Well there is a way you can prevent this instant retaliation from a player, that was necessary since 6.1 and that's the parry. The parry meta is kinda difficult to understand, but the shortest is that if you hit someone and then if you manage to parry them, they will lose their invincibility frames allowing you to hit them once again, giving the oportunity to do this until they die or stop falling in the parry. About the arena/survival maps, I kinda agree with you here since they have a ton of pits but this is necessary in order to have punishment for doing a bad move in these. In fact, survival would be only running from the enemies and... that's it? since there is no pits and no punishment for running everywhere. Yeah, survival may not feel like the most competitive gamemode but let me tell you, if the point of that match is a 1v1 (since arena is kind of unfair in this) and you and the other player are trying to fight eachother and not running. I like your point of view, but I think that battle mod has improved a lot in terms of playability and game modes and there's also a meta game since then. Also one last thing, if you didn't knew, parry is normal fire.Cobalt I have just figured out one thing that is wrong with your mod and always has been...
I wouldn't call the parry mechanic "good" but either way, you obviously can't parry in the air, and guess where you'll be when performing alot of special moves? The air.Well there is a way you can prevent this instant retaliation from a player, that was necessary since 6.1 and that's the parry. The parry meta is kinda difficult to understand, but the shortest is that if you hit someone and then if you manage to parry them, they will lose their invincibility frames allowing you to hit them once again, giving the oportunity to do this until they die or stop falling in the parry. About the arena/survival maps, I kinda agree with you here since they have a ton of pits but this is necessary in order to have punishment for doing a bad move in these. In fact, survival would be only running from the enemies and... that's it? since there is no pits and no punishment for running everywhere. Yeah, survival may not feel like the most competitive gamemode but let me tell you, if the point of that match is a 1v1 (since arena is kind of unfair in this) and you and the other player are trying to fight eachother and not running. I like your point of view, but I think that battle mod has improved a lot in terms of playability and game modes and there's also a meta game since then. Also one last thing, if you didn't knew, parry is normal fire.
I gave you a solution to the problem of hitting someone and being hit at the next second because the Sonic can easily thok on you, but if you don't think parry is really good... then you just hit an run, its not impossible to hit a Sonic then run away next second lmao. About performing moves in the air, that's more of a risk than anything else, you're open in the air because you decided to attack like that, if parry was in the air it would make actually no sense (that, because parry just stops you down until you can move from it again).I wouldn't call the parry mechanic "good" but either way, you obviously can't parry in the air, and guess where you'll be when performing alot of special moves? The air.
It's kind of hard to make a competitive game around SRB2's mechanics, as rings don't really work as a health system...
The problem of using an ability with less than the required rings is that you'd have 0 rings after using it, so one move could kill you unless you have a shield or multiple shields. I kind of felt the change to special moves not costing rings as a bug, as the cooldown doesn't seem very detrimental at all, and in my mind you're supposed to spend rings to do special moves at all. You're already punished for spamming moves, so removing the ability to spam moves isn't really that hurtful. I may also note that most competitive games that I can think of do not have "invincibility frames after taking damage", i think invincibility frames aren't the best idea, as even if you do successfully damage someone, they can damage you back. Sure, there's parry, but it leaves you open and is very risky, and uses another button. Sometimes parrying won't be possible even if you land a hit, as sometimes when you hit someone, you will leave yourself too open. The invincibility comment is just to say this is a different kind of battle gameplay, and the Sonic platforming and even ring gameplay (since you only need one ring to survive death) may not be the best for a battle gameplay. Not saying its bad or needs to be changed, just something to consider, and another reason not to compare it to games like smash or street fighter.the cooldown feels like hell
The problem of using an ability with less than the required rings is that you'd have 0 rings after using it, so one move could kill you unless you have a shield or multiple shields.
that would be the point yesunless there's a way to get more health.
Was talking about v6. In that version you can spam until you run out of rings without penalties lmao.that would be the point yes
oh and are you saying spamming ground pound with sonic doesn't leave you open at all? thats what i was saying, and since there are invulnerability frames even more chance of getting punished and obviously not rewarded if your target has already been hit
YessirDiamond seems like a "who gets the emerald first" kind of thing and is kind of similar to my experience with CTF, I can't predict the direction of the person with the diamond, like I'm not very good at hitting the flag holder.
Probably a skill issue
Added tutorial images (replaces the NiGHTS tutorial when pressing F1)
Gamemodes
Arena, Team Arena
Players are now forced to respawn, like in Survival modes
Survival, Team Survival
If a player has less than the maximum life count, killing 3 opponents will grant an extra life. This counter is reset to 0 if the player becomes a jetty-syn.
Control Point
Reduced time limit (8:00 -> 5:00)
Team Control Point
Reduced point limit: (4 -> 3)...