Skullgirls PC Beta Updates Discussion

Discussion in 'Beta Discussion' started by Number 13, Sep 17, 2013.

  1. Number 13

    Number 13 Training. Off-Topic Mod

    Location:
    Brentwood, Ca
    Steam:
    HooliganComboFTW
    Filia
    Here we go this update just happened recently for the Endless Beta.

    This thread is for posting and discussing the recent updates for the Beta. I didn't boot up the build yet, but how is the Spectator Mode handling?
     
  2. NY_Jailhouse

    NY_Jailhouse Active Member

    Steam:
    -VSM- Jailhouse
    XBL:
    Jailhousefrog89
    wait so can we have a 24/7 lobby stream now? someone get on it.
     
    dapurplesharpie and fastturtle like this.
  3. Avil

    Avil they see me wheelin' they hatin'

    Painwheel
    Squigly
    Unknown
    Hah, dat idea. "Theater", where you can enter any time and just watch random on-line fights with auto-switching, recoding ability, bookmarks, favorite players. Hell, sounds so cool.
     
  4. NY_Jailhouse

    NY_Jailhouse Active Member

    Steam:
    -VSM- Jailhouse
    XBL:
    Jailhousefrog89
    there are 24/7 lobbies for injustice/marvel/sf4 so yeah it definitely would be a good thing to draw a little more attention to the game
     
  5. Number 13

    Number 13 Training. Off-Topic Mod

    Location:
    Brentwood, Ca
    Steam:
    HooliganComboFTW
    Filia
    Well it certainly is possible now since the main PC version has this + more now.
     
  6. Dime

    Dime The power of BEAT EXTEND

    Painwheel
    Big Band
    Fukua
    I guess this is off topic but its about the updates:

    The lag seems to be getting worse and worse. It has been super terrible for the last week or so. I'm talking warp fighter to the extreme and with serious input delay as well.

    My playing buddy said that it was pretty fine on his end though. I thought it was just my shit connection, but when i heard duck mention the exact same thing and with the exact same observation that i had

    (That neutral warps everywhere, but once in combo it evens out a bit) i thought that was a bit to much of a coincidence. So i just want to go on record as saying that my opponents and my lag are uneven, which is probably a desync and that the patch seems to be getting laggier and laggier.

    Not that i want to be the bearer of bad news... I just want to play some nice, near lag free games like before.
     
  7. Camail

    Camail Well-Known Member

    Just bumping this thread to remind people that it exists. Once the Big Test starts I'm not sure if we should move discussion over here or not. Technically the beta patch will be more relevant in the beta sub-forum, but that is up to the community to decide.
     
  8. Jason

    Jason Not JasonD

    Squigly
    Big Band
    Cerebella
    Moves that are 'Watched' by IPS cause twice the normal amount of stun.

    IE - If you used a move previously in the combo during stages 3, 4 or 5, using it again in the same combo causes it to do double stun.

    Let the games begin.

    Squigly - ~8.6K for 1 meter, used to get about 9.2. Had to cut off the last chain.

    Bella - Typical flowchart bella combo still works. Does about 8K for 1 meter.
    Horns loop is possibly toast? I can't test it cause I suck.

    Parasoul - My stupid unoptimized Parasoul combo still works. I can get about 6.9K for 1 meter. I'm sure somebody can do better then that though.
     
  9. Dime

    Dime The power of BEAT EXTEND

    Painwheel
    Big Band
    Fukua
    My new painwheel combo no longer works, but its no biggie, i just have to go back to doing the hard link in order to get the extra chain that i used to, or i can do a simplified one chain less bnb that does about 400 less.

    So my damage in sde was 8.1-8.6k with this universal bnb.

    Then in mde it became about 7.8k but very easy to do, only one semi tough link

    Now it has a semi tough link and a tough link for 7.4k
    Or an easier version for about 7k


    So all in all ive lost around 1600 total damage from sde (about 1100-700 when not speaking in universal optimized aspects)

    I dont mind the damage nerf but the tough link IS annoying, if only because all my experience is online.

    Also, this is gaining less meter on the whole... So id want meter gains pumped up a bit if this were to stay.
     
  10. Number 13

    Number 13 Training. Off-Topic Mod

    Location:
    Brentwood, Ca
    Steam:
    HooliganComboFTW
    Filia
    Merged Threads.
    - Despite how rare solo matches are, its neat meter carries over rounds now to promote more careful meter management.

