Stuff like Carmegeddon and many other dos games pushed 100+ mb Especially if you count some early CD stuff with flashy cutscenes and shit. Red Alerts and stuff From: alasdair.donaldson@xxxxxxxxxx To: cpt-fgc@xxxxxxxxxxxxx Subject: RE: DRE: CTS community mail Date: Wed, 18 Feb 2015 14:33:15 +0000 Nah, some of the old games were huge. Return to Zork has full speech and is around 20megs. From: cpt-fgc-bounce@xxxxxxxxxxxxx [mailto:cpt-fgc-bounce@xxxxxxxxxxxxx] On Behalf Of lindsey kiviets Sent: 18 February 2015 4:32 PM To: cpt-fgc@xxxxxxxxxxxxx Subject: RE: DRE: CTS community mail that's renamed pron file. noways dosgames can be that big. total size of all dos games should come to 2mb Date: Wed, 18 Feb 2015 16:27:09 +0200 Subject: Re: DRE: CTS community mail From: ilitirit@xxxxxxxxx To: cpt-fgc@xxxxxxxxxxxxx I just found a 4GB file on my HDD called "DOSGAMES.RAR" On Wed, Feb 18, 2015 at 4:23 PM, Di Lhong <geosaurus8@xxxxxxxxx> wrote: Yeah. Rage Arts in combo after a few hit strings into T! then Rage Arts do less damage than a 1,2 punish lolz On Wed, Feb 18, 2015 at 4:18 PM, Donaldson, Alasdair <alasdair.donaldson@xxxxxxxxxx> wrote: That’s one of the odd things. Every single Tekken they tone down the combo damage more. Going back to T5 days, you could rip 80% off an opponent’s lifebar with a combo. Paul could do that, let alone a Mishima. The difference is that a lot of games were played and finished without much happening on the combo side. In TTT2 every single game seems to be made up of people waiting for the launcher to go through, not seeing if they can kill you with pokes. Well, that’s how it feels anyway. One of the things that I’m really liking about T7 is that the combo damage does seem to be even lower than before. The matches look to have more of a DR feel to them than TTT2 (even solo). I will be willing to forgive a lot in the game, if it can give me the feel of DR again. From: cpt-fgc-bounce@xxxxxxxxxxxxx [mailto:cpt-fgc-bounce@xxxxxxxxxxxxx] On Behalf Of Wynand-Ben Sent: 18 February 2015 4:10 PM To: cpt-fgc@xxxxxxxxxxxxx Subject: RE: DRE: CTS community mail 2 Characters tho... You have effectively 70% more HP from your parter but definitely dont do 70% more damage than previous games. (Wont normally be able to utilise 100% of your buddies HP) If you tag badly your fucked tho but it is TAG tournament so I dont see the problem with that. Date: Wed, 18 Feb 2015 16:02:34 +0200 Subject: Re: DRE: CTS community mail From: geosaurus8@xxxxxxxxx To: cpt-fgc@xxxxxxxxxxxxx This i can agree on. TTT2 is very high risk playstyle. People tend to spam launcher hoping it'll hit and that they can do their fancy damaging combos and win. Combo damage IS an issue TTT2 i agree. But in terms of moves and characters itself. TTT2 is the most balanced since T6 onwards. On Wed, Feb 18, 2015 at 3:59 PM, Donaldson, Alasdair <alasdair.donaldson@xxxxxxxxxx> wrote: Okay, I figure that I’m probably wording stuff badly. It’s not exactly randomness. As Paas said, most of the randomness happens regularly – Paul’s df+2 or Jack’s df+2 seeming to track, or AK’s sweep going under hopkicks, Julia sweeping people out of hopkicks… even Paul’s shoulder going through people – I’ve tested and recreated the situation and the same thing happened again. So it’s not random. Similarly, the occasional moves that seemed to be too good – like Lei’s supercrush ff+3 thing – even those are fine. I know how they work. I might not like it, but it is fine. My issue with TTT2 is what felt like a loss of control in the game. I don’t know how to word it better than that. Games started and ended too fast without enough of what felt like the strategy that came with previous versions. TTT2 seemed to reward high risk play and the spamming of launchers over the use of strategy and defensive play. Whether or not that is true, it is what I felt when playing the game. That was my major issue with it. From: cpt-fgc-bounce@xxxxxxxxxxxxx [mailto:cpt-fgc-bounce@xxxxxxxxxxxxx] On