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The Wykydtron

"Emotions are very important!"
Sep 23, 2010
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Ok, in an attempt to mix things up from the regular ME3/EA sucks threads that seem to be breeding like rabbits these days i've decided to make a thread dedicated to the insanely cheap stuff in games.

Both online and offline, what do you find to be the most rage inducing tactics/enemies in a game?

I'll start with Bayonetta's tendency for an enemy to fire a fireball at you in a cutscene only for regular gameplay to abrubtly return with the fireball still travelling towards you. There is zero time to be prepared for this first time through. I suppose it's meant to be a way to instantly get Witch Time at the start of a fight but damn it's hard to pull off without psychic god powers... Or a walkthrough

As for online games, using Wesker in Ultimate Marvel Vs Capcom 3. Unless that patch a few days ago gave him the much deserved nerf he's still broken as fuck. Decent health compared to the amount of easy damage he can pull off in a basic combo, awesome teleports, mostly safe hypers and specials and using his Maximum Wesker hyper gives him level 1 X-Factor for the rest of the game and that buff stacks with regular X-Factor so he's the only character that can get level 4-Factor... Broken

Lucky everyone has kinda drifted away from using him for some reason... He must be so good he bores people I guess.

I suppose fighting games in general can be pretty cheap and frustrating. Especially when some idiot is just throwing moves out there 24/7 but is somehow winning just because it's unexpected.
 

Kahunaburger

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May 6, 2011
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Stun-locking, man. Always rage-inducing, but actually not always cheap. Depending on the game, you run into "shoulda avoided that initial attack" moments.
 

Zhukov

The Laughing Arsehole
Dec 29, 2009
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Stun-locking.

Stun-locking gets to die in a putrid puddle of its own bodily fluids.

EDIT: Ninja'd like a pro.
 

BloatedGuppy

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Feb 3, 2010
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I was gonna say something else, but I'm going to join with the mob instead and say "stun locking".
 

Ranylyn

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Nov 5, 2010
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Guard Impacts being reduced to METER moves in SCV.

Spamming fills your meter. Blocking doesn't. Spammers can't be easily thwarted anymore.

Rewarding cheap spam = burn in hell you moronic devs.
 

The Wykydtron

"Emotions are very important!"
Sep 23, 2010
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Ranylyn said:
Guard Impacts being reduced to METER moves in SCV.

Spamming fills your meter. Blocking doesn't. Spammers can't be easily thwarted anymore.

Rewarding cheap spam = burn in hell you moronic devs.
Ouch, really? Blocking doesn't raise bar? Isn't that like the first thing you write on the fighter mechanics flow chart? Y'know to give some form of comeback potential/retaliation/epic punish. No? Ok... If you say so devs

Well I can't get invested in a fighting game anyway unless it's a showy mess of particle effects and flashing lights... BRB booting up UMVC3 again XD
 

Smertnik

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Apr 5, 2010
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The Wykydtron said:
I'll start with Bayonetta's tendency for an enemy to fire a fireball at you in a cutscene only for regular gameplay to abrubtly return with the fireball still travelling towards you.
I'm surprised you chose this thing in particular. I found the random out-of-nowhere QTEs which last only a second and make you instantly die if you fail them much more frustrating.
But the projectiles after cutscenes are quite annoying, too. I just started mashing the evade button towards the end of cutscenes after a while just to be sure.
 

The Wykydtron

"Emotions are very important!"
Sep 23, 2010
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Smertnik said:
The Wykydtron said:
I'll start with Bayonetta's tendency for an enemy to fire a fireball at you in a cutscene only for regular gameplay to abrubtly return with the fireball still travelling towards you.
I'm surprised you chose this thing in particular. I found the random out-of-nowhere QTEs which last only a second and make you instantly die if you fail them much more frustrating.
But the projectiles after cutscenes are quite annoying, too. I just started mashing the evade button towards the end of cutscenes after a while just to be sure.
To be honest I've hardly missed a QTE so far... It's usually just a "click A to jump" anyway. Though why they couldn't have made the "run away from X" parts actual gameplay more often rather than an elaborate cutscene followed by QTE I don't know.

Those segments are awesome when the cutscenes leave you alone long enough

Oh and the one time I mashed the dodge button in a cutscene to preempt horrible fireball death the fireball never came... Thanks for keeping me on my toes game.
 

Smertnik

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Apr 5, 2010
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The Wykydtron said:
To be honest I've hardly missed a QTE so far... It's usually just a "click A to jump" anyway.
I don't know, maybe my reaction time is just longer or maybe it's because I tend to relax during cutscenes but I think I missed pretty much every single cutscene QTE at least once :p
 

Fappy

\[T]/
Jan 4, 2010
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Every enemy in the NES Silver Surfer game. Holy shit that game is an asshole.
 

SajuukKhar

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Sep 26, 2010
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While not as bad as some of the things listed already I find enemies in games who are designed to ALWAYS block and ALWAYS go back to blocking in games to be dicks.

My most hated thing in both Oblivion and Skyrim are enemies who do nothing but block, constant blocking, forever blocking.

I mean it isn't that it makes them hard to kill or anything, it's just so annoying.