    - Counter Hit Damage Bonus is welcome, makes the matches that much quicker to finish.

    - Assist Damage combo starter scaling is a welcome sight with the amount of assist hit confirm fishing in the neutral game.

    - Slight Solo Ratio Health/Damage nerf, but I say its an acceptable trade-off for the assist damage scaling.

    - Glad Peacock doesn't have that unnecessary penalty now.

    - Now Undizzy count resets to zero faster after combo, but now more options of double drama accumulation.
     
  11. Flotilla

    Flotilla trumpets News Writer

    Big Band
    Big Band
    Big Band
    I like the assist scaling a lot. Discouraging players from spamming easy-convert assists until it works is a great thing. I haven't been personally affected by the undizzy changes, so I can't find much to object to there. I'm indifferent!

    Hopefully more people will chip in and give their opinion. That's what betas are for, after all.
     
    Broseidon Rex likes this.
  12. obregon

    obregon Active Member

    The undizzy change is for aesthetics, to make optimized combos looks slightly less boring. It will randomly and arbitrarily jiggle balance around based on how a character's specials and normals interact with it. It will have basically zero direct gameplay impact beyond balance because I don't expect optimized damage to change seriously (i.e. it will be 500 damage differences for the most highly affected characters, not enough to change the basic dynamics). Indirectly it messes up a lot of combo practice and old setups I guess. That should be the context for discussion about it.

    The assist scaling is a really big change to go straight to live I guess? Very new age of fighting game patching.
     
  13. Spencer

    Spencer Painwheel

    Location:
    Wyoming
    Steam:
    qspec
    Painwheel
    Squigly
    Have you noticed it affecting some characters more than others? For example, I worry it will hit PW hard, and it seems like it will hit Double hard while barely touching say Filia or Squigs.
     
  14. obregon

    obregon Active Member

    Gotta ask a better combo wizard than me, I just copy. The ~500 damage thing is a guess based on me going back to an old filia corner combo I had that happened to work with the new system.
     
  15. RemiKz

    RemiKz Well-Known Member

    Location:
    Norcal
    Steam:
    remikz_
    PSN:
    RemiKz_
    Peacock
    Filia
    Cerebella
    After playing around with it for a bit, I feel like the 50% scaling from an assist starter is a little too drastic. Really nerfs assist resets. I'd like to test it with 75% or 66%.

    The IPS change didn't really seem to change much of anything, at least with my characters. I found a work around for most cases and still got about as much damage as I was getting.

    I'd like to try that first experimental IPS change where it tracks your starter and ender for chains.

    Digging that counterhit actually does something now. If undizzy stays, I think it would be nice to reset the stun if you land a counterhit too.
     
    Last edited: Oct 28, 2013
  16. IsaVulpes

    IsaVulpes Just Throw

    Location:
    Trinidad && Tobago
    Ms. Fortune
    Filia
    Double
    Boot Vol.1 (7396 Damage) after L.Nail (scaling to 50% since always) assist deals 5367. 27% Damage Loss.
    I don't see why completely safe unseeable resets SHOULDN'T get nerfed.
     
  17. Spencer

    Spencer Painwheel

    Location:
    Wyoming
    Steam:
    qspec
    Painwheel
    Squigly
    IMO, assists needed nerfed. Pro games look largely like a passive dance until the first updo (or what have you) hits. It is super boring. Some of these assists are incredibly strong defensive tools. It makes little sense to also get 8k damage out of it.

    What about something like assists with invincible frames are affected by 50% scaling, other assists are affected by much less scaling?
     
  18. Dime

    Dime The power of BEAT EXTEND

    Painwheel
    Big Band
    Fukua
    I'm liking the feel of solos now in the beta... This feels like the strongest solos yet. I like all of the patch changes up to now. This game is now perfect in my eyes... Just need those characters
     
  19. Spencer

    Spencer Painwheel

    Location:
    Wyoming
    Steam:
    qspec
    Painwheel
    Squigly
    Hopefully strong solos without minimizing duos or trios?
     
  20. Dime

    Dime The power of BEAT EXTEND

    Painwheel
    Big Band
    Fukua

    Well, in the beta solos got a damage nerf, but a hp buff. And teams got a damage nerf via assist scaling.

    Putting 2 and 2 together means that its taking a lot more hits to kill solos, and that the primary strength of teams versus solos (assists) has been nerfed... So thats kinda a triple nerf in favor of solos. Whether its to drastic is anyone's guess but... Im having fun with solos and teams so... Thats a first cause solos kinda sucked before.
     
