Public Preview Version of ITST 1.16

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Re: Public Preview Version of ITST 1.16

Postby C4iLL » Thu, 05 Dec 2013 16:16

Just about the Fed anim in FH, I prefer it as you can take the ball earlier. Fed lacks of power versus Djokovic and other good runners currently, if you give him a less efficient anim, it will be dead.
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Re: Public Preview Version of ITST 1.16

Postby JasonBourne » Fri, 06 Dec 2013 19:08

MaGav wrote:4. Nadal's issue is hard to solve, but in this form not many guys will pick him. He should be faster and have better BH instead of that incredible FH short cross.


That's right, those short crosses are too exaggerated, the speed could be reduced a bit. But he is much better right now.
But I believe I know how to balance Nadal (of course if its possible). First what we need is a Nadal acc forehand, the one without the overhead for hitting more flat.
Once we have that, it should be installed so this FH motion should only play using the short acc, normal acc combo strike.
That way it will be more realistic too because that shot is not used constantly, and its used to hit winners.

Like I said I don't know if this is even possible. But this is my opinion.

What do you guys think ?
Last edited by JasonBourne on Fri, 06 Dec 2013 20:01, edited 1 time in total.
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Re: Public Preview Version of ITST 1.16

Postby Elias » Fri, 06 Dec 2013 19:21

JasonBourne wrote: First what we need is a Nadal acc forehand, the one without the overhead for hitting more flat.
Once we have that, it should be installed so this FH motion should only play using the short acc, normal acc combo strike.
That way it will be more realistic too because that shot is not used constantly, and its used to hit winners.

Like I said I don't know if this is even possible. But this is my opinion.

What do you guys think ?


It doesn't work like this Jason :P
The spin from the shots are not tied to the animations. Spin doesn't come from anims but only from the spin stat.
Even if you have an anim wich looks like a flat stroke, if the spin stat is high, the trajectory will be spinny anyway.
And about normal and acc animations, they have to be very closely designed as well to work together in TE, there is some constraints desgning these, that's why usually they mostly differs only by the high follow in one of the anims.

What you would have in fact is the possibility to flatten a shot sometimes. Wich have been discussed pretty often over here as a wanted feature. But currently this feature doesn't exist in TE. The spin is constant, depending on the character spin stat (and the stroke used, standard, accel, or top spin ofc). Only thing is the backhands have automatically around 20% less spin than the forehand.

by the way, a little short cross from Nadal : http://www.youtube.com/watch?feature=pl ... CCwmk#t=24

Of course in our roster some characters traits are emphasized, thus sometimes exaggerated a bit.

There is still some ways to tune down a bit the crosses efficiency (like decreasing the consistency, but this also has an impact on shot depth, thus also impacts straight accels efficiency in the end. Several different aspects are tied to the same stats in TE, wich doesn't allow to always customize a char like you wish, thus the need to make some choices/compromises).
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Re: Public Preview Version of ITST 1.16

Postby JasonBourne » Fri, 06 Dec 2013 20:09

Elias wrote:It doesn't work like this Jason :P
The spin from the shots are not tied to the animations. Spin doesn't come from anims but only from the spin stat.
Even if you have an anim wich looks like a flat stroke, if the spin stat is high, the trajectory will be spinny anyway.


Yea thats right, the spin would be still there but the moonball effect will be reduced. For example in normal TE I created a character where I use topspin balls with Nadal's forehand and acc ball with federers forehand. That way my topspins would be moonballs, and my acc shots would be more straight, but still with spin.
Nadal's acc forehand also has spin on it but no moonball thus easier to hit winner (somethimes is is flat though, depends on the situation).

It's not a must but maybe in the future we could try this ?

About the video, could you type the exact minute of the video from that short cross ?
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Re: Public Preview Version of ITST 1.16

Postby Elias » Fri, 06 Dec 2013 20:26

JasonBourne wrote:Yea thats right, the spin would be still there but the moonball effect will be reduced. For example in normal TE I created a character where I use topspin balls with Nadal's forehand and acc ball with federers forehand. That way my topspins would be moonballs, and my acc shots would be more straight, but still with spin.
Nadal's acc forehand also has spin on it but no moonball thus easier to hit winner (somethimes is is flat though, depends on the situation).


Well, animations have no influence over moonballs. Only the spin stat (and play style eg:defender). Ask Manutoo if you want a confirmation for it. He will tell you it's only an impression you have :)

We know though that some animations seems to have somewhat their own "soul" and behaviour in some gameplay areas. For example i already can count several complaints about changing Federer FH. Because Manac0r FH allows to play faster, hit earlyer, more effective to counter and hit crosses, every Fed user (who reports about it) says the same thing :) That's also why i kept Manac0r version in the previous mod versions.

JasonBourne wrote:About the video, could you type the exact minute of the video from that short cross ?


i linked the exact time. 0:24. There is some other inside out FH a bit later i think. Pretty typical nadal shots.
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Re: Public Preview Version of ITST 1.16

Postby JasonBourne » Fri, 06 Dec 2013 20:33

Elias wrote:Well, animations have no influence over moonballs. Only the spin stat. Ask Manutoo if you want a confirmation for it. He will tell you it's only an impression you have :)


No ? That's weird. I remember other players confirming this too.

i linked the exact time. 0:24. There is some other inside out FH a bit later i think. Pretty typical nadal shots.


