smashmachine
Smash Lord
- Joined
- May 25, 2009
- Messages
- 1,285
if the timer is 5-6 minutes, it would be way easier to time someone out
so actually, it would make matches LONGER
so actually, it would make matches LONGER
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O_OThe problem isn't really that it's a draw. The problem is how the game deals with draws-specifically, Super Sudden Death. Which apparently is bad. Has anyone actually tested with sudden death?
The gameplay becomes rather sour. Both sides resort to ledge camping to evade getting hit by bom-ombs. Which in the end sort of negates conflict.Dude, I'm an advocate for PTAD, Onett, and removing the "you win if you have a higher % at the end of the game" rule. What credibility.
But no, I'm serious. What was shown to happen? Were there any decent results? Was it too random, or what?
Because a few MUs out there do honestly need that much time if they want to have any hope of the match not ending in a time out. Like Peach vs Wario IIRC. Heck, just imagine a Samus Ditto match, and how long that would take.
It would still be the best player winning, even if it's who can hit each other first and camp the rest of the match.if the timer is 5-6 minutes, it would be way easier to time someone out
so actually, it would make matches LONGER
I would get timed out by Sonic SOOOOOOOOO much.It would still be the best player winning, even if it's who can hit each other first and camp the rest of the match.
I agree with that. 8 minutes has proven to be effective at avoiding most scenarios where people get timed out. Many campfests I have witnessed last generally no longer than 6-7 minutes. It takes extra stalling or evasion on both parties to time out 8 minutes. If anything, a longer time limit might further prevent people from achieving time outs. However, then tounaments become too long.I would get timed out by Sonic SOOOOOOOOO much.
That small of a timer is just asking for trouble
looooooooolIf we have timers for tournament convenience and not in game aspects why not lower it to 5-6 minutes?
...What problem, exactly?Yes, but then we hit the same problem as we have with every other solution, just more drastic and going against the game even more.
Was Zajice there?loooooooool
Spelt, didn't you come or at least hear about one of Underload's tournies?
We lowered the time down by one minute and suddenly we had at least three timeouts in a 10-person bracket. We never time-out before.
Honestly there should never be a LGLTimeouts are a legit, honest way to win. As long as the only unbeatable planking is limited (MK) you're fine- we shouldn't have to nerf Pit/G&W/ROB's planking when it's not unbeatable. Timing out a match is only a problem because people arbitrarily decide it's boring.
Also MK should get an LGL of 15-20 max, many timeouts don't even take that many.
Hey Sole, it's been proven; iirc, if MK does it properly, he's untouchable due to ledge invincibility. And I think he has a ten frame window of error too. It's called PPlanking - perfect planking, and there's been a lot of talk about it.Honestly there should never be a LGL
if MK's planking is unbeatable and the match ends up with 2 minutes left and 5 edge grabs , are we really going to let him run the clock because it doesn't reach the edgegrab limit and its "unbeatable"
btw its not I believe, I think there is one frame of vulnerability
Good luck hitting it and OFF STAGE WITH METAKNIGHT
I'm pretty sure DMG covered explosions and projectiles in his thread. Search it up to get a good answeri dont really understand this PPlanking yet tho
lets say mk has 42(right?) inv. frames and can ledgedrop from 21(right?) he gets 21 frames to do stuff
which was enough for 2 unpunishable upairs iirc and stuffs
so what happens when theres lets say a c4 explosion in his range on his first frame of vulnerability (43)?
He couldn't have grabbed the edge again already, or else everybody'd have infinite inv. using the ledge.
so I see only 2 options from there
1. get out of range of the c4 (MK's got slow aerial movement though, as we all know)
2. use down b to extend inv. but giving up some for grabbing the ledge with it (or is this the one frame of vulnerability that everybody's yelling about to begin with?) > This can be punished by grabbing the edge, however.
PPlanking would appear to me like it requires some predicting(will the opponent attack or ledgegrab?), and I definitely can't see where the 10 frames window of error comes from.
But sure
enlighten me.
and because why not
3. airdodging
I'd just like to clarify:
To understand why we have made an exception in overruling the game's Victory Screen in regards to the timer, you must understand why there is a timer.
The game must end
Ideally, to prove who is the better player, there would be no timer. However, this could lead to inconveniently long matches, and we live in a real world.
Thus, the timer was born. Now, because we MUST put in a timer, despite not wanting to, we limit the affect that the timer has on the match by rewarding the player in the most OBJECTIVE lead as possible. Stock and percent are the most objective elements of damage/health/progress in Brawl. The game already rewards a player with more stock the victory, and you accomplish increasing decreasing the opponent's stock in virtually the same method as you do with their percent.
Thus, changing the flow of the battle is done the LEAST when victory is awarded to the player with the most percent.
Additionally, trying to force a time out while you are NOT in the lead is a very unfair and broken strategy if it causes a reply. Imagine that I'm at a disadvantage by 75% on the last stock, but we must now do a 1 stock rematch. I will then force the game to time, and essentially recover 75%. I can exploit this until things are in my favor, and when they are, my opponent can exploit this. Our current system is proven to be the least broken, in a ruleset with a (required) timer.
It's trueloooooooool
Spelt, didn't you come or at least hear about one of Underload's tournies?
We lowered the time down by one minute and suddenly we had at least three timeouts in a 10-person bracket. We never time-out before.