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Post by Evolve <Evil Empire> on Nov 17, 2006 10:51:02 GMT -5
So, I have recently managed to learn a few things about scouting. One thing I have learned to watch is how my opponents tactics change when they are two rounds ahead or two rounds behind, also how they react when they have the endurance advantage or when they are tired. I have found quite a few patterns emerge in several gyms, which is I suppose why people advised me not to use fight templates.
Anyone else have any scouting advice to pass on?
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pnp
Regional Fighter
Posts: 73
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Post by pnp on Nov 17, 2006 18:00:32 GMT -5
One thing I like to do is look at any KO's. Do they come early/late? Was the opponent tired? Was his opponent allouting when he was KO'ed? Was the opponent ever KO'ed before? These types of things give me some idea as to the type of KP power an opponent might have.
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Post by jimsardonic on Nov 17, 2006 22:05:48 GMT -5
I've had a LOT of scouting tips relayed to me by a lot of top gyms, but I'm still relatively weak at it.
I'd break scouting down into two areas -- fighter builds, and fight plans.
I'll try to get a mini-article up on each, and hopefully others can add to it.
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Post by readytobang on Nov 17, 2006 23:50:25 GMT -5
I think PnP has scouting down pretty well but that just means he does it similar to how I do it lol dosn't mean I'm right
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Post by Evolve <Evil Empire> on Nov 18, 2006 7:58:38 GMT -5
So many of the gyms are predictable though. You can clearly see patterns if you read their fight reports.
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Post by readytobang on Nov 18, 2006 15:17:27 GMT -5
right well there are two options balanced fighter and a fighter that specilizes if you dont make a balanced fighter, then he will either develop patterns, or he will not win
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pnp
Regional Fighter
Posts: 73
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Post by pnp on Nov 18, 2006 17:41:47 GMT -5
Also it's good to check and see what they do against different types of opponents. Sometimes you can find a past opponent that looks similar to your guy.
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Post by readytobang on Nov 20, 2006 1:14:01 GMT -5
yah, that's an especially good tactic if you play Balanced if your Balanced then whatever fighter type gave this opponent problems you can exploit unless it was another type similar to him
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Post by Evolve <Evil Empire> on Nov 20, 2006 2:56:07 GMT -5
Providing you have a similar build to the person who gave him problems. Sometimes people disguise their AP advantage or want to appear balanced.
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Post by readytobang on Nov 21, 2006 2:29:22 GMT -5
my fighters usually wind up semi balanced like Balanced but they lean towards a certain type it has worked fairly well for me fighter wise, the problem is my fight planning not how I design my fighters tho I have designed some cans heh
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Post by jimsardonic on Nov 21, 2006 4:04:33 GMT -5
Most balanced builds tend to end up biased towards a particular stat. Currently, Agile-biased balanced are popular because Agility is so powerful in the sim. I'd be interested to see a build or two, however, if you're truly confident with them -- as they're among the harder types of fighters to manage (in my opinion), and getting the stats proper is _very_ hard. Good luck with it, and any fp advice -- you know where to come
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Post by Evolve <Evil Empire> on Nov 21, 2006 7:10:29 GMT -5
Fight planning is a tricky business, good scouting though, I still believe, is the key. You have to know what stat you may have the advantage in. Post a build for one of your balanced fighters.......
And everytime we fight your guys come across as a Counter Puncher, I always assume you have a speed advantage.
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Post by readytobang on Nov 21, 2006 23:46:46 GMT -5
well I do like the Speed stat my problem is I dont' usually wind up quite tall enough for true CounterPunching so I wind up Feinting to the head which has been pretty good for me
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Post by jimsardonic on Nov 22, 2006 0:47:54 GMT -5
Targetting is important...
If you target Body, you do 20% more endurance damage -- but you do 20% less stun damage.
If you target Head, you do 20% more stun damage -- but do 20% less endurance damage.
If you target Cuts, you do 10% less Endurance and Stun Damage.
If you're looking to wear down the opponent -- aim for the body. If you've got KP, or are looking for a stun/Knock Down/Knock Out -- target head.
Otherwise, Opportunistic is often the best way.
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Post by readytobang on Nov 22, 2006 1:23:01 GMT -5
do you get any bennifit from targeting Cuts I read that it's rare for a fight to be stopped due to a cut
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pnp
Regional Fighter
Posts: 73
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Post by pnp on Nov 22, 2006 1:35:50 GMT -5
There is some decrease in your opponents AP's like agility, speed but I think you do less damage when you target cuts. I think the info might be in the newbie help files. bellsouthpwp.net/e/b/eboulier/helpfiles.htmlI don't think you'll get a stoppage outside of breaking your opponent's jaw. Ouch!
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Post by seeingstars on Nov 22, 2006 1:41:35 GMT -5
2 important things that are overlooked in scouting....
1) check the information at each round, where it says something like "fighter is dancing around looking for a good shot" these tell you whether or not he is using power,agg,def>=< 10. bad bit has a specifc page about that on his website.
2) not sure abt the accuracy, but use the fight parser by albino. it gives you an estimated idea of what tatics your opp was using and that is something that can really help you.
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Post by Evolve <Evil Empire> on Nov 22, 2006 7:11:02 GMT -5
I read Bad Bits, and I have downloaded the fight parser but I cannot say that I have used it. I hear many managers touting its effectiveness though.
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