Author Topic: ok forget this  (Read 5301 times)

annoying-ass characters that should only be in competitive games like street fighter, not party games

i... what?

'no juggle' mechanic

i... what?
no really, did i miss something?

i... what?

i... what?
no really, did i miss something?

fightin game terminology

it took me longer than i want to admit to realize that it says "Fightin' Herds" and not "Fightin' Nerds"
That's what I initially read too.

i... what?
no really, did i miss something?
Quote
Juggle Decay: Opponents become gradually heavier during a combo, but ONLY after the juggle decay bar is filled. This manages combo length without imposing a hard limit. In addition, filling the juggle decay bar prevents standing infinites by removing the opponent's ability to remain standing for the rest of that combo.
basically the game forces you to stop a combo because the characters will just fall out of them, there isn't a manual input (i.e., you can bust out of a combo in ultimate marvel vs capcom 3 by timing an s(?) move right, but if you don't / can't do that you won't just slip out)
i just don't think this mechanic should be in the game if it's supposed to be a competitive fighter like street fighter, it should be a timing-based option like the majority of fighters do

but it's just my opinion i guess

i'm not a brony or anything but based on the gameplay teasers, it actually looks pretty solid fighting game

when I saw the title I thought the game would be an rts about sheep herding

The new mechanics sound interesting, if they're popular enough then I'm sure other game devs will pick them up and add them to their games as well.

A pony fighting game? This sounds interesting even though I'm not a brony.

"Pledge tiers updated and a FAQ!" -- @ManeSix
https://www.indiegogo.com/projects/them-s-fightin-herds#/updates

Edit:
I am pretty sure the game is going to be free
Actually, judging just by the $15 tier, it won't be free when it releases.

It'd be pointless to pledge $15 to get the game on release day while everyone else gets it for free the same day.

Hopefully, at least, there'd be a free demo to try out.
« Last Edit: September 21, 2015, 11:46:17 PM by dargereldren »

basically the game forces you to stop a combo because the characters will just fall out of them, there isn't a manual input (i.e., you can bust out of a combo in ultimate marvel vs capcom 3 by timing an s(?) move right, but if you don't / can't do that you won't just slip out)
i just don't think this mechanic should be in the game if it's supposed to be a competitive fighter like street fighter, it should be a timing-based option like the majority of fighters do

but it's just my opinion i guess

idk, the combos still seem to be able to go on long and do lots of damage
not to mention you only said "anti juggle" which is way different that what you described just now

edit: and you can only break out of TACs in marvel, i believe
plus most fighters have damage scaling which discourages really long combos anyway
« Last Edit: September 21, 2015, 11:38:11 PM by Char »

Even through this ain't MLP, I would still rather have a blockland version of MUGEN rather than a game based around horses fighting zebras.

On the bright side though, does look pretty well done.

idk, the combos still seem to be able to go on long and do lots of damage
not to mention you only said "anti juggle" which is way different that what you described just now
yeah i couldn't think of the word at the time
i just don't think a mechanic like that works with a competitive fighting game, it seems more like something that'd be in ssb or soul calibur

also since i completely disregarded it: 'zoners' are characters that sling out as many projectiles as possible and are encouraged to stay as far away as they can from the opponent, and i really don't like those kinds of characters, they're normally just boring to fight against
« Last Edit: September 22, 2015, 12:00:04 AM by Obliviongate20 »


What a waste of good animation