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Post by kawadanumber1 on Aug 1, 2021 14:23:16 GMT
As I'm sure many of you are aware, as you sim at a higher level(say 8 as many here do), the length and subsequently the damage of these moves is lessened. I have noticed that at levels 4/5 that subs last a bit longer and even lead to cool moments where someone is fighting against a hold then has to give up after the ref asks a few times if they want to give up. I have enjoyed simulating matches on 4/5 as well as 8-10, just wanted to know how do some of you feel about the trade off of not having submissions be as impactful as they can be due to the higher ai sim level.
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Post by tigermuppetcut on Aug 5, 2021 9:48:23 GMT
That's the reason I always sim at 4
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Post by markrocker on Aug 5, 2021 12:15:52 GMT
I sim at 4. I honestly don't like the "sliding to the ropes" animation in the higher levels, and the struggle of edits to break out of a hold.
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Post by dnmt on Aug 5, 2021 17:21:24 GMT
I would like to sim at 4, but with the No Collar and Elbow mod patched in, it makes for a little awkward delay at lower levels, so I keep it at 7 as I also don't like the sliding to the ropes animation.
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Post by OrochiGeese on Aug 6, 2021 7:01:17 GMT
I always play at Level 4 because I really like the length of submissions at that level.
There's something cool to me about seeing a wrestler hold out until the 4th or 5th "crank" of the move and then submit. Submissions go a little too quickly for that at the higher CPU levels.
I think Level 4 has a good balance of submission length, tests of strength, and the time window between the collar and elbow tie-up and the grapple win. That last one could be a bit quicker but I live with it.
For some moves, I like watching the CPU attempt to crawl to the ropes at the higher levels. But for other moves it just doesn't look natural to me. So I don't mind giving up that feature on the higher levels.
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Post by Timberwolf on Aug 6, 2021 15:18:14 GMT
I sim at 9, I believe. I guess I like victims in a submission hold having an opportunity to break a submission by trying to make their way to the ropes. Here, the ref waves his hand twice, then calls for the bell. I feel this is good enough as it simulates the ref raising the victim's hand twice and if it falls a 3rd time, he calls for the bell.
But this is Fire Pro and there is no wrong way or right way to play the game. Everyone has their preferences and I have mine 😊
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Post by OrochiGeese on Aug 6, 2021 20:33:49 GMT
But this is Fire Pro and there is no wrong way or right way to play the game. Everyone has their preferences and I have mine 😊 Very well said, I totally feel the same way 👏 I also really like your idea of the ref simulating the "raising victim's hand twice" then calling for the bell. That is a clever and cool old school way to treat the level 9 submission check 😎
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Post by eskiman on Aug 6, 2021 20:57:00 GMT
I'm going to have to ask a stupid question I think - I've only ever simmed on level eight
Whats the reason for level four, and not five or six - does the rope crawling begin from level five onwards?
Is there any benefit to four over eight in terms of match quality, match length etc? I would really love my submission edits to actually like submit people (and with some regularity) and it seems level four could be more ideal for me!
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Post by OrochiGeese on Aug 6, 2021 21:13:06 GMT
The difference with submissions is that the referee allows them to last longer on the lower levels.
So that would be true all the way from Level 1 vs. Level 10.
The question is really how many "checks" you want the referee doing before breaking them up. And that really just comes down to a question of personal preference + how you build your edits.
You won't see as many submission victories on Level 10 because the ref only provides a few checks before the submissions stop. Conversely, a submission can last a long time on Level 1 since the ref will perform many more checks until finally breaking the submission up. I don't really remember how many "checks" per level though. Level 1 has the ref basically take out a beach chair and take in the sun during a hold.
I preferred Level 4 with FPR so I haven't really looked at Level 5 or Level 6. I can say with 100% certainty that there's no rope crawling on Level 4 but I don't know for sure when it starts.
I remember trying Level 7 with FPW and initially liking it until I realized two things.
1) The ref broke submissions up too early for my own preference & roster with a lot of submission edits.
