Oh good. They made the Handicap system visible, but massively more stupid.
Wonderful.
What an imbecilic trade off.
Thats % you see in the ingame screenshot isn't tied to the handicap system, its listing Lucas' damage. Thats in the regular game now -- if you dont input any commands for a while, an icon appears above your head that shows which player you are and then every few seconds switches to show your damage.
Oh good. They made the Handicap system visible, but massively more stupid.
Wonderful.
What an imbecilic trade off.
Well they kept the original one too didn't they?
Did they? It used to be called Handicap. Unless you can control the damage ratio for each individual character, then no, they just made it a sloppy mess.
To clear up my statement, previously, you could turn handicap on and everybody was set to 5. If one player was worse, you just lowered his handicap to an appropriate level. In the new system, unless they have negative percentages that you can start at, you can't strengthen one character, you can just weaken everybody else. And then that means that they'll kill eachother more easily instead of the previous schema of them being equal. To fix that, you need to play with the damage ratio to get it to the right level.
So instead of changing one thing, you now have to change 4, and if you can accurately name what damage ratio will produce a 'normal' game between three players at 50% and one handicapped at 0%, then kudos to you I guess.
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
To clear up my statement, previously, you could turn handicap on and everybody was set to 5. If one player was worse, you just lowered his handicap to an appropriate level. In the new system, unless they have negative percentages that you can start at, you can't strengthen one character, you can just weaken everybody else. And then that means that they'll kill eachother more easily instead of the previous schema of them being equal. To fix that, you need to play with the damage ratio to get it to the right level.
So instead of changing one thing, you now have to change 4, and if you can accurately name what damage ratio will produce a 'normal' game between three players at 50% and one handicapped at 0%, then kudos to you I guess.
It could go negative. You could also set it to auto and let nature work things out.
Munkus Beaver on
Humor can be dissected as a frog can, but dies in the process.
To clear up my statement, previously, you could turn handicap on and everybody was set to 5. If one player was worse, you just lowered his handicap to an appropriate level. In the new system, unless they have negative percentages that you can start at, you can't strengthen one character, you can just weaken everybody else. And then that means that they'll kill eachother more easily instead of the previous schema of them being equal. To fix that, you need to play with the damage ratio to get it to the right level.
So instead of changing one thing, you now have to change 4, and if you can accurately name what damage ratio will produce a 'normal' game between three players at 50% and one handicapped at 0%, then kudos to you I guess.
It could go negative. You could also set it to auto and let nature work things out.
That's the thing. Going by what is written (namely that the winner just adds more damage with each win), nature won't work itself out. All it'll do is make people easier to kill.
Aroduc on
0
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
edited November 2007
Did you ever have a level 9 handicap go up against a level 1 handicap? The level 1 handicap could never hope to win. It was, quite literally, impossible. This is actually a little better, since you can actually kill your opponent if your handicap is high. Ever try to kill a 999% handicap 9 bowser on a large stage when your handicap is level 1?
Munkus Beaver on
Humor can be dissected as a frog can, but dies in the process.
To clear up my statement, previously, you could turn handicap on and everybody was set to 5. If one player was worse, you just lowered his handicap to an appropriate level. In the new system, unless they have negative percentages that you can start at, you can't strengthen one character, you can just weaken everybody else. And then that means that they'll kill eachother more easily instead of the previous schema of them being equal. To fix that, you need to play with the damage ratio to get it to the right level.
So instead of changing one thing, you now have to change 4, and if you can accurately name what damage ratio will produce a 'normal' game between three players at 50% and one handicapped at 0%, then kudos to you I guess.
It could go negative. You could also set it to auto and let nature work things out.
That's the thing. Going by what is written (namely that the winner just adds more damage with each win), nature won't work itself out. All it'll do is make people easier to kill.
Only assuming that 0% is not the base that they work towards.
Did you ever have a level 9 handicap go up against a level 1 handicap? The level 1 handicap could never hope to win. It was, quite literally, impossible. This is actually a little better, since you can actually kill your opponent if your handicap is high. Ever try to kill a 999% handicap 9 bowser on a large stage when your handicap is level 1?
The only way you'd reach that without artificially setting it is if you managed to win at level 8 when they were at level 2. Ergo, given that, level 9 vs level 1 doesn't seem so out of reach. I think you have the handicaps backwards by the way. Pretty sure 9 was highly vulnerable and 1 was really heavy.
Aroduc on
0
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
edited November 2007
Look, I'm just agreeing with sakurai here. This allows for a better test of skill for a player to set themselves at 100% and tell the other guy "I'm going to four stock you." There are too many things to take into account in the other handicap. I wouldn't ever use the current one in a 1v1 (unless I was really, really dicking around) but I might use the new one just to add a challenge.
Basically, a set percentage is more easily quantifiable than an abstract handicap.
Munkus Beaver on
Humor can be dissected as a frog can, but dies in the process.
Is Lucario a real character or is it some in-joke that I don't get?
Regicid3 on
0
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
For all the people that think the handicap thing is a crappy update, I have to tell you that it is of extreme importance to me.
