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Drem



Joined: 04 Dec 2006
Location: The Planet Bookshelves

PostPosted: Tue Jun 19, 2012 12:45 am        Reply with quote

Adilegian wrote:
Drem wrote:
Considering Lion is the best character in the game, probably not. Doesn't make him any less of a knucklehead though!

oh hm I'd better choose someone worse then


I say that, and it's commonly held opinion, but it's also a commonly held opinion that tiers in Virtua Fighter aren't quite as significant as they are in other fighters. That is to say that the tiers are so close together that everyone is pretty good, leading to a well balanced cast of characters. Lion, Akira, and Jacky are considered high-tier due to shear damage output and some nice moves but everyone has a fair chance. In the Kakuto Shinseiki VI tournament this past winter, where the top 64 players in Japan qualified to compete for a national title, every character in the game was represented except for El Blaze. In past iterations, Chibita won tournaments even when Lion was considered the worst character in the game. So don't let tier lists sway your decision in who you play; just play who you enjoy. If you'd find the opinion of more experiences players more convincing, here's what Chibita and Fuudo had to say at the VF5FS Pre-Launch party a month ago.

Quote:
What is your opinion on tiers in FS? Does everyone have an equal chance?

Chibita: I don’t really think about tiers or which character is stronger than another. I think every character has a chance to win. Even if you tell me Jacky is really strong, I don’t see Jacky players winning every tournament.
Fuudo: I also agree that every character stands a chance at winning.


which probably ties into another comment Fuudo makes later on:

Quote:
When you (Fuudo) compete in more than one fighting game, especially at EVO, how do you balance your training across two games?

Fuudo: Depends on the timing of tournaments. If I just have a VF or SF tournament coming up, then I can just focus on the one game. But my training methods differ between the two games. In VF, I'm only really interested in the people I'll be playing again, and so I'll try to look for their habits. In SF, on the other hand, it’s less about my opponent, and more about my opponent's character. There are a lot of character matchups to learn in SF, and this takes a lot of time!
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klj5j6li
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PostPosted: Tue Jun 19, 2012 12:46 am        Reply with quote

Adilegian wrote:
oh hm I'd better choose someone worse then

I like the button inputs on this better than the Street Fighter & co. games.


I don't want to influence you too much, since who you enjoy playing is something only you can really find but:

Jeffry is a good easy character to pick and play usually. Current lists put him at the bottom, but tiers are not a big deal in this game at all. Pai and Lau from what I can tell are also pretty straightforward characters, although they focus more on the striking game whereas Jeffry leans more towards grappling.

I'd stay away from Lei-Fei/Shun-Di/Kage/Vanessa unless you have a pretty good memory. They have a lot of stances all with their own special moves and ways to switch between them that you kind of have to memorize. Vanessa is probably the worst about that and I'm pretty sure she has the most moves in the game by a lot.

Akira is obviously someone to approach with some trepidation, but I'd say Jacky is also someone who revolves around kind of a difficult input. At lower levels though, Jacky is a solid strike and might help you get a grasp on the striking system.

Taka-Arashi and Wolf both have solid striking and throw games, although I believe Taka is a bit stronger in both departments. Wolf and, from what I can tell, Taka both have a pretty limited moveset, so they'd be good for learning how to use the tools you have, whereas with other characters you have a lot of moves to sift through to find your basic tools. Goh is another kind of hybrid grappler/striker, but I think playing him requires a good understanding of the turn-based nature of the game (see the earlier Long Post I made) as a lot of his powerful moves are kind of slow.

El Blaze can do a big flip and I don't want to say anything more about him because Maz will laugh at me.

