Re:Coded or BBS's combat system?

#21megasoniczxxPosted 11/13/2012 8:01:31 PM
Xeylir posted...
Birth by Sleep's commands were much, much better, but Coded salvaged aerial combat and improved on melding commands by letting you examine and try out commands before giving up the ones you had. I personally enjoyed the Overclock system more than I did Styles, as well.

Birth by Sleep's Command Styles handled a bit awkwardly (especially when changing Styles or when using one like Sky Climber). Melding commands was a pain, since some of the ability/command combinations were rather random and odd. Unlocking Finishers was also a pain, since no criteria for the unlock is ever shown. Being unable to use commands in the air was also really annoying.


On the other hand, Coded had the ridiculous "System Memory Limit" that guaranteed you couldn't fill all eight slots, even without the best commands (read: still not as good as BbS) the game had to offer; leveling commands didn't really serve much point, as least as much as they did in Birth by Sleep; and the Stat Matrix was terrible.

Both games had pretty poor Ultima Weapon implementations. For BbS, using the Raid glitch on VLS is much easier and faster than completing every single Arena Mission, and the Void Gear had higher strength and only slightly lower magic.

In Coded, you had to ace the level-80 sector without one death to purchase the Ultima Weapon. If you're good enough to do that, you really don't need it, especially since its jack-of-all-trades motif means it's entirely outclassed by more specialized Keyblades. Zantetsu Prime is a nearly worthless ability; if your strength is high enough to clear the sector needed to get the Ultima Weapon, why would you need a temporary ability to give Zantetsuken a small chance of OHKOing an enemy? As if that weren't enough, not only did Zantetsuken do that normally in BbS, but it had better range, better damage, and a far superior animation. In short, the Ultima Weapon's "best" ability really only benefited a command that had been nerfed terribly in the first place, and the blade itself is worse at defense than Oathkeeper and worse at offense than Oblivion/Metal Chocobo.

Also, Coded slaughtered Quake and made it terrible. I vote BbS.


"Zantetsuken has better damage, range, and superior animation" okay i'll give you range and maybe animation but no way did it have better damage ive used it multiple times in recoded and it does loads more damage on recoded than it does on BBS especially since its actually usable on bosses and takes atleast two whole bars in BBS it takes maybe an inch away from a bosses health.
#22XeylirPosted 11/13/2012 8:07:27 PM
megasoniczxx posted...
"Zantetsuken has better damage, range, and superior animation" okay i'll give you range and maybe animation but no way did it have better damage ive used it multiple times in recoded and it does loads more damage on recoded than it does on BBS especially since its actually usable on bosses and takes atleast two whole bars in BBS it takes maybe an inch away from a bosses health.


That's true, it did pretty much nothing against bosses in BbS, I forgot about that. My bad. Aside from bosses, though, Coded's Zantetsuken is simply inferior (it's much easier to hit with, for one thing, in BbS and 3D than it is in Coded).
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#23EvenSpoonierPosted 11/13/2012 8:12:54 PM
Re:Coded's, hands down. I could see importing Shotlocks and D-Links, but the variety of commands in Re:Coded was far superior, as were the melding and leveling systems for them. Though importing the differing effects from 358/2 (where different levels of magic actually did different things) would be better still.
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#24TaticalWarriorPosted 11/14/2012 3:41:59 AM
DuskBringer posted...
From: TaticalWarrior | #018
I made an example. But before you get high-jumps, most of the aerial combos you start will end in the ground.

But mostly: you don't need aerial combos. Ever.


Honestly I feel like that was really only an issue with Terra, and that's because his aerial finisher was obviously meant to put him back to the ground.

Ventus and Aqua didn't have too much trouble staying afloat, so long as the enemies weren't ground-based.


