This is the statement that rubs people the wrong way. If my video had simply said "be aware of your surroundings" then this comment would have been warranted. But instead you came across as outright dismissing all the work done and information presented on how to develop position specific combos based on my measurements of interactable properties like blast radius and plant speed. There`s nothing intuitive about it until you have the measurements, which I`ve now provided. I`m glad you enjoyed the video but it was a snarky dismissive remark that has no place here.Respect for sitting down and crunching it out, but this doesn't tell us anything that people shouldn't have already been aware of, at least on an intuitive level.
Sorry, that wasn't the way it was intended. I'm glad you made the video and I think you're doing something important here. The only thing I was trying to address was how people will view the game mechanic, and I'm sorry to say that I don't think this will affect people's view of its legitimacy - though it's obviously another dose of concrete evidence in its favor. I never had any intent to disrespect you or your effort, and it's my fault for not being more clear.This is the statement that rubs people the wrong way. If my video had simply said "be aware of your surroundings" then this comment would have been warranted. But instead you came across as outright dismissing all the work done and information presented on how to develop position specific combos based on my measurements of interactable properties like blast radius and plant speed. There`s nothing intuitive about it until you have the measurements, which I`ve now provided. I`m glad you enjoyed the video but it was a snarky dismissive remark that has no place here.
Interactables demand more skill, more knowledge, more practice. It seems only people that don't want to learn the game and consequentially get destroyed by it complain about them. They can't accept that this is an integral part of the game and needs to be learned just like match-ups. This isn't just about doing your combos, blocking and avoiding the corner.If I see an option to turn something that reduces the overall skill level off, I will immediately do so.
Would it make it more fun to watch? Who knows?
Would it increase the skill needed? For sure.
Mudslinging isnt exactly the best way to prove a point.This is a typical example of the mindset some people have (this is from the other thread):
Interactables demand more skill, more knowledge, more practice. It seems only people that don't want to learn the game and consequentially get destroyed by it complain about them. They can't accept that this is an integral part of the game and needs to be learned just like match-ups. This isn't just about doing your combos, blocking and avoiding the corner.
I think the only case you can really make is against the stages where throwable interactables respawn. Particularly the ones with gigantic nearly unavoidable hitboxes. It`s fine to have things that are throwable. But to have something constantly respawning midscreen that can rarely be avoided makes the game look silly. Otherwise, we have an interesting mechanic. I like the meta game of positioning yourself near one, or keeping your opponent from it. But once it`s been used, let it be used and done with.Interactables demand more skill, more knowledge, more practice. It seems only people that don't want to learn the game and consequentially get destroyed by it complain about them.
I think the only case you can really make is against the stages where throwable interactables respawn. Particularly the ones with gigantic nearly unavoidable hitboxes. It`s fine to have things that are throwable. But to have something constantly respawning midscreen that can rarely be avoided makes the game look silly. Otherwise, we have an interesting mechanic. I like the meta game of positioning yourself near one, or keeping your opponent from it. But once it`s been used, let it be used and done with.
That wasn't my intention by the way. Quite the contrary. I wanted to quote anonymously but messed it up. This isn't about you in particular just your kind of reasoning concerning this issue.Mudslinging isnt exactly the best way to prove a point.
It's been there since yesterday! Open tus ojos wey!
It's been there since yesterday! Open tus ojos wey!
IMO interactables are just another variable for controlling space. In MK9 the space control was solely corner based. This is why Kabal would pick rooftop. Now in Injustice they have complicated things by adding more spacing positions that are important to focus on. I don't buy Vagrant and other members arguments that interactables are scrubby and this game lacks the need for fundamentals. Chris G doesn't win UFGT with lacking fundamentals, he's one of the most successful fighting game players out there because of his great fundamentals he employs in all of the games he plays. Interactables are just one more layer of mind games.
Both of you stop immediately. I don't care who started it. If you're going to snipe at each other go do it in another thread.Because bnbs are super hard... Did you allow yourself to be put in a vulnerable position? Did you allow your opponent to put himself in an advantageous position? Sounds like a classic FG corner scenario. Dem fundamentals! In most fighters if you get pinned in a corner or against a wall you are going to take a lot more dmg than a typical bnb will yield. There really isn't much of a difference here.