Behalf Of Di Lhong Sent: 18 February 2015 3:41 PM To: cpt-fgc@xxxxxxxxxxxxx Subject: Re: DRE: CTS community mail Only randomness i see is Jaycee Bow and Arrow, Paul's shoulder and Feng's low head butt. It doesn't always happen in every game. But in certain situation, it will happen. They need to fix that. Moves going under stuff and crushing is not random. Hitbox and Hurtbox plays a big part. Also Move's active frame too. Eg. Why some hopkick eats lows like Zafina's d+3...because i crushed the hopkick but my move isn't a fast move itself...you technically started to land and your hurtbox is now on the ground. Hence, low beating a hopkick... On Wed, Feb 18, 2015 at 3:36 PM, Wynand-Ben <paashaasggx@xxxxxxxxxxx> wrote: Its funny how 80% of the "randomness" people bitch about are consistently "random" :P Moves do odd things consistently are not random From: alasdair.donaldson@xxxxxxxxxx To: cpt-fgc@xxxxxxxxxxxxx Subject: RE: DRE: CTS community mail Date: Wed, 18 Feb 2015 13:32:10 +0000 What, randomness in Tekken? Say it isn’t so! From: cpt-fgc-bounce@xxxxxxxxxxxxx [mailto:cpt-fgc-bounce@xxxxxxxxxxxxx] On Behalf Of Di Lhong Sent: 18 February 2015 3:27 PM To: cpt-fgc@xxxxxxxxxxxxx Subject: Re: DRE: CTS community mail It's weird that they keep buffing and nerfing sidestepping... Now we're back to shit tracking randomly like BR...Jack 6's df+2 homing ftw. On Wed, Feb 18, 2015 at 3:26 PM, Ryan Williams <ryan820509@xxxxxxxxx> wrote: I didn't even know they reduced the sidestepping again. Way to go Namco. On 18 Feb 2015 15:22, "Di Lhong" <geosaurus8@xxxxxxxxx> wrote: DR was balanced and good. Eddy's d+4 was the best thing ever. T6~TTT2 combo damage is harsh compare to T5DR. It became less pokes and spacing and more combo damage. I like how they removed B! out of T7. It's one of the positive changes they made. This makes it fair to characters who can wall carry and still do 20hits wall combo because of B! (Nina...) With the T! they still kept some of the element of T6 no wall bound combo but removed the whole wall B! combo madness that came along with some characters... T7 combo damage scaling seems to be better too. So hopefully it's more like DR poking game. They however, reduced the sidestepping again...sad. On Wed, Feb 18, 2015 at 3:17 PM, Ryan Williams <ryan820509@xxxxxxxxx> wrote: That's complete bullshit. T5DR was a solid Tekken game. If you want to talk about a game that rewarded time put in and had a well-balanced cast, that was it. You were rewarded for good movement and spacing, and the game ultimately felt less about combos than it did about pokes and mixups. I can't speak for anyone else but l loved that game; not because l had no choice but because it was immensely fun and rewarding to play. It was the last Tekken game l thoroughly enjoyed playing. If T6 had been anything like DR, I probably would have spent more time with it. On 18 Feb 2015 15:03, "lindsey kiviets" <lindseyak@xxxxxxxxxxx> wrote: that's true that paas wrote. t5dr was cool coz we had no choice but to like it. then sf4 came , then marvel then kof, it just snowballed away from tekken. Date: Wed, 18 Feb 2015 14:59:34 +0200 Subject: Re: DRE: CTS community mail From: geosaurus8@xxxxxxxxx To: cpt-fgc@xxxxxxxxxxxxx And that's the game fault? You lost to a random joe is entirely your fault because you don't know how to fight an alisa, capo, whatever? I don't know why it's not as popular in Cape Town. But from the mails, it's simply they were interested in other games and Tekken wasn't their first choice anyways. T6BR was probably more popular in CT because it didn't have a lot of competitors in the fighting game industry when it came out. I don't see anyone say it isn't much fun as BR or anything like that. I think it's the same for the west. More options for fighting games. Nothing to do with TTT2 being ass. On Wed, Feb 18, 2015 at 2:44 PM, Donaldson, Alasdair <alasdair.donaldson@xxxxxxxxxx> wrote: That’s a bit of a massive generalisation