I don't really know how ggpo will act post patch in terms of input lag, but would it be possible to add an option into training mode to simulate said input lag? The idea came to me when i was having execution problems in ranked.
I noticed you sped up the recovery on Peacock's air throw because Double could punish it on hit. I'm curious about it because I've picked up Peacock recently and I've been spoiled by being able to combo out of air throws by Fortune :p but...
Can she do an air throw in the corner and OTG with j.LK as she's falling down before the opponent techs? I've noticed that Peacock has pretty decent rushdown but no real followup to an air throw (other than charging up an item drop and letting it go during their descent to force a restand and continue).
Ms. Fortune is great. Everybody likes a little head action every now and then.
Stream here! Follow @guitalex on Twitter for stream updates!
The Filia sHP hitting things is going to be magnificent. I'm so sick of having to shorten my combo on PW (from LP LK MK HP to LP HK) and having sHP miss Parasoul in the same combo and have her start to combo me instead when jHK lands me just a tiny tad too far away from her.
Also, does the reduction in Double's jHP hitstun still allow one to combo into sMK from it?
One more question, dumb but I just want to confirm: the 5 frame buffer on an attack from jump applies to following a launcher as well, right? It would be so helpful at making certain combos easier online during lag.
Can she do an air throw in the corner and OTG with j.LK as she's falling down before the opponent techs? I've noticed that Peacock has pretty decent rushdown but no real followup to an air throw (other than charging up an item drop and letting it go during their descent to force a restand and continue).
Yes, she can. On medium or light weight characters she can now OTG after any airthrow in the corner.
One more question, dumb but I just want to confirm: the 5 frame buffer on an attack from jump applies to following a launcher as well, right? It would be so helpful at making certain combos easier online during lag.
Yes, any jump including after launchers. It helps a lot with Parasoul's cr.HP /\ sj.MP->HP->HK, as well as Cerebella's cr.MK /\ sj.MP on Double.
GHNekoSYMPTONS INCLUDE RESETS, TICK THROWS & INPUT LAGJoined: Posts: 622✭
I meant canceling a move into an airdash. I ask because atm i have a bnb that has a relatively strict window when it comes to when I should cancel my attack with an airdash, and I was hoping the buffer would alleviate it, so that I'm more concerned with timing the button press, rather than having mash out a double tap within this window that exists only when hitstun is about to end and is also weight specific. :/
Holy goodness and HELLS to the YEAH for all of this!! I was just re-reading the update list and WHOAH!!! Seriously thank you for all of the killer killer work !!! It is waaaayyyyyy awesome to see so much passion going into this terrific fighting game!! Many thanks!!
I meant canceling a move into an airdash. I ask because atm i have a bnb that has a relatively strict window when it comes to when I should cancel my attack with an airdash
Still no, but it wouldn't help in that case anyway:
You can cancel HP into airdash on any frame, so a buffer does nothing since the airdash comes out immediately on button press except during hitstop, and hitstop buffers things already. And if we allowed a buffer of the moves during an airdash then say if you did j.MP~HP you'd get airdash->immediate HP, which is not the desired result generally, since it eliminates the point of leniency on the dash input.
tl;dr there isn't anything that could help you there in any game. If you hit the button early you get an airdash early. I put buffers in areas they are not detrimental, for the rest ya just gotta practice. :^)
GHNekoSYMPTONS INCLUDE RESETS, TICK THROWS & INPUT LAGJoined: Posts: 622✭
Alright. Then it's me.
Cuz man, sometimes I double tap during that hitstop, and that airdash just doesnt come out and unless i mash forward, I dont get the airdash half the time.
Loving the dlc options. 1$ for 4 colors or 32 for 5$ are all great options. This brings a question to mind. Will dlc characters come iin bundles as well? I'd actually prefer to wait longer and get 2 or more character instead of just one. I know character dlc info hasnt really been detailed, but I'm just saying
PSN:NeoDeoN; CapcomUnity:Steelballed Dravidian; Tales forum: Dravidian
Fighting Games I'm playing: UMVC3, SCV, SFIIIOE, and Skullgirls
Nah, son. I want these characters as soon as they're done. I also can't see them not bundling characters, especially since they are bundling colors. Every time a new character(s) come out, I can see it being "each character for 5 (or however much), all (say 6) characters for 15-25 (at the 'however much' price)". It also makes it easy purchasing on the consumer, just two additional purchases for everything (if color and character packs are the extent of the paid dlc). Hell, if possible, I'd say add a "Buy everything" option for the game that adds the "all colors" and "all characters" packs together at the same prices you would have paid anyway just for one download.