Every week I spend time with a mentally handicapped guy, technically babysitting him (even though he's a year older than me), and he loves to play Smash Bros., even though I'm much better at it than he is. With this being the case, the handicap feature seems like a logical choice, except for the fact that the increase in handicap isn't even - most notably, it gives some characters cheap, one-hit kills. Mario's Up+B, DK's running A attack, Roy's Up+B and many others become instant kills with just a few notches up in handicap. As you might imagine, this is frickin' annoying, and doesn't seem to level the playing field so much as give the weaker player some cheap moves for an easy win.
Thus, you can imagine my relief at seeing the handicap system getting an overhaul. The old way didn't make much sense anyways, as far as I'm concerned.
Did you ever have a level 9 handicap go up against a level 1 handicap? The level 1 handicap could never hope to win. It was, quite literally, impossible. This is actually a little better, since you can actually kill your opponent if your handicap is high. Ever try to kill a 999% handicap 9 bowser on a large stage when your handicap is level 1?
The only way you'd reach that without artificially setting it is if you managed to win at level 8 when they were at level 2. Ergo, given that, level 9 vs level 1 doesn't seem so out of reach. I think you have the handicaps backwards by the way. Pretty sure 9 was highly vulnerable and 1 was really heavy.
Nope, level 9 was heavy as hell and level 1 went flying at the mere whisper of a fart. I always have to play with handicap on when I play with my friends, so, I'm used to it. I've won a few 1 stock games versus people with 1 v 9, with gannon/falcon and curb-stomped them into oblivion when they miss a ledgeguard. It was very lucky. The one thing you could do vs fast fallers was chain grab them until really, really high %s, since they don't go anywhere. Then lure them by the ledge and try to spike them.
Raakam on
My padherder they don't it be like it is but it do
Doesn't this handicap scale in two directions as well? If before you could go from 1-9 and 5 was normal, why not start at 50% and scale up and down from that?
Ok, so maybe everyone will die a little faster, but there are other tweaks you could do to balance that out, such as turning down the damage done by normal attacks.
Posts
It IS a major update.
I figured, like, since you guys are going to be playing against me, this update might be pretty important to you...
So we have to handicap ourselves first? You should mention that before making bets with people.
Wonderful.
What an imbecilic trade off.
Well they kept the original one too didn't they?
For the good of all of us?
Thats % you see in the ingame screenshot isn't tied to the handicap system, its listing Lucas' damage. Thats in the regular game now -- if you dont input any commands for a while, an icon appears above your head that shows which player you are and then every few seconds switches to show your damage.
Major update.
Did they? It used to be called Handicap. Unless you can control the damage ratio for each individual character, then no, they just made it a sloppy mess.
You obviously don't understand the enormity of this update
Allow me to demonstrate
Hahaaha, nice.
also, theta confirmed?
So instead of changing one thing, you now have to change 4, and if you can accurately name what damage ratio will produce a 'normal' game between three players at 50% and one handicapped at 0%, then kudos to you I guess.
It took me a moment to realize what you meant because I was distracted by the hybrid G/O.
It could go negative. You could also set it to auto and let nature work things out.
That's the thing. Going by what is written (namely that the winner just adds more damage with each win), nature won't work itself out. All it'll do is make people easier to kill.
Only assuming that 0% is not the base that they work towards.
Match 1: P1 at 50%, P2 at 0%
P2 wins
Match 2: P1 at 40%, P2 at 0%
On and on.
The only way you'd reach that without artificially setting it is if you managed to win at level 8 when they were at level 2. Ergo, given that, level 9 vs level 1 doesn't seem so out of reach. I think you have the handicaps backwards by the way. Pretty sure 9 was highly vulnerable and 1 was really heavy.
Basically, a set percentage is more easily quantifiable than an abstract handicap.
You could use google if you were that curious.
(think link is Lucario)
Every week I spend time with a mentally handicapped guy, technically babysitting him (even though he's a year older than me), and he loves to play Smash Bros., even though I'm much better at it than he is. With this being the case, the handicap feature seems like a logical choice, except for the fact that the increase in handicap isn't even - most notably, it gives some characters cheap, one-hit kills. Mario's Up+B, DK's running A attack, Roy's Up+B and many others become instant kills with just a few notches up in handicap. As you might imagine, this is frickin' annoying, and doesn't seem to level the playing field so much as give the weaker player some cheap moves for an easy win.
Thus, you can imagine my relief at seeing the handicap system getting an overhaul. The old way didn't make much sense anyways, as far as I'm concerned.
As good as you're gonna get.
But 9000 picture makes it all happies again.
*Sigh* All right, could someone please explain to me what 9000 is supposed to signify?
Also: http://www.youtube.com/watch?v=TBtpyeLxVkI
Nope, level 9 was heavy as hell and level 1 went flying at the mere whisper of a fart. I always have to play with handicap on when I play with my friends, so, I'm used to it. I've won a few 1 stock games versus people with 1 v 9, with gannon/falcon and curb-stomped them into oblivion when they miss a ledgeguard. It was very lucky. The one thing you could do vs fast fallers was chain grab them until really, really high %s, since they don't go anywhere. Then lure them by the ledge and try to spike them.
they don't it be like it is but it do
Ok, so maybe everyone will die a little faster, but there are other tweaks you could do to balance that out, such as turning down the damage done by normal attacks.
I don't like it at all.