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Post by Rockplace on Jul 20, 2012 17:28:17 GMT
I have not had sight of too many builds, but good to know that some are created to confirm to certain build types.
The reason I believe that high chinned KP Balanced fighters are the most likely to dominate in the top levels is based on two factors. Firstly, with the random manner of certain points allocations at the outset, some points may invariably fall on explosiveness. So the best build to exploit the full allocation of points would be to highly explosive KP fighters able to effect stuns and KOs.
And secondly, the fact that chins don't seem to be trainable. A fighter with the ability to stun and KO opponents without much risk of being stunned and KO'ed in turn would be very well placed to dominate, particularly if you are able to keep the stronger more efficient fighter honest in terms of not being able to fully open up with inside power lines, whilst weaker fighters can get too aggressive with slapping scoring lines.
So the competition on top will not be neutralised by the sameness of explosivess, as the distinguishing characteristic that may define greatness are those rare explosive fighters that were originally blessed with prodigious chins at birth.
High chinned sluggers may likely be their nemesis, but these sluggers may struggled to rise to the top. Their disproportionate allocation of points on chin may hinder them against other more efficient strength based builds.
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Post by Rockplace on Jul 20, 2012 17:32:17 GMT
Hey, I am just a noob a few weeks into playing this game. This is all just speculation on my part, based on the little that I have figured out so far...
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Post by Grossmeister on Jul 20, 2012 17:49:36 GMT
Rock. You right see. Chin not trainable. Let's say your KPbalanced has a 12 chin. My slugger have a 7 chin. My slugger can rise his footwork and strength. Footwork give a protection. More strength give a clinch stile for my fighter. One more point of protection. Let's say we all have a the same agility and speed. Slugger would have more strenght. KP balanced need many KP. Allout non useble for KPbalanced with 12 chin. You can use inside. Now think what you have chances to drop the Slugger? You will fall first.
I'll try to explain easier. 1)If all have a KP, a fight can be assumed without KP. 2)If you can training chin, it would be a different. But chin non trainable. No one have 20 chin. 3)Who have more point on agil and strength, that a more efficient. 4)If you maximum rise KP you lose efficient. 5)You lose efficient, you need kill opponent in 1-3 round or you die. (and you cant use allout) 6)I know that and I try to accurately kill your body.
P.S. KP dont have a style. Strength have a clinch and inside.
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Post by Pav on Jul 20, 2012 17:58:24 GMT
I would rather have chins untrainable for now and see if we can balance things out anyways. And soon enough everyone will be able to create their own boxers so I guess managers will be loading up on chins.
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Post by Grossmeister on Jul 20, 2012 18:14:21 GMT
I would rather have chins untrainable for now and see if we can balance things out anyways. And soon enough everyone will be able to create their own boxers so I guess managers will be loading up on chins. If chin allow train. We can get the flash game. 1-3 round and KO. Maybe not. Maybe we can 3 useble build. KPbalanced, HighChin slugger, Low chin slugger. KPbalanced kill lowchinSlugger, LowchinSlugger kill HighchinSlugger, HighchinSlugger kill KPbalanced. I'm not sure. But it can be.
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Post by bullan on Jul 20, 2012 18:21:58 GMT
Maybe Punchy's idea where chin trains readily(ish) up to 10 & gets harder to train after that ? Gives players a chance to stop their fighters falling over in a gust of wind but doesnt unbalance the game so KP is obsolete ?
Even if not now , worth thinking about for the future when we all know more possibly ?
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Post by Grossmeister on Jul 20, 2012 18:28:03 GMT
Maybe Punchy's idea where chin trains readily(ish) up to 10 & gets harder to train after that ? Gives players a chance to stop their fighters falling over in a gust of wind but doesnt unbalance the game so KP is obsolete ? Even if not now , worth thinking about for the future when we all know more possibly ? Leveraging the jaw increases the likelihood of domination flashers. Trust me. Domination flashers is very bad. We must strongly consider this point.
