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CROSS-Out

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Everything posted by CROSS-Out

  1. I havent had any issue with that one as of yet, but that doesn't mean its not buggy so I can't say for sure if its safe.
  2. Seriously, what is it with rivalry actions completely replacing who is in a match in universe? Why is this shit so goddamn hard to get right?
  3. It should be noted that like previous years, sometimes you just have to try and force the enemy to use up their resiliency before you go for your finisher or they'll always kick out using it.
  4. In aware but the standing versions animation was broken and couldn't hook the arm correctly, since its addition. The latest patch finally fixed it.
  5. multiman matches are pure torture in this game, even more than previous games. It's partially because of the further sped up nature of the game (seriously, can we please just get a slider to slow down how long people are down for in general?) but also because the AI constantly flip-flops on targets. There's no consistency to who they go after, its "knock one person down, immediately turn on another even if they're across the ring in the middle of their own fight"; and since they removed the role out and recover mechanic (it's still there but the actual recovery and timing system is gone, so its just "roll out, get up immediately, get back in immediately) is gone, the entire fight feels like its on speed. But goddamn im having a blast with finally being able to use the bloody cross!
  6. Placing text on a caw item and embossing it tends to have the embossing appear on other spots on the item (IE placing text on the back of a jacket and embossing it could also have that text appearing on the front of the jacket). Also, anyone else having an issue where crowd noise just.. turns off, during victories?
  7. Props to whoever did the move editing for the buckshot, and the guys who mocapped it by the way. Even without sound effects it conveys how hard the impact of the move is superbly. The animation is honestly already one of my favourites in the entire game, it looks like the mocappers were legit trying to take the others head clean off.
  8. Okay, that's pretty impressive i'll happily admit. They didn't have to do that but they did it anyway and it's a very welcome addition.
  9. I recognize not everyone might have an eye for smaller details that I do when it comes to move animations and I got a little tired of thinking somewhere in the back of my mind that I might just be crazy when it comes to my comparison of the spin kick/black mass from 2K19 to 2K23, so I decided to make a quick video directly comparing the two animations. You can clearly see some kind of change has been made from the original animation in 2K19 (which I personally think is superior in terms of the animation itself) and 2K23, where the animation in 2K23 (and 2K22 for that matter) seems to have the hitter stagger even after successfully landing the kick. You can also see on the 2K23 version the bug I was referring to on the pin combo where it weirdly shifts in position once the canned animation finishes. For the most part it is the same animation, I just find it fascinating and curious as to what caused the animation change at the end of the kick.
  10. It looks like the buckshot lariat has no sound effects assigned to it at the moment. Maybe just an oversight but I noticed it a little earlier while setting up hangmans moveset.
  11. So, with the patch and the DLC released today both installed, I can safely say the following moves are still broken in some way, at least in CAM Inverted Phoenix Splash (no screen shake effect on pin combo) Superkick 4 (impact does not work properly) Straight Jacket Neckbreaker 2 (slow motion halfway through move) Swinging TKO (slow motion) Swanton Bomb 3 (not broken but the game claims its a new move and the impact was not working prior to installing the dlc pack but after installing the patch) Slingshot Lariat (love that we got a buckshot lariat, buuuut it appears to have no sound effect to it at all) Spin Kick 1 (this move works bit was given a stagger animation it didn't have in previous years, and for some reason if you use its pin combo, the wrestlers position adjusts very awkwardly after the canned animation finishes) Spinning Back Hand (still can't be used as a signature or finisher) Ludwig Kaisers snapmare & Penalty Kick 3 (not selectable in cam at all, only usable by copying over his signatures) Running Blockbuster (not broken but animation seems oddly choppy compared to how it looked prior to 2K22) Rack Attack 2.0 (slight slow motion) Inverted Neckbreaker (arm doesn't hook head properly) Inverted DDT 3 (well.. just look at it, lol) And finally not really an issue, I do want to mention that it seems like a ton of springboard moves require the opponent to be unnaturally close to the ropes you use in order for the prompt to show up when using them as a sig or finisher. For instance, the (older) Slingshot Lariat which I had to remove as a signature for a caw I was working on because the opponent had to be so close to the ropes for me to get the prompt to use it that it made the animation itself look unnatural. That all said of course I'm still extremely happy we got a patch addressing some of the issues at all that I had with moves, and hope some if not all of these can be addressed in the future at some point.
  12. I mean, the new knee trembler is pretty great.
  13. Uh oh, it's looking like the patch may have broken having two finishers in the same position again, I can't use my second finisher.
  14. Either I missed them during my first pass or the patch added some more generic themes?
  15. Im not sure why it has to be either or. Just make it a choice we can cycle through like the placement method. No, they still don't take the material of the item they're placed on.
  16. New bug introduced in todays patch, colours tend to get "stuck" for lack of a better word in CAW mode.
  17. Referees in custom arenas appear to be working now which is great. It seems like they switched the places of some referees in the list when you pick them so maybe that was part of the issue?
  18. Maybe the fix will come into full view in CAM once the DLC is released? I know i've seen that happen before, where a fix is made in a patch but it works properly once the DLC is out. As of about.. uhh.. I wanna say 45 minutes ago though, the inverted phoenix splash still doesn't have any effects to its pin combo. I am absolutely ecstatic that the Bloody Cross, Nap Time, and Cave-In are working properly now though. I hated avoiding them because they'd kill the immersion of the match so I can finally shuffle them into my caw line-up. I also gotta say, I love that new knee trembler, it's a beauty and im always a sucker for more knee moves.
  19. There's still a lot of work to be done but this is the first patch that has made me say i'm happy to see some care. I hope its a sign of the future.
  20. Oh, it looks like most of the DLC moves are available just in the patch alone without needing the DLC. surprising. Didn't get it in this patch but it gives me hope a future patch may finally add that sit-out axe guillotine driver. The patch MAY have finally fixef the standinb bloody cross too. I can't say for sure, as sometimes it would fix itself temporarily in the past and then break again, but previewing in CAM right now and it is hooking the arm properly on every repeat of the animation. We'll just have to see. But if they finally fixed it I am absolutely ecstatic. Nap time ring shake has been fixed, as has Cave-In. Unfortunately the inverted phoenix splash's pin combo is still not giving any shake. Unfortunately they still haven't added Ludwig Kaisers new snapmare and penalty kick to the movelist to select; but at least you can still set it as a signature if you copy over his moveset.
  21. Superkick 4 is still broken, unfortunately. Also the Steiner-Line is selectable in CAM despite the DLC not being out yet.
  22. Tbh I'm not familiar with McAfee as a wrestler, I stopped watching WWE before he came in. What moves does he yet? Them sneaking moves in though makes me curious to check and see if any animation or effect issues I've been harping on about mightve been fixed this time though. I'll have to look and see when I get home.
  23. Like I said, I don't see a distinct art style, I just see low quality. Like something you'd see on the 3ds. I wouldn't mind that but you have to have better qualities to compensate, that's all.
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