 16, 2020 17:52:01 GMT
the game also does feature momentum of sorts. it just might not look the way you expect. the grapple system system goes weak mid strong. you essentially have to beat down your opponent suffficiently to move up the chain of stronger grapples. in addition fire pro introduced the breathing mechanic to wrestling games. you and your opponent will get more tired as the match progresses(some more than others based on moves and their wrestling style.) toward the end of a match when sufficiently beaten and fatigued you will be able to easily knock down your opponent using basic strikes(and they can do it to you as well.) its a game changer which gives a lot of momentum in your favor or stacks the odds against you when you are the one crumbling easily. lastly body parts can be destroyed which also fs up momentum though it doesnt happen as consistently. breaking each body part impacts the individual in different ways(slower speed for example.)
|
|