Combat Core (Created by Black game developer and Coli member MABManZ) (PC, Switch)

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Alpha 14 Update, New Combat Guide from Almerino!
August 26 - MABManZ
8474504418c4e3e78042921d47136689473d8288.jpg


After the quick patch earlier this week, some critical issues that users reported have been worked on.

This patch includes also includes a slew of balance changes to characters, and updates to hitsparks and sounds to help with feedback on attacks.

Interface
- Fixed some issues with menus not activating/deactivating properly
- "Demo mode" timer increased from 75 seconds to 120 seconds

Online Play
- New Southeast Asia network region (Singapore)
- Region switch now works after playing a match
- Fixed a bug that would sometimes not receive your Steam name if you joined a room too quickly
- Fixed combos not working with Flashblade and Combat Staff
- Core armor will no longer stay active if taunt used while armor is active
- Friends list now working, but only for hosted private matches

Gameplay/Balancing

- Rolling now be done w/ a .2s button press (previously .3s) - this requires a quicker tap to execute roll, and prevent "accidental" rolls when you would prefer to use guard
- Parry recovery time increased from .1s to .15s
- Hitsparks are now solid white w/ outline and slightly larger
- Medium hit sound is changed
- Screenshake from all damage increased

Bruizer
- Fixed hitbox on Light Kick (Y)

Skatie
- Y (1st strike) tracking speed reduced from 7 to 3.5
- Y (1st strike) damage decreased from 105 to 80
- Y (2nd strike) string attack no longer has knockdown

Jondo
- Standing shuriken throws can now be executed next string .05s faster (previously .1s before next shuriken throw can start)
- Slash (1st strike) startup reduced from .41 to .375s
- Slash (1st strike) stun time increased from .65s to 1s
- Slash (2nd strike) stun time increased from .65s to .8s
- Slash attacks damaged increased from 70-75-85 to 75-85-95

Squaz
- X Attack recovery reduced from .4s to .3s
- Y Attack recovery reduced from .3 to .25s
- X Attack (1st strike) damage increased from 65 to 80
- Y Attack (1st strike) damage increased from 55 to 75
- Wait time to combo out of Muscle Flex reduced (.15s to .1s)

Pugi
- Big head is now 3% smaller

------------------------------------------------------------------------

On another note - I'd love to give a huge thanks to Almerino for creating a new in-depth guide on Combat Core! It's still WIP, but already has valuable information on the deeper mechanics of the game and some great character/core breakdown and tips!

Check out the new guide here:

How to beat up your friends! [very very WIP]

A Guide for Combat Core
By: Almerino
Featuring: more parrying than Dark Souls




On another note, I encourage all players to join in the discussion forums with your feedback, or hop in the new Discord chat! I am always active in the chat room if you'd like some real-time feedback on the game at https://discord.gg/kWZXTsF
 

Jonah

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Cali Crew
really looks like powerstone but with more zoom, good shyt bro. if I ever get a copy, Ima have to replace the music with the original Powerstone music :salute:
 
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Combat Core Update Notes (EarlyAccess.16 12/22/2016)
Just in time for Christmas! "The Offensive Update" 16 includes a slew of gameplay changes and bugfixes that improve offensive mechanics and make the gameplay better than ever!

Want to try out the new characters releasing next month, before release? Hop in our Discord Channel at https://discord.gg/kWZXTsF and ask about it! It's also a great place to find players to match with online.

Thanks for your support!

Here are the full patch notes:



Gameplay/Mechanics


- Parry active window reduced from .27s to .17s (recovery time is now .33s)
- Roll evasion time reduced to .17s
- Can no longer attack during roll
- If stunned during a failed parry attempt, hitstun parry no longer available until player is no longer stunned
- Shield Energy cost reduced from 1.8x damage to 1.5x damage
- Shield Weapon damage reduction increased from 45% to 50% (in addition to normal shield increase)

Overall these changes should make it easier to consistently deal damage to opponents, and increase the risk of excessive parry usage by requiring
more precision, and also allowing greater punishment for missed parry attempts. Increasing the effectiveness of shields makes it a more
effective option against certain low-damage attacks or projectiles.


