SSReborn
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(07-23-2012, 05:12 PM)

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Originally Posted by Tagg9: View Post
How do we know that this will be the final character select screen? I always assumed it was just a temporary one mocked up for demos. I would assume that the retail product would have a considerably slicker presentation.
Same I didn't think anything was complete in terms of voice work and menu presentation even some animations don't look complete (Toro). I have just been under the assumption that the main polish phase will come in the last part of the games development span. If anything we will get an idea of how the menus and stuff will look at Gamescom.
corporate cheerleader
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(07-23-2012, 05:13 PM)

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Come on, the character select screen wasn't even my biggest issue. Meh, forget it.
Catalix
And on the sixth day the LORD David Bowie created man and woman in His image. And he saw that it was good. On the seventh day the LORD created videogames so that He might take the bloody day off for once.
(07-23-2012, 05:18 PM)

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The stuff KevinCow, corporate cheerleader, and Drencrom have highlighted exactly what I find disappoiting regarding the game's presentation. Very solid constructive criticism that could easily push things to the next level.

The fighting system and character animation are top notch, but that extra bit of polish has been lacking in other areas. A crossover event this huge needs that extra bit of OOMPH.
Fancy Corndog
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(07-23-2012, 05:21 PM)

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Someone tell Paul Gale.
TheMink
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(07-23-2012, 05:24 PM)

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Originally Posted by solidus51: View Post
i have a feeling all that the game is going to change big time when it gets really competitive.
have you played brawl or melee at a tourny? no noobs will like smash after they played a pro like player . ive made alot of people quit smash
And thats true with anything, i said "pro" but i didn't mean daigo pro, I meant household pro.
Someone who actively plays the game vs someone who doesn't even own it at all.
It will still be pretty fun even if your not excellent.
That's not true of SF or MVC. You can't just jump in.

Thats my point, not "there is no way that someone could be so good that the opponent would want to stop playing."
Figboy79
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(07-23-2012, 05:41 PM)

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Originally Posted by God's Beard: View Post
That could be it. I was using Big Daddy and Fat Princess, and they were super sluggish without using special moves. Honestly, using them wasn't that much fun. Big Daddy is a total troll, the ultimate scrub killer. But it's just not interesting.
Ah, that's probably it.

Like someone said, KZ2 is a heavy game, so if Radec feels a bit heavy, then I think it fits in with the game world he's coming from.

As I stated before, Kratos and Sly were fast. Sly especially. Almost overwhelmingly so.
Schobeleth
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(07-23-2012, 06:43 PM)

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I whole-heartedly agree with your points CC. I want this game to be so much more, to be everything it can be. I understand the build is still early and not as polished as what we will see at launch but still.. October is getting very close.

The current (Comiccon) character select screen is a bit better but it's still so damn generic. I've noticed that characters are a bit more audible now, like I heard Drake making quips after KOing someone, but I think I remember it was the same quip every time. Hopefully they build upon that and make them all more audible and memorable. I still don't really hear or notice any death screams though, something definitely missing from All-Stars.

This is one thing that really gets me into a fighting game, having awesome and memorable characters that not only kick butt but also audibly sound awesome. That FALCON PUNCH reference really reminded me of one of the reasons why SSB was so awesome. If you hear that, you know to watch out. In All-Stars, there isn't really much so far in the audio department other than their spawning sound, which seems to always sound the same as well.

I can understand the first year or so was probably planning and such, figuring out how their core mechanics will work. Who knows when they decided on the super only KO system, but clearly most of this game's development was focused on gameplay and not aesthetics. As much as we want it to look and sound awesome like SSB does, for now we can only hope they're going to come through with that part of the package.

Clearly, the gameplay works and is fun. We just want it to look and sound fun too.
Last edited by Schobeleth; 07-23-2012 at 06:48 PM.
The_Hitcher89
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(07-23-2012, 06:47 PM)

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When Hihachi connects, will we get the little red explosions like you get in Tekken?
cyborg009
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(07-23-2012, 07:12 PM)

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Originally Posted by The_Hitcher89: View Post
When Hihachi connects, will we get the little red explosions like you get in Tekken?
http://www.youtube.com/watch?v=hapmyzGlpeQ

nah but you do get white lighting
SSReborn
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(07-23-2012, 07:19 PM)

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Originally Posted by corporate cheerleader: View Post
Come on, the character select screen wasn't even my biggest issue. Meh, forget it.
I think I understand most of your complaints and I do think they are valid but for me personally I've always just thought they would focus on adding those things in the last few months.