Adi if you want I can try, to the best of my ability, to teach you to play this game.
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Deets



Joined: 05 Dec 2006

PostPosted: Tue Jun 19, 2012 2:49 am        Reply with quote

Currently playing this just holla if you want in

XBL: JDMDeets
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Toto



Joined: 05 Dec 2006
Location: Australia

PostPosted: Tue Jun 19, 2012 2:50 am        Reply with quote

Adi if you're concerned with learning the game I recommend Jean. His inputs are simple, and he has relatively straightforward ways of putting opponents into the kind of guessing situation that is necessary for good damage combos.
I think this is a large part of why he was included in the game: Akira, the poster boy for the series (in a way), has difficult inputs and is overall relatively more difficult to play. Jean is more straightforward.
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klj5j6li
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PostPosted: Tue Jun 19, 2012 2:59 am        Reply with quote

I forgot about Jean! I'd rank him as kind of middle-to-high in terms of difficulty to play though. I found it really frustrating trying to find gaps where I could fit his charge moves in.

He has some really beastly easy-to-do combos though, and his move pool is fairly small and mostly simple enough that I think he'd be a pretty good first pick too. Have fun with all the mirror matches online, though.
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elvis.shrugged



Joined: 17 Apr 2007

PostPosted: Tue Jun 19, 2012 4:49 am        Reply with quote

Interstellar Dinghy wrote:
Vanessa is probably the worst about that and I'm pretty sure she has the most moves in the game by a lot.


For what it's worth, I've been playing Vanessa for about a week (not serious play, but still) and still have no real grasp on her various stances. I've mostly been treating her as a bread-and-butter pugilist type character. Those punches are the best. I've also discovered this neat grab/counter move where she grabs her opponent's arm and yells "WELL!" before punching them in the face.

I guess what I'm saying is that all the characters in VF are pretty fun to mess around with in casual play, even if they're way complex. I have the opposite experience with Street Fighter and other fightman games. I think it stems from the control scheme in VF being relatively simple, despite the engine itself arguably being far deeper than other games.

Also, to newbies: pick Sarah, kick up a storm, wreck shit. I was able to spam this one mid-level kick move like crazy, especially against walls. Sorry to anyone who has faced this cheapness (and thank you to anyone who was able to fight it off quickly). Side-step everything, too.
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Adilegian
Rogue Scholar


Joined: 05 Dec 2006
Location: Q*Bert Killscreen Nightmare

PostPosted: Tue Jun 19, 2012 5:05 am        Reply with quote

elvis.shrugged wrote:
Side-step everything, too.

I am having so much fun what with the sidestepping boy I tell you what
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klj5j6li
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PostPosted: Tue Jun 19, 2012 5:40 am        Reply with quote

Quote:
Side-step everything, too.


Only applies when fighting Akira.
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elvis.shrugged



Joined: 17 Apr 2007

PostPosted: Tue Jun 19, 2012 5:52 am        Reply with quote

Interstellar Dinghy wrote:
Only applies when fighting Akira.


Hah, Akira actually trips up my side-stepping routine pretty easily, since I nearly always get caught up in those combos of his. I think the main reason I like side-stepping is because I play like a berserker rushdown player most of the time, and suck at blocking. I'm acquiring a more measured pace, though! I sure do love how fast this game is in general, though.
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klj5j6li
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PostPosted: Tue Jun 19, 2012 6:04 am        Reply with quote

Pro-side-stepping-tip: If you hit a button after side-stepping the other player will immediately begin tracking you. That's probably why his little auto-combos are hitting you.

Another pro-tip: if you're getting hit by 2P a lot, at least for me, it's because you're trying to do a standing move after blocking/connecting with a 2p. I don't know if it's completely obvious, but it takes about 5 frames to stand up or crouch down, so shifting from a crouch to a standing position gives up a pretty large amount of your advantage. This is where those moves that begin with a down-charge come in handy!


