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| Thread | Thread Starter | Forum | Replies | Last Post |
| [ 0.7a-b bug report ] - Official discussion | TMyApp | Bugs and Problems report | 46 | 01-07-2003 05:06 PM |
| [ 0.6d bug report ] - Official discussion | TMyApp | Bugs and Problems report | 38 | 12-24-2002 10:59 PM |
| [ 0.6b bug report ] - Official discussion | TMyApp | Bugs and Problems report | 62 | 11-02-2002 08:01 AM |
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#11 |
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Senior Member
Senior Member
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In the first round of practice mode everything was fine until round 2 and 3. I wasn't able to do any supers until the round with onslaught.
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#12 |
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Senior Member
Senior Member
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when i was playing, and i was using psylock, she didn't even hit my opponent. She went right through with no damage at all..
:angryfire: i hope its not the same with other helpers.
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Sometimes the biggest obstacle can be the smallest thing. |
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#13 | ||||||||||||
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Senior Member
Senior Member
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Quote:
mooo1 Posted on Nov. 06 2002,15:06
-------------------------------------------------------------------------------- when i was playing, and i was using psylock, she didn't even hit my opponent. She went right through with no damage at all.. i hope its not the same with other helpers.
Quote:
sk8erfox805 Posted on Nov. 06 2002,00:45
-------------------------------------------------------------------------------- helpers dont work in practice mode.. they dont hit ur opponent..
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#14 |
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Senior Member
Senior Member
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When Im hosting a quick game on the D/L version...
when the match begins. Both characters taunt each other. (some times more than once.) Before the match has even started....my opponent is already preforming moves as if he is attacking me. Then the word "FIGHT!" My character is still entering his fighting stance, and my opponent has instantly lag-teleported right on top of me preforming moves....while im still recovering from the taunt. it's kinda like their characters are running turbo,and im running normal. they get about a 3 second head start, and I dont have time to block....it is VERY annoying. Heres another one for ya. People that just optic blast coninously,blast after blast after blast....it is quite annoying...it creates much lag...so much lag that if Cyclops has his back to the wall. Your character can not damage Cyclops...even when standing right on top of Cyc..timing every punch perfectly in between optic blasts,or pounding away,even using combos and helpers...ya just cant hurt Cyclops. If you let up on your assault for a second....you will be shot...over and over again...you take the damage...Cyc takes nothing. Wolverine has the same problem....people just using the drill claw over and over again, untill the level up and barrage-X you. The technique use is different but the results are the same....wolverine takes little to no damage. Or Ryu users that jump left to right Fireballing or kicking madly,beween jumps. It's like people have learned that punching the crap out of the buttons creates a "LAG-shield" However, I beleive 2000warrior may be right in implimenting a cap on Cyclops "standard blasts"...lets say 5 blasts,and then Cyclops "Wipes his eyes in pain"...or preforms a different move. Something to create a small delay in his onlaught of blasts....just long enough to allow a sync between the players.
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#15 |
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Senior Member
Senior Member
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Funny, nosoul, I posted the same exact Cyclops problem in the General Comments/Strategies section, but none of the mods (save 2000warrior) has even noticed it. But you are correct about the Cyclops blasts, they're out of control.
I'm not sure if this is a bug or not, but in the practice mode, the computer never runs out of helpers. The number of times they can use their helpers never goes lowe rthan four, and there have been times where the computer would use Shumi GOrath over 10 times in a single match. |
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#16 |
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Senior Member
Senior Member
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about the helpers, it also doesn't work in online games either
i tried it when a person was doing a super, i think it was chun-li, and the helper went right through and did no damage... I had to take all of chun-li's super....
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Sometimes the biggest obstacle can be the smallest thing. |
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#17 |
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Guest
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I find it strange to say this... but I have to agree with Nantuko Joe about Cyclops' Optic Blast. Although I don't agree with limiting moves, I'd like to see it slowed up a bit (as what happened with the Optic Sweep).
There's just too many people who can/will take advantage off attacks that allow little/no recovery time between shots. The LP Optic Blast leave almost no time to block in between, effectively allowing some cheap #### to hit a lot of damage off of an advancing opponent. Not only from actual hits, but a lot of block damage is taken off of this... almost as much as someone who knows how to fight will take off of the cheap player once they do get close enough to "fight back" before the cheap player triple jumps to the other side. To add to this, the HP Optic Blast doesn't (and has never) allowed any time for anyone to defend in between attacks. In this way, someone can easily KILL someone else who simply gets unfortunate enough to get caught in mid-air, and get hit once by this attack. The speed in between these moves are making it increasingly difficult to uphold a steady "balance" between any character vs. a Cyclops player, and is easily and regularly expoited by the ######s of today. ...ah well, who'm I kidding, it's for the people who don't know how to block that need this... :biggrin: On something else I've mentioned before... Wolverine still regenerates (P4) when hit by a beam/projectile super in practice mode (when he's blocking of course). Edited By 2000warrior on Nov. 07 2002 at 19:57 |
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#18 |
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Senior Member
Junior Member
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for some reason, when i enter practice mode, everyhting is fine until the end...
the charecters say there thing, then it freezes repeating the prefight music over and over again (in a wierd way)
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the statement on right is true / the statement on the left is false |
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#19 |
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Senior Member
Senior Member
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like no soul said.. when ciclops does the optic blast 5 times. his glasses could come off for like a min and then he picks the glasses on again..
or when u pick ciclops there should be an energy bar.. so the more u use the optic blast the energy bar is gonna come down.. till u dont have any power 2 use it |
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#20 |
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Senior Member
Senior Member
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[quote
ost_uid0="2000warrior"]...ah well, who'm I kidding, it's for the people who don't know how to block that need this... :biggrin:[/quote] yes but like you just said...you still take alot of blocking damage over time. As well as any direct damage you receive.combined with the nullified close combat (cuz you cant hurt him)...ya pretty much screwed. Not always...but often enough to make it aggrivating as hell....of course thats the player...not the character. The only way to stop the player is to make it so cyclops cant blast over and over again infinitly....thus make him preform a diffent move when he hit's his cap. ####'s would eventualy learn that cant just hammer the optic blast. The "wipes his eyes in pain" idea is actualy a Dead Or Alive 3, technique. In DOA3, when a player hammers the same move over and over again...they preform very effective 2-7 hit combos if they connect but then "pause" or "do something stupid"...like taunt or preform a move that leaves them wide open for an attack....very similare to Cyclops "quick attacks". I love the speed and efficency of Cyclops' blast...I wouldnt change it, if a cap where implimented. With out a cap...the obvious solution is to extend the delay between blasts....but by doing that, you retard the effecency of Cyclops blasts. If his blasts where slowed His close combat moves would need to be improved upon. (wich I think he seriously needs anyways.) Currently Cyclops is unbalanced...his blast are easy to connect with...his close combat requires practice and skill,,,and beginers always take the easy way out...then they learn to play the game improperly...and capitalize on those techniques.
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