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Maybe on the topic of reload, make it like Mass Effect where your gun will overheat if you just hold down fire, and until it cools down you cannot fire it again.
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There was a point where I considered making my character a shooter, and I think that there are several paths that you can take with that
Heavy Gunner: Pros: Good recoil, good damage, knock down foes or push back. Cons: Lower range, Slow reload/Shots, easier to dodge.
Light Shooter: Pros: Rapid shots, long range, harder to dodge. Cons: Crappy damage, no/little recoil, no flinching
Variety: Blend of above two
Beam shooter: Pros: Shots cover most of the stage horizontally at the same time, average damage, very difficult to dodge. Cons: slow reload, minor charge time, no flinching.
Or what you've got. Smile Just suggestions.
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I don't think we should go with any sort of reload mechanic.

If we try to get too creative with how it works, we'll get all sorts of balancing issues. I don't think it's worth the effort, and I don't think we should underestimate the difficulty of balancing. Maybe if we were more competent in knowing the technicalities of fighting games, but, lol,,,
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(04-16-2012, 02:57 PM)Sir Zadaben Wrote: There was a point where I considered making my character a shooter, and I think that there are several paths that you can take with that
Heavy Gunner: Pros: Good recoil, good damage, knock down foes or push back. Cons: Lower range, Slow reload/Shots, easier to dodge.
Light Shooter: Pros: Rapid shots, long range, harder to dodge. Cons: Crappy damage, no/little recoil, no flinching
Variety: Blend of above two
Beam shooter: Pros: Shots cover most of the stage horizontally at the same time, average damage, very difficult to dodge. Cons: slow reload, minor charge time, no flinching.
Or what you've got. Smile Just suggestions.

Quote:Weaker ones would have less range, but could be used more rapidly, as such more powerful ones could be more slower, but more range and possible knockback and burn damage.

Though, a mix of sword/gunplay (slashing movements/electric shots) would work for you better, since classic fistfighting seems to be an issue with your character.. as well as mine. From a viewpoint my character's just a generic robot knight (which would not help since most of the things I had in mind origionally would have been based off something way too obscure for you guys). with no unique traits compared to the rest of ya. I might have to re-think this.

And yes, reloading will be an issue, but balance will not. TFS has effectively a fighter who fights with bombs, no less.
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(04-16-2012, 03:10 PM)StarSock64 Wrote: I don't think we should go with any sort of reload mechanic.

If we try to get too creative with how it works, we'll get all sorts of balancing issues. I don't think it's worth the effort, and I don't think we should underestimate the difficulty of balancing. Maybe if we were more competent in knowing the technicalities of fighting games, but, lol,,,
I'm just wary of gunslingers in fighting games, all because of Uryuu, that damned bastard hahaha.
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I've been playing and observing how they balanced things in Brawl for the past couple of days, and I think I have a pretty good Idea of how to balance characters now, I understand the difficulty of it, so we should probably establish some ground rules, but I find that pro/con lists and mental battle calculations between characters helps immensely with keeping a balanced system.
Also by reload I mean time before he can attack again, i.e. recovery time, not actual ammo count, that would not fit in with the game much.
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Hmm...Brawl isn't exactly the best game for balancing. You have really overpowered characters like Meta Knight and stuff. Also, since that's a 4 player game on it's core, the balancing is very different.
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Then there's Gundam Heavyarms. Again, Endless Duel.



You can see how the Gundam works as a gunner-type fighter here in a more traditional fighting game environment. While I may have forgotten Noel from BlazBlue, this guy here is a better example. Notice how Heavyarms is fighting with a fighting style actually common in this genre.
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(04-16-2012, 03:16 PM)Sir Zadaben Wrote: I've been playing and observing how they balanced things in Brawl for the past couple of days, and I think I have a pretty good Idea of how to balance characters now, I understand the difficulty of it, so we should probably establish some ground rules, but I find that pro/con lists and mental battle calculations between characters helps immensely with keeping a balanced system.
Also by reload I mean time before he can attack again, i.e. recovery time, not actual ammo count, that would not fit in with the game much.
If you want to study some serious balance, play some Marvel Vs Capcom.
You won't believe how balanced that game is... but after the final boss is a whole new story.

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rule #23 of arcade fighting games: the final boss must always have cheap a.i.

see: every snk fighting game
(04-16-2012, 07:08 PM)Jawnsunn Wrote: If you want to study some serious balance, play some Marvel Vs Capcom.
You won't believe how balanced that game is... but after the final boss is a whole new story.

Trouble being that brawl is the only fighting game that I own Shy However, Ill look up some M v C battles on YouTube, thanks for the pointer. Smile
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Emulate the game, dude.
It's sooooo easy.
Quote:rule #23 of arcade fighting games: the final boss must always have cheap a.i.

see: every snk fighting game
Are you telling me that every boss in Art of Fighting is a final boss?
Quote:Trouble being that brawl is the only fighting game that I own Shy However, Ill look up some M v C battles on YouTube, thanks for the pointer. Smile
I meant the first game, just so you know.
It's Dazz, so I doubt it. Also which Marvel Vs Capcom do you mean? There are a few of them.
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The first one, the one that's just Marvel vs Capcom. It's the only one that is really well balanced out of the three (though something can be said for Captain Commando, but it's not too hard to counter him anyway).

MvC2 was the "don't do this" of balance. Sentinel, Storm and Cable/Magneto, anyone? Some characters were pretty useless as well.

(I can't speak for MvC3's balance, seeing as I kind of ignored it entirely after Ultimate came out and I kind of just said "screw it" to the series. I can at least say it's more balanced than MvC2)

But yeah, Marvel vs Capcom. Emulate it. Seriously not that hard. It's one of the most solid fighting games out there, and it's held up really well over the years.
You might as well get Ultimate, I am, as it's starting to drop in price. You can't say in all honesty that you don't want to destroy everything as Ghost Rider Tongue
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