Loving the detailed patch report and anxiously waiting for the dlc colors. If there was one resembling Asamiya Athena for Filia, it would be great. I loved the Hatsune Miku-like included btw.
Number 13The Courage to SkullgirlJoined: Posts: 1,545✭
Question about the "rebalanced AI" Can anyone elaborate into specifics on that?
I usually grind arcade mode on "ridiculous" (skip marie boss battle) when not playing locally with friends so I want to know if things would get "easier" or "harder" compared to the current AI and if that depends on whichever difficulty you pick.
would the lower difficulties be easier in comparison?
would the higher difficulty modes be harder in comparison?
Also does the "rebalanced AI" will still not have the "mind reading" AI interface because thats one of the things i liked about the AI. Felt like i played a person that punishes me for doing something stupid instead of simple predicting my actions
Currently Played Fighters [other alias: HooliganComboFTW] Persona 4 Arena: Yu Narukami Skullgirls: Solo Filia SSFIV AE: Cammy Dead or Alive 5: Hitomi/Rig KoF XIII : K'/Athena/Terry SoulCaliber V: Siegfried Tekken 6: Lili/Lars SF3OE: Alex SSF2HDRMX: Cammy
About future characters everyone already know who will come or guessing. Are the actions already thought about or are they still a work in progress.
We know Squigly and Umbrella are coming. Most likely they will be among the first released, though its not guaranteed. Mike also stated the the upcoming patch would allow Squigly to work as (he/alex) imagined/designed. Few if any people other than the design team know what those changes are. There is also a chance that characters in the stage backgrounds or story may become playable.
Some moves are thought about well before characters exist, some only fall into place during the actual creation.
Also, I can't/won't answer any DLC questions. :^|
Can you elaborate more on the "rebalanced AI"?
Currently Played Fighters [other alias: HooliganComboFTW] Persona 4 Arena: Yu Narukami Skullgirls: Solo Filia SSFIV AE: Cammy Dead or Alive 5: Hitomi/Rig KoF XIII : K'/Athena/Terry SoulCaliber V: Siegfried Tekken 6: Lili/Lars SF3OE: Alex SSF2HDRMX: Cammy
As far as I can remember: Fortune isn't out-of-her-difficulty-level hard, and there is an easier level than Sleepwalk was, but the hardest level is still the same as before.
not so saintThe reports of my death are GREATLY exaggerated.Joined: Posts: 1,948✭
Mike, you were saying that hitbox glitch will now cause occurance of pixelated sprites insted of hitboxes. Will those be regular frames in crappy quality or were they pixel-art'd intentionally? If latter is the case can we get sneak peak of them or something? I am fan of pixelated sprites you see =]
It will be done as it was foretold for we are servants of the Skully Ones and we will consume tuna with bacon and we will party for days and nights without rest and we no need other fate despite this one! For we are what we are and we will kneel before no one >=[ "Russian science rise again!"
No way it's the latter, that would be way too much work. I mean, remake every character in a pixel art version just to flash during hitbox glitch? Forget it. I imagine it's just a lower res of the regular art that loads quicker.
No way it's the latter, that would be way too much work. I mean, remake every character in a pixel art version just to flash during hitbox glitch? Forget it. I imagine it's just a lower res of the regular art that loads quicker.
I think same way. I just got this strange idea from the way Mike described it. So I decided to ask him.
It will be done as it was foretold for we are servants of the Skully Ones and we will consume tuna with bacon and we will party for days and nights without rest and we no need other fate despite this one! For we are what we are and we will kneel before no one >=[ "Russian science rise again!"
Mike, you were saying that hitbox glitch will now cause occurance of pixelated sprites insted of hitboxes. Will those be regular frames in crappy quality or were they pixel-art'd intentionally? If latter is the case can we get sneak peak of them or something? I am fan of pixelated sprites you see =]
it basically looks like those blocky fuzzy circles they use to censor a porno or something, i would be excited to see someone make 8-16bit sprites of each of the characters though.
Skullgirls Best of the Best round robin tournies, add this gamertag as it will be easier for everyone to arrange games (aBOBSKULLGIRLSa) (Xbox360)
I like shorter combos stemming from new IPS alot FYI. Reset based game like MVC2 is a lot more exciting than TOD based game like MVC3. Only flaw w MVC2 compared to MVC3 was less viable characters - a problem SG doesn't have.
