MvCI FAQ/Info Thread: ROLLBACK NETCODE CLAIMED GOOD by many sources!

DevilJin 01DevilJin 01 Get some shill in yo systemJoined: Posts: 56,118 mod
edited September 19 in Marvel vs Capcom: Infinite
If you have any other general, constructive questions please ask.

FAQ


Q. When does the game come out?

A. September 19th is when the badness hits the streets. Some people will likely get early street date copies from mom and pop stores.


Q. How many characters will the game have at launch?

A. Most sources are saying 30 is the final number.


Q. Which characters come at launch and which will be DLC?

A. Should go like this.

Launch Roster

Capcom

- Ryu
- Megaman X
- Morrigan
- Chun-Li
- Chris
- Nemesis
- Haggar
- Frank West
- Zero
- Jedah
- Dante
- Arthur
- Firebrand
- Strider
- Spencer

Marvel

- Captain Marvel
- Iron Man
- Thor
- Hulk
- Rocket Raccoon
- Gamora
- Thanos
- Spider-Man
- Ultron
- Dormammu
- Ghost Rider
- Hawkeye
- Captain America
- Doctor Strange
- Nova


DLC

Black Panther
and Sigma are already announced as 2 of the 6 DLC characters. Sigma should be day one DLC. Venom, Winter Soldier, Monster Hunter (possibly the female Rathalos armor character that's confirmed to be in story mode), and one other not rumored/unannounced character should fill the rest of the roster if leaks are correct.


Q. What is the DLC plan for MvCI?

A. Not a whole lot has been said about the continued plan after launch or how the characters can be earned/bought at launch individually. Word is that the characters will likely have to be paid for to play so you're likely going to have to get your wallet out to training mode the other characters.

What is confirmed is that buying the Deluxe 90 dollar package gives you all 6 DLC characters and 6 premium costumes for those characters (IIRC). Pre ordering the deluxe edition gives you alternate outfits for Ryu, Thor, Hulk and Megaman X.


Q. What are the game modes that will be playable for launch?

A. Official press list has Story, Arcade, Mission, Training, VS CPU, VS 2 player and Collection for offline modes. Online modes include
Ranked, Casual, Beginners League, Lobby, Rankings and Replay Settings. Beginners League is a special introductory league for those that are rank 14 or below. Lobbies let you play in 8 player lobbies and it sounds like you can have cross play with other players rather than having to wait turns.







Q. Where can I get a basic explanation of the game's mechanics?

A. http://forums.shoryuken.com/discussion/comment/11395509/#Comment_11395509


Q. What is the eeeeeeeeeeSports plan for MAHVEL?

A. According to a press video that was accidentally released for public consumption, there will be a mini Pro Tour for the remainder of 2017. It will be an online only qualifier to show off that the game can be played competitively, viably online. It will have 14 main qualifiers with one last chance qualifier and a extra, specialized way to qualify for one other player making 16. The 2018 eSports event will be part of the Capcom Pro Tour and is said to be the main focus for the Pro Tour. Will work similar to how the SFV Pro Tour works and will have extra Title Fight events that pits top players one on one vs each other.


Q. What kind of netcode is being used for this game?

A. It's a self developed rollback netcode. The game will use first party servers so there shouldn't have to be any worrying about long server downtimes or the servers overloading with players. Remains to be seen whether or not desynching will be an issue early on (it tends to be with most rollback games). More news on the netcode should come as we get close to launch.
Post edited by DevilJin 01 on

Ain't nothin, Capcom's ruthless still producin.  Cut em a check or find yoself toothless.  Keep it shill with no confusin.  Niggas say I'm shill...they ain't hard I can prove it YEEEAH


Comments

  • DevilJin 01DevilJin 01 Get some shill in yo system Joined: Posts: 56,118 mod
    Floe, Maximilian and others are coming out with general reports of the netcode being very solid.





    It IS rollback based, but like GGPO and other netcodes it actually has a delay system where it adds a bit of delay to the connection to keep the visual rollbacks from being real heavy. One of the big problems people had with SFV was that there was sadly no input delay adjuster so you were always playing on like a GGPO 0 and stutters/heavy rollbacks would happen anytime you had a bad connection. This game adds a frame or 2 of lag so the game is visually smoother which is common to do with GGPO.

    Matchmaking is very quick and there are very little menus or transitions to go inbetween matches.


    Ain't nothin, Capcom's ruthless still producin.  Cut em a check or find yoself toothless.  Keep it shill with no confusin.  Niggas say I'm shill...they ain't hard I can prove it YEEEAH


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