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Post by epic on Oct 28, 2009 20:27:31 GMT -5
So, what are you guys all finding that helps out a lot in making a competitive moveset? I'm looking at just trying to do some quick moves and all of that to hope that I hit more than get countered, but I know that with the lack of edits that we get in here... wouldn't it be good if we give a few tips of what we're doing so that way your season doesn't consist of just dropping your head against the keyboard after loss after loss because you didn't do something remotely right immediately?
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Post by MG on Oct 29, 2009 18:22:53 GMT -5
I wanted to ask... do you have a idea on how the settings is gonna be this year for AI(Thr33x and Kaoz)
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Post by gallas on Oct 29, 2009 23:41:30 GMT -5
We've optimized the sliders so as to get the most defensive style matches we can get. All AI countering sliders are maxed out, as well as momentum gain. (Seeing as it fills a little to slow for our tastes...we want matches to end with finishers, not Arm Drags) Here are the numbers:
(All values are altered from the default settings. Just reset to default and reapply as shown)
AI Reversal Balancing Standing Strike: +8 Standing Grapple: +8 Ground Strike: +8 Ground Grapple: +8 Finisher: +7 Foreign Attack: -7
Damage Balancing Finisher Strength: -4 Foreign Object Strength: -5
Game Balancing Standing Strike: +8 Standing Grapple: +8 Ground Strike: +8 Ground Grapple: +8 Finisher Reversal: +8 Foreign Object: -5 Momentum Actions: -3 Momentum Attacks: -3 Momentum Taunts: Default Stamina Rate: +6
Now, as far as tips for movesets, the AI on this year's game is a little unpredictable. It doesn't seem to follow a linear pattern like the previous few games, so gauging what moves it will use is tricky. The only thing I can say it does consistently is go for springboard attacks, use lock pick and ring escape should you have these abilities. Everything else is a crap shoot. I'd suggest not to overload your caw with big, high spot moves as they'll be countered frequently with the above settings until they've inflicted at least moderate damage to the opponent. Same philosophy goes for UCM moves as I know a few people will still have a couple in their move sets. The most I can say is to cater your moveset to the style you want your character to wrestle. I'll use a couple of my own guys as examples:
Evan Fate: I naturally built his moveset to be fast paced and agile. He has almost no lift-up moves aside from the basics, a Scioop Slam and a Vertical Suplex. He's built for speed, so a bulk of his moves are quick hitting moves you'd expect to see a 220 pounder to do.
Jayson Jones: Jay-J's moves are built to accentuation his brawler/athletic style. So he's got a lot of striking type grapple moves, clothelines, kicks and punches, as well as some traditional wrestling moves and some high impact moves sprinkled in. Because he's a brawler at his base, he has about 4 moves in his arsenal that can draw blood.
Primo: Primo's a classic grappler, so naturally his moveset is heavy on suplexes and traditional wrestling moves. No flash, glitz or high spot moves, just good old fashioned efficient wrestling moves, with all of them doing damage to head, body and legs, as he's armed to the teeth with submissions. (The 4 you get in strong grapple, the 3 you get on the ground, PLUS a Signature and Finisher) He might not wow you with acrobatics, but he will beat the life out of you, then try to rip a limb off.
Build a moveset that fits the style you want your guy to use in game. Don't just slap together what you think is going to look cool, because looking cool and getting your ass kicked in the process serves you no purpose. If your guy/girl is a brawler, give them a base of brawling moves. If they're a high flyer, give them moves that optimize their speed. If they're a power type, give them moves that have a little more pop to them, but NOT necessarily the high impact moves. The Pendulum Backbreaker, Military Press or the Scoop Slam where they heave the opponent across the ring convey the character having strength, without it being a move that'd be categorized as a "finishing" move.
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