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Post by AkibaSasha on Sept 4, 2018 17:43:00 GMT
So I just started up Fighting Road today, going in as blind as possible in terms of story beats.
What I wanna know though, is are you able to join Suzukigun? The game thus far has only actively mentioned the Main Unit, CHAOS and LIJ. (And if so, what do you have to do to impress Suzuki?)
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Post by sofia on Sept 4, 2018 18:06:44 GMT
I had my El Desperado at like 50% for Weapon Use and in CPU vs. CPU sims he gets a chair maybe once a match (which is truly how he wrestles singles matches). Against me, however, he would get a weapon every time I went outside manually. So I'd say like 30% is fine for a guy like Necro, if not higher. Ukemi I'd say something like 30/10/20? Ok cool. I was reading the topic about longer matches, noticed that the person has Steamboat at lower offence but higher defence. I think I have my Necro a little high on offense, but how does that work. Is defense attack only for reversals? "lower" offense. :V defense is what's checked with a successful grapple by the other side... if they're high, then it means the moves will not do as much damage. Combined with high recovery and high HP, it basically means that it takes a lot more for a match to transition from early, to mid, to late, to critical HP. reversal damage is determined by offense, same as anything else. you may have to take other wrestlers into consideration for it but there is merit to having high average offense but low average defense. The main one being that it essentially forces matches to be short and brutal. Not that I'm saying you should do so with Necro Butcher, however.
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Post by sofia on Sept 4, 2018 18:07:38 GMT
So I just started up Fighting Road today, going in as blind as possible in terms of story beats. What I wanna know though, is are you able to join Suzukigun? The game thus far has only actively mentioned the Main Unit, CHAOS and LIJ. (And if so, what do you have to do to impress Suzuki?) I'm not sure how you get on the Suzuki-gun route but they give you the option on the 2nd playthrough, at least.
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Post by dnmt on Sept 4, 2018 19:08:43 GMT
Necro can take a punch, so maybe 8/10? Here's what BillWood said about the parameter points: Parameters | 01 | I'm laughably bad at this | | 02 | I'm not able to do this well at all | | 03 | I'm not so good with this, but can use it somewhat| | 04 | I've trained but this is not my strong point | | 05 | I've trained and am proficient in this trait | | 06 | I'm better than some at this | | 07 | I'm better than a lot at this | | 08 | I'm better than most at this | | 09 | Only true legends are better at this | | 10 | I am a legend and master at this | Necro is easily a 9 in Punch, in my opinion. I also look at Fire Pro in a strictly pro-wrestling context as I never use MMA guys or Boxers or whatever. Kayfabe-wise, Necro is a 9.
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Post by sofia on Sept 4, 2018 19:29:32 GMT
Here's what BillWood said about the parameter points: Parameters | 01 | I'm laughably bad at this | | 02 | I'm not able to do this well at all | | 03 | I'm not so good with this, but can use it somewhat| | 04 | I've trained but this is not my strong point | | 05 | I've trained and am proficient in this trait | | 06 | I'm better than some at this | | 07 | I'm better than a lot at this | | 08 | I'm better than most at this | | 09 | Only true legends are better at this | | 10 | I am a legend and master at this | Necro is easily a 9 in Punch, in my opinion. I also look at Fire Pro in a strictly pro-wrestling context as I never use MMA guys or Boxers or whatever. Kayfabe-wise, Necro is a 9. No offense to Bill, I used the guide when I was younger, but I *hate* this explanation of offense. It creates the assumption that you should base these things off of skill rather than pacing. Having said that, yes, if he is meant to finish matches quickly and he uses punchy-kicky stuff (he's a hardcore guy so I'd assume so in both instances!), then his striking offense should in general be rated highly.
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Post by Zealot on Sept 4, 2018 19:32:38 GMT
Here's what BillWood said about the parameter points: Parameters | 01 | I'm laughably bad at this | | 02 | I'm not able to do this well at all | | 03 | I'm not so good with this, but can use it somewhat| | 04 | I've trained but this is not my strong point | | 05 | I've trained and am proficient in this trait | | 06 | I'm better than some at this | | 07 | I'm better than a lot at this | | 08 | I'm better than most at this | | 09 | Only true legends are better at this | | 10 | I am a legend and master at this | Necro is easily a 9 in Punch, in my opinion. I also look at Fire Pro in a strictly pro-wrestling context as I never use MMA guys or Boxers or whatever. Kayfabe-wise, Necro is a 9. No offense to Bill, I used the guide when I was younger, but I *hate* this explanation of offense. It creates the assumption that you should base these things off of skill rather than pacing. Having said that, yes, if he is meant to finish matches quickly and he uses punchy-kicky stuff (he's a hardcore guy so I'd assume so in both instances!), then his striking offense should in general be rated highly. I'm happy someone pointed this out before I did. This is definitely a misconception of parameter point totals. Parameter points should be based around the frequency of the category types on offense and should be allocated based on ability to withstand different types of attacks on defense. Otherwise, you are going to end up creating a bunch of overpowered, cement type edits.