Edit:

GGs to the PSN crew tonight. Sorry about all the Lau play, but I just found out today that his voice actor is also the narrator for HnK and that immediately shot learning him up to the top of my priority list. Get used to oooRRAAAGHHH
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Persona
unaustically orificial


Joined: 06 Jul 2011
Location: Xibalba

PostPosted: Tue Jun 19, 2012 7:05 am        Reply with quote

I need to train more so I can rumble with Dinghy and Diplo
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Guillotine



Joined: 05 May 2008

PostPosted: Tue Jun 19, 2012 7:25 am        Reply with quote

Interstellar Dinghy wrote:
I forgot about Jean! I'd rank him as kind of middle-to-high in terms of difficulty to play though. I found it really frustrating trying to find gaps where I could fit his charge moves in.

He has some really beastly easy-to-do combos though, and his move pool is fairly small and mostly simple enough that I think he'd be a pretty good first pick too. Have fun with all the mirror matches online, though.


I don't really see many other Jean around! Generally newbies/bad players that aren't me use mostly Jackie/Brad and go spam happy. Hell I think I see more Taka than Jean.
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boojiboy7
narcissistic irony-laden twat


Joined: 04 Dec 2006
Location: take me on a blatant doom trip.

PostPosted: Tue Jun 19, 2012 12:39 pm        Reply with quote

Man I need to play a lot more of this.
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Cynic



Joined: 20 Nov 2008

PostPosted: Tue Jun 19, 2012 6:33 pm        Reply with quote

Interstellar Dinghy wrote:
Another pro-tip: if you're getting hit by 2P a lot, at least for me, it's because you're trying to do a standing move after blocking/connecting with a 2p. I don't know if it's completely obvious, but it takes about 5 frames to stand up or crouch down, so shifting from a crouch to a standing position gives up a pretty large amount of your advantage. This is where those moves that begin with a down-charge come in handy!


2P is an EX Low, you can block it either standing or crouching.
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klj5j6li
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PostPosted: Tue Jun 19, 2012 7:16 pm        Reply with quote

But can you input a block during the transitional frames?
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analogos
bravely default crying fairy


Joined: 10 Jun 2007

PostPosted: Tue Jun 19, 2012 7:31 pm        Reply with quote

Interstellar Dinghy wrote:
But can you input a block during the transitional frames?


what. i'm pretty sure it behaves exactly like an EX Mid in terms of blocking. its classification as "low" is only relevant to the juggle system, i think.
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Cynic



Joined: 20 Nov 2008

PostPosted: Tue Jun 19, 2012 7:40 pm        Reply with quote

Interstellar Dinghy wrote:
But can you input a block during the transitional frames?

What do you mean? I guess I misunderstood your post, I assumed you were thinking that to guard against 2P one needs to do a crouching block, and that when conterattacking with a not-crouching move the adavantage is eaten away during the get up frames. I believe that if you find someone spamming 2P, after the first or second hit you can just standing guard and as soon as you have the advantage again (ie, as soon as you block one of the punches) you can follow up with a mid that will counter-hit the spammer. Having said that, I still suck at actually pulling it off, but that's neither here nor there.
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klj5j6li
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PostPosted: Tue Jun 19, 2012 9:12 pm        Reply with quote

Okay uh, what I mean is I know it's an EX Low, I was talking about how you might think you could do a quick standing elbow or something after blocking a 2p or hitting with your own 2p.

I was just trying to point out that there are frames where you are moving from a crouch to a stand or a stand to a crouch and that they're something you need to be aware of. But if you're just going from a low guard to a middle guard then yeah, no problem.
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analogos
bravely default crying fairy


Joined: 10 Jun 2007

PostPosted: Tue Jun 19, 2012 9:26 pm        Reply with quote

hm. to be honest i don't know a lot about non-offensive frame data in VF (standing, crouching, knockdowns, wake-up, rolling, dodging, etc.). if the idea is that a move presents as a low so you crouch in response even though you could've high blocked it and as a result of that reflexive reaction you incur more recovery frames than you would have if you'd just kept guarding high, that would be a pretty interesting mechanic and make a decent amount of sense. beyond that i'm not 100% sure i get the point of EX Lows.
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klj5j6li
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PostPosted: Tue Jun 19, 2012 9:37 pm        Reply with quote

Usually moves are just marked as EX because if they weren't EX they'd be way too effective, I think. If you had to block 2p low that game would be kind of a nightmare. Hell if I know what an EX High is for though.


edit: I looked it up:

EX Highs still whiff over crouching guard, but they can still CH crouching attacks.

