im only doing this bull**** for your first post, so i hope thats where you made all your changes.
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Ascending:
-While holding powerup a player must double tap Turbo in order to begin ascending. To continue you must continue to hold down Turbo and Powerup as the ascending animation plays out. If you wish to stop ascending simply let go of turbo or powerup.
useless? what the hells so hard about pressing Z. your gonna actually tell me that THAT is not complicating a simple action?
The games mechanics / feel has been improvised and so has the function of Z(the function of Z has been changed). This way of ascending flows better in gameplay(using my ideas) instead of the odd Z to watch urself trans. This way a player is participating in the act of transcending and may simply release the common controls held down to stop.
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-Turbo can only be turned on when the Ki Meter, is at its' maximum.
why? noobs are just gonna find that annoying (not to mention us pros are too). the point of turbo is energy for power. as long as you have energy you should be able to use it. even if its barely any at all.
There is a reason why, and if you would've bothered to quote the entire section u'de see why. Since turbo can't be lost by being hit and since it's EASIER to stay in turbo(Turbo can only be lost if a person is HIT into an object/solid).. it must also be slightly harder to get turbo for BALANCE.. not as if there is anything hard about getting a full ki meter now is it? Ontop of that it encourages players to play Aggressively to prevent another player from getting a full ki meter.
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-Doubletap Jump to recover from a roll. After the recovery you will still slide back, until you "RecoveryJump" or stop sliding.
one jump is all you need.
I suggested a DOUBLE tap, because this is a "RECOVERY" after all, and the rolling for esf 1.2 took a while to recover from. This one is slightly faster depending on how long u wait before jumping. You double tap to recover from the roll, then you jump again to "Recovery jump".Quote:
-If you hold jump before your are slammed into the ground, you may press jump again while holding any direction to jump in that direction.
you already auto jump if your holding it.
Recovery Jump:
-Works same as in 1.2
-If you hold jump before your are slammed into the ground, you may press jump again while holding any direction to jump in that direction.-Is now available after recovering from a role.
-Now has a New Feature, when you catch yourself as your smacked into the ground or after recovering from a roll, if you hold jump and hold Forward, instead of pressing jump again, when the animation finishes your player will take off with a "Boosted Swoop".
-The 2nd New Feature enables a player, during a recovery, to begin chargin any Beam Attack that allows you to move while charging it.
Its an explanation for those who DONT know how it works.
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-Now has a New Feature, when you catch yourself as your smacked into the ground or after recovering from a roll, if you hold jump and hold Forward, instead of pressing jump again, when the animation finishes your player will take off with a "Boosted Swoop".
this one i dont like because it's somewhat taking away your freedom. this isnt tenkaichi. YOU decide what you do after you jump off of the ground, if you want to swoop, you swoop. it doesnt need to happen automatically.
This DOESNT take away from freedom. This gives you the OPTION of boost swooping, IF you let the recoveryjump AUTOMATICLY jump while holding forward + jump it will go into this type of swoop. IF YOU catch yourself by holding jump then press a direction then press JUMP again, you JUMP in that direction. You misunderstood the idea.
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-Is the same as a normal swoop, except it has 1/2 the Ki Burn and it travels twice the distance of a normal swoop
dash is bad enough, why would this be better. are you trying to take out the ki control element?
How about you stop taking stuff OUT OF CONTEXT???? this belongs under the BOOSTED swoop section and ONLY applies to the BOOSTED swoop.
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Teleporting:
-Consumes Ki and Stamina.
-Has no delay, but a teleport can not overlap another teleport.
-You can only teleport up to 3 times when teleporting back to back, as fast as posible. This is because each teleport consumes 27pts of the a 100pointstamina bar. (Keep in mind that stamina recharges quickly)
-Players can teleport more often if they teleport gradually instead of spamming it.
so despite ANY Z fighter being able to do it indefinitely were gonna put MORE limits on it? im glad they got rid of the tele-delay but this stamina **** just completely ruins it. teleport is high speed movement. its not some major energy booster, its a melee technique. thats a key way for a noob to survive a pro assault, and that pro assault is how they learn to utilize it. im a key example. so...how are you not taking away the basics?
What!??! were Z fighters in a saiyan world???? or was this a video game?? This in NOT limit teleporting, it merely LIMITS the spamming capabilities of teleporting, meaning I wont be able to go teletleltelteltelteltel across the map unless i go tele,tele,tele with a slight pause between each one. I'm also capable of double tele'ing back to back without a pause, but i wont be able to tele again until 1 to 3 seconds later. DIDN't u read the part where it says (Keep in mind that stamina recharges quickly) THIS IS REFERING TO THE STAMINA THE TELEPORTING USES,, STOP TAKING TEXT OUT OF CONTEXT??
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Basic melee:
-A new feature has been added to basic melee. Now a player can control which way they hit a player using L-Click and R-Click.