I play zoning but something I wouldn't mind is making shadow of impending doom as jab close medium medium dis fp as long distance. FP shadow of impending doom makes it too easy to zone with it's tracking properties.
At least with george at the air show you have to time it correct as a zoning device. There is enough of a downside to FP shadow of impending doom IMO given its strength IMO.
I like shorter combos stemming from new IPS alot FYI. Reset based game like MVC2 is a lot more exciting than TOD based game like MVC3. Only flaw w MVC2 compared to MVC3 was less viable characters - a problem SG doesn't have.
I play zoning but something I wouldn't mind is making shadow of impending doom as jab close medium medium dis fp as long distance. FP shadow of impending doom makes it too easy to zone with it's tracking properties.
At least with george at the air show you have to time it correct as a zoning device. There is enough of a downside to FP shadow of impending doom IMO given its strength IMO.
You lose air-to-air shotgun, cannon ball, teleport behind george projectiles/cannon ball and H Bang while holding H Shadow. Given the fact that you lose all of that, the shadow goes away if you're hit/tech and the opponent can just dash out of the way of the item right before it falls, there's no reason to make H Shadow worse and nerf Peacock's zoning game. Straight H Shadow for zoning isn't even very good, imo. It feels more like a pressure/approach/defensive tool if anything.
"You can lead a scrub to techniques, but you can't make him think."
Rushdown Peacock was possible before, it's all I did with her. :^P
The lower-res sprites are not specifically drawn as low-res...since our source art is 2x what's on screen, our art munging process (munging is like compiling, but for data) has a custom image-resizing part that does some fancy unique things to keep lines intact and not let colors bleed since palettized resizing is very difficult...anyway, so the 8-bit art is just shrunk a lot more by that process, then drawn bigger and not interpolated ( = square pixels). It's about what you'd get at 1/16th size though.
You lose air-to-air shotgun, cannon ball, teleport behind george projectiles/cannon ball and H Bang while holding H Shadow. Given the fact that you lose all of that, the shadow goes away if you're hit/tech and the opponent can just dash out of the way of the item right before it falls, there's no reason to make H Shadow worse and nerf Peacock's zoning game. Straight H Shadow for zoning isn't even very good, imo. It feels more like a pressure/approach/defensive tool if anything.
I actually rarely use hp item drop. Lp version screws up rush down since it hits directly infront of you; i.e. they cant dash under it. and Mp is good for people who actually try to get away from peacock (read other peacocks). Hp just seems more like a combo tool/assist support; if your assist is blocked then release to give it more time to recover or keep it safe, while if it hits keep holding it, use a super, and let it drop at level 3.
PSN:NeoDeoN; CapcomUnity:Steelballed Dravidian; Tales forum: Dravidian
Fighting Games I'm playing: UMVC3, SCV, SFIIIOE, and Skullgirls
Currently Played Fighters [other alias: HooliganComboFTW] Persona 4 Arena: Yu Narukami Skullgirls: Solo Filia SSFIV AE: Cammy Dead or Alive 5: Hitomi/Rig KoF XIII : K'/Athena/Terry SoulCaliber V: Siegfried Tekken 6: Lili/Lars SF3OE: Alex SSF2HDRMX: Cammy
I heard on that "Jayfordlol" stream after the patch people should have no problem with 100 ping online matches... is this true at all? Is it true for both systems?
I believe thats been addressed fixed from some time ago if he meant Excellabella so hope that answers the question
Currently Played Fighters [other alias: HooliganComboFTW] Persona 4 Arena: Yu Narukami Skullgirls: Solo Filia SSFIV AE: Cammy Dead or Alive 5: Hitomi/Rig KoF XIII : K'/Athena/Terry SoulCaliber V: Siegfried Tekken 6: Lili/Lars SF3OE: Alex SSF2HDRMX: Cammy
Number 13The Courage to SkullgirlJoined: Posts: 1,545✭
No, and no specific dates have been revealed yet besides the vague "hopeful 2 weeks after evo" because of Sony/MS process on patches
Currently Played Fighters [other alias: HooliganComboFTW] Persona 4 Arena: Yu Narukami Skullgirls: Solo Filia SSFIV AE: Cammy Dead or Alive 5: Hitomi/Rig KoF XIII : K'/Athena/Terry SoulCaliber V: Siegfried Tekken 6: Lili/Lars SF3OE: Alex SSF2HDRMX: Cammy
I'm as much wondering when it'll be as you guys are. >.<
Do you get a notice a couple days in advance prior to it being released?
