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Old 04-14-2007, 07:34 PM   #41
JackBaldy
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It is obvious that you and I will always disagree, to reasons unknown to me. Anyways I don't want to spend any more time going back and forth with you. And why you can't host a regular server boggles my mind. At this point is here-say, and we never play on the same server because your server is secluded to some retarded website or some **** that I have no plans on using.
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Old 04-14-2007, 07:35 PM   #42
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IRC would be better for this type of on going argument.
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Old 04-14-2007, 07:36 PM   #43
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Well I don't think the problem seems to lie with me by any chance:
http://www.moviebattles.com/forums/s...436#post292436

I'll explain anything else you might want to know via msn, for now I'm taking a break.

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Old 04-14-2007, 07:38 PM   #44
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Quote:
Originally Posted by Maxstate
Well I don't think the problem seems to lie with me by any chance:
http://www.moviebattles.com/forums/s...436#post292436

I'll explain anything else you might want to know via msn, for now I'm taking a break.
I stopped trying to talk to you via MSN because every time I did try you'd go on a raging whine and cry attack and then block me. And of course you're not the only one who disagrees with me, others do as well, but YOU ALWAYS disagree with me. There's a difference.
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Old 04-14-2007, 07:53 PM   #45
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how on earth did you two post so much in one day O_O

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Old 04-14-2007, 07:56 PM   #46
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Quote:
Originally Posted by madcatmach2
how on earth did you two post so much in one day O_O
It was just another day in the world of 'World War 3: Max vs Jack.' This happens almost every time I post. Max sees it, and then suddenly feels the need to start a huge argument. He dislikes me very much for some odd reason o.O
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Old 04-14-2007, 07:59 PM   #47
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I leave you alone for two seconds and look what happens! LOL! Will you guys please just get it out of your systems this time!! Since I'm busy, let me clear up a few things real quick.

350 server setting is no big deal. In fact I think its alot better because it allows players to KIND OF be able to regen when they get low if they do defense right. It sure doesnt help lightning much. 500 makes it a real pain and limits swings too much in my opinion.

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A full burst of lightning also leaves the opponent WITH NO DP. And depending on whether or not you have a teammate helping you, either of you can go for the kill. And again, the vulnerability really is not enough to make a difference. For Grip even to work the opponent has to be in a force vulnerable position, Lightning can get you to no DP right from the start.
Yeah but thats only in melee because of the double DP damage thing....which is about to be changed.

Anyways, I'm still not convinced that Grip is as useful as lightning and I still dont think it warrants its cost atm. Maybe 4, 6, 8, but not 8, 8, 8. Maybe if force powers could be used with it more at the same time with it, but otherwise....

Well, I'm out of here. Happy Debating guys, just don't reduce yourselfs to flaming or I'll get started deleting posts.


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Old 04-14-2007, 09:03 PM   #48
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Quote:
Originally Posted by JRHockney*
I leave you alone for two seconds and look what happens! LOL! Will you guys please just get it out of your systems this time!! Since I'm busy, let me clear up a few things real quick.

350 server setting is no big deal. In fact I think its alot better because it allows players to KIND OF be able to regen when they get low if they do defense right. It sure doesnt help lightning much. 500 makes it a real pain and limits swings too much in my opinion.



Yeah but thats only in melee because of the double DP damage thing....which is about to be changed.

Anyways, I'm still not convinced that Grip is as useful as lightning and I still dont think it warrants its cost atm. Maybe 4, 6, 8, but not 8, 8, 8. Maybe if force powers could be used with it more at the same time with it, but otherwise....

Well, I'm out of here. Happy Debating guys, just don't reduce yourselfs to flaming or I'll get started deleting posts.
I'd rather just keep my posting close to none. It happens every single time I post when Max is around o.O I'll just use the things I think are cheap to piss people off, then maybe it will get changed. That's at least more productive than going back and forth with Max. It also works 99.99 percent of the time o.O
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Old 04-15-2007, 06:03 AM   #49
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I agree, Grip is not very useful. Maybe as a sort of "finisher" force power, but certainly not the main staple
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Old 04-15-2007, 04:20 PM   #50
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Some new info:

-Grip damages HP Directly and cirumvents DP
-Grip immobilizes opponents for 2 seconds completely after you let go


I will agree that the starting cost for grip is a bit too high though.

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Old 04-15-2007, 04:28 PM   #51
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Quote:
Originally Posted by JackBaldy
Starting lightning only costs 2-3 force points, and it has the ability to knock you down or force a block. There's a reason it is the best force power, and that's because it is overpowered <_<
Sounds like I need to add an inital starting cost to lightning then. Bug ticket.

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Grip needs work.
Bug ticket.


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Old 04-18-2007, 05:31 AM   #52
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Might as well put attack parries back the way they were then, though you will get a ****storm about it once this all hits the spotlights.

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Old 04-18-2007, 03:41 PM   #53
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I don't really think there was anything wrong with the previous attack parry implimentation. The only reason it was changed was because the pre-blocks were getting in the way of it working.

I've already gone ahead and fixed that problem by making the pre-blocks interruptable.


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Old 04-18-2007, 08:52 PM   #54
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Quote:
Originally Posted by razorace
I don't really think there was anything wrong with the previous attack parry implimentation. The only reason it was changed was because the pre-blocks were getting in the way of it working.

I've already gone ahead and fixed that problem by making the pre-blocks interruptable.
I'll try to get that "kick the startfake" vulnerability in soon too unless you want to do it. Yeah the only downside to these is that they are a little easier to do. But that's better for noobs anyways and you dont have accidental attack parries happening every 5 seconds or overpower any move.