  21. CrownAxe

    CrownAxe New Member

    Double
    Cerebella
    The halloween ips change I am not. A lot of characters BnBs are still on par with current combos for damage but with the lack of undizzy you get silly DHC combos back which make touch of deaths easy even against 2 man teams
     
    Dime likes this.
  22. Flotilla

    Flotilla trumpets News Writer

    Big Band
    Big Band
    Big Band
    I like the IPS change itself, it prevents loops and enforces a bit more variety in combos. I think that undizzy should make a return alongside new IPS.
     
  23. Number 13

    Number 13 Training. Off-Topic Mod

    Location:
    Brentwood, Ca
    Steam:
    HooliganComboFTW
    Filia
    I'm fine with less boring loops showing up and if combo length is decreased not too drastically as a by-product.

    Here is copy of Patch Notes

    Liking the art gallery that was added in the Extras tab as it contains varied art styles from many people with different backgrounds. I'm guessing more pictures on the way since apparently 500+ is planned and roughly 60+ was added so far.
     
  24. Number 13

    Number 13 Training. Off-Topic Mod

    Location:
    Brentwood, Ca
    Steam:
    HooliganComboFTW
    Filia
    Another Beta patch now


    Counter Hit Damage bonus and assist combo starter 50% damage scaling sounds like it will be staying so great. More experimental tweaks like counter hits playing a bigger role now by granting additional chains. Haven't tested yet but curious how this will turn out.

    Edit: The overall pace seems to have improved with less time being spent in combos. It does seem less elegant taking out some creative paths, but the game feels more neutral friendly overall now.
     
    blufang likes this.
  25. Covenant

    Covenant HE WHO IS CAT (Dravidian)

    Location:
    GA
    Steam:
    dravidian
    PSN:
    NeoDeoN
    Parasoul
    Filia
    Cerebella
    I've played quite a few non-beta online matches, but is the beta online always this barren? I have a meet where can usually test the changes in actual matches on Fridays but I kinda wanted to test todays update....well today. Training mode can only get me so far -_-

    Is there some designated playinging time or something?

    Anyway, so far It doesnt feel too different since I prefer to do shorter combos anyway and I enjoy non-standard/creative/goofy combos. None of the guys I play with have super extended combos so I guess I'll have to learn a few even if it's just for this experiment. To the Cerebella and Parasoul Threads!

    Also... HE WHO IS CAT IS BACK WITH A HAT! except I dont have a hat...
     
  26. Geno

    Geno Intermediate Player

    Location:
    Feasterville, PA
    Steam:
    genoisawesome
    Parasoul
    Big Band
    The new beta is pretty good in my opinion. I like that undizzy carries between Downs.
     
  27. Kiyobi

    Kiyobi Super Duper High School Waifu

    Location:
    Socal
    Steam:
    Kiyobi
    PSN:
    ShibuyaESPer
    XBL:
    Kiyobi
    Squigly
    Unknown
    Darkstalkers downs is just what 1v1s needed to prevent another way-too-long tournament set. It's also insanely fun to play!
     
  28. Flotilla

    Flotilla trumpets News Writer

    Big Band
    Big Band
    Big Band
    Most recent changes to the beta only deal with undizzy and IPS, which can be tested privately in a training room. However, since this change had 1v1 downs I was able to find a 6/8 lobby to join.

    As for how functional downs are at the moment...
     
  29. Kiyobi

    Kiyobi Super Duper High School Waifu

    Location:
    Socal
    Steam:
    Kiyobi
    PSN:
    ShibuyaESPer
    XBL:
    Kiyobi
    Squigly
    Unknown
    Yeah, it's a bit buggy at the moment. http://www.twitch.tv/kiyobi/b/476550043

    I hypothesize that there was a bug somewhere that forgot to reset the round counts and sync it across all machines so we get some inconsistencies everywhere.
     
  30. Number 13

    Number 13 Training. Off-Topic Mod

    Location:
    Brentwood, Ca
    Steam:
    HooliganComboFTW
    Filia
    Another Beta patch dropped.
    Wow this is surprising did not expect downs to be a thing for Skullgirls. IPS change now uses the undizzy variant Mike talked briefly about in other thread.
     
