Original message (1289 Views )
| Replies: |
PSN: zonepharaoh XBL: n/a Wii: n/a STM: n/a CFN: zonepharaoh
| "Re(1):Anyone online?" , posted Sun 19 Dec 12:54
quote: I'll be online on and off all weekend. My PSN is electricwolfman. Please come find me and we can have a battle!
For all of the years that I've been a part of MMCafe, I'd love to fight against somebody here online.
Wrong thread, dude! Rugal was asking about lagfest entrants in the other one, which I sadly couldn't make. But for next time, if you RSVP for a specific time I'm sure you can make it to one soon, it's just all of us fooling around...or of course, you can propose hosting your own! Most of us already traded CFN IDs for SFV by now, but for other ones, you'd just want to call for the relevant IDs assuming there's crossplay.
Single continent, low-latency matches are for jerx, multicontinent MMC lagfests are divine!
人間はいつも私を驚かせてくれる。不思議なものだな、人間という存在は...
|
| "Re(3):Anyone online?" , posted Mon 20 Dec 11:00:
I tried a little bit of kof15 this morning so here's my two cents worth of impressions--
1/ The overall menu scheme is... toned down from what was the wonderful frontend in kof14. There's no design to it-- it looks like a web site menu done by a techie guy with no design sense but learned how to set color codes to make things look in his favorite color: chocolate mint ice creme.
2/ The game kind of feels like a KOF14UM-- If you liked KOF14, you'll probably like 15!
3/ I didn't really play the previous beta so I'm assuming things have changed a bit since then. The overall damage rate is very low comparted to 13 or 14 and ergo the matches take time. The meter gain might nearly be half of that of KOF13 and the damage rate is probably about 20% lower in general than KOF14. For example in KOF13, you can do near-death combos with an anchor character with 3 meters. This wasn't the case with KOF14, but you could still do around 350 damage with one bar or half life if you had two. This game, you'd generally need about 3 bars to do half life. There's of course exceptions to this, like Terry who does around 40% life with just about a bar. The insta-death combos at least in this December build requires 5 bars and they're utterly unrealistic.
4/ The game balance is... weird. I have a feeling that it'll end up being a nerf fest once the game gets released. From what I understand Yashiro Delores and Chris were monsters in the previous beta, but the characters in this build feel very mild and some feel weaker than in 14 (ex: Blue Mary). Ryo in particular is a headscratcher since he has some buffs but also some jarring control changes that makes very little sense and I can only assume that whoever designed him has never used him before. Terry and K' on the other hand were really easy and seemed relatively strong, but still pretty mild overall.
5/ Netcode is ok. Very hard to find opponents, not sure why. Just to test out, I tried a match with 300ms+ ping and it was quite playable much to my surprise. Not like matches at 1-2 digits, but still quite managable.
The game is overall around the same slowness as KOF14 and the combos are a lot more simple, so probably good for new players. Also, I have no idea what use that the quickmax system has-- it just feels like extra work for less damage.
[edit] I forgot to mention the game's UI/HUD! The power bars are so huge and clunky that they feel like masking tapes sabotaging you from seeing your low attacks, lol.
[this message was edited by Professor on Mon 20 Dec 12:20] |
|
|