![]() Just watching this match, (albeit with very limited SF experience) I think the match would have been much better off just letting the two players finish. Secondly, I think the timer sucks in other fighting games too. They don't have platforms, and the characters are usually just not as different in terms of speed as Melee's characters are. First of all, other fighters are so much more limited in their stalling than in Melee that it's a ridiculous comparison. I also don't wanna hear examples of other fighting games. Reducing the timer fights against this natural balance. them, but the one redeeming factor has always been that the slower characters can take their time cutting off the staller in a fairly safe manner, and when they finally get a hit they can punish them enough that the lost time wasn't worth the lost stock. Faster characters are virtually guaranteed to burn a minute off the clock every stock vs. This difficulty is already prevalent for slower chars like Peach, Ganon, and ICs on 8 minute timers. It becomes sooooo much harder to make a comeback in that situation because there is only so much you can do to negate stalling opponents, and the few ways you do have to prevent timeouts typically require extremely desperate and risky strategies. It's much easier for someone to get a quick lead and abuse their opponent's aggressiveness when the clock is super short. ![]() So much shouldn't be riding on the first stock, or even first hit because that just means you are having a smaller number of trials to determine who is better. You are just forcing the losing player to play more desperately because the game is limiting how much he is capable of. I still don't understand how timeouts are ever better at determining a player's skill level. At the very least we can all agree that Armada-Hbox would have been a lot better if it was 5 minutes per match rather than 8. Melee's current metagame is pretty ****ing awesome so we don't really need to change anything, but you guys are dismissing a real timer way too easily. The trouble with this is that one-dimensional tactics can succeed, and a player doesn't necessarily have to be good at both offense (taking a lead) and defense (holding a lead). Rather, players play in whatever manner nets them the most damage/kills. Melee is such a good game that it doesn't need a timer to force people into action, but typically, in other games, a lowered timer means more aggressive and risky play.Ĩ minutes was chosen to essentially eliminate the timer from the equation nearly no games go to time. In reality, the last few minutes of a time match are particularly intense as the losing player tries to regain the lead. For some reason everyone imagines that during a timer stall, the opponent would do nothing and resign themselves to their fate. Get your own player profile (sil.There is a lot of misconception and speculation about what lowering the timer would do. ![]() When playing in ranked tournaments (adjudicated by local Silph League community leaders) your wins help increase your player tier and your rank. The Silph Arena is a global player ranking and tournament system designed to help local communities participate in a global player ranking system - for extra fun and pressure! We're here to help create a rewarding and awesome global competitive scene in Pokemon GO. Now that PvP combat will be possible in-game, it's only a matter of time before we all finally learn who actually is the very best - like no one ever was. Pokemon GO is a top-10 grossing mobile app with millions of daily addicts players. Seeking the very best, like no one ever was.
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