For instance ever since the new characters have been announced I have seen a new hitspark it can be seen when Jak uses the Arc Welder and Needle Lazer and Cole uses the Amp. While I know this is just one thing in comparison to a list of many things that need to be added it just makes me more confident that they will be before release. Like right now if I can make an assumption of what Superbot is working on at this moment I would say it is this very thing. They got the gameplay down and I'm sure they have mostly all the characters that they haven't announced designed and in the game to a near final state. Now is just adding the polish; voicework, sfx, subtleties, etc.

I also assume most of the dev time has gone into the legal stuff, arcade mode, training, trial modes and whatever else we haven't been shown
Last edited by SSReborn; 07-23-2012 at 07:34 PM.
solidus51
Banned
(07-23-2012, 07:32 PM)

people really care about an character select screen?
batmandarkknight
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(07-23-2012, 07:33 PM)

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Originally Posted by solidus51: View Post
people really care about an character select screen?
its not a big deal... but seriously, that placeholder they have now is a bit TOO crappy.
solidus51
Banned
(07-23-2012, 07:35 PM)

just as crappy as smash bros character select screen
Mr. Fix
Banned
(07-23-2012, 07:35 PM)

Originally Posted by solidus51: View Post
people really care about an character select screen?
I don't mind it. But as long as people don't make that out to be a deal-breaker, it's fair to make the complaint.
TheMink
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(07-23-2012, 07:46 PM)

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Originally Posted by Mr. Fix: View Post
I don't mind it. But as long as people don't make that out to be a deal-breaker, it's fair to make the complaint.
Yeah, its just one of those "why settle for less" complaints. If it ends up staying exactly the same it will be fine but until then, why settle for less if we might be able to influence a change of some kind.
thepotatoman
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(07-23-2012, 07:48 PM)

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Originally Posted by TheMink: View Post
Yeah, its just one of those "why settle for less" complaints. If it ends up staying exactly the same it will be fine but until then, why settle for less if we might be able to influence a change of some kind.
And unlike the character suggesting most people are doing, this is something that actually might make the cut.
TheMink
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(07-23-2012, 07:51 PM)

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Originally Posted by solidus51: View Post
just as crappy as smash bros character select screen
Thats not really a great argument haha.

Quote:
And unlike the character suggesting most people are doing, this is something that actually might make the cut.
Word
Catalix
And on the sixth day the LORD David Bowie created man and woman in His image. And he saw that it was good. On the seventh day the LORD created videogames so that He might take the bloody day off for once.
(07-23-2012, 08:01 PM)

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Originally Posted by solidus51: View Post
people really care about an character select screen?
I care about the whole package.

Game menus, logos, fonts, sound, and many other design choices are all components of that whole. It can make the difference between "good enough" and "exceptional." Superbot has encouraged fans to voice constructive critiques in hopes of achieving the latter.
Figboy79
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(07-23-2012, 09:02 PM)

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Originally Posted by God's Beard: View Post
I don't know if Big Daddy is a good character or not, but I don't really think it's a competitively interesting game to begin with. What I do know, is that all of Big Daddy's specials have massive hitboxes and multiple hits of super armor. Because the incentive is to build meter rather than avoid getting hit, there's a tendency for players to get over agressive and clump up more than in Smash Bros, plus the stages are much smaller in general. At the lowest level, this means Big Daddy can just sit back at mid range and just dive kick and ground pound all day with impunity. It's not unreasonable for an assertive Big Daddy player to get 3 level 3 supers in one match and win with a 20+ lead. The Sony guys running the booths called it an Ocean of Salt.
Personally, I think that's no the best way to approach this game from a competitive perspective.

I'm not a big fighting game person. I enjoy MvC and Virtua Fighter, but I'm not this fg guru.

With that said, my approach when playing PBR was to utilize "stick and move." My goal was to avoid taking damage as much as possible, so I wasn't feeding the other players AP. I used a mix of evading and minimal blocking (I usually forgot block was there, but that's because I'm generally not a defensive minded fighter in these games).

