Gee, do you have to be so snarky? Can't a guy vent a little (in a spoiler) without getting picked apart?
Yes. Your own thread's purpose is for compiling and discussing proposed character changes. Not for you to *sigh* and get emotional just because people are debating against your views.
Your initial venting response was also very disrespectful to the amount of work Fantasy put into his post, so I encourage you to keep the unnecessary posting out of here and instead of complaining about people having different views, why don't you enjoy the discussion that this amazing thread is generating for the sake of helping the dev team make appropriate design changes with community feedback?
You haven't been on these forums as long as I have, so maybe you don't know the frustration of trying to get Buffs Approved, only to have your suggestions shot down time after time.
I mean, yes...I do. Just because I'm new to these forums, doesn't mean I have not participated in discussion related to Smash design and have had concepts shot down before. This isn't any new stuff to me, despite what the rough difference of 1,000 forums posts between use would say.
it feels that way when you're exchanging blows after you've stuck someone. Will the C4 transfer, or won't it? IIRC, there's a delay on when the C4 can switch -- it won't switch with every single consecutive contact, but it's only short while before it can transfer again.
audio cueeeeeeees
That's how I do play Snake. My problem with him in Minus is how easily he gets overwhelmed by the fast, aggressive characters. Snake's moves are too slow to keep up with their barrage of rapid-fire attacks. Snake's focus is to set up traps, but he should be able to handle Close Quarters Combat too, rather than having to depend on his traps, and get blown out when fast fighters weave through them with ease, or don't give Snake the time to set them up in the first place.
I can't confirm at the moment of typing this, but have you seen the frame speed of how fast grenade is pulled? Snake does not struggle against fast characters as much as you say. I'm more inclined to believe that you are forcing a play style that has been proved to be ineffective since vBrawl's meta.
So, while it may be possible to know when a C4 switch will happen, in the heat of a fight it is practically too "random" to control consistently.
so his C4 should allow him to be precise, instead of having to hope chance decides the C4 is stuck to Snake's target when he needs it to be, and not stuck to himself.
where it will transfer, and likely backfire on you?
Planting it on the stage will always be the safer, more preferable option.
Why risk sticking your foes if this move is likely to backfire on you later? Snake has to put himself at risk enough just by attempting to stick C4 on opponents; if he misses, he's open for punishment, and he probably has his C4 in a less-than-ideal position now.
I think it is good game design to make your various options all appealing in some way, enough so that you should be willing to consider them all nearly equally in most common situations.
Get ready for the most mind blowing Snake tech you've ever heard in your life.
If Snake has himself stickied with c4, grab (c4 transfers at this point) > up throw > down b is a guaranteed kill at the appropriate percent.
Stop acting like Snake having the c4 on himself is a destined, doomed situation for Snake. This is actually how you appropriately perform up throw to c4 without PM's non-transfer mechanic. This will lead very well into my next point...
If you get stuck with transferable C4, what's the first thing you're going to want to do? Stick it back on Snake, right? That's predictable and uninteresting if you ask me. If we take that decision out of the stuck player's hands, then his or her options become...
- Try to predict when Snake will detonate the C4
- Stay on the ground and Shield / Spot Dodge / Roll the explosion
- Air Dodge the explosion
- Try to stay close to Snake and catch him in the explosion
Sounds more interesting than "rush Snake". Obviously, all of the above strategies are still valid with transferable C4, but they take the backseat most of time because it's more appealing to immediately turn Snake's own weapon against him if possible.
Now having knowledge that Snake can
up throw > down b if the c4 is on him, the opponent has ability to choose how the c4 will interact the fight, do they transfer it back to Snake for the potential grab confirm kill, or do the risk being hit into the air by a stray move or explosive and then being detonated? I think you are not fully analyzing the situation between the Snake and opponent as well as you should be, which slightly voids your entire point here. Giving the opponent the incentive to purposely rush down Snake also gives Snake the ability to potentially force the opponent into positioning that he wants. Hypothetical, but that is dependent on the player's preference whether they want the c4 stuck to them for the grab confirm kill, or if they want it on the opponent for a stray kill/potentially guaranteed damage.
It was much more reliable for Snake to use C4 as a second stage hazard at low percent, and switch to keeping it on Snake's person at higher percents, in case he needed to C4 Jump. This remains the case in Minus.
Snake's c4 transformed into more of a stage control mechanism and a recovery tool rather than an offensive tool as vBrawl's Snake meta evolved. There is nothing wrong with this. You are correct that Project M gave Snake the non-transfer as an easier means of getting kills.
I think it is good game design to make your various options all appealing in some way, enough so that you should be willing to consider them all nearly equally in most common situations.
Also just to touch up on this one again real quick, this is wrong. Giving a character options that are all equally good for all situations makes an unbalanced character. Worse or more situational moves are a vital part to kits, as they become a key part of how a character is balanced. Options can be appealing. I personally find it very appealing to gimp Bowser with Snake's boxes because I like listening to Ludacario cry. But appealing is
very different from efficiency.
ALSO, please refer again, to the amazing
up throw > down b Snake gains when he is c4'd himself.
this move is weak. it may have nice range and a low sweeping hitbox, but it isn't safe on shield (especially perfect shield) and is most likely never going to kill your opponent.
Now that's more like it.
Agreed. This is a decent buff suggestion but I can see it creating some issues on set knockback. If this were to be implemented, it should only be doable at a very niche percent range.
but do keep in mind that if we're too picky about Buffs for a given character, that fighter may end up not getting anything at all.
Assuming that the dev team is good at their job, this won't happen. We are already all in favor of the trigger bluff mechanic being added, and Fantasy's recent topic of reworking dtilt also seems to raise some attention from what seems to be the only three Snake players.
To leave a "pretty good" character alone, when he/she/it could be raised up enough to be able to truly compete on the same level as the High Tiers?
There is no definite tier list as of right now and people's opinions on characters are jumping left and right. Stop making Snake sound as if he is at some massive deficit in this meta.