|
Post by pokersportsgaming on Feb 6, 2021 3:09:04 GMT
The more and more I play this game the more I love it. Then I come back to one issue that stops me and only one. The stamina and recovery. Let me give a quick example. I just ran a match between the Rock and Million Dollar Man. The rock drops the people elbow on the guy and he gets right up like nothing happened. And this seems to be pretty common moves are made and people get right back up. Is there a way I can fix this to make the game more enjoyable. Its really a killer for me that people are never worn down after a big move.
|
|
|
Post by Dawnbr3ak3r on Feb 6, 2021 5:34:16 GMT
I responded to this in the PM you sent me, but I'll mention it here as well:
For the most part, wrestlers recover from Running Downed Moves very quickly. It's something that's baked into the game's code and it's been like that for as long as I can remember, even in earlier games.
Recovery also only has to do with the wrestler's stamina and has no effect on Downstate recovery.
Moves in the HVY slots will force the opponent to get to their feet in a stunned state. Avoid Downstate priorities with these moves unless absolutely necessary.
|
|
|
Post by ligerbear on Feb 16, 2021 17:18:10 GMT
yeah the game is programmed so people respond in a (somewhat) predictable way.
heavy moves cause your opponent to get up dizzy(to set up for a move off tb, springboards, lariats, etc.)
square + X causes your opponent to stay down the longest.
the game is based off japanese wrestling psychology more than american stuff. thats why leg drops and a people's elbow dont really phase the opponent in this game. perhaps they can critical though depending on a character's set up.
people have addressed this stuff in mods
|
|
|
Post by jameshilliv on Feb 17, 2021 11:29:02 GMT
The more damage an opponent takes while on the ground the quicker they get up. If you have them worn down then knock them to the ground and wait, it will take a while for them to get up. But if you stomp them in the head you will get three or four stomps in then they will get up. It's also happen if you do a grapple move, pick up the opponent and do another grapple and keep repeating this way. Eventually the opponent will take a move and pop back up. These things are annoying sometimes but they do keep the game from being cheated. I remember one of the Smackdown games from ps2. I would slam my opponent and then just stomp them for five minutes before pinning them.
Another thing to look at is the logic settings. Is the elbow drop set for just the end of the match? If there is any percent in the small or medium sections it could be why he got up right after getting hit.
|
|
|
Post by ligerbear on Feb 17, 2021 20:26:16 GMT
ditto what james wrote.
to prevent spamming your opponent with repeat moves over and over the game's system has a consistent system in place. if you hit an opponent with a circle move your opponent will get up in a stunned state. if you immediately hit them again with another circle move then they will get up normal. if you hit them AGAIN with a circle move then they will again get up in a stunned state. rinse repeat. its very predictable once you realize that is happening. only exception would be like special attributes on some characters.
|
|
|
Post by Nth on Feb 17, 2021 23:26:40 GMT
I wish I still had that article someone wrote back when the game first came out explaining in detail the mechanics of how the Fire Pro downtime timer works. It was really interesting and proves that there is a method to the madness and wrestlers sometimes popping back up after a big move is not random and there is an actual reason for it.
|
|
|
Post by Severla on Feb 20, 2021 15:21:04 GMT
I wish I still had that article someone wrote back when the game first came out explaining in detail the mechanics of how the Fire Pro downtime timer works. It was really interesting and proves that there is a method to the madness and wrestlers sometimes popping back up after a big move is not random and there is an actual reason for it. It's a literal number that goes up based on their current hp and the damage of the move they receive, and there are mods that allow the number to be seen. The number doesnt go away if you land a move and then pick them up, rather it does its normal 'counting down' process to remove the stun, and only a select set of moves cause the number to go up/pause (namely taunts, running, and climbing the turnbuckle, seemingly as a help to 'setup' those moments). The issue most people run into is having their edit head pick-up happy in large, so they'll land some earth-shattering move, then pick the opponent up and land another which allows the timer to reach 0 before anything else can be done, causing the infamous 'no-sells' that they'll get. The further issue is that the ground moves do tend to knock points off, and the running ground attacks basically drain it completely, so you almost ALWAYS see people upset that the Hogan Legdrop or the People's Elbow cant pin. But hey, at least Move Creator exists now and people have made ones that automatically pin!
|
|