there. Every top player loved the game? The game died in the West because Eastern players were better at it? I don’t know about that. I think TTT2 failed in the West because people in the West don’t like the game. It’s that simple. Why do you think people in Cape Town didn’t play it much? It is because we were upset about the nerfs to Bob, or the skill gap between us and Koreans? No, it’s because the game just wasn’t as much fun as the previous ones. People weren’t put off by the fact that they would dump a massive amount of time into the game and then get bopped by Knee. They were upset that a random joe off the street who’d been playing the game for 3 months, would rock up and random his way to a win. From: cpt-fgc-bounce@xxxxxxxxxxxxx [mailto:cpt-fgc-bounce@xxxxxxxxxxxxx] On Behalf Of Di Lhong Sent: 18 February 2015 2:35 PM To: cpt-fgc@xxxxxxxxxxxxx Subject: Re: DRE: CTS community mail Because the west couldn't compete with the east. Every top player loved TTT2 because it's the most balanced tekken out there. Sure there's some crazy stuff like Capo's b+1,4 but top player don't see an issue. They barely eat that CH. Those who eat b+1,4 are just spamming mindlessly and deserve to be punished with that. I don't think TTT2 died because the game sucked. T6BR was already suffering with the release of so many new fighting games. TTT2 also have a higher learning curve than the generic BR where the west just spams one move until they win. TTT2 you can't do that...TTT2 really showed who are the top players and who are not. Simply because SS got better, spammable moves don't exist. So the west quit. Bob can't spam d+1 until he wins...all his other shit is getting SS'd or SW'd. Way to solve that? learn to SS and SW...but they play Bob like a 2D game. Master backdash and forward dash...which is good for footsies but Tekken rewards SS and SW a lot too. TTT2 came out late in the west too. That also contribute the skill gap between the west and the east. Why would the west play a game where they have little to no chance of winning in events when JDCR, Knee shows up? So they get put off by the fact they will spend time and money and get nothing in return. On Wed, Feb 18, 2015 at 2:20 PM, Donaldson, Alasdair <alasdair.donaldson@xxxxxxxxxx> wrote: They’re changing the game. I’m a little surprised considering how much people in the East loved TTT2. In the West, it tanked. People hated the game. It barely made it to Evo and then only because some people complained. Hell, let’s stop and look at Cape Town and the people who play Tekken and are on the emails here. That would be you, me, Paas, Steve, Lumi, Manase, Sap, Kahn, Shraf... Richard as well, but I didn’t play much against him in the previous game. Who of those on the list actually played much TTT2? I mean compared to T6 or T5. For those of you who actually played a lot of the old ones – Sap, Lumi and Manase specifically – how much did you enjoy TTT2 and how much of it did you play? I see a lot of huge changes to T7 and a lot of bitching about how they’re catering to noobs and how the top players won’t put up with it. I’m not overly concerned about it. Tekken in the West, and here in Cape Town, died with TTT2. If they don’t something to massively change that, what is the point? From: cpt-fgc-bounce@xxxxxxxxxxxxx [mailto:cpt-fgc-bounce@xxxxxxxxxxxxx] On Behalf Of Di Lhong Sent: 18 February 2015 1:58 PM To: cpt-fgc@xxxxxxxxxxxxx Subject: Re: DRE: CTS community mail Also f+1+3 and f+2+4 are used as homing moves because it tracks all sides. So normal throws are extremely useful. First they dumb down the wake ups and oki...now throws? they're really trying to appeal to noobs and new player more than top players...since top players will eventually quit anyways...