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- Newsgroups: alt.games.sf2
- Path: sparky!uunet!munnari.oz.au!newsroom.utas.edu.au!bruny.cc.utas.edu.au!tmorris
- From: tmorris@bruny.cc.utas.edu.au (Tim Morris)
- Subject: Re: Good of ticking [please read]
- Message-ID: <tmorris.725100601@bruny>
- Sender: news@newsroom.utas.edu.au
- Organization: University of Tasmania, Australia.
- References: <BzH973.6s0@news.cso.uiuc.edu> <1992Dec20.230334.10166@hellgate.utah.edu> <BzL3ys.G50@news.cso.uiuc.edu>
- Date: Wed, 23 Dec 1992 08:50:01 GMT
- Lines: 22
-
-
- All the arcades around here are no-throw no-tick, and yet I agree totally
- with CyberGeek. By eliminating throwing, a whole dimension of the game
- collapses into nothing. If someone jumps in at me, I know that the worst
- that's going to happen is a high-block/low-block oh-no-I-just-lost-a-click-
- of-energy situation. No suspense, no excitement, no reactions needed.
- If throwing is allowed, then you have to ask yourself: is he going to throw
- me? Is he going to sweep? Is he going to DP/razor kick/ball/lightning
- kick? (Hopefully not all at once...).
-
- Banning throwing not only makes for stale, relatively predictable matches,
- it unbalances the game. Vega is a worthless character without his throw.
- Dhalsim becomes nullified once you get anywhere near him. Chun Li loses
- any potential she had to begin with. The thing is, some characters NEED
- their throw in order to be effective. Some characters (Sagat) have a
- restricted ability to throw in order to compensate for their other
- strengths. Eliminate throwing and you've just wiped out these disadvantages.
- Throwing makes for MORE game balance, not less. And it's more fun!
-
- --
- Tim Morris
-
-