EX Mids can be blocked low or high, BUT they force a low block to stand.

EX Lows can be blocked high or low and that's it they're just easier to defend.

edit 2:

Quote:
(standing, crouching, knockdowns, wake-up, rolling, dodging, etc.)


They talk about some of this in the LA Akira ultrachen then. I can't remember the exact numbers, but moving from a crouch to a stand or the other way around is like 3 or 5 frames. When waking up with a kick, you're completely invincible until your attack's first active frame.
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Drem



Joined: 04 Dec 2006
Location: The Planet Bookshelves

PostPosted: Wed Jun 20, 2012 4:49 am        Reply with quote

I haven't watched it yet, but DandyJ has released a guide video for VF5 weighing at just over 2 hours and 40 minutes. He's the same person who released the excellent KOF guide videos a while back.
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PostPosted: Thu Jun 21, 2012 12:27 am        Reply with quote

there's a big ol SB lobby goin on on PSN right now! Ask Adilegian for an invite/friend request him I don't know oh god
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diplo



Joined: 18 Dec 2006
Location: Brandy Brendo's bungalow

PostPosted: Thu Jun 21, 2012 6:25 am        Reply with quote

Good six hour session

destroy me now lord
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smartblue
Ph. D in Awesome


Joined: 05 Dec 2006

PostPosted: Thu Jun 21, 2012 6:59 am        Reply with quote

Today I would have joined you guys but I didn't finish my stupid case report for class until midnight. I went online and lost endlessly to Dir_en_Grey_666's Akira as Shun. Yay.

I'm having a lot of fun, but man. I really suck at this game. I play with a pad because I've never felt comfortable with sticks in fighting games. VF is one of those games that seems to really call out for using a stick though, so I'm not really sure where that leaves me room to get better.
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boojiboy7
narcissistic irony-laden twat


Joined: 04 Dec 2006
Location: take me on a blatant doom trip.

PostPosted: Thu Jun 21, 2012 1:07 pm        Reply with quote

man, that was some fun times. the text chatting works better than i would've thought.

this game is some good stuff.

i am still terrible, though lei fei is still lei fei, so sometimes he can surprise people.
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Toto



Joined: 05 Dec 2006
Location: Australia

PostPosted: Thu Jun 21, 2012 1:35 pm        Reply with quote

I main Lion, but today something clicked and I did Aoi's command training and I love it. I love the idea of match winning by just being in my opponents head and just reading their every move and using reversals.
I also love all of Aoi's strings that can be guard cancelled :) Playing around with Aoi, Lion, Jean and Wolf. Having too much fun to pick a main :(
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cake



Joined: 11 Aug 2009

PostPosted: Thu Jun 21, 2012 4:41 pm        Reply with quote

I finally got this game. I have no idea why as I am terrible at fighting games. If anyone wants to play I'm ylphr on PSN (I'm in the EU so I guess I won't be around at the same time as many of you). Don't expect much competition, though, but maybe other people are awful too.
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Persona
unaustically orificial


Joined: 06 Jul 2011
Location: Xibalba

PostPosted: Thu Jun 21, 2012 5:58 pm        Reply with quote

Played at the arcade in Ikebukuro Giga! The sticks on the official cabs are so nice. I wonder what kind they use?