Basically, when should you know when to expect it (ie 2 days before release, a week, never, etc), and are you allowed to tell us as soon as you know?
I have no idea when I'll know relative to when it'll be done, but I'm sure I can tell you as soon as I know for certain.
Not that that is much help...haha...
I have no idea when I'll know relative to when it'll be done, but I'm sure I can tell you as soon as I know for certain.
Not that that is much help...haha...
Can you at least tell us when it was submitted?
It will be done as it was foretold for we are servants of the Skully Ones and we will consume tuna with bacon and we will party for days and nights without rest and we no need other fate despite this one! For we are what we are and we will kneel before no one >=[ "Russian science rise again!"
I am really excited by the pc release of this game (don´t have a console) can we hope to have the pc release soon? Maybe after the patch is released?
I love the work that reverge labs is doing with this game, especially because they didn´t forget the pc players but we need some news of the release XD
Here's an example combo I've been using as a "let's make a post-patch combo" project: (corner) s.lp > s.mk x2 > s.fp x2 > Napalm Shot L + Painwheel's Gae Bolga L assist > Napalm Toss x3 > c.lk > c.mp (stacked Napalms explode) > Stuff ~.
I have explosions from both shots and tosses there, but I have no idea how they will scale post-patch. Do explosions from the shot and tossed napalms count as the same thing in damage scaling and IPS now? Also, will stacked explosions rapidly scale combos out and make them instantly burstable?
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"Nawww the game is wayyyy too fair now." - pali/Heavyjugz
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1 • Off Topic Disagree Agree 1LikeI'm gonna kiss ya.
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0 • Off Topic Disagree Agree LikeI noticed you sped up the recovery on Peacock's air throw because Double could punish it on hit. I'm curious about it because I've picked up Peacock recently and I've been spoiled by being able to combo out of air throws by Fortune :p but...
Can she do an air throw in the corner and OTG with j.LK as she's falling down before the opponent techs? I've noticed that Peacock has pretty decent rushdown but no real followup to an air throw (other than charging up an item drop and letting it go during their descent to force a restand and continue).
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0 • Off Topic Disagree Agree LikeAlso, does the reduction in Double's jHP hitstun still allow one to combo into sMK from it?
One more question, dumb but I just want to confirm: the 5 frame buffer on an attack from jump applies to following a launcher as well, right? It would be so helpful at making certain combos easier online during lag.
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0 • Off Topic Disagree Agree LikeYep, everything except s.HP still combos after j.HP. I'm not out to RUIN it, just to eliminate j.HP...walk forward while checking your phone...s.LP.
Yes, any jump including after launchers. It helps a lot with Parasoul's cr.HP /\ sj.MP->HP->HK, as well as Cerebella's cr.MK /\ sj.MP on Double.
"Nawww the game is wayyyy too fair now." - pali/Heavyjugz
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1 • Off Topic Disagree Agree 1LikePSN: XavierRythos
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1 • Off Topic Disagree Agree 1LikePSN: XavierRythos
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0 • Off Topic Disagree Agree LikeYou can cancel HP into airdash on any frame, so a buffer does nothing since the airdash comes out immediately on button press except during hitstop, and hitstop buffers things already. And if we allowed a buffer of the moves during an airdash then say if you did j.MP~HP you'd get airdash->immediate HP, which is not the desired result generally, since it eliminates the point of leniency on the dash input.
tl;dr there isn't anything that could help you there in any game. If you hit the button early you get an airdash early. I put buffers in areas they are not detrimental, for the rest ya just gotta practice. :^)
"Nawww the game is wayyyy too fair now." - pali/Heavyjugz
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1 • Off Topic Disagree Agree 1LikeCuz man, sometimes I double tap during that hitstop, and that airdash just doesnt come out and unless i mash forward, I dont get the airdash half the time.
PSN: XavierRythos
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0 • Off Topic Disagree Agree LikeFighting Games I'm playing: UMVC3, SCV, SFIIIOE, and Skullgirls
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0 • Off Topic Disagree Agree LikeI usually grind arcade mode on "ridiculous" (skip marie boss battle) when not playing locally with friends so I want to know if things would get "easier" or "harder" compared to the current AI and if that depends on whichever difficulty you pick.
would the lower difficulties be easier in comparison?
would the higher difficulty modes be harder in comparison?
