The Players.

Discuss Tennis Elbow SIM tour matters here.

Moderators: VMoe86, Elias

Postby Elias » Wed, 30 May 2012 15:49

Well that Federer BH is good but not that much consistent with a 66% consistency stat, not sure going lower should be the right thing to do.
Fed forehand at 88% power is still lethal (it's 91% right now). I think we have to choose, between keeping his BH and lowering a bit his FH power. Or letting untouched this forehand, and lowering his BH power / increasing BH precision, or maybe only lowering more BH consistency.

With current char speeds this FH is already exceptional, but, where i want to go with char speeds (lowering max speeds, and moreover, reducing the gap between slower chars and faster ones), then this FH may become even more overdone, or unbalanced vs chars wich were faster before modification, we have to balance winner efficiency/ability and movement speed at the same time :)
User avatar
Elias
ITST Manager
 
Posts: 1204
Joined: Sat, 09 Jan 2010 20:58
Location: Paris - France

Postby Elias » Wed, 30 May 2012 21:08

C4iLL wrote:Just something about Llodra : he has currently a better forehand than its backhand. I'm not 100% sure, but I think it should be the contrary, as he may have in reality, a better BH than the FH.


Yes i think that's right. That's also what's wikipedia says about him, though it's also mentionned LLodra killed some bird with his forehand during AU Open 2002 :lol:

he has a pretty good backhand slice wich he often uses to reach the net, but also some good flat bh accelerations, at least usually more consistent than his FH :

http://www.youtube.com/watch?v=yRip_gLYeug
User avatar
Elias
ITST Manager
 
Posts: 1204
Joined: Sat, 09 Jan 2010 20:58
Location: Paris - France

Postby L Sanchez MD » Wed, 06 Jun 2012 01:38

A few thoughts from tonight's playing:
I feel like Murray's serve is too consistent.
I feel like Raonic's BH is too consistent.
Image
Please check out Watershed, my new piano album! http://danielbarkley.bandcamp.com/
L Sanchez MD
 
Posts: 597
Joined: Thu, 07 Apr 2011 23:09
Location: Republic of Edberg

Postby L Sanchez MD » Thu, 07 Jun 2012 20:13

I still see Fed serving 220 k at times....strange!
Image
Please check out Watershed, my new piano album! http://danielbarkley.bandcamp.com/
L Sanchez MD
 
Posts: 597
Joined: Thu, 07 Apr 2011 23:09
Location: Republic of Edberg

Postby Elias » Thu, 07 Jun 2012 20:37

L Sanchez MD wrote:I still see Fed serving 220 k at times....strange!


Yes don't worry, serves will be revamped some, consistency, and power in a slight way for some chars.

The problem in TE is you can serve at max speed (depending your power) using the down key, pretty consistenly if you have a good consistency stat, even too much when consistency is significantly lower than power.

Federer with actual stats (81 power) serves at max around 135mph. and you can do it pretty often with some practice. In reality Fed Serves at 135 mph maybe 3-4 times a tourney, or in season :D, he mostly serves around 120/125 mph max most of the time, mixing with lower speed sliced serves, wich leads him in us open 2011 to have an average first serve speed of 115mph i think, maybe 117. Actually you can't really in TE hit a 135mph serve out of 100 or 200 serves. If you give a char the ability to reach this speed, you 'll then be able to hit those pretty often.

It's pretty obvious when you watch then end match stats of good servers in TE, the average first speed is most of the time around 120-125mph for chars having a power stat serve in the 80-84's.

