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Topic: Future Patch Requests: ARMS

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heroprotag

I've been playing Arms obsessively for about a week now but there are something that are really bugging me about the game and I think should be addressed in a next patch.

First, Master Mummy needs to balanced. His grabs are too wide, He's able to make a 400 damage combo with every rush mode, and because of his tough skin ability, he's pretty much invincible to everything. I've been playing him at Level 7 as Ribbon Girl and consistently the game cheats me out of hits, His Grab radius is ridiculous, and he's almost impossible to knock down without a wind punch.
I think at least after 3 hits of any type MM should be knocked down, his dash and jump should be nerfed just enough that he can't clear curved punch, and His grab attack hitbox should be reduced when he has bolder hands.

Everyone else tuned pretty well.

Second, after Rank Matches if I press continue and my opponent doesn't the game should stop searching for a new opponent because it's taken me to the main menu.

Third, I want to be able to map out my control scheme. I find it ridiculous that we are forced into motion controls if we don't slide the joy cons into a device. More frustrating is the control scheme for buttons. WHY WOULD YOU MAKE PRESSING DOWN LEFT ANALOGUE STICK BLOCK!!!! This is so stupid. It makes blocking uncomfortable and painful to do. The joy con's Analogue stick is really stiff compared to something like an Xbox one controller. The Stick wasn't designed for long periods of pressing down. It's convex, not concave. It's shallow on press and difficult to use when pressed because the controller itself is so tiny. So it makes it awkward to hold. It's like the 3Ds C stick.
Might I recommend that you could use one of the top triggers? It's bad control design to put anything so essential to an analog press and for motion controls make them the trigger fingers.

Forth expand the control of the arms. When you switch to a controller there are key features you miss vs playing with motion controls. First is Wide Grabs. It's not hard to fix. When holding back on the joystick make arms wider.

Honestly, this game is fun but man is it frustrating to get your butt kicked consistently from Master Mummy and I've beaten everyone but him twice at level 7.

heroprotag

meleebrawler

@heroprotag Rule number one about patch-begging: don't base them off how the AI plays. Flurry damage is completely separate from character selection, depending solely on arms.

Fire, electricity, ice... all of these elements are effective in bypassing armour, not just wind.

His dash and jump already make him bad at dodging compared to the rest of the cast. Don't make him worse to play just so that you can beat him more easily in a mode that grants only bragging rights.

Alone, a force. Together, a force of nature.

3DS FC: 2535-3888-1548

3DS Friend Code: 2535-3888-1548 | Nintendo Network ID: meleebrawler

heroprotag

@meleebrawler Sorry about basing it on AI but if I'm noticing problems within story mode they affect PvP as well. My changes are to make him fair to fight.

Is Flurry mode's amount of time not based on character? Because Master Mummy can get 3 whiffs with his Wrecking Ball Gloves, whereas Min Min using the same arms is only able to get 2.

Fire doesn't knock him down, Electricity only shocks his arms, and Ice freezes him but doesn't stop his arms movements. I'm basing this claim off of using the standard Shock gloves, Ice gloves, and Fire Crackers. I want the equivalent of an uppercut in Mortal Kombat. Where the opponent is laid flat on the ground. Which I only get using the Wind Crackers and Parasails.

I don't think my suggestions on Master Mummy only apply to campaign mode. It's just easier to collect data in story mode because you're playing an AI with Twitch Reflexes rather than a lot of average players who don't use or don't know how to use him. Plus Replays and no lag.
I do agree that I went a little overboard suggesting they nerf his dodging but personally, I feel that if I have to use a widespread light weapon to just get a hit on him I feel something is off balanced. If He's supposed to be heavy then speed and dodging should be my balance, not my downfall.

Right now I have gone through four technique changes. I use to attack using dominating the air using standard gloves punishing anything that missed me. Then I switched all side dodges and uses of Wind Crackers to be fast. Then trying to counter blocked hits with electro punches into a throw. Now I'm working on getting my jump Domination back but using the dash down to gain a super punch and hitting him as I land. If you want to help me get better my switch username is the same on here. This game is great but my friends haven't bought it.

heroprotag

meleebrawler

@heroprotag Even if I could help you, chances are it wouldn't do much good against perfect reflex AI. But if you say you can beat anyone else at level 7 then I'd say you don't really need help.

I am certain that fire knocks Mummy down no matter what, and both electricity and freezing remove his armour. Shocking also gives free hits. The only thing I've seen resist these element's effects is Party mode Hedlok above level 4. Maybe there's some buff to Mummy's armour I'm not aware of at level 7 in Grand Prix? On the other hand, if you're playing Ribbon Girl, chances are your flame charge is just wearing off during your jumps without you realizing it. It's hard to maintain a charge that gives the elemental effects while using multiple jumps.

Min-min's Megawatt arms are slower compared to Mummy's Megaton, as outlined in their description. I guess that also applies to their flurry. I also notice that your arm selection is all straightforward attacks. Maybe try a curving attack like a Ramram or Boomerang to get around his heavy attacks?

Edited on by meleebrawler

Alone, a force. Together, a force of nature.

3DS FC: 2535-3888-1548

3DS Friend Code: 2535-3888-1548 | Nintendo Network ID: meleebrawler

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