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Post by pfadrian on Sept 18, 2018 17:42:56 GMT
What are ways I can reduce the amount of break-ups that cause my tag matches to sometimes run 50 minutes? Is my cooperation level too high? Is it effected by secondary interference? Am I missing something?
As for refs, I keep run-in settings slightly short. I don't want to turn off cut play completely, and short run-ins seem almost too short (I may explore that as a last option), but it seems silly when a wrestler enters the ring, only to turn around before reaching his or her partner.
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Post by dnmt on Sept 18, 2018 20:11:12 GMT
I haven't dove into tag matches yet, but I would imagine a ref with the highest count speed and move speed is a necessity.
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Post by kikrusher99 on Sept 18, 2018 21:05:29 GMT
What are ways I can reduce the amount of break-ups that cause my tag matches to sometimes run 50 minutes? Is my cooperation level too high? Is it effected by secondary interference? Am I missing something? As for refs, I keep run-in settings slightly short. I don't want to turn off cut play completely, and short run-ins seem almost too short (I may explore that as a last option), but it seems silly when a wrestler enters the ring, only to turn around before reaching his or her partner. Can you change the run in length?
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Post by Dawnbr3ak3r on Sept 18, 2018 21:22:04 GMT
There's a setting you can change on the Ref that increases the amount of time teammates can be in the ring. I recommend setting this higher if you want the participants to be more involved in the ring. Lower it if it's too long. Short is absurdly short, and Long is absurdly long, so somewhere in the middle will probably be good.
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Post by OrochiGeese on Sept 18, 2018 21:27:28 GMT
What are ways I can reduce the amount of break-ups that cause my tag matches to sometimes run 50 minutes? Is my cooperation level too high? Is it effected by secondary interference? Am I missing something? As for refs, I keep run-in settings slightly short. I don't want to turn off cut play completely, and short run-ins seem almost too short (I may explore that as a last option), but it seems silly when a wrestler enters the ring, only to turn around before reaching his or her partner. Since you already have optimal ref settings for your goals, I think the answer is to increase the "R Trigger headlock/drag" usage for your edits (approximately 10% in Large Damage is what I use for R Trigger for tag edits) and make sure Cooperation is high enough. The combination of higher R trigger plus higher cooperation will cause the edits to drag the opponents to their own corners with the headlock more often in the match. As a result, your edits will be more likely to keep the action in their own corner, effectively "cutting off the ring" so that pinfalls and submissions are less likely to happen toward the middle of the ring and therefore be less likely to be broken up by the non-legal man. As a bonus, you also will get a higher chance of cool teamwork spots happening closer to the corner (like a doomsday device or the "holding opponent from behind" as teammate comes in).
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Post by pfadrian on Sept 18, 2018 22:58:09 GMT
I haven't dove into tag matches yet, but I would imagine a ref with the highest count speed and move speed is a necessity. . That’s a good idea. Though I think I might already have refs at the fast level (need to check that).
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Post by pfadrian on Sept 18, 2018 23:00:59 GMT
What are ways I can reduce the amount of break-ups that cause my tag matches to sometimes run 50 minutes? Is my cooperation level too high? Is it effected by secondary interference? Am I missing something? As for refs, I keep run-in settings slightly short. I don't want to turn off cut play completely, and short run-ins seem almost too short (I may explore that as a last option), but it seems silly when a wrestler enters the ring, only to turn around before reaching his or her partner. Since you already have optimal ref settings for your goals, I think the answer is to increase the "R Trigger headlock/drag" usage for your edits (approximately 10% in Large Damage is what I use for R Trigger for tag edits) and make sure Cooperation is high enough. The combination of higher R trigger plus higher cooperation will cause the edits to drag the opponents to their own corners with the headlock more often in the match. As a result, your edits will be more likely to keep the action in their own corner, effectively "cutting off the ring" so that pinfalls and submissions are less likely to happen toward the middle of the ring and therefore be less likely to be broken up by the non-legal man. As a bonus, you also will get a higher chance of cool teamwork spots happening closer to the corner (like a doomsday device or the "holding opponent from behind" as teammate comes in). . Great suggestions. Nothing drives me crazy like when the wrestlers land one of their pinning moves in the other team’s corner.