-If you hold R-Click and fly into an opponent, basic melee works "normally", you knock them back in the direction u hit them.
-If you hold L-Click and fly into an oppnent, your player will either hit the enemy straight up or straight down, depending on which position your closer to.(Example: If your located near the top of a player when you make contact, you'll hit them down, if your located on the bottum of a player when you make contact you'll hit them up)
- If you hold R-Click and L-Click you'll hit them directly to your right or left depending on which side your closer to when you make contact..(Example: If your located near the left of a player when you make contact, you'll hit them right, if your located on the right of a player when you make contact you'll hit them to your left)
-The New Features are blocked just like normal basic melee would be blocked(By facing the enemy), except the new features are much easier to block.. then the regular basic melee.
-The new features only effect the first basic melee hit, so a player may not continually bounce a player off the cieling.
i dont care much about this, seeing as advanced melee will always be useless when compared to basic. but are you try to add a 3rd? this "3rd" type of melee is comparable to teleporting to the right or left side and hitting them that way.
No this is merely ADDS more capabilities with BASIC Melee
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-In the Exchange Mode, both players exchange Rabbit Punches/Kicks for 4 seconds. During these 4 seconds, both players are playing a "Mini Game" that involves the mouse. In this mini game a hollow circle will appear in the middle of the screen. Each player's objective is to put their crosshair in the inside the circle. Of course, as the crosshair moves closer to the circle it becomes harder to move it towards it, because the crosshair will move and jerk in random directions. The frst player to move their crosshair inside the circle within 4 seconds will win the minigame and will overpower his opponent wth rabbit punches/kicks before knocking them back. If neither player wins then both players will be pushed apart without taking damage
this seems like something that'll be seriously advantaged to low pingers.
I doubt it.
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Ground Sprinting:
-This New Feature allows a player to run on the ground at a slightly slower pace then swooping.
-To activate this feature a player must double tap forward, which will cause them to begin swooping. Before the swoop ends, swoop into the ground and when the swoop stops, the player will then transition to Ground Sprinting. (You must be swooping forward for this to work.)
-While Ground sprinting, there is no limit to how far you can run,and there is no ki/stamina cost, yet your ki and stamina don't recharge until you've stopped sprinting.
-While Ground Sprinting you may also beam or Transition into a Recovery Jump.
-If you stop running, or attempt to change direction using the arrow keys. The you'll lose momentum and the Ground Sprint will cancel.
-Being hit by any beam will also disrupt the GroundSprinting action.
now THIS is something i can kinda agree with. but i would make it so that sprinting is just done by holding a button and i would give the ability to longjump while sprinting. sprinting is a little slower than a swoop but takes no ki.
I suggested it this way so it's MUCH harder to spam, withyour suggestion someone could easily stop and go , stop and go.. with mine it's the same thing but they must make 1 full length swoop between each ground sprint.
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Power/Strong Beam Attacks:
-Now has a new feature called "Power Change"(thanks for the name DJ)
-While charging a Power/Strong Beam, press and hold the Powerup button to charge your beam 2x faster, at the cost of burning ki 2x faster as well.
-When a PowerCharge is activated, the beam's splash damage will change. A fairly large buble surrounding the beam head would be the "main splash damage range", if the beam exploads while your in that range, you receive a good amount of damage. Outside of that beam-head-splashdamage-bubble, there would be a larger splash damage range. If your within that one when the beam exploads, then u recieve considerably less damage. Also, this kind of beam attack is much harder to turn or control.
while i wouldnt mind this, it would be easier to have beams just charge faster then slow down as it gets stronger. in essense, it starts out weak at the beginning (which is the minimum line) and ends very strong but takes a long time to charge.
that could be good, except when used in a real fight a kameha.. EVEN a weak one having normal splash damage would still be too strong and unfair.
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New 3rd Mode Function For Generic Beam Attacks:
-To use this function, first charge up a Gen beam by using L-Click, then to fire press R-lick while still holding L-Click.
-The beam shoots in wide angle shotgun-like spray, effective for stopping a suprise attack while charging the beam.
just make a secondary attack for generic beam?
IT already has one, it's called a Generic ball attack
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Swooping Speeds/Distance:
-Swooping speeds for each character are the exact same speeds in 1.2, except for the new characters who aren't in 1.2.
-The distance ALL players can travel in 1 swoop is exactly the same. For esf 1.3 all players fly the exact same distance, Goku flies in esf 1.2 with one swoop.
