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Murphy0X

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  1. +1
    Murphy0X got a reaction from Pair of Rooks in The Street Fighter V Thread   
    In SFV it was needed.  If she handled stores like the way she did in sf4 she would get blown up in this game with how easy it is to get around fireballs.  They're definitely afraid of making her too strong so the moves she got don't do nearly enough damage.  I do believe they help her more in the sfv meta than the old fireball stores would.  That being said I do think her sf4 moveset was a little more interesting to use.
  2. +1
    Murphy0X reacted to KingTubb in The Street Fighter V Thread   
    Yup!
     
    They'll have a SF5 Final edition that they'll put in a disc. They'll sit on that for a year then release SF6 in 2023 
  3. Insightful
    Murphy0X got a reaction from Mattatsu in The Street Fighter V Thread   
    You're playing a different sam sho 2019 than I am.  That net code is god awful.    SFV netcode gets a lot of hate, but it's honestly not that bad.
  4. +1
    Murphy0X reacted to Skort in The Street Fighter V Thread   
    Most don't ask for nerfs because they like to see nerfed characters  ( at least the people on this forum from my knowledge ) , but out  of hope that the game can evolve into something better.
     
    A lot of complaints about SFV is it's meta that's all about pure robbery. Most players don't want to add to that by raising the low tiers to the same dumb level.I would guess they want to move away from it and reduce it. 
     
    If SFV had all / most  characters  that were G levels of v-trigger stupid then truly SFV would not be worth playing at all. Because that won't be all characters are viable and strong tools, that would just be all characters are a shit show when it comes to balancing.
  5. +1
    Murphy0X got a reaction from ShockDingo in The Street Fighter V Thread   
    I had to actually register this comment offended me so much.   You have no idea what you're talking about here.  As a game dev, and someone that has written some netcode (although not rollback) it is way easier to write a rollback netcode for a game with sprites and keyframes, then a game with 3D models, animations, particle effects, cloth simulations and all sorts of other things that can't have their states calculated in real time for a rollback.   If you applied the same concepts skull girls used to street fighter v it would look so jank and broken.  You cannot equate these things.
  6. +1
    Murphy0X got a reaction from Hawkingbird in The Street Fighter V Thread   
    I had to actually register this comment offended me so much.   You have no idea what you're talking about here.  As a game dev, and someone that has written some netcode (although not rollback) it is way easier to write a rollback netcode for a game with sprites and keyframes, then a game with 3D models, animations, particle effects, cloth simulations and all sorts of other things that can't have their states calculated in real time for a rollback.   If you applied the same concepts skull girls used to street fighter v it would look so jank and broken.  You cannot equate these things.
  7. Insightful
    Murphy0X got a reaction from Vhozite in The Street Fighter V Thread   
    I had to actually register this comment offended me so much.   You have no idea what you're talking about here.  As a game dev, and someone that has written some netcode (although not rollback) it is way easier to write a rollback netcode for a game with sprites and keyframes, then a game with 3D models, animations, particle effects, cloth simulations and all sorts of other things that can't have their states calculated in real time for a rollback.   If you applied the same concepts skull girls used to street fighter v it would look so jank and broken.  You cannot equate these things.
  8. Insightful
    Murphy0X got a reaction from Volt in The Street Fighter V Thread   
    I had to actually register this comment offended me so much.   You have no idea what you're talking about here.  As a game dev, and someone that has written some netcode (although not rollback) it is way easier to write a rollback netcode for a game with sprites and keyframes, then a game with 3D models, animations, particle effects, cloth simulations and all sorts of other things that can't have their states calculated in real time for a rollback.   If you applied the same concepts skull girls used to street fighter v it would look so jank and broken.  You cannot equate these things.
  9. +1
    Murphy0X got a reaction from Volta in The Street Fighter V Thread   
    I had to actually register this comment offended me so much.   You have no idea what you're talking about here.  As a game dev, and someone that has written some netcode (although not rollback) it is way easier to write a rollback netcode for a game with sprites and keyframes, then a game with 3D models, animations, particle effects, cloth simulations and all sorts of other things that can't have their states calculated in real time for a rollback.   If you applied the same concepts skull girls used to street fighter v it would look so jank and broken.  You cannot equate these things.
  10. +1
    Murphy0X got a reaction from JustBooming in The Street Fighter V Thread   
    I had to actually register this comment offended me so much.   You have no idea what you're talking about here.  As a game dev, and someone that has written some netcode (although not rollback) it is way easier to write a rollback netcode for a game with sprites and keyframes, then a game with 3D models, animations, particle effects, cloth simulations and all sorts of other things that can't have their states calculated in real time for a rollback.   If you applied the same concepts skull girls used to street fighter v it would look so jank and broken.  You cannot equate these things.
  11. +1
    Murphy0X got a reaction from HeavensCloud in The Street Fighter V Thread   
    I had to actually register this comment offended me so much.   You have no idea what you're talking about here.  As a game dev, and someone that has written some netcode (although not rollback) it is way easier to write a rollback netcode for a game with sprites and keyframes, then a game with 3D models, animations, particle effects, cloth simulations and all sorts of other things that can't have their states calculated in real time for a rollback.   If you applied the same concepts skull girls used to street fighter v it would look so jank and broken.  You cannot equate these things.
  12. +1
    Murphy0X got a reaction from Darc_Requiem in The Street Fighter V Thread   
    I had to actually register this comment offended me so much.   You have no idea what you're talking about here.  As a game dev, and someone that has written some netcode (although not rollback) it is way easier to write a rollback netcode for a game with sprites and keyframes, then a game with 3D models, animations, particle effects, cloth simulations and all sorts of other things that can't have their states calculated in real time for a rollback.   If you applied the same concepts skull girls used to street fighter v it would look so jank and broken.  You cannot equate these things.
  13. +1
    Murphy0X got a reaction from Sonero in The Street Fighter V Thread   
    I had to actually register this comment offended me so much.   You have no idea what you're talking about here.  As a game dev, and someone that has written some netcode (although not rollback) it is way easier to write a rollback netcode for a game with sprites and keyframes, then a game with 3D models, animations, particle effects, cloth simulations and all sorts of other things that can't have their states calculated in real time for a rollback.   If you applied the same concepts skull girls used to street fighter v it would look so jank and broken.  You cannot equate these things.
  14. +1
    Murphy0X got a reaction from Mattatsu in The Street Fighter V Thread   
    I had to actually register this comment offended me so much.   You have no idea what you're talking about here.  As a game dev, and someone that has written some netcode (although not rollback) it is way easier to write a rollback netcode for a game with sprites and keyframes, then a game with 3D models, animations, particle effects, cloth simulations and all sorts of other things that can't have their states calculated in real time for a rollback.   If you applied the same concepts skull girls used to street fighter v it would look so jank and broken.  You cannot equate these things.
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