Also does the "rebalanced AI" will still not have the "mind reading" AI interface because thats one of the things i liked about the AI. Felt like i played a person that punishes me for doing something stupid instead of simple predicting my actions
Persona 4 Arena: Yu Narukami Skullgirls: Solo Filia SSFIV AE: Cammy Dead or Alive 5: Hitomi/Rig
KoF XIII : K'/Athena/Terry SoulCaliber V: Siegfried Tekken 6: Lili/Lars SF3OE: Alex SSF2HDRMX: Cammy
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0 • Off Topic Disagree Agree LikeMy artblog - http://negaduckduckgoose.blogspot.com/
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0 • Off Topic Disagree Agree LikeThe wiki has more info: http://wiki.shoryuken.com/Skullgirls
Fighting Games I'm playing: UMVC3, SCV, SFIIIOE, and Skullgirls
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0 • Off Topic Disagree Agree LikeAlso, I can't/won't answer any DLC questions. :^|
"Nawww the game is wayyyy too fair now." - pali/Heavyjugz
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1 • Off Topic Disagree Agree 1LikeCan you elaborate more on the "rebalanced AI"?
Persona 4 Arena: Yu Narukami Skullgirls: Solo Filia SSFIV AE: Cammy Dead or Alive 5: Hitomi/Rig
KoF XIII : K'/Athena/Terry SoulCaliber V: Siegfried Tekken 6: Lili/Lars SF3OE: Alex SSF2HDRMX: Cammy
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0 • Off Topic Disagree Agree Likeit basically looks like those blocky fuzzy circles they use to censor a porno or something, i would be excited to see someone make 8-16bit sprites of each of the characters though.
UmvC3 : Dante/Spidey/Hsien-Ko Skullgirls : Fortune/Cerebella
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0 • Off Topic Disagree Agree LikeI play zoning but something I wouldn't mind is making shadow of impending doom as jab close medium medium dis fp as long distance. FP shadow of impending doom makes it too easy to zone with it's tracking properties.
At least with george at the air show you have to time it correct as a zoning device. There is enough of a downside to FP shadow of impending doom IMO given its strength IMO.
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0 • Off Topic Disagree Agree LikeStream here! Follow @guitalex on Twitter for stream updates!
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0 • Off Topic Disagree Agree LikeYou lose air-to-air shotgun, cannon ball, teleport behind george projectiles/cannon ball and H Bang while holding H Shadow. Given the fact that you lose all of that, the shadow goes away if you're hit/tech and the opponent can just dash out of the way of the item right before it falls, there's no reason to make H Shadow worse and nerf Peacock's zoning game. Straight H Shadow for zoning isn't even very good, imo. It feels more like a pressure/approach/defensive tool if anything.
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0 • Off Topic Disagree Agree LikeThe lower-res sprites are not specifically drawn as low-res...since our source art is 2x what's on screen, our art munging process (munging is like compiling, but for data) has a custom image-resizing part that does some fancy unique things to keep lines intact and not let colors bleed since palettized resizing is very difficult...anyway, so the 8-bit art is just shrunk a lot more by that process, then drawn bigger and not interpolated ( = square pixels). It's about what you'd get at 1/16th size though.
"Nawww the game is wayyyy too fair now." - pali/Heavyjugz
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1 • Off Topic Disagree Agree 1LikeFighting Games I'm playing: UMVC3, SCV, SFIIIOE, and Skullgirls
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0 • Off Topic Disagree Agree Likehttp://shoryuken.com/2012/07/15/off-screen-shots-of-upcoming-skullgirls-color-palettes-courtesy-of-canopy-kingdom/
Persona 4 Arena: Yu Narukami Skullgirls: Solo Filia SSFIV AE: Cammy Dead or Alive 5: Hitomi/Rig
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0 • Off Topic Disagree Agree LikeCriss cross!
But seriously though, with an HP item drop charged she is a mixup waiting to happen.
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1 • Off Topic Disagree Agree 1LikeDo you get a notice a couple days in advance prior to it being released?
Basically, when should you know when to expect it (ie 2 days before release, a week, never, etc), and are you allowed to tell us as soon as you know?
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0 • Off Topic Disagree Agree LikeNot that that is much help...haha...
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1 • Off Topic Disagree Agree 1Like"Russian science rise again!"
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0 • Off Topic Disagree Agree LikeI love the work that reverge labs is doing with this game, especially because they didn´t forget the pc players but we need some news of the release XD
Love you guys
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0 • Off Topic Disagree Agree LikeI have explosions from both shots and tosses there, but I have no idea how they will scale post-patch. Do explosions from the shot and tossed napalms count as the same thing in damage scaling and IPS now? Also, will stacked explosions rapidly scale combos out and make them instantly burstable?
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