I'd notice other players trying to cram together, and I'd use that to my advantage, rushing in, taking a few jabs at them, retreating, then, when I built up enough meter for a Level 1, I'd execute it. Since Kratos' level 1 is a sword swipe, I could take out one or more people if I timed it right. This wasn't until my 3rd round, and the game started to click with me.

I don't think it feels like Smash Bros at all when you look at the core gameplay mechanics, and what they are both trying to accomplish with those mechanics.

I actually really enjoy the Super KO mechanic. I also enjoy the percentage mechanic in Smash.

PBR is definitely pushing for more aggressive gameplay sessions, but there is depth enough in the battle system to have some real competitive, back and forth between skilled players.

Most of the people at events like E3 aren't going to be the best at a game they just got their hands on.

It's like trying to blame Street Fighter when a bunch of people unfamiliar with it keep doing punches and kicks, and the occasional fireball.

I'm really interested in seeing more videos of skilled PBR players going at it. 2 v 2 and 1 v 1 battles will be very cool to watch then.
SmithnCo
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(07-23-2012, 09:35 PM)

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Originally Posted by solidus51: View Post
people really care about an character select screen?
It's just kinda sterile. Not a big deal but it would help if it had more character.

We've hardly seen any UI stuff and it's out of context from other menus and such so it's hard to judge though. If it's even indicative of the final menus at all.
Last edited by SmithnCo; 07-23-2012 at 09:57 PM.
"God's Beard!"
(07-23-2012, 11:35 PM)

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Originally Posted by Figboy79: View Post
Personally, I think that's no the best way to approach this game from a competitive perspective.

With that said, my approach when playing PBR was to utilize "stick and move." My goal was to avoid taking damage as much as possible, so I wasn't feeding the other players AP. I used a mix of evading and minimal blocking (I usually forgot block was there, but that's because I'm generally not a defensive minded fighter in these games).

I'd notice other players trying to cram together, and I'd use that to my advantage, rushing in, taking a few jabs at them, retreating, then, when I built up enough meter for a Level 1, I'd execute it. Since Kratos' level 1 is a sword swipe, I could take out one or more people if I timed it right. This wasn't until my 3rd round, and the game started to click with me.
That's the same thing I was doing, just hit and run... I didn't even know you could block or dodge the first few games and I still won all of them by literally mashing divekick with Big Daddy until I got the level 3. I didn't have to evade because I had super armor. When nobody knows whats happening, super armor always wins. Big Daddy won't be that good 1v1 because you can block and punish his rushes.
SpinDasher
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(07-23-2012, 11:37 PM)

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Originally Posted by Napalm_Frank: View Post
I must be the only guy in existence who isn't bothered with character selection screen or ''presentation''. I guess the only thing I'm worried about is if they can make online work as good as they say lol. I'm still burned by Brawl.
Well so far Brawls UI and selection screen look much better.

But, I don't think anything we've seen is final, there is NO WAY that is the final character select screen. Lol. I just don't see it. And I hope all these early builds we've seen aren't too close to the final thing. Especially some of the sound effects. Say what you want about Brawl, I personally love it, but some of the production values were pretty high up there. Especially for a Wii game.
Clockw0rk
Junior Member
(07-23-2012, 11:38 PM)
! #11773

Been reading a lot of great feedback in this thread as usual. Keep it going!

RE: Combos! Hitstun is static in PASBR, so combos are consistent given positioning and situation, though of course most attacks will produce a different reaction if connected on an aerial opponent. Some attacks are cancelable, some will chain together, and others can be linked together, all of which serve as a foundation for the combo system. Adding to this are launcher-type attacks, juggles, throws, wall bounces, and crumples/dizzies, among other things. Furthermore, some characters are combo-heavy while others not so much, so if you're not a combo person, don't fret! We got you!

Clock
Noi
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(07-23-2012, 11:41 PM)

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Thank you based Clock.
"God's Beard!"
(07-23-2012, 11:41 PM)

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Originally Posted by Clockw0rk: View Post
Been reading a lot of great feedback in this thread as usual. Keep it going!