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UDM Quote: in singapore, gangsters are...skinny jacka**es who think they can 0wn you. they hurl insults at u, and then lose in a fight. n00bs
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Old 04-19-2007, 03:43 PM   #55
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The kicks are easier to do or the attack parries are?


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Old 04-21-2007, 06:38 AM   #56
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I think he meant attack paries.
Tapping 1 button is easier than 2 at same time.
But maybe it will be easy for us, who played hours and hours of OJP. Although for a newbie who plays for the first time, parrying is already hard as hell, so attack parrying is even more... imagine he had to tap 2 buttons... he'd need 1 month of training to perform 1 attack parry per fight...

I also liked better how it was before. Attack fakes already cause massive DP damage (the hit itself, and also the lock after), so making them even stronger because you accidently attack parry in is not a good idea. Ancient version powaaa!
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Old 04-21-2007, 10:47 AM   #57
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After playing with the new ones for a while, I really don't think their easier anymore. They can be learned better, but its really hard to time them right and they don't interfere with any other move. Even when I tried to do them over and over, they still don't happen as much as our more recent version of attack parries do. So over all, Good change I think.


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UDM Quote: in singapore, gangsters are...skinny jacka**es who think they can 0wn you. they hurl insults at u, and then lose in a fight. n00bs
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Old 04-21-2007, 05:03 PM   #58
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yes, timing the parries are hard. But at worst, that just means that the player gets a normal parry vs an attack parry.


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Old 04-22-2007, 05:07 AM   #59
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For me to hardest part is not to time it right, it's the parry itself, with all those attack fakes changing direction in the last second, I always get fooled and fail.
The thing that made it so easy before was that you didn't even have to parry properly to do an attack parry (at least it's what it seemed), you just had to time it. So now parry + timing = hard enough, especially for a newbie !

Note : If people can't understand and use the saber system properly, they'll sure prefer a ****ty/easy one than this nearly perfect and complex one.
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Old 04-22-2007, 11:09 AM   #60
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Yes attack parrying is hard. That's why you don't see Dooku being attack parried at all when encountering Anakin and Obi, until the end of the battle before Anakin beheaded him
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Old 04-22-2007, 01:09 PM   #61
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Dooku attack parried Obi Wan before gripping him and throwing him away.
To me, Dooku wasn't attack parried, though, he rather was out of DP and couldn't block all this Djem-so spam.
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Old 04-22-2007, 04:14 PM   #62
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ok, how about we try it with the timing + parry movement and see if it's too hard. If so, we could just reduce it to be just the timing of the button.


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Old 04-22-2007, 06:07 PM   #63
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Quote:
Originally Posted by razorace
ok, how about we try it with the timing + parry movement and see if it's too hard. If so, we could just reduce it to be just the timing of the button.
It's not like that already? One thing I did notice in the code and in the combat is that you can attack parry during transitions now including spins. This is ok I guess, but it might come back to haunt us later.


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Old 04-22-2007, 06:33 PM   #64
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Well, you gotta not be pressing any buttons when you do this so it won't happen during normally attacks. And yes, it's timing + movement.


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Old 04-23-2007, 05:53 AM   #65
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Just the timing is too easy, it's as I said before, in the previous version. It should be done like a parry, except you tap the attack button in right time.
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Old 04-23-2007, 06:05 AM   #66
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That's how it was before and let me explain my thoughts on it:

Pros:
-Easier for noobs
-A use for fakes

Cons:
-Easily spammable
-No downsides
-No need to worry about getting hit or getting your power attack canceled
-No need to worry about accidentally hitting someone with your power attack or doing something you don't want too.
-Only one button is used instead of two.

I think we need some kind of middleground, but whatever.

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Old 04-23-2007, 06:11 AM   #67
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I really prefer how it is in 009u, it occurs far less, and fakes are less overpowered, thus less spammed.
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Old 04-23-2007, 08:19 AM   #68
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I don't prefer it per sť but untill we can think about a valid alternative I think we shouldn't alter it yet.

Too bad that we already did

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Old 04-23-2007, 11:47 AM   #69
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Oh...my....god. Noone is ever going to be happy about this. :P


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Old 04-23-2007, 11:51 AM   #70
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And you know it!


Nah, but it's such a big and vital piece of the saber system and everyone has an idea on how it should look like but noone wants to be responsible for when his/her idea phails

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Old 04-23-2007, 03:56 PM   #71
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I've just tested the timing ripostes with a few of the guys and I must say:

10/10

They have my vote.

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Old 04-23-2007, 08:39 PM   #72
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I still don't notice a difference between 009u, 009t, 009r and what else :P

That's the reason why my opinions should never count in this forum hehe
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Old 04-23-2007, 10:49 PM   #73
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Quote:
Originally Posted by UDM
I still don't notice a difference between 009u, 009t, 009r and what else :P

That's the reason why my opinions should never count in this forum hehe
Just look at the enhanced document changes and play around with whatts different


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Old 04-24-2007, 04:39 AM   #74
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Well, the difference I noticed is:

009r: I could attack parry nearly every attack, just with a good timing, which was pretty overpowered.

009t: Far harder to parry on purpose, and attack fake spam caused unwanted parries a lot. As a result, attack fakes were pretty damn strong (with the higher DP damage and lock possibility, it was deadly.)

009u: Harder to do than 009r, easier than 009t, and nearly no unwanted attack parries. I can do one sometimes, but not everytime I try. This looks fine to me.
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Old 04-24-2007, 07:09 PM   #75
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well, unless we find something that wrong with them, since Max and everyone else likes them ok now, I'd say these proceedings are closed.


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