|
Post by Boasting Toast on Nov 29, 2015 5:06:49 GMT
With all of the new changes to the game's meta, I think there needs to be some changes. I'm finding so many 0 to deaths and infinites that I think it's time for a new ruleset; 5 stocks. I genuinely believe that defensive/campy play rewards you much less than offensive play due to the amount of combos and movement options this game has. For this reason, I think 3 stock matches will be too quick.
Oh, and I know that 3 lives is the max in Last Player Standing, but you can just set it to First to Slam, which is exactly the same considering it's a 1v1 and you can't SD in this game.
Please discuss.
|
|
|
Post by Rubbermaid on Nov 29, 2015 11:40:53 GMT
I think we need to get together for some friendlies to get a feel for it, but I agree: it seems like every other day a new 70% combo is found. Of course with all the newfound tech people might start playing even more campy.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Nov 29, 2015 13:10:58 GMT
I think we need to get together for some friendlies to get a feel for it, but I agree: it seems like every other day a new 70% combo is found. Of course with all the newfound tech people might start playing even more campy. camp to win they say
|
|
|
Post by Boasting Toast on Nov 29, 2015 14:52:37 GMT
Also, I would like to add; First to Slam makes doubles possible! First to 10 Slams works great, the team combos are amazing and the ability to set up for sick double Slams is awesome.
|
|
|
Post by Rubbermaid on Nov 29, 2015 16:11:35 GMT
Also, I would like to add; First to Slam makes doubles possible! First to 10 Slams works great, the team combos are amazing and the ability to set up for sick double Slams is awesome. Is the first to slam distributed amongst each team, or does one teammate have to get 10? If it's the former then I'm all for it.
|
|
|
Post by Boasting Toast on Nov 29, 2015 17:38:01 GMT
Also, I would like to add; First to Slam makes doubles possible! First to 10 Slams works great, the team combos are amazing and the ability to set up for sick double Slams is awesome. Is the first to slam distributed amongst each team, or does one teammate have to get 10? If it's the former then I'm all for it. It's distributed amongst the team.
|
|
|
Post by m0th64 on Dec 2, 2015 11:52:42 GMT
I've actually used First to Slam before myself, and it's exactly the same as Last Player Standing in singles. I say five stocks is good, plus a doubles meta. Any thoughts on time limits? I've seen several different rulesets on time and I'm unsure if upping the stock count will necessitate a change in time anyway.
|
|
|
Post by A51 Trooper on Dec 2, 2015 23:07:06 GMT
I think a minimum of 8 minutes is good for doubles.
|
|
|
Post by that guy who's absolutely pissed off on Dec 3, 2015 18:19:16 GMT
We Smash 64 now.
|
|
|
Post by Boasting Toast on Dec 4, 2015 0:43:23 GMT
I think an 8 minute limit would be good for both singles and doubles. This would make it similar to Melee, giving us enough time to make timing out players difficult, but not unviable.
|
|
|
Post by m0th64 on Dec 4, 2015 10:08:56 GMT
I've dabbled in 64 and I've been saying for a while that it arguably has the most similar mechanics to S3. Higher hitstun/shieldstun, lack of airdodges, horizontal throws only, Smash DI only instead of regular DI, combos are more horizontal and tend to use walls more compared to other Smash games (due to wall teching not existing).
Also, 8 minutes is good.
|
|
|
Post by Rubbermaid on Dec 4, 2015 10:43:25 GMT
I've dabbled in 64 and I've been saying for a while that it arguably has the most similar mechanics to S3. Higher hitstun/shieldstun, lack of airdodges, horizontal throws only, Smash DI only instead of regular DI, combos are more horizontal and tend to use walls more compared to other Smash games (due to wall teching not existing).
Also, 8 minutes is good. SuperSlam has Smash (or should we be saying Slam) DI?
|
|
|
Post by m0th64 on Dec 4, 2015 23:09:02 GMT
I've dabbled in 64 and I've been saying for a while that it arguably has the most similar mechanics to S3. Higher hitstun/shieldstun, lack of airdodges, horizontal throws only, Smash DI only instead of regular DI, combos are more horizontal and tend to use walls more compared to other Smash games (due to wall teching not existing).
Also, 8 minutes is good. SuperSlam has Smash (or should we be saying Slam) DI? I've never tested it but I've suspected for a while that there's some sort of ShrekDI mechanic in this game. Worth looking into.
|
|
|
Post by that guy who's absolutely pissed off on Dec 5, 2015 0:25:11 GMT
Can confirm there is SOME sort of DI but testing is required.
|
|