RE: Combos! Hitstun is static in PASBR, so combos are consistent given positioning and situation, though of course most attacks will produce a different reaction if connected on an aerial opponent. Some attacks are cancelable, some will chain together, and others can be linked together, all of which serve as a foundation for the combo system. Adding to this are launcher-type attacks, juggles, throws, wall bounces, and crumples/dizzies, among other things. Furthermore, some characters are combo-heavy while others not so much, so if you're not a combo person, don't fret! We got you!

Clock
Is Jennifer Tate in the game?
Mik_Pad
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(07-23-2012, 11:43 PM)

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Originally Posted by Clockw0rk: View Post
Been reading a lot of great feedback in this thread as usual. Keep it going!

RE: Combos! Hitstun is static in PASBR, so combos are consistent given positioning and situation, though of course most attacks will produce a different reaction if connected on an aerial opponent. Some attacks are cancelable, some will chain together, and others can be linked together, all of which serve as a foundation for the combo system. Adding to this are launcher-type attacks, juggles, throws, wall bounces, and crumples/dizzies, among other things. Furthermore, some characters are combo-heavy while others not so much, so if you're not a combo person, don't fret! We got you!

Clock
Great to know Super Bot is reading this thread peopla here have made alot of great suggestions!
Sarcastic Response
Banned
(07-23-2012, 11:44 PM)

Originally Posted by Clockw0rk: View Post
Been reading a lot of great feedback in this thread as usual. Keep it going!

RE: Combos! Hitstun is static in PASBR, so combos are consistent given positioning and situation, though of course most attacks will produce a different reaction if connected on an aerial opponent. Some attacks are cancelable, some will chain together, and others can be linked together, all of which serve as a foundation for the combo system. Adding to this are launcher-type attacks, juggles, throws, wall bounces, and crumples/dizzies, among other things. Furthermore, some characters are combo-heavy while others not so much, so if you're not a combo person, don't fret! We got you!

Clock
Crumples and Dizzies? YES ALL OVER MY FACE BASED CLOCK.
Drencrom
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(07-23-2012, 11:45 PM)

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Originally Posted by Clockw0rk: View Post
Been reading a lot of great feedback in this thread as usual. Keep it going!

RE: Combos! Hitstun is static in PASBR, so combos are consistent given positioning and situation, though of course most attacks will produce a different reaction if connected on an aerial opponent. Some attacks are cancelable, some will chain together, and others can be linked together, all of which serve as a foundation for the combo system. Adding to this are launcher-type attacks, juggles, throws, wall bounces, and crumples/dizzies, among other things. Furthermore, some characters are combo-heavy while others not so much, so if you're not a combo person, don't fret! We got you!

Clock
It's good to know you guys read our thoughts about the game here, even though we post alot of crap in this thread haha.

where's crash at, bro?
Last edited by Drencrom; 07-24-2012 at 12:09 AM.
Napalm_Frank
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(07-23-2012, 11:50 PM)

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Quote:
Reveals will get more frequent as we approach the release date

Originally Posted by SpinDasher: View Post
Well so far Brawls UI and selection screen look much better.

But, I don't think anything we've seen is final, there is NO WAY that is the final character select screen. Lol. I just don't see it. And I hope all these early builds we've seen aren't too close to the final thing. Especially some of the sound effects. Say what you want about Brawl, I personally love it, but some of the production values were pretty high up there. Especially for a Wii game.
I love Brawl. It was one of my most hyped games ever but the online was a complete disaster. That and I had to wait extra time for EU release lol. To me the character selection looks fine and I don't see anything really terrible about it. And as you and many others have said it is possible it will change for the final product.
Last edited by Napalm_Frank; 07-24-2012 at 12:00 AM.
IntelliHeath
As in "Heathcliff"
(07-23-2012, 11:53 PM)

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Originally Posted by Napalm_Frank: View Post
Source? I don't see it for last 3 pages.
SpinDasher
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(07-23-2012, 11:54 PM)

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Originally Posted by Clockw0rk: View Post
Been reading a lot of great feedback in this thread as usual. Keep it going!