-This means Krillin will swoop longer then Goku, because he swoops slower then goku. This also means that Goku's swoops end quicker then Krillins because Goku flies faster.(This balances the different speeds of all players)
-This also applies when a player transcends, the player will gain speed, but the swooping distance will not change. (This makes a player who's faster use skill to make use of his quicker swoops)
your trying to balance all the characters for use in JUST melee when you should be finding ways to balance them using their abilities. krillins abilities are destructo disc and solarflare. hes more of a sneak attack kind of character while goku and vegeta are more for quick melee strikes and finishing with energy (outside of duels of course). 18 is completely melee oriented while cell is pretty much energy attacks. buu is a "medium" of the abilities. trunks and gohan are geared towards quick transformations. trunks actually needs to have his speed raised in SSJ. krillin is a character who would try to use destructo disc on an oncoming enemy, or solar flare to avoid being combo'd. hes a tactical/strategical character.
did i miss anyone?
what im saying is that your focusing ONLY on melee when the other aspects of the game continue to be ignored. id like to be able to use combination upon combination of energy attacks while i fight. thats why krillin is one of my favorites. hell if you want, ill even create my own thread for ideas on this.
Did you read the name of that SECTION??? "Swooping Speeds/Distance:
"
That is all it covered..
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Critical Slam:
-This is a New type of knockback that causes a player to fly back at extremly fast speeds. Like the "Critical Hit" from ESF 1.2, and does extra damage.
-To do a "Critical Slam", a player must find a player who's falling, then swoop into that player with basic melee. On contact, the Hit sound will be distinct.. and as the player goes flying back you hear the whistling sound of the wind.
sub had the idea to make back attacks do more damage. thats enough of a critical hit.
Says who? I sill prefer my idea because LIKE in dbz when players fought, sometimes/often a player would be knocked back a GREAT distance away. My idea enables this.
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-Now a player may charge a Generica beam/ball attack while on the wall, before jumping.. this includes when being knocked into a wall.
that doesnt really make sense to do. make a quick wall recovery and be done with this idea.
It add freedom, and makes players MORE cautious about HOVERING over an enemy while he's down then as soon as he gets up on your on his back. THis one helps all players especially the new guy who definately wants you off his back.
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Turbo Flight/Swoop:
-This is a swoop that's faster then the normal swoop, and it doesn't have a limited distance of how far you may fly.
-This flight not only consumes ki, but also stamina. The stamina consumed by this move recharges pretty slow. So when a player uses this move they must be carefull not to over use it or they may not have enough stamina for a while.
-This type of swoop is Mainly used to travel large distances at a faster speed. All types of melee can NOT be used when in this swoop mode. (Regular swooping, is an attacking swoop.)
i dont get it, something like that is already in. normal swoop was replace by that dash bull****.
you dont get it? IN ESF 1.3 the TURBO Swoop or the NEW NORMAL swoop is WHAT this swoop is refering to. BUT IN MY IdEAS the NORMAL SWOOP is similar to the swoop of ESF 1.2. THIS IS NOT a NORMAL SWOOP.. this is the TURBO SWOOP.
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Concentrated Energy Burst: (example:
http://www.youtube.com/watch?v=g0sE2JDQ_ok 1:02 in watch piccolo )
-Once per life, a player may use this attack to knock back all players within range. A player presses Z to activate it. When used the character lets out a large yellow as a wave of energy bursts from him. If a player is hit by the way then they are knocked back, as if hit by basic melee. The wave disperses quickly, and does NOT take away from the speed of esf. The wave also fades away after 3 seconds. It can be blocked, and it can be used at ANY moment. Except while falling or being knocked back
this is pointless as well. using it only once per life makes it useless enough to not bother putting in and any more than that will unbalance the game towards the pro's.
This is NOT pointless and will be savior of all noobs when the gang banging begins. This benefits ALL players and doesn't slowdown gameplay. I've played many games witih a similar feature and I can tell you its a great one to have.
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Health:
-The same for all players for equality.
-When hit, your health recharges 50% of the damage taken. Your health recharge can be interupted by another attack. (Example: If your attacked for 80 damage, you'll gradually recover 40 hp. While recovering if someone ki blasts you then you'll only recover 50% of the damage that ki blast did to you.)
health restoring is unbalanced, and theres not much you can do too balance it, even with limits. in the future, punches are only gonna do a few damage each, or they are gonna raise the Hit Points by alot. this is pointless as well.
This is NOT pointless, because people do complain dieing so easily, this makes it Possible to NOT die so easily, 2 inform you.. This half hp Recovery occurs gradually after 3 seconds of taking damage, you dont IMMEDIATLY recover hp.
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Stamina:
-It's purpose is to eliminate all sorts of spam.
-Reduces when your hit or when it's used.
-Recharges at different rates, depending on which move is used. Teleporting allows stamina to recharge quickly, while beaming causes it to recharge at slower paces, depending on which beam.
-If stamina goes lower then 15% the recharge rate changes to it's slowest possible rate.
stamina should be taken out. the only reason spam was a big problem in 1.2 is because of the teleport delay.
Stamina may as well be called the REPITITIVE, back to back move remover. IT IS needed but shouldn't influence the gameplay much, it should merely PREVENT spam.