In a future balance update, we will probably lower consistencies, to lower a bit the first serve % (it's a too easy actually with several chars), and probably lower the power to something more reasonable/realistic, to reach for example a 115mph average first serve speed for the chars i mentionned stat wise. this would probably lead to 70-73 power instead of 80-84, to be tested on some long serve session :)

It's even a more important for balance since the last TE builds changed a bit the movement mechanics adding more inertia at movement start, thus leading to more aces (i may be wrong though as this inertia maybe only when changing direction, not starting in a direction).
Last edited by Elias on Fri, 08 Jun 2012 17:10, edited 1 time in total.
User avatar
Elias
ITST Manager
 
Posts: 1204
Joined: Sat, 09 Jan 2010 20:58
Location: Paris - France

Postby manutoo » Fri, 08 Jun 2012 04:28

Elias,
only the right/left run speed conversion has been affected ; it's still not effective while playing Online ; it'll be in a couple of days.
User avatar
manutoo
Mana Games
 
Posts: 237
Joined: Thu, 16 Feb 2012 06:09

Postby Elias » Fri, 08 Jun 2012 13:05

manutoo wrote:Elias,
only the right/left run speed conversion has been affected ; it's still not effective while playing Online ; it'll be in a couple of days.


Ok, well i think it's effective when we're using the "join remote ip feature" we are still used to :) We'll soon use the public lobby anyway i guess.
User avatar
Elias
ITST Manager
 
Posts: 1204
Joined: Sat, 09 Jan 2010 20:58
Location: Paris - France

Postby C4iLL » Fri, 08 Jun 2012 14:46

Personally I like the new change even if we have a bit the feeling to play a new game.
(removed signature) Deemed inappropriate by djarvik.
User avatar
C4iLL
Pure S4LT
 
Posts: 1789
Joined: Mon, 21 Mar 2011 21:55

Postby Elias » Fri, 08 Jun 2012 17:36

I have mixed feelings about the new left/right run speed conversion. Now with reasonable fast chars (~85) i have the feeling playing with our roster slow chars before this modification (at least about wrongfooting, reaction time), and thus our slower chars are now rendered even more useless they were, this will increase even more the necessary speed stat balance in our roster.

I have the feel this change was probably mostly needed regarding Managames official Tour because they're using Fair mode as the only stat restriction, meaning most players probably uses a 100% speed stat, leading to some playstation tennis and too long rallies, though maybe also for offline gameplay because the AI had superhuman reflexes past some difficulty settings and a such a high ball recovery ability.

But regarding our stat scheme, the added inertia is actually maybe a bit too high, except when playing with our faster chars, in wich case the gameplay still feels pretty good and this change feels ok. Though this may lead us to use even more our fastest chars and/or smallers ones because tall guys wich already had an acceleration penalty seems even more gimped now.

Thus the need to reduce even more significantly the speed gaps in the roster if we want balanced match ups.

Just wondering Manutoo, is this left/right conversion a moddable variable ?
User avatar
Elias
ITST Manager
 
Posts: 1204
Joined: Sat, 09 Jan 2010 20:58
Location: Paris - France

Postby C4iLL » Fri, 08 Jun 2012 23:36

After a high skilled match Llodra vs Federer with Vmoe (I lost 4-6, 6-7, 3-6) I have the feeling Llodra is a little bit slow too with this new update. Vmoe suggested the idea to reduce the power of the roster, it may be a good idea ;)
(removed signature) Deemed inappropriate by djarvik.
User avatar
C4iLL
Pure S4LT
 
Posts: 1789
Joined: Mon, 21 Mar 2011 21:55

Postby manutoo » Sat, 09 Jun 2012 04:41

Elias,
before, with 100% speed & 1m85 height, when you ran to the right at 8.1km/h and pressed left, you were _instantly_ running to the left at 8.1km/h (if above 8.1km/h you had to decelerate 1st).
With 70% speed, the limit was 7.3km/h .

Now, the limit is 4.9km/h with 100% speed, and 4.4km/h with 70% speed.
I think the result is much closer of the reality, but still gives a nice bonus over it to make the player more easily controllable, and be a bit more forgiving on wrong guessing.

It's possible to mod this, but only for offline play.
User avatar
manutoo
Mana Games
 
Posts: 237
Joined: Thu, 16 Feb 2012 06:09

Postby Elias » Sat, 09 Jun 2012 08:02

manutoo wrote:Elias,
before, with 100% speed & 1m85 height, when you ran to the right at 8.1km/h and pressed left, you were _instantly_ running to the left at 8.1km/h (if above 8.1km/h you had to decelerate 1st).
With 70% speed, the limit was 7.3km/h .

