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Post by xwa on Nov 28, 2008 19:34:58 GMT -5
Looking at the movesets...and seeing no numbers next to the move, imo, is the, GREATEST THING THAT THQ HAS EVER DONE!
No more numbers game. No more figuring out if you have too many big stamina moves. This is by far the greatest thing ever.
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Post by browne on Nov 28, 2008 23:52:55 GMT -5
I dislike it and like it at the same time. It helps avoid looking for people with big numbers, but I myself don't know if I'm accidently making all high damage movesets. Also, I don't know if all moves do the same damage, which doesnt make sense having a low kick do the same damage as say, a pedigree.
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Post by kimmy on Nov 29, 2008 1:02:13 GMT -5
Typical "Finisher" moves; The Pedigree, Widows Peak, Tombstone, Edgecution, Dreamer Driver, etc.....will all do more damage than your regulare moves because of the way that they're set up.
As far as everything else goes, if there's no numbers, I'm pretty sure they are trying to level out the idea that moves in wrestling "generally" do the same amount of damage to a specific part of the body; head, torso, arms, legs. Personally, I feel it's a great idea, because you know that hitting a PROPER Oklahoma Slam should in reality be the same as getting hit by a moonsault from the turnbuckle.
It makes it more realistic because no one knows EXACTLY how much damage each body part takes when a move is done
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Post by zoe on Nov 29, 2008 3:13:54 GMT -5
The only thing I dislike is how it only shows one body part as being damaged in the CAM mode, but during a match, you'll notice that a certain move hits multiple body parts. I think the "Damage Preview" thing in CAM should show all the targets, not just the main ones. But meh. Probably looking too much into it. lol
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Post by kimmy on Nov 29, 2008 4:16:09 GMT -5
Tis alright to overanalyze things Danny, its when you don't that you look foolish
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Post by ashley on Nov 29, 2008 4:30:06 GMT -5
By default any move that you set as a signature or finisher will do more damage. You could have a Low Blow as a sig (Like MG will) at it be stronger then someone's T-Bone Suplex from the strong grapple. I think they did away with the numeric damage values and just made it so that a move does damage. Meaning that ALL moves do the same amount of damage to the specific body part in question. And yes, I have noticed that some moves will still do damage to more then one area as opposed to what it's listed as doing damage to in CAM, but what I think that does is prompt and inspire people to actually come up with more realistic movesets. As in actually have standard fair "weak" moves like Body Slams, Roll-Ups and so forth. I gave Ashley a couple regular issue wrestling moves, simply on the fact that late in a match, a simple Backslide Pin is every bit as effective as an STO. More so even on account that even in Red you can get up from an STO, but if you get rolled up and you're red in head and body, it's time to hit the showers.
Doing away with numeric damage values means that players have to use their own better judgment when coming up with moves. Go right ahead and load you character up with noting but high impact moves. And watch him/her get countered all day and get picked apart by someone with a more diverse and realistic moveset. 2009 will be the year more then any other that proves that bigger is not in the least better as far as building a moveset. But that's just my opinion.
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Post by gallas on Nov 29, 2008 5:04:33 GMT -5
It also brings suspense to matches. When you knew what the damage was, you could gage how badly one caw was getting beaten over the other. No numbers means you have no idea what the amount of damage is being done, which draws you into the match more, and makes you watch a match from start to finish instead of skipping to the last few minutes. (Unless of course your caw is just outright getting it's ass kicked. Whole other ballgame then.) Within the last three games, they've worked more realism into things in that the bigger moves are easily countered, a fact that such moveset makers like Yin exploit heavily. When you've been making caws and playing the series for as long as some of us have, you can break down what moves are the best tactically like a science. And 9-10 times, it's NOT the big, heavy damage moves. Some moves are no brainers, like the Bicycle Kick the last 2 years. Others are less generalized, so much so that those that "think" they know all of the tricks have no idea. From my creating caws on 2009, most of those tricks still are in play for those moves (What moves? Not telling. Learned which ones complement each other from YEARS of playing the series and I damn sure ain't giving out freebies) while others are completely different. And the negation of damage values plays into it even more.
For my caws, and the caws I've converted for others, I've built them all upon the same moveset parameters. There are some moves that are signature to characters, like Dru using the Goldberg Chokeslam or Jay-J using the Johnson Shuffle. Other moves I've totally retooled on characters because they didn't go with the kind of style said character uses in ring. So you will see a few people using moves they didn't use in past years, because this year as has been stated many times before, your moveset needs to compliment you're in ring style and abilities. And even more so then that, you what to make a moveset that fits your character. Would any every believe Johnny Punch using a Wrist Clutch T-Bone? Would it be practical seeing Ethan Bain using the Ultimo Dragon Kick Combo (Amazing that the move still stays on the game). No, it's not. And that's personally how I form my moves for 2009. They fit the character, as well as fit their wrestling style and abilities. And that means some guys don't have flashy moves. Some guys don't have power moves. Some guys don't use submissions. You get the idea. You can be unoriginal and slap together a moveset full of high spot moves all you want, but like Ashley said, go up against a caw the likes of Jasta or Jon Payne and watch your caw get eaten alive and spat out.
I have seen some "interesting" ability combos, however. Like a couple of the bigger, athletic heavyweights using springboard, but again...it fits the character type on account that a guy like Finesse, who is one of them...goes 6'5" 270lbs and is built like and NBA Power Forward. Last I checked, guys in the NBA and fly like the best of them. So it's original, but realistic. Especially when you do have real life guys like Samoa Joe and Takeshi Morishima who are 290+ doing moves that 180 pounders normally do. It's all a matter of character context. You can believe Finesse doing a Corkscrew Plancha. You CAN'T believe Kayn doing on though. That's the kind of attention to detail I use myself, and admire when I see other people do the same. It also makes for much more entertaining matches, because you'll watch and say "WOW, I can't believe he just did that!" as opposed to "Why in the hell is he doing that?"
I kinda went off the subject a little, but as far as the CAM mode sans numerical damage, I personally hope it remains that way for the rest of the series. It'll motivate people to be more creative and diverse in their move selection.
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Post by Kayn on Dec 2, 2008 13:57:42 GMT -5
You can believe Finesse doing a Corkscrew Plancha. You CAN'T believe Kayn doing on though. You can't? Crap I gotta redo my moveset now. ;D
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Post by kimmy on Dec 2, 2008 13:59:25 GMT -5
Haha, Kayn should be 100% cruiserweight moves this year
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Post by Kayn on Dec 2, 2008 14:09:17 GMT -5
Haha, Kayn should be 100% cruiserweight moves this year LOL, I'll make a moveset like that just for sh*ts and giggles. I'll also add that beard 3X wants to see on the big guy.
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