Big explosions or simple cowboys?


Afterimage

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
It's really a personal thing. I could go on explaining where I draw the line, but it really isn't a very interesting read. My solution has been, as you put it, to simply play more fantastic origins, and it's worked to my benefit. Turns out that's what I like most of all anyway, and if it took a game FORCING me to embrace it for me to realise that, then oh well

And I really don't want to take away from anybody else's fun. Your characters, your call, none of my business. Long as it works for you, I'm all the happier for it.
If origins matters, Naturals would get a temp power as part of the mission to deal with overly powerful foes. IN the case of a War Walker, it would be cool if you got a scanner that identified weak points on the machine that you could attack to bring it down.


"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post

I gotta' say, though, the Cowboy Bebop movie I saw that one time was terrible, even if I'm sure it's not a good representation of the actual series. I'm pretty sure it ended with a mile-long monologue about butterflies and the meaning of life.
The series is a lot less like that. It's set up so you can watch them in any order (except a few 2 parters) and not really miss anything. You probably SHOULD watch them in order, but you aren't required to.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
I think what a lot of anime fights look like is card games, because that's where some of the oldest ones actually come from.
Quote:
Originally Posted by ClawsandEffect View Post
Haven't been watching anime long have you?

Some of the older ones are still better than a lot of the crap being put out nowadays.

Trigun, Cowboy Bebop, Trinity Blood, Gungrave, and Samurai Champloo are a few of the ones I like. And the majority of them are 8-10 years old. Ninja Scroll is still one of my favorites in the genre and it was made in 1994 or so. Akira and Fist of the North Star are older still.
One of my favorite animes is 47 years old. The first collectible card game is only 17 years old.

Also, as to animes being made to sell card games: Pokemon, the first one to fall into that category, was made to sell video games. The card game came after the show had been out for at least one season. But cartoons being made to sell toys are hardly a new thing. He-man, G.I. Joe, Transformers, and dozens of others I watched as a kid existed to serve as half-hour commercials.


Back to the original topic: The best fights involve things which aren't all that spectacular, periodically dotted with moments of awesome. Seeing Shield Charge, Nova or other flamboyant big hitters every minute or less ruins some of the impact, if you ask me.

One of my favorite movie fight scenes has always been the final battle in Jet Li's The One. Both characters, by that point, are superhuman, but their fight (mostly) remains within the realm of the possible.


@Roderick

 

Posted

Exploding cowboys! Yeeeehaw!


 

Posted

I've always liked both styles, however I do get frustrated when:

  • I see characters that look like someone has bashed the random button in the costume creator.
  • The biography states that they are royalty, either of this planet or another (just that it's been done so, so many times) or some kind of royal ninja family.
  • someone copies the style of my sensibly themed character, that I took great care in keeping the story canon tight and then gives him laser eyes and ghost shark powers etc.

but if you're going for big godlike attacks, then I hope thats the NDA I20 feature, as I would adore the attack found at 5:50 to 6:20 in this video as a unique attack for my character.



In-game and now on Twitter @Tsumiju Zero "The Nightmare of Dra'Gon"
"The flow of battle can only be influenced, not by realtime tactics, but by strategy."
Proud resident of the Union EU Server.
B.A.F. Trial Guide

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post


Then the there is the other side of the equation. When the Equilibrium/Wanted inspired Dual Pistols first hit the game, a lot of people tried to make old-style wild West gunslingers. A lot of people quickly discovered that the set simply wasn't built for that, so they suggested alternate, simpler, "more boring" animations as defined by the people who suggested them. Hence, the look of "simple cowboys" who don't do somersaults while firing their guns. This is not just limited to cowboys, however. This is pretty much how most older movies handled shootouts - pretty much as you'd see them in real life: simple, nasty and very deadly. No wire-fu flipping gunplay, no cars vaulting over ramps while people shoot pistols upside down on the hood. Just guys shooting at each other from cover, often with pistols, or stabbing each other. Even the classic Indiana Jones, for all the fisticuffs he delivered, didn't really do anything more amazing than "punch guy in face" and "punch guy in gut" and at most "kick guy really hard."
Well, keep in mind that flashy moves always do more damage than simple moves. This fact has been scientifically proven for decades in comics, movies and professional wrestling. For example, a gun fired gun-fu style will do about 5 times the damage as a gun fired conventionally. The physics are fairly obvious and need not be explained here. Boring moves do very little damage in general.. Chokes, pokes to eyes, kicks to groinÂ…anyone subject to these types of attacks recover almost instantly. Contrast that with a flying, backward spinning double keen kick to the chest, and there really is no contest in what is more lethal.