Ah yea I see it now, it didn't worked in my browser the first time I clicked it. Nice
Btw Elias you're like a tennis encyclopedia, all that content :D Nice work man truly! :tu
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Re: Public Preview Version of ITST 1.16

Postby Elias » Sat, 07 Dec 2013 02:06

Do you like this player list ? :P

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Re: Public Preview Version of ITST 1.16

Postby Michael.D » Sat, 07 Dec 2013 06:34

Elias
when leaving the official version 1.16, 2014? :??
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Re: Public Preview Version of ITST 1.16

Postby Florian » Sat, 07 Dec 2013 12:25

Elias wrote:Do you like this player list ? :P

Image

Only if Hewitt is there as a counter ^^
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Re: Public Preview Version of ITST 1.16

Postby isaldor » Sat, 07 Dec 2013 12:48

Play with Lacko is my secret dream :D
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Re: Public Preview Version of ITST 1.16

Postby pidzi » Sat, 07 Dec 2013 14:08

Nice to see 2 Slovakians in roster so i can rotate between them in tourneys. I also agree on Hewitt as the only counter style in roster, i cant imagine him anything else.
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Re: Public Preview Version of ITST 1.16

Postby El Croato » Sat, 07 Dec 2013 17:39

Very nice work, Elias! I like the new roster, but also notice you have apparently been blackmailed into adding Jack Sock to the roster by one of the board member, whose name I will not mention. :lol:

Just a remark about the dropshot/short slices spamming issue. I think the solution lies between manutoo's hands as we can see that modding can no longer provide us with some satisfying alternatives. I think that he could implement a kind of limitation system for that kind of shot just like the real challenging system available on the real life tour. More concretely, each player would have a maximum of ten dropshots/short slices (plus one additional dropshot/short slice during tie-breaks) to play throughout the match. When a player, let's say randomly 'Uchiha', will have no more of that so controversial tennis ammunition, the limitation system that manutoo will so kindly implement in his next update :) will see to it that the executed stroke will systematically end in an error. If such a limitation system is not possible to implement, then another solution could consist in empowering the impact of dropshots on stamina so that it will dissuade most of us from abusing dropshots/short slices, even though this sounds more "arcade".
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Re: Public Preview Version of ITST 1.16

Postby Elias » Sat, 07 Dec 2013 18:13

El Croato wrote:Very nice work, Elias! I like the new roster, but also notice you have apparently been blackmailed into adding Jack Sock to the roster by one of the board member, whose name I will not mention. :lol:


Lol, not really, i remembered Djarvik suggested it and it was not easy to please everyone, maybe it will encourage him to get back on Tour who knows :). I had hard time to choose when filling the last slots of a 60 spaces roster, so i finally extended it to 68.. And this is without Nalbandian and Fish, i guess i will copy them in some spare profile for retired players.

El Croato wrote:Just a remark about the dropshot/short slices spamming issue. I think the solution lies between manutoo's hands as we can see that modding can no longer provide us with some satisfying alternatives. I think that he could implement a kind of limitation system for that kind of shot just like the real challenging system available on the real life tour. More concretely, each player would have a maximum of ten dropshots/short slices (plus one additional dropshot/short slice during tie-breaks) to play throughout the match. When a player, let's say randomly 'Uchiha', will have no more of that so controversial tennis ammunition, the limitation system that manutoo will so kindly implement in his next update :) will see to it that the executed stroke will systematically end in an error. If such a limitation system is not possible to implement, then another solution could consist in empowering the impact of dropshots on stamina so that it will dissuade most of us from abusing dropshots/short slices, even though this sounds more "arcade".



Strange idea, that could work (maybe a maximum per set then), but i doubt Manutoo will go such way :)
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Re: Public Preview Version of ITST 1.16

Postby Elias » Sat, 07 Dec 2013 18:35

Florian wrote:Only if Hewitt is there as a counter ^^


pidzi wrote:I also agree on Hewitt as the only counter style in roster, i cant imagine him anything else.


About Hewitt, we'll see.. TE counter style proved to be extremely difficult to balance in the past or even almost impossible to (not to say overpowered). Due to their very low stamina cunsumption they could overlast everyone. About the gameplay itself, a counter style char with high counter stats, doesn't looks much like the real Hewitt, such char takes the ball soo early that's too much (some veterans around can maybe remember our first version of Simon, the rally rythm was just unreal). Finally, a classic character style like PB, Puncher, or even Defender, with like 95-100 counter stat imo seems to fit the counter aspect pretty well (Simon is not bad as a counter as it is now in my opinion). Now we can still have a try with the counter style, with a lower counter stat though, but still the stamina aspect could be pretty tricky to balance (i'll check this again though, as i know Manutoo tweaked this a bit in a previous TE update).

TE counter with high counter stat can be over-agressive during the whole rally. Hewitt build his points patiently most of the time, a bit like Simon. Now a counter style character, with a lower counter stat, not sure it would be interesting enough, or fit the real player playstyles, as well as a TE Defender along with 95-100 counter (wich is safer by the way balance wise).
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Re: Public Preview Version of ITST 1.16

Postby pidzi » Sat, 07 Dec 2013 19:04

But about counter style you are forgetting one very important aspect which is that counter style has a serious accel reduction on every shot he is facing except the accels, so it means yeah you can be agressive whole rally but if i decide to use only top spin shots then it will not be so effective. Actually to use counter style at the highest effectivness you not only have to be great mover but you also need to play as close to baseline as possible and this feat possess only 1 or 2 guys in tour to constantly play on baseline.
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