RE: Combos! Hitstun is static in PASBR, so combos are consistent given positioning and situation, though of course most attacks will produce a different reaction if connected on an aerial opponent. Some attacks are cancelable, some will chain together, and others can be linked together, all of which serve as a foundation for the combo system. Adding to this are launcher-type attacks, juggles, throws, wall bounces, and crumples/dizzies, among other things. Furthermore, some characters are combo-heavy while others not so much, so if you're not a combo person, don't fret! We got you!

Clock
Wow!! Thanks for the awesome info. I think I'll feel right at home with this games combo mechanics.
Last edited by SpinDasher; 07-23-2012 at 11:54 PM. Reason: mispelling
Napalm_Frank
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(07-23-2012, 11:57 PM)

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Originally Posted by IntelliHeath: View Post
Source? I don't see it for last 3 pages.
Omar told us that pre-EVO and I'm just getting impatient :D. Sure Cole and Jak were cool to actually see and all but c'mon. Gamescom is 3 weeks awayyyyyy.

Quote:
Crumples and Dizzies? YES ALL OVER MY FACE BASED CLOCK.
I have no idea what that means but sounds awesome anyway lol.
Originally Posted by SSReborn: View Post
For instance ever since the new characters have been announced I have seen a new hitspark it can be seen when Jak uses the Arc Welder and Needle Lazer and Cole uses the Amp.
There is also the fire hitspark for Radec flamethrower, BD plasmids, Kratos blades and Sweet Tooth fire breath. You can see it in the combo video.
Last edited by Napalm_Frank; 07-24-2012 at 12:18 AM.
JohnnySasaki86
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(07-24-2012, 12:08 AM)

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Originally Posted by Clockw0rk: View Post
Been reading a lot of great feedback in this thread as usual. Keep it going!

RE: Combos! Hitstun is static in PASBR, so combos are consistent given positioning and situation, though of course most attacks will produce a different reaction if connected on an aerial opponent. Some attacks are cancelable, some will chain together, and others can be linked together, all of which serve as a foundation for the combo system. Adding to this are launcher-type attacks, juggles, throws, wall bounces, and crumples/dizzies, among other things. Furthermore, some characters are combo-heavy while others not so much, so if you're not a combo person, don't fret! We got you!

Clock
Can you comment on the UI and specifically the character select screen shown in videos? Is it final?
ShabbadooJr
Junior Member
(07-24-2012, 12:22 AM)

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All they need to do to spruce up the character select screen is use this music

http://www.youtube.com/watch?v=NNrsbLKG2gY
Clockw0rk
Junior Member
(07-24-2012, 12:31 AM)

Originally Posted by JohnnySasaki86: View Post
Can you comment on the UI and specifically the character select screen shown in videos? Is it final?
We're hard at work on polishing as we speak, and that of course includes the UI and SFX. The UI shown thus far is meant to be temporary, so you guys can expect to see a complete overhaul soon!

Clock
Noi
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(07-24-2012, 12:34 AM)

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Originally Posted by Clockw0rk: View Post
We're hard at work on polishing as we speak, and that of course includes the UI and SFX. The UI shown thus far is meant to be temporary, so you guys can expect to see a complete overhaul soon!

Clock
God damn excellent news. Can't wait to see the full version!
cyborg009
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(07-24-2012, 12:34 AM)

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Originally Posted by Clockw0rk: View Post
We're hard at work on polishing as we speak, and that of course includes the UI and SFX. The UI shown thus far is meant to be temporary, so you guys can expect to see a complete overhaul soon!

Clock
Thank Based God

and one more thing Omar said that there will be an interesting OST what do you have in plan currently? Remixs or some new stuff?
KevinCow
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(07-24-2012, 12:35 AM)

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Clock, let SuperBot know that this game needs more dubstep.

There should be a dubstep mode where all the music is replaced with dubstep.
Sarcastic Response
Banned
(07-24-2012, 12:36 AM)

Originally Posted by Napalm_Frank: View Post
Omar told us that pre-EVO and I'm just getting impatient :D. Sure Cole and Jak were cool to actually see and all but c'mon. Gamescom is 3 weeks awayyyyyy.


I have no idea what that means but sounds awesome anyway lol.
Crumples are moves that when they connect, make the opponent "crumple" to the ground. These are good because if you connect, they leave the person open for a follow up attack. See Focus Attack in SSFIV for example.