General Bugfixes/Menu fixes

- Match Settings can now be changed for both Public and Private rooms by the Room Host (1P)
- Fixed Random Stage selection when using gamepads 2-4
- Fixed a bug that would cause some online players to spawn without their model loading (invisible)
- Player 1 slot no longer T-Poses character at first load
- Fixed grayscale saturation for Game Over countdown
- Fixed a bug that allowed players to use light attacks during Diving Drill
- Throws now properly cause ragdolls in online play
- Can no longer trigger match settings after "Start Match" is pressed, which caused the game to not load characters correctly
- More performance improvements
- Fixed Christmas mode toggle
- Fixed a bug that would cause performance problems/crashes during Online "Ready" screen
- Fixed Timer showing "Off" correctly if timer set to higher than 300 in Match Settings
- Fixed camera zooming incorrectly in character editor
- Fixed instances when Match Settings menu was disabled when it shouldn't be
- Opening "Match Settings" during Stage Select will send you back to Stage Select, instead of the Character Select
- Players can no longer end match in Practice mode with 1 stock
- Fixed performance on Main Menu scene (was rendering multiple cameras)
- Fixed a bug that would cause inactive AI opponents to float in the air in practice mode
- Fixed a loading screen w/ updated information for Core Armor
- Match Settings button changed to "X" to avoid conflicting "E" input with color palette changes
- Fixed a bug that would not start matches even with 2 or more players after changing Match Settings

Visuals
- Some lighting effects (projectiles, etc.) now cast dynamic shadows
- Stage 6 lighting changed (brighter)
- Fixed brightness on Core Armor hit effect
- Fixed weapons sometimes not positioning/rotating correctly while attacking
- Cursor now hidden in practice mode (to change speed, use mouse scroll wheel or gamepad right analog stick)
- New Player status color tips + gameplay speed icons in practice mode




Characters/Weapons

Flash Blade
- Attacks/combo time are now faster (no parry window)
- Sword damage reduced to 30/45/35 (from 35/75/35)

The sword seemed only useful as a projectile weapon due to the slow melee attack speed. This should make the sword a more useful and a good melee option for many characters.

Core Staff
- Combo input time reduced on first X attack (no delay after hit)
- Stun time increased on all attacks (no parry window)

As with the sword, melee attacks with the staff felt too risky and unrewarding. This increases the staff's melee utility.

Skatie
- Tracking for 1st X attack increased slighty
- 2nd Y string attack now has knockdown

Skatie felt a bit underwhelming after her nerf a few patches back. This brings her closer to her original kit, but with less damage and tracking still not quite as good as before.

Jondo
- Shuriken energy cost reduced from 55/55/100 to 50/50/100

Ember
- Y kick startup now .02s faster to match animation speed
 

Rozay Oro

2 Peter 3:9 if you don’t know God
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Damn son peak concurrent players is 2 yesterday, damn maybe i am not reading it right
Yeah 2 people played yesterday. It's just a fighting game not open worldish or a survival game where people enjoy it more in early access and look forward to report bugs. The amount of owners is more important especially since steam only takes 20% off profit and shyts sold at $15
 

Noni

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What you may want to do is get some let's play youtubers to play it, so you don't have to give steam a cut if you don't want to. But the artwork is goregous! I'm aspiring to get into the video game industry, and it's encouraging to see indie games posted about here.
 
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What you may want to do is get some let's play youtubers to play it, so you don't have to give steam a cut if you don't want to. But the artwork is goregous! I'm aspiring to get into the video game industry, and it's encouraging to see indie games posted about here.


How would he be able to get around Steam's cut by doing that?
 
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