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Post by faulknasty on May 13, 2019 17:47:06 GMT
What do you all do to make a wrestler a tag team wrestler different from a singles wrestler? Are there major differences? Is it just cohesive moves? Is it the same double team moves? High Cooperation and thoughtful tag distribution(cant remember the logic name)?
I have a couple tag teams I'm working on for YLWA and I just feel like I made singles wrestlers that are in a Tag Team? Which with my small roster for the YLWA, They will probably do a lot of singles wrestling but I also want them to be good tag teams. I just feel like I am missing something on what separates a singles wrestler from a Tag wrestler if there is any.
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Post by LankyLefty17 on May 13, 2019 18:05:20 GMT
Cooperation and Teamwork are the two big tag team logic categories. Cooperation ties to tag team moves and directional dragging (higher values will result in dragging to their partners corner and increase likelihood of tag team moves). Teamwork is how often the edit will tag in his partner.
There are other things you can do that will benefit a tag team that doesnt matter as much for singles. Increasing the front facelock in front grapple (labeled "3D" or something) will help keep the opponent away from his partner to increase double teams and make it look like the edits are "working together." Tag team matches can also take forever if you're not careful, so some people will lower defensive stats for their tag edits to counter any pacing issues.
One other word of advice- make a tag team ref. This is as important as the edits themselves. Make sure they are fast move and fast pin count, and have seconds interference set to normal/slightly fast.
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Post by amsterDAN on May 13, 2019 18:26:34 GMT
There's all sorts of ways to approach it, and perhaps nothing resembling a right or wrong way. In some cases, you can totally just construct tag team members like you would singles wrestlers, but in other cases you might wanna go for a specific concept.
For example, my tag team Heller-Highwater is comprised of "The Linebacker" Bob Highwater, a big rough and tough guy who I want to both take and deal the majority of the punishment in a match, and "Pretty Boy" Ricky Heller, who should spend a lot less time in the ring than his partner but the few minutes he's in should be highly effective, like a hot tag specialist. Because Ricky's finisher is the Figure 4 Leglock, I actually have a large portion of his partner Bob's moveset working the opponent's legs, so it's like he's trying to set his partner up for success.
Personally, I find some of the logic settings that govern tag matches a little counterinuitive. So Cooperation, for example... you might think it makes sense to have that cranked pretty much all the way near to 100, since this is a professional tag team and you'd expect a lot of cooperation between the two partners. However, because double team moves get countered at such a high rate, having Coop set really high will more often than not just result in really obnoxious sequences where the tag partner on the apron enters the ring every single time the opponent is in their corner, only to get kicked in the stomach and nothing cool actually happens and everyone just looks like an idiot. So for Coop, I find the sweet spot for tag partners to be around 60 or 70, where they come in often enough you're likely to see some double team moves, but not so often that it gets annoying seeing everyone get kicked in the gut over and over again.
As for double team moves, I usually make certain tag partners DO NOT share double-team moves so that I can get a maximum amount of move variation from them. This way they look like a real pro tag team with a lot of moves in their arsenal, just a big old back of tricks to pull from. If you have the priorities to spare, use one to pin off the bigger double team moves. It's always a crapshoot whether or not they will actually pin after a double team because it depends entirely on who initiated the move, and by bad luck is seems the non-legal man is often the initiator so the follow-up pin can't trigger, but it's still worth doing just in case. On the rare occasion it happens, its quite satisfying to see a tag team win from a Doomsday Device or something.
I am a big fan of using Touchwork to sort of "unbalance" a tag team. Generally, when I make a tag team I consider one member to be the workhorse and the other to be the flashy guy. This isn't always true, but it's an idea I use for a lot of my teams. So for my demon team The Hellions, I have two "twins" where one is a giant beast named Apollyon, and the other is a tiny little imp named Asmodeus. Apollyon's Touchwork is set to 11 and Asmodeus is set to 93, because I want big bad Apollyon to do the overwhelming majority of the fighting, and little Asmodeus just slips in to do some tricky stuff and slip back out again, and maybe win the match with a sneaky little flash pin or something. And as a matter of personal opinion, I don't think many characters other than outright cowards should have higher than 85 or so in Touchwork, or else they tag out very very quickly, and it looks like they're actively avoiding the fight (which can be a nice effect if you use it on purpose).
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Post by faulknasty on May 13, 2019 20:44:44 GMT
Thank you a lot of good tips here that I wouldn't have thought of. Though it does sound like the games tag logic needs some work to really differentiate itself.
I also seemed to have accidentally made a tag ref yesterday so that's good. And touchwork was the logic name I couldn't remember. That was the one I was thinking ahead of time needed that thoughtful design. Headlock % was a really good point. And I was just going to put cooperation at a 100% but that and different tag moves makes a lot of sense.
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Post by Princess Pepperoni on May 13, 2019 20:53:34 GMT
Keep in mind, that this only happens when the Improved Tag mod is enabled. When the game is vanilla, the tag partner only comes into the ring during pin/submission attempts, the match tumbles outside the ring, and tag-ins. So, corner-specific tag moves tend to be really rare.
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Post by OrochiGeese on May 13, 2019 21:55:14 GMT
Last year there was a tag thread that had some really good strategies and game engine rules that are worth looking at to customize your tag matches the way that you want (within what FPW will reliably allow): www.criticalclub.com/thread/624/improving-tag-matchesI have a few posts there about using R trigger to "cut the ring off" to maximize tag-team spots and finishes. I also recommend checking out this thread as to the changes made to the touchwork system. Once you get past the posts of me bitching about how much I hate the changes and reason for the changes, people actually post useful information in the remaining few pages about how to manipulate touchwork to match the type of tag team strategy styles you prefer and even give examples of touchwork settings for real life tag teams. www.criticalclub.com/thread/833/update-broke-tag-team-logicA few other suggestions: 1) Have dedicated tag team edits with tag team attires. All of my wrestlers who are in tag teams have one edit dedicated for singles and one for tag team. That way I'm able to have the leeway to do what I want for both types of matches without having to compromise within the same edit. This also allows you to have 4 attires JUST for tag teams. 2) High R trigger usage to "Cut the ring off" and maximize pin/submission chances that aren't broken up by the partner of the person being pinned/submitted - more on that in the first link. 3) Put Specials and even a Finisher on tag team moves and give them priorities. 4) Free up space for tag Priorities by taking moves that your singles version of the wrestler uses, like a snap powerbomb, and turn it into a powerbomb autopin instead. Find ways to subtly modify the big moves and spots that your singles version of the wrestler has to use less priorities and free them up for tag spots.
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Post by amsterDAN on May 13, 2019 22:20:03 GMT
Keep in mind, that this only happens when the Improved Tag mod is enabled. When the game is vanilla, the tag partner only comes into the ring during pin/submission attempts, the match tumbles outside the ring, and tag-ins. So, corner-specific tag moves tend to be really rare. Oh crap, you're totally right about that. My bad! I always forget that one, as well as other little things like apron grapples, seconds attacking during ref bumps, grounded weapon collisions, etc., all being mods. So to make sure I understand correctly in vanilla tag matches, Cooperation overrides Discretion for where they drop someone off at the end of a front facelock walk, and just the likelihood of them trying a double grapple when they are in the ring? Anything else? Does a low-Coop person stop trying cut plays at a certain point or something?
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Post by faulknasty on May 13, 2019 22:38:28 GMT
Ok so discretion is about more than breathing. I'm gonna have to find the most update breakdown of all the personality logic
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