2) The animation of wrestlers trying to crawl to the ropes just didn't look right to me for a lot of submission holds: specifically the ones where there's no possible way they'd be able to move their body to crawl. But even submission moves where a wrestler could feasibly move looked like they were "sliding" or "gliding" to me across the mat. Submission escapes were an excellent addition to the Fire Pro series in theory but the execution just didn't feel right to me. I'm a pro at suspending disbelief with Fire Pro over the years and seeing in game action as "simulating" stuff which my imagination fills in. But we all kind of have our own personal limits with that and visual pet peeves. Watching "Fire Pro on Ice" was too much for me 😁⛸
But the best thing to do would be for you to check out the different levels, see if you are okay with the submission escapes, and see how long you want the referees checking submissions for. There's no right answer here. "Match quality" would be subjective which is why you should try different levels.
But I would say that "Match length" is definitely affected by the levels. It's just affected inconsistently. On one hand, wrestlers crawling to the ropes would mean that submissions could be broken up quicker. On the other hand, submissions are already broken up quicker on the higher levels so they may not even get to the ropes. Since submissions are broken up quicker, you get more of a chance for other moves (like quicker duration pins or impact slams) to occur but you also get less of a chance for submissions ending matches earlier.
Some edits will be able to finish matches quicker on the higher levels if they have more flash pins. Other edits that rely on submissions will take longer to finish matches on the higher levels since they won't have time to do as much damage since the moves are broken up sooner and because there's a chance that the defender gets to the ropes. Whatever the reason, less submissions cranks mean less HP and spirit damage per submission. It also favors edits who use other types of moves to win matches.
Like a lot in Fire Pro, there isn't really a perfect answer but rather the best answer for what you personally want to see, how your edits perform, and what just feels and looks right to you. I'm not so attached to Level 4 that I wouldn't try a higher level - especially if I felt it benefitted a certain style of match or edit.
I avoid levels below 4 because there's too much delay in between the collar/elbow tie-up and the grapple win. This may not be an issue for those who use the mod that bypasses the collar/elbow tie-up. I'm not sure. But it's definitely an issue in the default game as it looks like the wrestlers fell asleep in the tie-up 😁
In short:
Higher levels: Low-friction surfaces for submission escapes that could make a physics expert blush. Aggressive refs with little tolerance for submissions and a ton of Tests of Strength 💪
Lower levels: Collar and Elbow Tie-up Siestas 😴 and refs writing their memoirs during submissions.
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Post by eskiman on Aug 6, 2021 21:26:17 GMT
Thank you OrochiGeese , alot of useful information there - as I use mods I've got the security that only signature or finisher submissions can end a match but I definitely do want submission edit wins to feel less random in my sims and that its not based on if the match has gone past the fifteen minute mark, I think I might go down to level four so they stand more of a chance against an edit with a front grapple finisher and see how different match length and ratings compare over a long period of time.
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Post by OrochiGeese on Aug 6, 2021 21:37:31 GMT
Glad I could help! 😄 I think I might go down to level four so they stand more of a chance against an edit with a front grapple finisher and see how different match length and ratings compare over a long period of time. That really is the best way to test your preferred level and test everything in Fire Pro. I've said in the past that the key with testing edits in Fire Pro is following trends over time. It takes a number of test sims to see if your edit's logic is broadly where you want it due to the unavoidable, built-in margin of error for strict, precise consistency that the RNG provides, mixed with the percentage based system for your edit choosing moves. It also takes a number of test sims to see if your edits are working the way you want them to within the COM level that you choose. Experiment and see what you just happen to mostly prefer. As for submissions, I do use a lot of front grapple and back grapple submissions so they can feel kind of random and also not as effective as a pin or impact move. I'm ok with that though as I often use FG/BG subs as false finishes - the equivalent of pin moves that I want to cause 2.9's early in the match. When I really want a submission finisher that can consistently win and garner attention, I assign specials to ground attack submissions. And I "focus" the match around them by leading into them with taunts. This could also help boost your edit's spirit if you are using the Stardom or Superstar skill. Also, if you want submissions to be a bit more effective, you should check out some of the posts on this site about "Spirit Nuking" if you haven't already. Here are a few links: criticalclub.com/thread/528/fastest-lower-spiritcriticalclub.com/thread/155/soaks-spot-construction?page=1Even if you have a higher COM level, you can still make submission finishes more likely to occur if you follow some of the advice in those posts. Of course, higher spirit damage also will make it more likely that flash pins end matches so you would have to make sure you don't have too many of those early if you want your submissions to have a chance. In fact, if you really spirit nuke, you can see flash pins finish matches even if the defender only is up to mid damage. So if you use spirit nuking to make submissions more potent to specifically compensate for a higher COM level, be careful that you don't have too many flash pins too.
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