The Official Fighting Games Topic - Page 175
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prOxi.swAMi
Australia3091 Posts
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SayaSP
Laos5494 Posts
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SayaSP
Laos5494 Posts
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New Zealand6138 Posts
SPINNIN' WANG | ||
CharlieMurphy
United States22895 Posts
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freelander
Hungary4707 Posts
On May 07 2009 07:41 CharlieMurphy wrote: I never understood why someone would need a wireless mouse/controller. I mean if the distance is so short where it doesn't matter doesn't that defeat the purpose of having something wireless? Like if I had a TV with a wireless remote (yes we all do) but it only worked 2 feet away then its effectively worthless so you might as well be corded. And with wireless gaming controllers like wii and xbox360 its more of a hassle keeping the controller aimed at the sensor and having people not walk in the way. I prefer cords, even if occasionally someone trips on it and the controller/system flies. LOL CM what You don't have to aim at the sensor, it generates a radio signal hahaha | ||
Myrmidon
United States9452 Posts
On May 07 2009 16:57 freelander wrote: LOL CM what You don't have to aim at the sensor, it generates a radio signal hahaha + Show Spoiler [spoiler tagged to protect the innocent] + Well I wouldn't say you would really need to point the controller in this case, but the reasoning is not quite right. Many many antennas have beam patterns that are far from omnidirectional, and thus you have to point them in the right direction to successfully transmit or receive a signal. In fact, it's impossible to create an antenna with a beam pattern that is truly omnidirectional. However, in this application obviously people would try to make the antenna as omnidirectional as possible--and this is a trivial matter to make the signal even in all directions in the x-y plane (strongly directional antennas are often more complex than other types). So you really shouldn't have to point the sensor unless you're trying to find the exact deadzone angle to make it not work. In any case, even if you have a significantly attenuated line-of-sight path or decided to point a relative deadzone at the receiver at max distance, the signal will still bounce around and some of it will probably get to the receiver. | ||
MiniRoman
Canada3953 Posts
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freelander
Hungary4707 Posts
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MyTHicaL
France1070 Posts
btw x y z "plane" | ||
Ginseng
United States268 Posts
the match making system is awesome. I can honestly say, BB online model is far superior compare to SF4. Though might be a bold statement, But here's a quick breakdown: Here's one scenario that should give you an idea. I log onto XB Live, Play BB, go on network mode. I look for a rank match, but before that I wanna see among my friends who's in the top. From there, I can see some replays of my friends matches that they uploaded and see how they are doing. It'll even show you who they last played based on the icon next to their name. Next, I get bored watching my friends bullshit replays so I wanna see the top of the top, so I browse on the monthly leaderboard, I can now see who's at the top and check out his best replays and realize how sucky or how much better I am...So I get pumped up and I noticed some of my friends are online as well. So I start a lobby and start dictating the amount of slots I want for players and spectators. From there, I invite all my friends and we all say wassup and proceed to kick each others ass. We can save replays, spectate, and talk as much trash as we want. But wait, I got a homie that just signed on, sends me a msg, talking shit about my match! But when I look at my lobby he ain't there! How that works is my boy is searching for rooms to join but before joining, a player can see what's going on in each room, including icons that display who's currently fighting in the current match, who's winning the match, connection speed of the room, and who's in the lobby. http://forums.shoryuken.com/showpost.php?p=6540209&postcount=5764 so far as it stands, the only true comparison BB actual netcode, after playing it couple times, it feels like HDR and the only reason I use hyper fighting as a starting point is for that fact, I don't want everyone to have this awesome expectation for something that no game's netcode can really matchup. So I rather set a precedence of low expectations and I figured it might as well start by saying Hyper Fighting since that netcode was garbbage compare to just about any online game I've played, maybe even worst than GG #R, who knows. But if that's what you guys really wanted to hear, its very similar to HDR. Netcode testing is done US vs Japan for almost a full month. There were times, lag was a bit rough but there times lag was almost not there. There is no input lag if you guys were wondering... http://forums.shoryuken.com/showpost.php?p=6542973&postcount=5789 | ||