No. It happens an awful lot with the others too, as I heavily tested with Aqua, for example. Almost all enemies are ground based, and floating ones are in the range for ground attacks. Even Aqua and Ven can't reach the crows easily and land full hits. There is almost no reason to jump to attack, aside from wanting to do so, as you really don't need to. And they can't stay afloat. Not as how Sora did in KH2 and Re:coded.
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#25ShadowBoyZXPosted 11/14/2012 3:48:12 AM
Yeah BBS combat for me although Coded's was pretty good as well and without a doubt did aerial better.
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#26Zak6009Posted 11/14/2012 7:00:35 AM
Re:Coded.

Blizzaga Pursuit FTW.

Also, I think Re:Coded had many more different commands... maybe not, but even if BBS had more, a lot of them were useless and just for show and there were 10 other commands with the same function.
Re:Coded's commands could actually be made use of in different situations, many of them at least. Also, for those collecting in BBS, having to reset 10 times after melding just to get a certain command is very jarring.

Also, Judgment mother****ing Triad.
#27ShiningBladerPosted 11/14/2012 8:54:08 AM
ReCoded wins

Pros:

- Stat Matrix adds more complexity and variability to the growing system. We are talking about customization here people

- Better aerial combat

- Commands can be chained together

- Melding system lets you predict which command you'll make and even use it without losing none of the other 2 commands

- the overclock system gave some specific uses for each keyblade, similar to KH2. in bbs, the keyblades had no abilities at all!

- you can use accessories. In bbs you can't

- No forced command styles which wasn't cool in BBS

Cons:

- Commands take forever to max

- the Memory system which limits which commands you can use.
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#28Hirokey123Posted 11/14/2012 9:17:04 AM
I consider the status matrix a con actually.

It's just a messy inferior version of both the panel system and sphere grid. It requires a lot of micromanaging for things that ultimately matter very little, and for a system that supposedly offers customization it does everything in its power to make customization difficult.

I mean I can type a whole thesis paper on why that system is terrible. I'd sooner have every system we've ever had in KH before we go back to the status matrix. There were only two good things on the status matrix which was difficulty could be adjusted at any time and the cheats, and even then there are in general so many better ways to do that stuff.

The status matrix has potential but it's got to many flaws and kinks to work out as is, it's easier just to do BBS's system it flowed better.
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#29EnferolunosPosted 11/14/2012 11:49:52 AM
Re: Coded
I disliked combat in BBS, although that may have been the enemies' fault more than anything
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#30TaticalWarriorPosted 11/14/2012 12:07:39 PM
Hirokey123 posted...
I consider the status matrix a con actually.

It's just a messy inferior version of both the panel system and sphere grid. It requires a lot of micromanaging for things that ultimately matter very little, and for a system that supposedly offers customization it does everything in its power to make customization difficult.

I mean I can type a whole thesis paper on why that system is terrible. I'd sooner have every system we've ever had in KH before we go back to the status matrix. There were only two good things on the status matrix which was difficulty could be adjusted at any time and the cheats, and even then there are in general so many better ways to do that stuff.

The status matrix has potential but it's got to many flaws and kinks to work out as is, it's easier just to do BBS's system it flowed better.


It isn't flawed, unless you have OCD with what status you want.
It provides customization in following a path to activate a command slot, a accessory slot, an ability, a cheat or linking cores. Earning a new chip is always rewarding, because it means matrix-progress, and new things. Just because a trophy requires you to finish in a level under 15, it doesn't means the system is flawed. If you don't want to level up for a challenge, you can just not equip level pannels. If you want a challenge similar to lvl1 run, you don't even need to take the level panels off, since you can adjust enemy strenght, your HP, difficult, and other tweaks, that reward you with it on the top of that.

Tha panel system in days is an awful linear system that bases itself on a ilusion. While you can choose the things you want first in Re:coded, in Days you will always have the same panels equiped as soon as you get them.

(I am sure I always use this argument when you talk about those systems, tough. Sorry, I can't help with being quiet about my loved system :x)
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