New Member
This is a response to the affirmed result of increased swooping speeds causing an incredible decline in connecting hits. I'd like to brainstorm here what alternative solutions may exist. If traditional 'swoop swarm' combat could only exist in a Non-Turbo state, then what happens to Turbo? As a response, I re-submit my layout for Close Combat to be discussed, along with various alternative solutions. I don't want to limit this discussion to only my ideas, but I will propose mine first.
Close Combat Layout:
The benefit of all this is that Manual combos with Basic Melee can be done removing Auto-Sequencing from the gameplay temporarily. Players will have more freedom over the flow of a 3D combat. I know I'm not the only one who would enjoy this.
Ultimately I suggest this as a response because Flying speed can be increased where it enhances gameplay, whereas Swoop speed increased seems to destroy it. Flying has a hidden aspect of dodging head-ons, which will be present in 1.3. CT can counter head-ons, but because of the drain, it will be limited in its use. It syncs well with the good and the bad.
Other alternatives could be done where actually landing the hit deals significantly more damage, but unless strategy could be developed around that model, the game would be a bunch of misdirected flying. I only see Turbo being useful for surprise attacks, fighting with Ki attacks, traveling/escaping, or Teleport fighting (only CT shortens teleports).
If Stamina damage was a function of Swoop Speed, it would give it a greater purpose. This would be the best solution imo.
Please comment on whether you like the idea and would consider using it in game. Poke as many holes in it as you'd like and tell me how pointless it is. I'd just like to get at least one OPEN discussion rolling on this, not a conclusive one, and I'd prefer not to be the dictator of it.
Close Combat Layout:
- Charged Turbo disables Combo Melee and prevents it from being used by and against the player.
Basic Melee, Ki Attacks, and Smash & Grab are the only abilities which may be used.
- Turbo increases Swoop speed, but not Flying speed
CT increases Flying speed, but not Swoop speed
(Swoop Speed, Fly Speed)
SSJ1 NT = 200 SS, 40 FS
SSJ1 T = 300 SS, 40 FS
SSJ1 CT = 300 SS, 60 FS - CT shortens teleport distance. Long distance teleports are best for escaping or closing distance, but because fast swoops are superior in closing distances, it becomes unnecessary.
Short Teleports make it easy to pivot around blocks, thus making it more useful up close. Traditionally the opponent had a very difficult time getting around a good blocker because the combat was so linear and spaced out. This would fix that.
The benefit of all this is that Manual combos with Basic Melee can be done removing Auto-Sequencing from the gameplay temporarily. Players will have more freedom over the flow of a 3D combat. I know I'm not the only one who would enjoy this.
Ultimately I suggest this as a response because Flying speed can be increased where it enhances gameplay, whereas Swoop speed increased seems to destroy it. Flying has a hidden aspect of dodging head-ons, which will be present in 1.3. CT can counter head-ons, but because of the drain, it will be limited in its use. It syncs well with the good and the bad.
Other alternatives could be done where actually landing the hit deals significantly more damage, but unless strategy could be developed around that model, the game would be a bunch of misdirected flying. I only see Turbo being useful for surprise attacks, fighting with Ki attacks, traveling/escaping, or Teleport fighting (only CT shortens teleports).
If Stamina damage was a function of Swoop Speed, it would give it a greater purpose. This would be the best solution imo.
Please comment on whether you like the idea and would consider using it in game. Poke as many holes in it as you'd like and tell me how pointless it is. I'd just like to get at least one OPEN discussion rolling on this, not a conclusive one, and I'd prefer not to be the dictator of it.
Last edited: