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Post by MordecaiXLII on Jul 30, 2018 17:18:41 GMT
How do I nerf an edit who's way too strong and who nukes spirit and health way too fast?
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Post by Dawnbr3ak3r on Jul 30, 2018 19:43:56 GMT
How do I nerf an edit who's way too strong and who nukes spirit and health way too fast? Nerf their Offense Parameters. Nerf their Special Skill (especially if they're using one that includes Start Dash or Strike Back). If it's still not working out, adjust their moveset. You can use the moves spreadsheet that Carl made to help figure out what moves are doing what: docs.google.com/spreadsheets/d/1n5obOUyu_kwgw6D4WX5t6rjUteQ8QAZH7xM86jsVRtk/edit#gid=1326375181Also, MMA and Rough moves do a lot of Spirit Damage. If your edit has high MMA Offense and isn't an MMA guy, there's no reason to have it higher than 1 Offense.
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Post by auronpro on Jul 31, 2018 0:48:20 GMT
How do I nerf an edit who's way too strong and who nukes spirit and health way too fast? Post up the edit's CPU logic for standing grapples and it's params.
Also, "nuking way too fast" is a relative term. What edits are getting nuked down too quick?
Without the aforementioned information, I can say that you might want to lower offiensive params and/or have the edit doing a higher percentage of SML moves in MED and LRG damage.
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Post by soak314 on Aug 1, 2018 10:09:26 GMT
Dakkon posted this breakdown from the old boards of Showmanship, Flexibility, Discretion, Cooperation and Touchwork on the question about touchwork post that I find SUPER helpful for reference, figured it fit nicely here as well. Been meaning to reply, this is Good Shit. Thanks so much for breaking down that mess of an old thread into something communicated in raw mechanics, Dak. I'll be copy pasting this for future reference.
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Post by PunkBoy on Aug 10, 2018 0:56:41 GMT
How common are double team moves (eg holding someone for your teammate to strike, Doomsday Device position, etc.) supposed to be? I rarely, if ever, see them, as well as corner grapple double team moves. I have cooperation between 90-100, so are there other factors that decide if teammates will pull it off?
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Post by kidkash202 on Aug 15, 2018 15:12:42 GMT
How do I nerf an edit who's way too strong and who nukes spirit and health way too fast? Nerf their Offense Parameters. Nerf their Special Skill (especially if they're using one that includes Start Dash or Strike Back). If it's still not working out, adjust their moveset. You can use the moves spreadsheet that Carl made to help figure out what moves are doing what: docs.google.com/spreadsheets/d/1n5obOUyu_kwgw6D4WX5t6rjUteQ8QAZH7xM86jsVRtk/edit#gid=1326375181Also, MMA and Rough moves do a lot of Spirit Damage. If your edit has high MMA Offense and isn't an MMA guy, there's no reason to have it higher than 1 Offense. Carl, Do you mind freezing the Top Row and the 1st two columns for scrolling purposes? Thanks Please and tHankyou
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Post by craziej2k on Aug 15, 2018 16:17:42 GMT
How common are double team moves (eg holding someone for your teammate to strike, Doomsday Device position, etc.) supposed to be? I rarely, if ever, see them, as well as corner grapple double team moves. I have cooperation between 90-100, so are there other factors that decide if teammates will pull it off? Make sure you've got cut play set to on. The length of time it took me to realise it needs to be set to on for double teams to happen was embarrassing!
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Post by LankyLefty17 on Aug 15, 2018 19:10:49 GMT
So- I recently had a bitch of a time overhauling an edit that wasn't performing the way I wanted. Redoing everything: moveset, skills, parameters, fight styles. Every time, same result. And then I realized what I was forgetting- Ukemi.
For new edit makers such as myself, I feel like this can be a major hurdle to overcome when you start off. If you want to just have competitive matches, the basic tips in Deni/Carl's and Maik's guides are great places to start. But I found as I was trying to make specific types of edits (such as a monster heel or a comeback babyface), my shifts in ukemi didn't get me the results I wanted, and in some cases had the opposite effect I was looking for. Before the site move, I found this quote from Spunk- which I have found as a really useful way to look at how you can set up ukemi to complement the type of edit you are looking to make:
The post is a little old so not sure if Spunk still adheres to this, but I've found my results to be pretty enjoyable by following these concepts.
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Post by Senator Phillips on Aug 15, 2018 20:57:26 GMT
I've actually pushed ukemi a bit higher as of late, noting that my formula where I had Jimmy Jack Walker at close to 100 across the board made him one tough damage absorbing son of a gun. On the opposite end of the scale, I'm pretty close to 0 across the board for Colossus Rhodes, who isn't taking anything from anyone if he can help it. Fun stuff to play with.
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Post by kidkash202 on Aug 16, 2018 4:23:50 GMT
So for an underdog , Mid-Card babyface (Rey in WCW), what would you assign for him Ukemi?
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Post by view619 on Aug 19, 2018 15:29:58 GMT
An idea I've had recently for expanding your ground moves; if an edit has something like a "Mounted Knuckle Arrow" or "Mounted Elbow" as a ground move then replace it with the Mount/Back Mount position, add the move to the MMA position move set and increase CPU logic to execute that move frequently. This way, you get increased moves with the chance of additional spots based on the opponent's MMA counters.
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Post by PunkBoy on Aug 19, 2018 19:25:43 GMT
How common are double team moves (eg holding someone for your teammate to strike, Doomsday Device position, etc.) supposed to be? I rarely, if ever, see them, as well as corner grapple double team moves. I have cooperation between 90-100, so are there other factors that decide if teammates will pull it off? Make sure you've got cut play set to on. The length of time it took me to realise it needs to be set to on for double teams to happen was embarrassing! Same, haha. I think I was just getting unlucky with sim RNG before because I was able to get some double team stuff recently. One thing I did notice is that when a team went for a Doomsday Device situation, the person attacking from the turnbuckle used their Post (MED) attack. I checked their moveset afterwards and they had a valid attack in the Medium slot (Axe Handle), but an invalid move (Diving Neckbreaker) in the Big slot. So I'm wondering if the game goes to the Medium attack if Big isn't appropriate, or if it just goes for Medium only.
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Post by Senator Phillips on Aug 20, 2018 22:39:48 GMT
Interesting, since I always set small and medium for top rope down and large and small plus medium for top rope standing moves. So I'm guessing what happens is that it goes down the progression from large if large isn't available for Doomsday.
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Post by kikrusher99 on Aug 21, 2018 5:24:57 GMT
An idea I've had recently for expanding your ground moves; if an edit has something like a "Mounted Knuckle Arrow" or "Mounted Elbow" as a ground move then replace it with the Mount/Back Mount position, add the move to the MMA position move set and increase CPU logic to execute that move frequently. This way, you get increased moves with the chance of additional spots based on the opponent's MMA counters. Fucking smart!
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Kris
JIM MINY
www.twitch.tv/purist_chris
Posts: 79
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Post by Kris on Aug 21, 2018 11:59:04 GMT
An idea I've had recently for expanding your ground moves; if an edit has something like a "Mounted Knuckle Arrow" or "Mounted Elbow" as a ground move then replace it with the Mount/Back Mount position, add the move to the MMA position move set and increase CPU logic to execute that move frequently. This way, you get increased moves with the chance of additional spots based on the opponent's MMA counters. I used to do this but I was put off by Carlzilla as he said the MMA moves drain spirit too fast to sim realistically in a pro wrestling match.
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