  31. Covenant

    Covenant HE WHO IS CAT (Dravidian)

    Location:
    GA
    Steam:
    dravidian
    PSN:
    NeoDeoN
    Parasoul
    Filia
    Cerebella
    Well I did say the training room can only do so much. Yeah I can test how it effects combos (I said so in that post), but I cant really test how it truly effects the pace and feel of a match without having actual matches. I can only do so much with theory fighter. That's what I was getting at.

    EDIT: wow. I'm definitely gonna feel this update...
    Gotta wait till work is done to test it though -_-
     
  32. Flotilla

    Flotilla trumpets News Writer

    Big Band
    Big Band
    Big Band
    I really like this change. 250 undizzy keeps combos at a manageable length while not being super unforgiving either. I wouldn't mind if this stayed at all.
     
  33. Number 13

    Number 13 Training. Off-Topic Mod

    Location:
    Brentwood, Ca
    Steam:
    HooliganComboFTW
    Filia
    Yeah 250 feels like the sweet spot to me after a couple hours of testing.
     
    TheIdiomatic likes this.
  34. Number 13

    Number 13 Training. Off-Topic Mod

    Location:
    Brentwood, Ca
    Steam:
    HooliganComboFTW
    Filia
    Another daily patch. Even came with a quick Q&A to address some common concerns ever since the Beta experiments been happening.
    Impressions

    - Glad some miscellaneous announcer fixes were made towards Downs because it didn't really make sense under the new 1 vs 1 system.

    - Assist combo starter scaling moved from 50% to 66%. Prefer 50%, but that is being a little biased since I currently play solo ratio. 66% scaling is a fair compromise which I still say is a fine tradeoff for Solo Ratio Health/Damage being reduced 210%-205%/160%-150% although maybe another compromise for health being 207
    % and damage 155%? :3

    - CH now influence undizzy to provide a bonus depending on what type of move was the CH. Think that is fine so CH plays a bigger role now.

    - Undizzy reset to zero is now slower, but by how frames slower does it makes it a valid change? In any case I'm fine with it since the reset is still much faster then the real game counterpart.

    The Q&A was an amusing read yet informative read (That music lol) that addresses the common questions/doubts that recently sprung up since the Beta been releasing these experimental builds.
     
  35. Number 13

    Number 13 Training. Off-Topic Mod

    Location:
    Brentwood, Ca
    Steam:
    HooliganComboFTW
    Filia
    Big Band coming to Beta tonight.
     
    Geno and Icky like this.
  36. Nuuance

    Nuuance Level 51 Pastrymancer Beginner Mod

    Location:
    Toronto
    Steam:
    Nuuance
    Squigly
    Valentine
    Eliza
    i actually listened/read it with music and i think that was a good call :D
     
  37. Number 13

    Number 13 Training. Off-Topic Mod

    Location:
    Brentwood, Ca
    Steam:
    HooliganComboFTW
    Filia
    More Beta specific changes for 12/5/13
    In this build, opponent receiving the hits now nets less meter overall as a result (Think some people here recently wanted this) and Undizzy total resets to zero roughly 10 frames longer now.
     
  38. Jason

    Jason Not JasonD

    Squigly
    Big Band
    Cerebella
    Filia
    NEW
    - Airball on block -5 -> -9

    Parasoul
    NEW
    - Silent Scope active time 4f->7f, no longer possible to just-frame dodge it with certain moves.

    Peacock
    NEW
    - Argus Agony startup invincibility reduced.

    Squigly
    NEW - H Draugen Punch immediately does the attack, can't hold or cancel the stance; Seria version is invincible from 1f (during the 'stance' startup part); L/M versions can hold/cancel the stance but are not invincible during the stance startup.

    Not going to comment to much on these myself. I like the Squigly buff. Parasoul buff is... eh whatever. Filia and Peacock nerfs seem reasonable.
     
    Last edited by a moderator: Mar 3, 2014
  39. Luweewu

    Luweewu Resident Meanie Gameplay Mod

    The Squigly DP change opens up the possibility for things like PBGC xx reversal (one-off though) and lets her keep the old versions with L/M. I think it adds some good options and versatility to her game.

    Airball change makes everyone's life easier.
     
  40. Zidiane

    Zidiane Doing my best

    Location:
    Rhode Island
    Steam:
    Zidiane
    PSN:
    zidiane5
    XBL:
    Zidiane
    Cerebella
    I think these two are the most interesting to me. Can't wait to see how they turn out.
     

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