Now, the limit is 4.9km/h with 100% speed, and 4.4km/h with 70% speed.
I think the result is much closer of the reality, but still gives a nice bonus over it to make the player more easily controllable, and be a bit more forgiving on wrong guessing.

It's possible to mod this, but only for offline play.


Sure, instantly changing direction without any speed penalty ins't realist at all, though imo right now the conversion doesnt feel a slight one, but translates feeling wise to an heavy gameplay modification, there is more guessing needed to stay in the rallies, and more aces as well.. , though we may decrease character power then to find an acceptable balance. Still i'm curious about Managames tour playerbase reactions after RG, will be interesting to follow :p

Personally i would try some in-between value like 5.8 / 5.3 km/h , or descrease ball pace by reducing hit power. Not sure what would be the more visually realistic.

Still the change is pretty recent and we may need some time being used to.

C4iLL wrote:After a high skilled match Llodra vs Federer with Vmoe (I lost 4-6, 6-7, 3-6) I have the feeling Llodra is a little bit slow too with this new update. Vmoe suggested the idea to reduce the power of the roster, it may be a good idea ;)


Yes probably. We'll have to deal with speeds, not decreasing it especially but more closing the (too much) large gaps we have actually between our slowers and our fasters chars. I did some tests already with San99 some weeks ago translating the 59 => 96 boundaries we have presently to 70 =>90, using some math normalization function. We tested several match ups and the feeling was pretty good, at least better.

And we'll probably have to do some tests with power as well, coz if the rallies may have been too long before, i'm a worrying seeing them becoming overall too short now. Depends the chars and the surfaces used though.. playing on clay with fast chars vs cpu (murray/nadal/djoko/dolgo) i still can play such long rallies leading to 0 stamina.
User avatar
Elias
ITST Manager
 
Posts: 1204
Joined: Sat, 09 Jan 2010 20:58
Location: Paris - France

Postby manutoo » Sun, 10 Jun 2012 04:55

Elias wrote:Still i'm curious about Managames tour playerbase reactions after RG, will be interesting to follow :p


It's whiner-land, like usually. It has been like this for 6 years any time I do a little general gameplay change, so I'm kinda used to it... :roll:
And it always amazes me how they complain about changes that just not exist... :P
User avatar
manutoo
Mana Games
 
Posts: 237
Joined: Thu, 16 Feb 2012 06:09

Postby Ugadalou » Sun, 10 Jun 2012 09:38

Don't you think we should change Djokovic to Counter-Puncher style?I don't think the Power Baseliner style suits him more.
User avatar
Ugadalou
 
Posts: 324
Joined: Mon, 18 Apr 2011 15:54

Postby eliomelma » Sun, 10 Jun 2012 10:15

Ugadalou wrote:Don't you think we should change Djokovic to Counter-Puncher style?I don't think the Power Baseliner style suits him more.


Yes more realistic, but i think that as a counter, djokovic will become overpowered , more than Simon
Tennis Elbow
Look my New video of Tennis
Roland Garros 2013:
http://www.dailymotion.com/video/x11dynn_itst-tennis-elbow-2013-roland-garros-promo-video_sport#.Uc9Q-PmSLtk&hd=1
Tennis Elbow Clay season 2013 Finals: http://www.intertopspintour.net/forum/viewtopic.php?f=1056&t=17732&p=243729#p243729
Roland Garros QF Vmoe vs Richie 6-7 6-7 6-7 If look this video you won't play anymore another tennis game...
http://www.youtube.com/watch?v=PBnWyI380P0&hd=1
eliomelma
 
Posts: 704
Joined: Sun, 22 Feb 2009 16:32
Location: Italy

PreviousNext

Return to TE 2013 PC SIM Tour

Who is online

Users browsing this forum: No registered users and 5 guests