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Post by pfadrian on Sept 18, 2018 23:02:59 GMT
What are ways I can reduce the amount of break-ups that cause my tag matches to sometimes run 50 minutes? Is my cooperation level too high? Is it effected by secondary interference? Am I missing something? As for refs, I keep run-in settings slightly short. I don't want to turn off cut play completely, and short run-ins seem almost too short (I may explore that as a last option), but it seems silly when a wrestler enters the ring, only to turn around before reaching his or her partner. Can you change the run in length? yes, one level. I keep it at slightly short, because short doesn’t let them get far enough to have a chance.
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Post by pfadrian on Sept 18, 2018 23:07:32 GMT
I haven't dove into tag matches yet, but I would imagine a ref with the highest count speed and move speed is a necessity. I’m surprjsed. You seem to be on top of editing. I imagined you’ve been doing this for awhile.
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Post by pfadrian on Sept 18, 2018 23:10:04 GMT
There's a setting you can change on the Ref that increases the amount of time teammates can be in the ring. I recommend setting this higher if you want the participants to be more involved in the ring. Lower it if it's too long. Short is absurdly short, and Long is absurdly long, so somewhere in the middle will probably be good. Yes, that’s the run in time. I keep it slightly short. I used to have it longer, but it’s essentially anarchy. Might as well make it tornado tag.
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Post by Ace ♠ on Sept 29, 2018 10:01:43 GMT
I've kinda given up on tag team matches at this point due to my own terrible logic. Even though I have dedicated teams I'm just terrible at making them co-operate so they just kinda sit there connecting dust...
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Post by soak314 on Sept 30, 2018 0:06:35 GMT
I've kinda given up on tag team matches at this point due to my own terrible logic. Even though I have dedicated teams I'm just terrible at making them co-operate so they just kinda sit there connecting dust... Don't feel bad about it. Tag logic can force edits to behave in weird ways with how they're setup (ie finisher > tagout instead of pinning).
The cool manual doomsday spot will never go to pin because the edit who'd have the potential to go into prio after pulling it off (the guy jumping off the rope) won't be legal. So it's pretty much pointless when it happens.
Not to mention all the little things like interference values being highly variable on either end of the tag ref spectrum.
ie. short involvement run in check refs get you a lot of spots where the edits just stare at their tag partners getting pinned/subbed even if they were within kicking distance of their corner. Long involvement run in check refs get the issue of breakups constantly interrupting the match causing em to potentially go looooong.
You could also sim with interference turned off (cut play), but then you've removed the one factor that makes a tag match behave like a tag match.
In conclusion: I think as they are they're ugly to watch and largely un-entertaining, so the quickest way to improve them is to cut the length down to as short as humanly possible so you don't have to suffer through as much of the dumb shit they can contain.
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Post by Hal on Sept 30, 2018 1:08:49 GMT
I only use tornado tags still for this game.
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Post by Ace ♠ on Sept 30, 2018 2:23:14 GMT
I've kinda given up on tag team matches at this point due to my own terrible logic. Even though I have dedicated teams I'm just terrible at making them co-operate so they just kinda sit there connecting dust... In conclusion: I think as they are they're ugly to watch and largely un-entertaining, so the quickest way to improve them is to cut the length down to as short as humanly possible so you don't have to suffer through as much of the dumb shit they can contain. Lmao that seems like the best way to go xD
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Post by view619 on Sept 30, 2018 2:38:12 GMT
Turning Cut Play off helps a lot, even if it results in the tag matches losing what makes them unique. The constant pin break ups are a killer otherwise.
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