Myrmidon
United States9452 Posts
lol @ 1:37 juggle + Show Spoiler [off topic: radio etc] + I do mean x-y plane, or more precisely, the plane that is perpendicular to the antenna. So if the antenna is straight up and down on the z axis, I'm referring to the x-y plane. An antenna with equal gain in all the x-y plane might have a gain that looks like this toroidal shape: ![]() So in the z direction, not as much gain. Anyhow for practical usage as CM was talking about, theoretically it matters if you're pointing down and up correctly, but not if you're pointing "backwards". (Again, signals reflect to get to the receiver, so don't take this so seriously.) But then again, you don't know where in the controller/remote the antenna is located, and how much loss it sustains propagating "backwards" through the plastic case etc. I dunno, I could be wrong. I'm just an EE student, and I personally know more about radio/baseband modulation than the electromagnetics of radio wave propagation. | ||
CharlieMurphy
United States22895 Posts
haha hugo/corner only I assume. Nice, seemed like it could have went a bit longer, wonder how long it can go. | ||
sung_moon
United States10110 Posts
On May 08 2009 03:28 Ginseng wrote: For those curious about how BlazBlue online may be like, here are some statements from AksysGames: http://forums.shoryuken.com/showpost.php?p=6540209&postcount=5764 http://forums.shoryuken.com/showpost.php?p=6542973&postcount=5789 BB online son get hype kaqn has been training me man ^^ | ||
Ginseng
United States268 Posts
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sung_moon
United States10110 Posts
On May 08 2009 07:30 Ginseng wrote: Haha Kaqn's ragna is so sick. Do you have any BB cabinets near you? Oh yea, I'll be on ps3 for BB online if you're interested for games haha. nah only BB "practice" im getting is watching kaqn's ragna ^^ im really scrubby at GG so it'll prolly transfer over to BB woot for PS3 gamers | ||
Myrmidon
United States9452 Posts
On May 08 2009 07:26 CharlieMurphy wrote: haha hugo/corner only I assume. Nice, seemed like it could have went a bit longer, wonder how long it can go. I don't actually play 3s, but isn't the air juggle limit 6 hits unless the opponent got stunned? The combo went 6 hits. | ||
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Bill307
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Canada9103 Posts
On May 08 2009 10:20 Myrmidon wrote: I don't actually play 3s, but isn't the air juggle limit 6 hits unless the opponent got stunned? The combo went 6 hits. Basically yes: there's a "juggle counter" that starts with the first hit that knocks the opponent into the air. Once it reaches 6, you can no longer juggle the opponent... sort of. There are some exceptions to the "6 hits rule", however. (a) Different moves increase the juggle counter by different amounts. Most ground moves increase it by 1 and most air moves increase it by 3. E.g. Makoto's Fukiage uppercut is an example of a ground move that increases it by 3, so after 2 EX-Fukiages, you cannot juggle the opponent anymore... sort of. (b) You can always juggle the opponent if you hit them during the first phase of their air hit stun (called "air reel" in the sys. mechanics SRK post). This is basically the part where the enemy is flying upwards. E.g. this is why Makoto can do SA2 (+1), Tsurugi (+3), Fukiage (+3), then sjc and do one more hit while the opponent is still travelling upwards from the Fukiage. E.g. after an air-to-air EX-tatsu, Ken can sometimes juggle with 1 or 2 uppercuts, depending on how many times the tatsu hit. If you know you're going to get only 1 uppercut, it's better to use mp rather than lp because the second hit of mp shoryu will always connect after the first one: it hits the opponent immediately after the first one, while they're still in air reel. This is partly why you can do longer juggles on stunned opponents: every hit on a stunned opponent has its hit stun -- and the opponent's air reel frames -- increased by 1. (c) Some supers reset the juggle counter back to 0 (or is it 1?) on hit, e.g. Yun's Genei-Jin. This does NOT mean they can hit the opponent if the juggle counter is already at 6+, though. Other supers are "guaranteed" to hit multiple times because the hits are so fast that they keep the opponent in air reel. | ||
CharlieMurphy
United States22895 Posts
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Bill307
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Canada9103 Posts
On May 08 2009 12:21 CharlieMurphy wrote: I knew about the fall descent increase system but I didn't know about the 6 hit limit thing. I don't think 3s has a "fall descent increase system". ![]() | ||
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