#fucklogic... Rage art is useless. None of the top player are eating it at all lolz. Unless Rage Arts can be used in between strings...i don't see much use for it at all. Power Crush is interesting but doesn't seem too out of the ordinary. On Wed, Feb 18, 2015 at 1:54 PM, Di Lhong <geosaurus8@xxxxxxxxx> wrote: I use A LOT of normal throws. Some character's normal throws are part of their game since it puts them on decent oki wake ups. Me not breaking throws has nothing to do with making throws easier to break. I'm not complaining about me not breaking throws...i'm complaining the fact they made 1+3 and 2+4 throws completely useless. 1+3 2+4 throws plays a big part in top level. You sidestep and throw and try to block the throw animation with your movement and position. Making it even harder to see what throws you did. Now? fuck, useless...1+2 throws are used in different situation. They are usually used for their small throw break window. On Wed, Feb 18, 2015 at 12:16 PM, Donaldson, Alasdair <alasdair.donaldson@xxxxxxxxxx> wrote: And that from the guy who can’t break throws. Will this actually make any difference? Who uses normal throws? The only time I get a normal 1+3/2+4 throw with Paul is by accident. Most characters have special throws with 1,2 and 1+2 breaks, so what’s the issue? I do use the normal throws with King, but I suppose I shouldn’t. From: cpt-fgc-bounce@xxxxxxxxxxxxx [mailto:cpt-fgc-bounce@xxxxxxxxxxxxx] On Behalf Of Di Lhong Sent: 18 February 2015 12:08 PM To: cpt-fgc@xxxxxxxxxxxxx Subject: Re: DRE: CTS community mail http://www.avoidingthepuddle.com/news/2015/2/17/tekken-7-all-13-and-24-throws-can-be-broken-with-either-1-or.html I hope this isn't true...otherwise, it's going to make the game suck. On Wed, Feb 18, 2015 at 11:58 AM, Di Lhong <geosaurus8@xxxxxxxxx> wrote: Lili's hair looks nice :) https://www.youtube.com/watch?v=RoAeIOXYRHw On Wed, Feb 18, 2015 at 11:41 AM, Di Lhong <geosaurus8@xxxxxxxxx> wrote: https://www.youtube.com/watch?v=mw-EYlDoeA4 Oh shit! Dragunov Sweep = Full combo now :D On Wed, Feb 18, 2015 at 9:55 AM, lindsey kiviets <lindseyak@xxxxxxxxxxx> wrote: lol u not ryt From: alasdair.donaldson@xxxxxxxxxx To: cpt-fgc@xxxxxxxxxxxxx Subject: RE: DRE: CTS community mail Date: Wed, 18 Feb 2015 07:53:53 +0000 Why not? What are they going to do, sue some random FGC in CT? If they do send a cease and desist letter, it will be good publicity. From: cpt-fgc-bounce@xxxxxxxxxxxxx [mailto:cpt-fgc-bounce@xxxxxxxxxxxxx] On Behalf Of lindsey kiviets Sent: 18 February 2015 9:48 AM To: cpt-fgc@xxxxxxxxxxxxx Subject: RE: DRE: CTS community mail im really excited about Saturday. SAP has some evil plans for us. main thing im concerned about is getting dat publicity out. im imaging an overlay with kamimodo and cts logo. with facebook kuk around. im guessing we not allowed to have Capcom characters in the logo? From: alasdair.donaldson@xxxxxxxxxx To: cpt-fgc@xxxxxxxxxxxxx Subject: RE: DRE: CTS community mail Date: Wed, 18 Feb 2015 07:10:56 +0000 If you’re not using set bracers, then there are better options – at higher levels, Ancient Parthan defenders are amazing for Monk and Barb. Hit a group and have reduced damage by 50%. From: cpt-fgc-bounce@xxxxxxxxxxxxx [mailto:cpt-fgc-bounce@xxxxxxxxxxxxx] On Behalf Of lindsey kiviets Sent: 18 February 2015 9:01 AM To: cpt-fgc@xxxxxxxxxxxxx Subject: RE: DRE: CTS community mail ive seen players use that shrine bracer , so that when they do get a shrine then elites spawn. which is cool because it reduces your time to go search for elites. the only drawback is that the shrine bracers are ass. From: alasdair.donaldson@xxxxxxxxxx To: cpt-fgc@xxxxxxxxxxxxx Subject: RE: DRE: CTS community mail Date: Wed, 18 Feb 2015 06:50:23 +0000 I’m guessing you mean for solo runs? Party play is a different thing. Tier list is something like this: 1. DH 2. Monk 3. WD/Wiz 4. Cru 5. Barb The GR rankings are skewed by the old conduit farming (and outright cheating) players. [ The information in this e-mail is confidential and may be legally privileged. It is intended solely for the addressee. Access to this e-mail by anyone else is unauthorized. 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