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Post by bullan on Jul 20, 2012 18:32:27 GMT
Make it hard enough so 15+ ( or whatever ) chins are very difficult to train to the point where doing so means you lose a lot from the rest of your character could keep flashers in check maybe ?
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Post by Grossmeister on Jul 20, 2012 18:38:22 GMT
Make it hard enough so 15+ ( or whatever ) chins are very difficult to train to the point where doing so means you lose a lot from the rest of your character could keep flashers in check maybe ? Maybe this is a good solution. But it is likely flashers then die like the dinosaurs. All will have more points. Sluggers chin = KPbalanced or KPdancer chin. I would prefer a system of WeBL. KP tied to the STR. traineble chin. No restrictions on the maximum stats. Maybe I'm just an old fool with retrograde ideas.
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Post by bullan on Jul 20, 2012 18:45:44 GMT
The numbers would likely be different to this even if it did ever happen . If it was a sliding scale , care fully balanced rather than a sudden cliff edge at 15 ( or any other number ) could be viable .
From a flashers point of view they cant train chin at all now , so any ability to train it would be something ( just not enough that they dominate hopefully ) .
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Post by Rockplace on Jul 20, 2012 18:51:51 GMT
Gross, I simmed a couple of scenarios. You are right, it is actually a tougher match up than I originally thought. I hadn't realised that the abilities have a maximum of 20 points.
But taking two builds = same ability points eg 112
18 STR/ 6 KP/ 9 SPD/ 9 FW/ 12 CHN / 8 STA /
20 STR/ 3 KP/ 9 SPD/ 11 FW/ 7 CHN / 12 STA /
0/25-H/55-!/20{inside} can stun 0/0/0/100{ring}
0/25-H/55-!/20{inside} can KO 0/10-B/20/70{ring}
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Post by Grossmeister on Jul 20, 2012 18:52:16 GMT
In general, the problem is not the flasher. A trite, is that all fighters fall in the blows without target. Die in the first round of attacks on the body. Lose stamina, even from his own jabs. It all comes down to who has more strength and agility. Who hase more point.
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Post by Grossmeister on Jul 20, 2012 18:56:55 GMT
Gross, I simmed a couple of scenarios. You are right, it is actually a tougher match up than I originally thought. I hadn't realised that the abilities have a maximum of 20 points. But taking two builds = same ability points eg 112 18 STR/ 6 KP/ 9 SPD/ 9 FW/ 12 CHN / 8 STA / 20 STR/ 3 KP/ 9 SPD/ 11 FW/ 7 CHN / 12 STA / 0/25-H/55-!/20{inside} can stun 0/0/0/100{ring} 0/25-H/55-!/20{inside} can KO 0/10-B/20/70{ring} Rock try to 0/20-B/40/40{clinch} for slugger or 0/20-B/35/45{clinch} I dont know, but I think you Flasher dont have a win line vs 0/20-B/35/45{clinch}
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Post by Rockplace on Jul 20, 2012 19:04:11 GMT
I did try clinch, but found ring was more effective style
0/20-B/40/40{clinch}and 0/20-B/35/45{clinch} KO's the slugger every time when using 0/25-H/55-!/20{inside}as defense of 40 to 45 to low.
0/25-H/55-!/20{inside} KO's 0/0/0/100{clinch}
BUT if I change slugger's CHN = 8, then KP fighter dead meat!
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Post by Grossmeister on Jul 20, 2012 19:18:58 GMT
I did try clinch, but found ring was more effective style 0/20-B/40/40{clinch}and 0/20-B/35/45{clinch} KO's the slugger every time when using 0/25-H/55-!/20{inside}as defense of 40 to 45 to low. 0/25-H/55-!/20{inside} KO's 0/0/0/100{clinch} BUT if I change slugger's CHN = 8, then KP fighter dead meat! You right. But I think most effective endurance agil slugger (effectiv vs anyone, flasher can kill, too low chin) 20 STR/ 1 KP/ 8 SPD/ 14 FW/ 7 CHN / 12 STA / or 18 STR/ 1 KP/ 8 SPD/ 16 FW/ 7 CHN / 12 STA / I test. vs flasher need more chin. Probably 9.
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