 

Posted

Quote:
Originally Posted by TsumijuZero View Post
but if you're going for big godlike attacks, then I hope thats the NDA I20 feature, as I would adore the attack found at 5:50 to 6:20 in [http://www.youtube.com/watch?v=syXa6XSiTr4#t=5m50s]this video[/url] as a unique attack for my character.
Ah, the classic cutting wind... I've always imagined both Head Splitter and Golden Dragonfly as representing something like this, what with their ability to strike targets farther away than the blade can reach. And, yeah, among other things, this is precisely what I have in mind. It makes absolutely no sense, but it's so damn cool that it makes no sense NOT to have such a move


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by JohnX View Post
Well, keep in mind that flashy moves always do more damage than simple moves. This fact has been scientifically proven for decades in comics, movies and professional wrestling. For example, a gun fired gun-fu style will do about 5 times the damage as a gun fired conventionally. The physics are fairly obvious and need not be explained here. Boring moves do very little damage in general.. Chokes, pokes to eyes, kicks to groinÂ…anyone subject to these types of attacks recover almost instantly. Contrast that with a flying, backward spinning double keen kick to the chest, and there really is no contest in what is more lethal.
For example:

Wall of Destruction

Flying Tiberious Double Drop Kick


 

Posted

I am so late to this thread. But I will still throw my opinions in!

If I had to choose between the two, I'd say big explosions. But in all honesty, I like combat that paces itself, that has a fair share of believable stuff finished off with something absolutely ludicrous.

My taste in fighting games really helps reinforce this- my favorite fighters are games like Super Smash Bros and Scarlet Weather Rhapsody. Some normal fighting, some admittedly ridiculous fighting, and some HOLY CRAP THE ENTIRE SKY DARKENED AND THEN I THREW A SPEAR MADE OF PURE LIFE ENERGY THROUGH YOUR HEART!

And I would be in full support of flashier situational T9 attacks. Things like Head Splitter and.. well, most of the Melee Attack T9s really are underwhelming.


 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Ah, the classic cutting wind... I've always imagined both Head Splitter and Golden Dragonfly as representing something like this, what with their ability to strike targets farther away than the blade can reach. And, yeah, among other things, this is precisely what I have in mind. It makes absolutely no sense, but it's so damn cool that it makes no sense NOT to have such a move
lol it makes no sense, but its not as far fetched as setting people on fire with a steel sword, so it looks a little more plauseable! and yes, it is DAMN cool to watch!



In-game and now on Twitter @Tsumiju Zero "The Nightmare of Dra'Gon"
"The flow of battle can only be influenced, not by realtime tactics, but by strategy."
Proud resident of the Union EU Server.
B.A.F. Trial Guide

 

Posted

Quote:
Originally Posted by Duncan_Frost View Post
I like big, solid, visceral feeling moves, which is why I'm such a fan of Broadsword.

I don't like big dumb flashy gimmick attacks, which is one of many reasons why I don't watch japanese children's cartoons.
Agreed, I like moves that say "this is gonna HURT!"

Quote:
Originally Posted by Schismatrix View Post
No, i didn't. Especially not the fire hose. A firehose is a continuous stream, but if you are directing it at an open window or a solid wall, barring being right up against it, the same amount of pressure still pushes back. Try it with a garden hose if you don't have a higher pressure hose handy. The stream from a hose pushes back with the same force regardless of whether you aim it at a wall, an open window, or a curtain. To get additional force from a stream hitting a surface you need to be close enough that the stream material itself is bouncing back to hit you.

You picked some really bad thinking to justify your assumptions.

Cyclops' blasts also ricochet, so you're saying they're some kind of rigid, yet also bouncing, energy rod that acts like a solid object except when it doesn't.
Your logic is quite faulty.

1) That water hitting the wall is not being sent right back to the firehose, it is being redirected to the sides of the point of impact and taking a good amount of the kinetic energy with it. The force you feel when you turn on a hose is from recoil like that of a gun and as specified by Newton's third law. You feel that recoil whether or not the stream of water is actually hitting anything. By your logic you'd feel extra recoil when you use the hose to wash your car rather than water your lawn.

2) You're also assuming that Cyclops eye beam has appreciable kinetic energy. This would make sense if it was a particle beam rather than a laser, but even then your firehose analogy falls flat as those particles are obeying the same physical laws as molecules of water coming out of that firehose.