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Post by dnmt on Sept 4, 2018 19:49:39 GMT
I don't get what you guys mean exactly. Wouldn't Logic have much more to do with pacing and frequency than Parameters?
I get that yes, a guy who uses a lot of punches and has a 9 in Punch is going to be doing a ton of damage to his opponent. But if that is his entire offense, and he's very low in most other parameters, he isn't going to be able to do any damage to his opponent at all if his Punch is a 5.
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Post by Senator Phillips on Sept 4, 2018 19:52:56 GMT
Good posts from Maik and Z here, the main thing to consider is how the wrestler operates in context. If they're meant to be main event level destroyers, then high offensive stats for big and frequently used moves can absolutely make sense. But if they're just really good at something, but meant to be lower/mid card, then you can screw up balance badly by rating directly on how good they're supposed to be at that category without context.
My favorite example here was when I ported Danshoku Dino to FPW, I gave him 10 in Ent offence. Didn't have him spamming his big moves THAT much, but he was so overpowered that he beat Inoki and Prime Hogan with his usual tactics. Bumped him back down to a 6 I think, which was still a six point swing over other edits without Ent defense, still powerful at that, but not destructive to balance anymore.
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Post by sofia on Sept 4, 2018 20:12:56 GMT
I don't get what you guys mean exactly. Wouldn't Logic have much more to do with pacing and frequency than Parameters? I get that yes, a guy who uses a lot of punches and has a 9 in Punch is going to be doing a ton of damage to his opponent. But if that is his entire offense, and he's very low in most other parameters, he isn't going to be able to do any damage to his opponent at all if his Punch is a 5. They all come together, really, but generally, if you want a match to go on long, you give them lower offense and higher defense. This also works if they're meant to hold their own against powerhouses. Conversely, for a powerhouse wrestler, unless you're trying to make them invincible, you may want to balance their high offense (which ensures that, against someone with average def, the match is going to end before the effects of a prolonged struggle begin to show) with low defense. Why? Because, while their body is built to overpower opponents, their body is also their own weakness -- without that flexibility that comes from a well-conditioned physique, moves that force them off their feet, or manipulate their limbs, or cut off their cardiovascular system, may tire them out quickly.
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Post by Severla on Sept 4, 2018 20:24:35 GMT
I think that list has poisoned the well at this point, really.
If your edit is 75% punches, something like a 9 Punch Offense will cause him to just mow the competition over. That's fine if you want a squash king, but if you want a balanced edit capable of putting on a 15m+ match without shenanigans, they clearly should NOT have that high of an offensive stat.
Edit: For an actual boxing or MMA edit, it'd make more sense. You want those to KO and likely win in short time (and is why I halved defenses on my combat edits).
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Post by dnmt on Sept 4, 2018 21:03:54 GMT
Makes sense. I am going to double check my edits tonight to ensure I don't have the offensive parameters too high for a move type they do a lot of.
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Post by sofia on Sept 4, 2018 21:13:03 GMT
I think that list has poisoned the well at this point, really. If your edit is 75% punches, something like a 9 Punch Offense will cause him to just mow the competition over. That's fine if you want a squash king, but if you want a balanced edit capable of putting on a 15m+ match without shenanigans, they clearly should NOT have that high of an offensive stat. Edit: For an actual boxing or MMA edit, it'd make more sense. You want those to KO and likely win in short time (and is why I halved defenses on my combat edits). Yeah, that's exactly it. You put those stats high to force the match to be fast. But, at least with OCs, you probably want to balance that out or simply avoid doing that altogether. With boxing and MMA edits, you're probably giving them Fighter style + Strike critical to ensure that those matches end more quickly... and yes, also you should consider lowering their defenses considerably, unless you're trying to make a heavyweight who could go the distance like someone such as Ali used to.
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Post by rollinsphan on Sept 4, 2018 22:22:05 GMT
I know someone else has probably commented on this already but the absence of the Budokan arena is a bit disappointing. You include Korakuen Hall and the Dome but not that historic arena?
Also got my first 100% match today.
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Post by Lord Worm on Sept 4, 2018 23:06:15 GMT
Is there a list of the new names for the move list? It's a pain in the ass sometimes, I've had to play returns a few times to check.
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Post by Severla on Sept 4, 2018 23:10:26 GMT
Maik had one on the Arena before we had to move, dunno if he transitioned it, I'll look and also ping him.
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