from all "can't beat it" while i can, there is a rational part in your post.
Originally Posted by
Gynx
In regards to the rotation axis of joints, if you're going to make the argument that joints need to rotate more realistically then I'm confused as to why you'd restrict movement completely in one of your mods,
not axis joints but grabs, take a look at wii version of tb as an example,
as i said numerous times, when we will have ball axis breakabale grabs (not wrist joints, but grab bubbles)
there would not be need in any restrictions, as you will be able to break out from grabs, including throws
low grabs would not be as effective as they are now since you will be able to break from it, you will also be able to shake off my arms when i try to grab you for throw, but the game will change from who grab first to who grabs right at right time.
is it bad?
the only way to counter low/inner grabs right now is to switch to turnover, there is no other meta, (except dm)
isn't it very limited?
Originally Posted by
Gynx
we are discussing aikido as it is now, shovels, snapkicks and inside grabs are all counterable within the current limitations of the game and whilst changing the core structure of the game may make it easier for you, it doesn't mean that it should happen or that you are any less bad.
as it is right now in order to counter shovels, snapkicks and inside grabs your options are very limited, and thats bad.
Originally Posted by
Gynx
See what I said about countering being possible without changing joint movement & how being able to move less joints =/= more skill, that applies here too.
you will had to wait aprox 5 hours more untill i will make a picture so you will understand
Originally Posted by
Gynx
Just because you haven't seen a change in the meta doesn't mean there will never be one - besides, if people are more about making new mods instead of breaking the game with new and innovative moves like you seem to be the wait will be even longer. Your point seems to have evolved from "waaa it's unfair" to "waaa change the game mechanics" to "waaa im bored of the meta", please stick to a point and run with it - you're actually clinging to any reason to make people conform to your own playstyle. I'll reiterate - maybe aikido isn't for you.
sambo is 7-8 years old, aikido is 7 years old, abd is 6 years old. we made a full circle and back to sambo meta.
matches are focused on lifts, dm kicks and doublegrab again, only this time gravity is higher and dojo is slightly bigger than what used to be in sambo.
Originally Posted by
Gynx
Nothing wrong with raising the bar although I'd argue that you're not raising the bar by completely changing the base mechanics of a mod, you're merely avoiding what beats you.
if you know how to shift focus from shovels, snapkicks and inside grabs in favor of more complex techniques, i'm all ears.
right now if grabs aren't going to be changed to be ball axis and to be breakable, we are not going to see any new meta even after 6 more years, i guarantee that, unless you artificially try to limit grabs.
sambo - low gravity, low dt and ft
effective techniques: lifts, dm kicks,
less effective: suplex, throw
low gravity - easiler to lift out
low dm and ft - easiler to hit and dm/decap
harder to dq opponent inside the ring, as it's hard to step out
(dojo is big enough)
aikido - higher gravity, a bit harder to lift out, harder to dm
effective techniques: suplex, throw, lift
less effective: dm kicks
it's easiler to dq opponent outside the ring or inside when he
avoid stepping out
kicks are less effective as you can dq opponent in easiler ways
abd - dojo is big, same as above
effective techniques: lifts, dm kicks and doublegrab
ineffective techniques: suplex
suplex is useless as it's harder to make opponent step out
of the ring so it lead to tripoding and point holding.
so we are back to dm kicks and lifting out meta of sambo
can we go with aikido direction already
again?
Last edited by snake; Aug 25, 2014 at 12:18 PM.