I got beat by a Jacky and Kage user a bunch of times but I was able to win 1/3 or so. Man, Jacky's kick flip can do so much damage ;_;
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klj5j6li
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PostPosted: Tue Jun 26, 2012 4:09 am        Reply with quote

Guys there's a real big PSN lobby goin on ATM

Quote:
I wonder what kind they use?


probably just Sanwa JLF's with square gates? I think that's the standard.
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OffalAl



Joined: 11 Jun 2009

PostPosted: Tue Jun 26, 2012 7:33 am        Reply with quote

this game is great times
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Sly Buccelli



Joined: 10 Jan 2007
Location: DiGiorno of Death

PostPosted: Wed Jun 27, 2012 6:43 pm        Reply with quote

Interstellar Dinghy wrote:
I forgot about Jean!

You forgot about Eileen too! Man, am I the only one here who plays her? As a matter of fact, she's my main.

elvis.shrugged wrote:
I play like a berserker rushdown player most of the time, and suck at blocking.

I play like that too. But one of the main reasons I'm having so much fun with Eileen is because I'm learning to change paces with her cancels and go-in-hit-fast-get-out style. Slowly getting better at defending and distinguishing advantages.
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diplo



Joined: 18 Dec 2006
Location: Brandy Brendo's bungalow

PostPosted: Wed Jun 27, 2012 7:58 pm        Reply with quote

smartblue wrote:
Today I would have joined you guys but I didn't finish my stupid case report for class until midnight. I went online and lost endlessly to Dir_en_Grey_666's Akira as Shun. Yay.


I fought this person yesterday night and whooped 'em good with Kage and Akira.

Also, Dinghy apparently was trying to challenge the same player who did this

diplo wrote:
after me winning two rounds in less than ten seconds he switches to just doing low punches and what I think may be Brad's f P+K P (the one where he whirls around with his arm and then follows it up with a punch).


but Tuch_My_Ballz6969 (???) wasn't having any of it.
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klj5j6li
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PostPosted: Wed Jun 27, 2012 8:28 pm        Reply with quote

Selectbutton revenge list:

Dir_En_Grey_666

XNastyx4xEverX

Tuch_MyBallz6969
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Drem



Joined: 04 Dec 2006
Location: The Planet Bookshelves

PostPosted: Thu Jun 28, 2012 9:12 pm        Reply with quote

It seems like the 30 second wait time between matches is here to stay.

Quote:
The interviewers asked about the 30s room wait, and Katagiri described it as the "frame-gate." Basically the 30 seconds was to help mediate and stabilize the connection between the two players fighting a match. In addition, people joining the lobby at other times may possibly cause lag to the match being played. The VF team first priority is to try to make the per-frame basis of VF offense and defense as intact as possible for online gaming. In order to do this with the room match mode, the 30 seconds (and according to Frank - it was originally longer, tipped by Zero-chan) was necessary for how their online code worked.


About VF6:
Quote:
Related to Virtua Fighter 6, at this point in time they cannot talk about it. However, they have thought about it since the end of production of Virtua Fighter 5. If they are to make a 6th iteration of the game, they want to make the game worthy of having a new number. For Virtua Fighter 6, various conditions need to be met first and Katagiri mention at the end "to have hope."

Works for me!
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diplo



Joined: 18 Dec 2006
Location: Brandy Brendo's bungalow

PostPosted: Fri Jun 29, 2012 5:19 am        Reply with quote

If anyone's trying to learn Vanessa, here is a good video of combos. For myself, I know most of the inputs that are being done because I've devoted an hour or two to learning her moveset, but (like I said before, having no exposure to technical lexicon) I don't understand the signage for the pre-example inputs, like "D3P." Can someone here explain?
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Drem



Joined: 04 Dec 2006
Location: The Planet Bookshelves

PostPosted: Fri Jun 29, 2012 6:32 am        Reply with quote

The 'D' probably means Defensive Stance and the rest is typical numpad notation. So 'D3P' means down-forward punch while in defensive stance. 'O' would be Offensive Stance.
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diplo



Joined: 18 Dec 2006
Location: Brandy Brendo's bungalow

PostPosted: Fri Jun 29, 2012 6:40 am        Reply with quote

Why does "3" mean "down-forward"?
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mauve



Joined: 07 Dec 2006

PostPosted: Fri Jun 29, 2012 6:41 am        Reply with quote

Drem wrote:
It seems like the 30 second wait time between matches is here to stay.