A Dizzy is when you hit your opponent with so much damage that it "dizzies" your opponent.

Good things for any fighting game person. :3
Clockw0rk
Junior Member
(07-24-2012, 12:38 AM)

Originally Posted by KevinCow: View Post
Clock, let SuperBot know that this game needs more dubstep.

There should be a dubstep mode where all the music is replaced with dubstep.
You might be onto something. Maybe make the wubwubs get more powerful as your combo progresses :O
Loudninja
No oxygen in space?
How does the sun burn?
Food for thought.
(07-24-2012, 12:38 AM)

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So I guess you cant give a ballpark figure on the number of characters?

All we know is over 20.
Last edited by Loudninja; 07-24-2012 at 12:44 AM.
Fancy Corndog
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(07-24-2012, 12:40 AM)

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Say Clockw0rk, say son:

Jen Ta-

Nah. My question is this: Is there any reason to avoid getting hit, if it's not a Super that you're avoiding? Like, are there plans to make being inflicted by 'damage' do anything?
SSReborn
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(07-24-2012, 12:41 AM)

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Originally Posted by Clockw0rk: View Post
We're hard at work on polishing as we speak, and that of course includes the UI and SFX. The UI shown thus far is meant to be temporary, so you guys can expect to see a complete overhaul soon!

Clock
Ha I was right what do I win :P
Noi
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(07-24-2012, 12:42 AM)

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Originally Posted by Fancy Corndog: View Post
Nah. My question is this: Is there any reason to avoid getting hit, if it's not a Super that you're avoiding? Like, are there plans to make being inflicted by 'damage' do anything?
I think it was Omar that explained that, while there might be no "damage" to getting hit, you're effectively giving the opponent free AP to use supers with, so not getting hit is still important.
Ryce
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(07-24-2012, 12:43 AM)

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Originally Posted by Fancy Corndog: View Post
Say Clockw0rk, say son:

Jen Ta-

Nah. My question is this: Is there any reason to avoid getting hit, if it's not a Super that you're avoiding? Like, are there plans to make being inflicted by 'damage' do anything?
Getting hit builds the opponent's AP, so of course you're going to want to avoid that.
TimeEffect
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(07-24-2012, 12:43 AM)

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Originally Posted by Clockw0rk: View Post
We're hard at work on polishing as we speak, and that of course includes the UI and SFX. The UI shown thus far is meant to be temporary, so you guys can expect to see a complete overhaul soon!

Clock
Thank Bots.

Can u tell me about my comments regarding features like stat tracking, and stuff like that? I'm curious about the surrounding features that could enrich the game.

Also, give us more hints about anythin, plox?
SmithnCo
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(07-24-2012, 12:44 AM)

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Originally Posted by Clockw0rk: View Post
We're hard at work on polishing as we speak, and that of course includes the UI and SFX. The UI shown thus far is meant to be temporary, so you guys can expect to see a complete overhaul soon!

Clock
Nice. Can't wait to see what the final version loom like.
TheMink
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(07-24-2012, 12:44 AM)

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Originally Posted by SSReborn: View Post
Ha I was right what do I win :P
<(-_-<) (>-_-)> <(-_-<) (>-_-)>

Heres a Kirby dance for ya
Fancy Corndog
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(07-24-2012, 12:45 AM)

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Originally Posted by Ryce: View Post
Getting hit builds the opponent's AP and thus gives them supers. Of course you're going to want to avoid being hit.
Eh. What if you're losing and don't have time to build your own AP enough to close the gap, so you need for one of your opponents to lose points (i.e. to die). Wouldn't that mean that you might find a situation where it makes sense strategically to get hit so that the players building AP might kill your (perhaps slower) opponent? That's pretty lame.

I guess a better question would be whether or not we're going to have a bunch of options to play around with.
Last edited by Fancy Corndog; 07-24-2012 at 12:47 AM.
B.O.O.M
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(07-24-2012, 12:47 AM)

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Originally Posted by Loudninja: View Post
So I guess you cant give a ballpark figure on the number of characters?

All we know is over 20.
Yeah some info on this would be great.


And this might be a silly question but would be great if anyone here could answer me. This game has a 'dash' function right?