Pick a Loadout

Yay or Nay?


  • Total voters
    12

ArcticKomodo

[11] Champion
After character select you get a few options on what attacks will be added to your movelist. This is like choosing your ultra in SF.

Here's an example:

Kilik/Xiba

Loadout 1
236 Monument/Rememberance

Loadout 2
214 Back Parry, Kilik's aGI for verticals

Loud out 3
FOTdamned
FOTdead
Asura Dance. (lolololol)

Input?
 
I've thought on this before. There are a few problems you run into.

Chiefly, you have one loadout being way more powerful than all of the others, and nobody except OOFMATIC will ever choose anything except that one powerful loadout. In your example, I see very little reason to not pick Loadout 3, since Asura does the job of Loadout 1 and 2 just as good as, if not better than, those loadouts themselves. This is the problem you will run into, and if you do nothing to address and fix this problem, all you'll have changed is how certain characters play without offering any signifcant choice.

For comparison:


Remembrance:
  • auto-GI all horizontals
  • highest damage is something from a combo IDK but it's probably good
  • has safe exits on block
Monument:
  • auto-GI all horizontals
  • highest damage is 40 damage on successful auto-GI
  • has one safe exit from slow, linear, electric sparkly move
  • no grabs in this version
Back Parry:
  • auto-GI mid verticals (no thrusts) frames 4-15
  • highest damage is 40 on successful auto-GI
Asura Dance:
  • i26
  • 80 damage NC
  • -17 on block
  • KND + wallsplat on hit/counter hit
  • breaks in around 7
  • auto-GI mid horizontal + vertical frames 4-14
  • TJ frames 9-20
  • TC frames 21-26
At the very least, this would make NDK play Kilik again.
 
I mentioned Asura as a joke, but I understand what you're saying. It's nothing that some fine tuning couldn't fix, right?
 
I mentioned Asura as a joke, but I understand what you're saying. It's nothing that some fine tuning couldn't fix, right?

It's something that some fine tuning absolutely NEEDS to fix, or this ends up at best changing nothing about the game's meta, and at worst making the game much worse. It's something you absolutely need to think about at great length before you say "hey, this is a good idea, right?" and understand just what the implications are for each and every loadout. With Project Soul's current track record, they could easily end up giving everyone a "Raphael Loadout".
 
CE and BE aren't available at all times. Anyway, this would greatly increase various methods of play for a single character.
Pat says high to the meter gain. Anyway I would just rather have the tools available to me so I can decide for myself how I approach any given situation. Then you also run the risk of one particular loadout dramatically out weighing the othe two.
 
Nah. While the series has had great customization options since III, this is just another thing that would mess up the balance for more-serious players; except worse. I think these kinds of systems work better in games designed to have fully-customizable characters from the start of development and due to all the associated issues are better left out of fighting games. In a different genre(like shooters), it's a fine idea that has proven to be viable in spite of the difficulty of balancing it.
 
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