Quote:
The interviewers asked about the 30s room wait, and Katagiri described it as the "frame-gate." Basically the 30 seconds was to help mediate and stabilize the connection between the two players fighting a match. In addition, people joining the lobby at other times may possibly cause lag to the match being played. The VF team first priority is to try to make the per-frame basis of VF offense and defense as intact as possible for online gaming. In order to do this with the room match mode, the 30 seconds (and according to Frank - it was originally longer, tipped by Zero-chan) was necessary for how their online code worked.


What.

I can understand people joining the lobby being an issue, but you don't need 30s to stabilize a connection. More than 3 or 4 seconds is pushing it; if your connection varies more than is covered by that it'll never be stable.

But it is kinda funny how every major FG developer comes up with different phony nonsense excuses about why their netplay has obvious deficiencies.
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smartblue
Ph. D in Awesome


Joined: 05 Dec 2006

PostPosted: Fri Jun 29, 2012 6:50 am        Reply with quote

diplo wrote:
Why does "3" mean "down-forward"?

I wondered that earlier, but I just realized what he meant when he said number pad, as in the number pad on your keyboard. 3 when facing right would be down forward, as 6 would be forward and 4 would be back. I think.
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smartblue
Ph. D in Awesome


Joined: 05 Dec 2006

PostPosted: Fri Jun 29, 2012 7:00 am        Reply with quote

God, who rage quits player matches?
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Drem



Joined: 04 Dec 2006
Location: The Planet Bookshelves

PostPosted: Fri Jun 29, 2012 7:33 am        Reply with quote

smartblue wrote:
diplo wrote:
Why does "3" mean "down-forward"?

I wondered that earlier, but I just realized what he meant when he said number pad, as in the number pad on your keyboard. 3 when facing right would be down forward, as 6 would be forward and 4 would be back. I think.


Yup, you got it right. Visualize a keyboard's number pad and envision each number as one of the possible positions of an arcade stick, with 5 being neutral.

7 8 9
4 5 6
1 2 3

1 is down-back, 2 is down, 3 is down-forward. 4 is back, 5 is neutral, 6 is forward. 7 is up-back, 8 is up, and 9 is up-forward. It looks weird at first but you get used to it. If you see a bunch of numbers together then you do the directions in order e. g. quarter circle forward is written as 236. And considering how much certain directional combinations are used in fighting games repeatedly, you'll recognize some of the weirder looking notations quicker the more you see them. It makes writing commands a lot quicker and the numbers are more distinguishable and easier to read than globs of letters with punctuation. From there people might add flourishes based on context, like the 'D' and 'O' to represent Defensive Stance and Offensive Stance, as long as it's clear from context or understood in the discussion what these extra symbols mean and some standard is followed in how these extra symbols are integrated into the nomenclature.

Some communities use numbers in other ways however, such as the Tekken and Mortal Kombat communities, where they instead assign numbers to each attack button and use letters for directions. In Tekken, 1 is left punch, 2 is right punch, 3 is left kick, and 4 is right kick (because the attack buttons are arranged in a 2x2 grid and they're numbered left to right, top to bottom.). You'll see commands like 'd/f 2' (down-forward right punch) or '1,2,4' (an attack string consisting of left punch, right punch, then right kick). So if you ever see something like that, you'll know what's going on.


mauve wrote:
Network Stuff.

Do you think perhaps there might be something up with the way XBL or PSN works that make network code harder? Maybe the 30s was chosen not just to "stabilize" but also to allow time for people to join the room since they don't allow you to during a match.
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