Tag Teams
Oct 26, 2009 6:31:30 GMT -5
Post by OrochiGeese on Oct 26, 2009 6:31:30 GMT -5
We have all this board space, why not use it! So as I alluded to in the Edit Pack thread, a lot of the updates were based on the new and completed edits for a new section on the pack "Front Lines Tag". As a side note, once the Battalion ends (that sounds almost apocalyptic at this point), this section will likely just be changed to "Reserve Tag" and teams will float between Circuit and Orochi-O's TV shows.
As for the edits themselves, what I tried to do with my dedicated tag edits over the last few weeks was to try to put more of an emphasis on teamwork. Especially in regards to potential finishes. Each team edit has about 1 or 2 sequenced specials - either back or corner grapple. I don't like the fact that tag team front grapple specials can come out early in the match (like within 2 minutes) but it's much less likely for back or corner ones to come out then. Each team member still has their own specials and finishers as well.
A consequence of being limited to back/corner team grapples is that there aren't as many of them to go around so for every tag grapple slot that wasn't a special, I picked a smaller tag move...therefore leaving more potential big ones for the other teams to use as specials. And for the front grapples tag team moves, I tried not to pick anything too big either since it wasn't gonna be sequenced and I didn't want a huge move coming out early. So this strategy does require some tough and limiting choices but I think two categories of moves are enough for variety even if I miss the bigger tag front grapple stuff.
And you'll want to make sure your ref is at least on the average "run in check" setting so that the back grapple double teams can come out and the corner as well. As this is still in the testing phase, I don't expect anyone to rush out and change their edits. And maybe you all have ideas on how to implement this idea even better as well. FPR Tag work has some limitations. I get annoyed whenever a team hits a special sequence only for the wrong partner to follow up with a ground move effectively breaking the sequence. But I really mark out when a tag special finishes a match or is hit at a crucial junction. I just wish we had more logic control over it like the other moves. But I haven't really sacrificed too much to make this work as the wrestlers with more tag sequences have auto-pins on other specials to compensate.
If this does work out, it would be nice to implement some of the strategies for the next Battalion too: Which I can only imagine will take place in 2060 and will last until the sun burns out.
As for the edits themselves, what I tried to do with my dedicated tag edits over the last few weeks was to try to put more of an emphasis on teamwork. Especially in regards to potential finishes. Each team edit has about 1 or 2 sequenced specials - either back or corner grapple. I don't like the fact that tag team front grapple specials can come out early in the match (like within 2 minutes) but it's much less likely for back or corner ones to come out then. Each team member still has their own specials and finishers as well.
A consequence of being limited to back/corner team grapples is that there aren't as many of them to go around so for every tag grapple slot that wasn't a special, I picked a smaller tag move...therefore leaving more potential big ones for the other teams to use as specials. And for the front grapples tag team moves, I tried not to pick anything too big either since it wasn't gonna be sequenced and I didn't want a huge move coming out early. So this strategy does require some tough and limiting choices but I think two categories of moves are enough for variety even if I miss the bigger tag front grapple stuff.
And you'll want to make sure your ref is at least on the average "run in check" setting so that the back grapple double teams can come out and the corner as well. As this is still in the testing phase, I don't expect anyone to rush out and change their edits. And maybe you all have ideas on how to implement this idea even better as well. FPR Tag work has some limitations. I get annoyed whenever a team hits a special sequence only for the wrong partner to follow up with a ground move effectively breaking the sequence. But I really mark out when a tag special finishes a match or is hit at a crucial junction. I just wish we had more logic control over it like the other moves. But I haven't really sacrificed too much to make this work as the wrestlers with more tag sequences have auto-pins on other specials to compensate.
If this does work out, it would be nice to implement some of the strategies for the next Battalion too: Which I can only imagine will take place in 2060 and will last until the sun burns out.