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Speed Equalized: Problems and Definition

Not speed boosts. Speed in general.

Speed Equal is a mess, not the guns part. Making something as speed equal work like it was already explained is the far less messy option.
 
Vs Threads aren't really something that's all that important as they exist solely for fun and games. It's more of an Indexing wiki for Vs Battles rather than an actual Vs Battles site. However, the only reason speed equalization exists is so it's easier to make threads that aren't stomps; which is no different than restricting equipment or hax abilities. The latter is no longer around.

In fact, not going to mention names, but there are a few staff members who think we should outright not allow speed equalization matches. Or even better yet, some of those people don't even like adding victories or losses to profiles anyway; especially if fan favorite characters like Saitama have big lists of losses. While I'm strongly against going that far, I do see good points to that.

Anyway, absolute speed equalization (As in ignore speed completely), is quite a mess as it only serves to severely nerf firearm users, as well as characters like Spider Man, who's reactions are faster than his combat speed. And characters with broken levels of speed hax given that's still allowed would stomp anyway speed equal or not; and surprisingly it's may be a bigger stomp if equalization is there.

So I still think equalizing combat speed and slightly altering attack speed, movement speed/travel speed, flight speed, reaction speed, ect based on combat speed should be the standard.
 
Well speed equalisation may indeed be more complex when we face two combatants with various speeds to various actions (travel, different attacks, different defenses (including dodges)).

E.g. one character has slow travel speed but high combat and reaction speed and some area-of-effect attack
fighting against
one fast moving but slow reacting character with some speed boosts and summons.

How to speed equalised without ripping off / crippling the original characteristics of... the characters?
 
Jasonsith said:
Well speed equalisation may indeed be more complex when we face two combatants with various speeds to various actions (travel, different attacks, different defenses (including dodges)).

E.g. one character has slow travel speed but high combat and reaction speed and some area-of-effect attack
fighting against
one fast moving but slow reacting character with some speed boosts and summons.

How to speed equalised without ripping off / crippling the original characteristics of... the characters?
Bump
 
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