Post by gallas on Nov 24, 2009 14:27:51 GMT -5
Well, the game's been out for a little over a month now, and as you'd expect...I've begun breaking down how the AI works in the game, as well as what matches flow well when simmed com vs. com and what ones don't. I've already managed to level up 95% of the Overload roster (aside from the characters I've yet to receive yet) so I've been able to test matches as they would be simmed normally, and these are some of my preliminary findings.
Ironman Match: Due directly in part that even when set to fast, and with sliders maxed out for quicker gain, momentum STILL takes forever to build, Ironman matches will pretty much be 30 minute affairs as opposed to the usual 20 minutes. So if you RP for one, expect a long, super grueling battle. Especially since damage resets for the pinned wrestler...30 minutes might not even be enough to declare a winner. Out of 5 of them I simmed, all but 1 ended in a draw. Yea...
Steel Cage Match: Pretty much the same as last year. They can be marathons or one-sided beat downs. 1 on 1 goes faster, multi-person stretches out longer, especially with pins and submissions off.
Ladder/TLC Match: Still pretty much useless for simming purposes. The AI just goes for the ladder, climbs, reaches for the prize, fights for it, throws the other guy off, rinse, repeat. Doubt we'll be using this match type much, if at ALL.
Table Match: Same as last year as well. A very usable match type for all character types.
Extreme Rules/Falls Count Anywhere: More balanced this year then last year's version, but there will still be a DISGUSTINGLY high gulf in production between characters who don't have object specialist and characters that do. Characters without the ability will fight well against each other, but against one that has it and/or it AND Hardcore Resurrection (Such as Punch and Aces) expect to get manhandled.
Inferno Match: Unchanged
First Blood: A LOT more entertaining this year. The new balancing of the AI makes it play out a little more dramatically.
Last Man Standing: Same as First Blood. Much more entertaining then in 2009.
Hell In A Cell: Same as previous years. Characters never leave the cell. Just a regular match with a cell around the ring. *Bleh*
Submission Match: Much more improved in that they'll actually GO for submission attempts when the other character is weakened. And the Lock Pick characters aren't safe either, because using it saps momentum. If they have no momentum when they get a submission slapped on, they're tappin' out.
Backstage Brawls: Wholesome fun for everyone. The match plays out well for all character types, though the hardcore lot will have a decided advantage, as will characters with submissions as finishers, as they can "knock out" the opposition with said finishers.
I'll post more info as I go along about further match variations. Still haven't tested Tag Matches yet.
Ironman Match: Due directly in part that even when set to fast, and with sliders maxed out for quicker gain, momentum STILL takes forever to build, Ironman matches will pretty much be 30 minute affairs as opposed to the usual 20 minutes. So if you RP for one, expect a long, super grueling battle. Especially since damage resets for the pinned wrestler...30 minutes might not even be enough to declare a winner. Out of 5 of them I simmed, all but 1 ended in a draw. Yea...
Steel Cage Match: Pretty much the same as last year. They can be marathons or one-sided beat downs. 1 on 1 goes faster, multi-person stretches out longer, especially with pins and submissions off.
Ladder/TLC Match: Still pretty much useless for simming purposes. The AI just goes for the ladder, climbs, reaches for the prize, fights for it, throws the other guy off, rinse, repeat. Doubt we'll be using this match type much, if at ALL.
Table Match: Same as last year as well. A very usable match type for all character types.
Extreme Rules/Falls Count Anywhere: More balanced this year then last year's version, but there will still be a DISGUSTINGLY high gulf in production between characters who don't have object specialist and characters that do. Characters without the ability will fight well against each other, but against one that has it and/or it AND Hardcore Resurrection (Such as Punch and Aces) expect to get manhandled.
Inferno Match: Unchanged
First Blood: A LOT more entertaining this year. The new balancing of the AI makes it play out a little more dramatically.
Last Man Standing: Same as First Blood. Much more entertaining then in 2009.
Hell In A Cell: Same as previous years. Characters never leave the cell. Just a regular match with a cell around the ring. *Bleh*
Submission Match: Much more improved in that they'll actually GO for submission attempts when the other character is weakened. And the Lock Pick characters aren't safe either, because using it saps momentum. If they have no momentum when they get a submission slapped on, they're tappin' out.
Backstage Brawls: Wholesome fun for everyone. The match plays out well for all character types, though the hardcore lot will have a decided advantage, as will characters with submissions as finishers, as they can "knock out" the opposition with said finishers.
I'll post more info as I go along about further match variations. Still haven't tested Tag Matches yet.