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Post by craziej2k on Sept 2, 2018 18:29:03 GMT
I got my edits pretty much how I want them set up apart from one thing, their spirit always takes too long to wear down even if it's set to poor. This means they're always kicking out at 2.9 after finishers which ideally would finish the match. I'm trying to make a small WWE style fed and this is the only problem I've come across that I can't seem to fix.
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Post by ligerbear on Sept 2, 2018 19:36:52 GMT
I got my edits pretty much how I want them set up apart from one thing, their spirit always takes too long to wear down even if it's set to poor. This means they're always kicking out at 2.9 after finishers which ideally would finish the match. I'm trying to make a small WWE style fed and this is the only problem I've come across that I can't seem to fix. Give the one hit finisher attribute to give an extra boost to finishers. You are never going to get an exact wwe style match because the game is designed with japanese wrestling psychology in mind so kicking out of finishers is the norm
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Post by jetlag on Sept 2, 2018 20:32:45 GMT
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Post by soak314 on Sept 3, 2018 1:04:09 GMT
Thanks for the plug jetlag!
craziej2k, if you haven't already, setting a few baselines for your roster will help too:
1.) have everyone at Low Spirit by default 2.) set everyone's parts defenses to Low as well 3.) set everyone to low or NO ukemi (0/0/0)
Low spirit = slower passive spirit regen and less spirit gain from sub escapes and taunting. Low parts defense = more effective partswork across the board for your fed. If you want someone to have sturdier arms, for example, it'll also make it way easier for em to stand out when everyone else is at low.
YMMV for the ukemi bit, since ukemi by nature is extremely variable. Setting it low or at 0 will do one thing for sure however: make it so your edits don't get ukemi nearfalls or the usual lategame spirit boost. This can really help cut finish attempts down especially, at the cost of you not being able to control comebacks as well across the roster.
EDIT: Give everyone the Finisher special ability, too.
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Post by view619 on Sept 3, 2018 1:09:42 GMT
Lower finisher percentage, so they're more likely to occur when the opponent is worn down enough to be unable to kick out.
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Post by craziej2k on Sept 6, 2018 14:39:58 GMT
I did notice an option in the Mod Suite called 'Stop Using Ukemi After Boost?" that seems to have done it.
Thanks for all the ideas, I'll give them a try.
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Post by Wonderland on Sept 6, 2018 17:37:34 GMT
A fast moving and counting ref can help.
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