I thought it was DEATH who gave us the legendary quote about Tekken players and jobs.
Yo why did you edit out that post!Pretty sure it was DEATH.
Pretty sure it was DEATH.
Question: Is Nvidia GEForce GT 740M sufficient to run next gen fighters?
lol @ using Amazon or retail pages as a source for anything. Especially Amazon.
Today is Ryu's birthday. Always something I'll remember because it is only a few days before mine.
All fighting games should be mandatory on PC.
I personally want to see how Namco is going to adjust to the times. So many people want to see Tekken being taken in a whole new direction.
Barely, I think. The cheapest mobile GPU that can reliably run next gen games is the Nividia Geoforce GT 765M. But because fighters are required to run at a steady 60FPS your GPU might be able to handle them at low settings.
lol @ using Amazon or retail pages as a source for anything. Especially Amazon.
UE4 makes it likely though.
They can make the movement easier. Adjust grabs. However, removing bound would be very upsetting for me. I seriously could not get into Tekken Revolution for that one reason alone. It's a feature that I'm too used to and it would be annoying to have to adjust to play without it.
Guilty Gear is UE3 and we're not getting it on PC
Though Namco has shown itself to be much more reliable when it comes to releasing games on PC.
What do you mean by bound?
Sounds good. If it doesn't work out, I'll just have to buy a new laptop and sell off my current one.
I have a GT740M in my laptop and it runs SF4 with everything maxed at 60FPS, but that's the only thing I play on PC so I can't really help with other games.
What do you mean by bound?
I don't think it is. It's still going to feature a ton of characters as well (somewhere between 35-40).The title Tekken 7 and hyping up the Mishima storyline makes me worried it's not going to be the fresh start Tekken needs.
Bound is used in combos for additional hits/extra damage. It was introduced in Tekken 6. The opponent sorts of bounces on the ground and you can get in more ending filler moves as a result before ending your combo.
Basically ground bounces in Tekken
Oh, I didn't know this by name, though I used it when playing. You're saying it was removed in Revolution? That's a really strange decision.
If Tekken 7 doesn't make dramatic gameplay changes they fucked up.
Only a few days now until we get some more information though.
Most people's problems with Bound aren't actually with Bound itself but rather the over indulgence of juggles in a Tekken game. I think most people had their upper limit reached when wall combos were introduced as an extension to regular combos but then Bounds came and it was like "nope nope nope I'm out".
There isn't anything fundamentally wrong with the mechanic itself.
If Tekken 7 doesn't make dramatic gameplay changes they fucked up.
Only a few days now until we get some more information though.
Wall carry combos should just have the utility of cornering the opponent, limiting the space they can back dash in not having the extra utility of just piling on more damage. A bit of extra damage is fine but this is simply just another case of "lose harder" in Tekken.Getting rid of bounds at walls would make wall pressure boring. Oh, I wall splatted you. Now all I can do is an additional 2-3 hit string. Meeeeeh. Plus, people make all that extra effort to do wall carries.
It will probably be more of the same gameplay will less characters and people making nude mods on PC.
If Tekken 7 doesn't make dramatic gameplay changes they fucked up.
It won't
There's no reason for them to. Game still sells well and does well at arcades. and their precedent is SC5, of which's reboot was not well received at all by the masses
Wall carry combos should just have the utility of cornering the opponent, limiting the space they can back dash in not having the extra utility of just piling on more damage. A bit of extra damage is fine but this is simply just another case of "lose harder" in Tekken.
Again there isn't anything fundamentally wrong with this but you have to view all of this from a newcomer's perspective. A newcomer messes up once, gets juggled, wall carried, wall splat/bounded then has to deal with additional pressure while his back is against the wall. This is the real thing that intimidates new players among things like move list bloat.
What is the strategic point of bound? What did it add to the meta? There's no reason not to do it and the options after were the same as always. I can't see what it added other than making wall combos and wall carrying even more ridiculous than they were in T5DR.
What is the strategic point of bound? What did it add to the meta? There's no reason not to do it and the options after were the same as always. I can't see what it added other than making wall combos and wall carrying even more ridiculous than they were in T5DR.
SC5's reception had little to do with the gameplay. It had everything to do with a shit roster and compete focus on MP. (and Daishi's 3s fetishism didn't help)
What is the strategic point of bound? What did it add to the meta? There's no reason not to do it and the options after were the same as always. I can't see what it added other than making wall combos and wall carrying even more ridiculous than they were in T5DR.
Eh, perhaps, but I don't think they're sitting there at the meeting table thinking how they can make it exactly like this one, especially when the genre isn't flaming anymore. I think they'd learn from what not to change and figure out what to change from SCV instead of figuring out how to replicate what they've already done one more time. And they're definitely feeling the pressure.It won't
There's no reason for them to. Game still sells well and does well at arcades. and their precedent is SC5, of which's reboot was not well received at all by the masses
What is the strategic point of bound? What did it add to the meta? There's no reason not to do it and the options after were the same as always. I can't see what it added other than making wall combos and wall carrying even more ridiculous than they were in T5DR.
And THIS guy is working on MKX. Ladies and gentlemen I give you 16-Bit.
Bound adds oki options and bound standardizes combos, so every character has good damage. It's similar to how every character in mvc3 can launch and get at least good damage, whereas in mvc2 a lot of characters couldn't do shit and were useless compared to the top 4. T6/TTT2 have much better balance than T5 and a large part of it is bound.
I don't really enjoy Bound, it basically reduces the game to the problem I have with SFxT now. Fishing for a single hit for a long ass combo for big damage and then back into the neutral game for another round of that. It technically makes neutral really important but it becomes the neutral equivalent of an arms race where you only play a certain type of neutral that works for that combo focused meta game.
As I've gotten better at neutral, I've begun to enjoy SFIV more than SFxT's versions and it kind has transferred over to Tekken as well.
How does Bound add Oki options?
In what way?
Bound adds oki options and bound standardizes combos, so every character has good damage. It's similar to how every character in mvc3 can launch and get at least good damage, whereas in mvc2 a lot of characters couldn't do shit and were useless compared to the top 4. T6/TTT2 have much better balance than T5 and a large part of it is bound.
Could that be fixed by making alternative sources for big damage, such as CH deathfist type moves and higher damage more effective throws?
Also SCV did pretty well sales wise, assuming you also think TTT2 did well sales-wsie.
Manny made a great post explaining it. I'll just quote that.
http://www.neogaf.com/forum/showthread.php?p=121254574#post121254574
GG and SF are the gateway points for their companies because they offer relatively sjprt combos that get you back into the neutral game quickly. Soul Calibur also used to be like this, if I remember correctly.