#stunlock is insane and super easy
1299 messages · Page 2 of 2 (latest)
what abt pit
I think stunlock is equivalent to kb, both being skill issues
Stunlock has more counter play though
I think the core issue is “one small mistake that leads to a loss”
Imo it would be nice not to nerf them, but to add more counter play to give us a little bit of more interaction
A ledge grab mechanic/friction or something for kb
And ways to get out of stunlocks/fight back during them
only a big factor on ring and its really not so bad on ring if you space them out
thats still 50% of maps
They put a timer on your health to some extent, so I think they are a bit effective for that aswell, but they’re powerful for lots of reasons
yeah I agree, for something to have instakill potential it should take a BIG mistake, not just missing a defence one time
especially with the structure lock changes making defense against stunlock less reliable
its not like its a mistake to use discs on ring though
just don't use them to stupidly give up space and they're good
i just dont think its worth the risk
I miss old structure locks :(
you can disc spam on ring too, its just not optimal against the best players
fair enough, I think thats a personal preference though
Also stubborn XD
But the positioning is more important on ring
So the kb matters more I think, and it allows good players to take advantage of that
You’re essentially rate limited if you wanna maintain a good position
stubborn doesnt make you immune
Ye true
regardless of whether or not discs are actually good though, they're just annoying to deal with so I don't like them
But most gaps people leave covered
Am I the only one that likes disks 
not enough
discs are soooooo cool for all their utility functions like disc jumps and backstepping, they just suck when people use them as an attack
Fair
but EVERYONE can agree that 1 wall shouldnt be able to do 9 damage with 1 pop, right?
Ccq already has the potential for high damage, high risk attacks
It's just that the damage is 6-9 every interaction, not 20
just wanna note that i havent been 20-0'ed by anyone bad at CQC
and even then i dont think i even have by anyone good either
¯_(ツ)_/¯
@prisma condor
Lmao
i can consistantly stunlock ppl on client with over 160 ping
and they usually cant
if i can consistantly stunlock host players WITH flow stubborn on 170-180 ping and they cant i feel that points to stunlock being at least a tiny bit skill based

currently it is very strong but not totally skilless
just wanna point this one out
you're a good player 😭
You also specialise in stunlocking, so it makes sense you'd know how to avoid it xd
but what about peolpe who're less good?
Like overall i agree getting stunlocked is a skiue
but it is very strong xd
Newer players are naturaly using stunlocks to beat people cuz it's effective and easy to do for example
but the 20-0's aren't the only issue with stunlock, how much dmg Cqc can do is kinda crazy XD
(especially for how easy it is to catch a dash with a wall lol)
Idm it too much, it's weird how fragile we are and i think stunlock realy shows that (I've always said 4 walls is all it takes to beat anyone yk?)
idk what i'm saying much, but i think that we should also consider newer player perspectives on these things aswell xd
which literally signifies its a skill that you can get better at
my issue is people claim its skillless "just dash at someone and cube spam"
it is at some levels?
the fact it's possible to do that and it being pretty viable is kinda crazy
then get better at punishing it 😭
it's only when people get good do they start to learn to counter that, but i guenuinly struggled against that like a year ago
Now days it'd be so much worse
Also, doesn't this go both ways
Like the stunlocker can also just get better..?
Which ones easier?
i think stunlocks easier then ringing out someone
Like if they're good, i think it's easier to land a stunlock on them then a ring out
stunlocking is significantly harder than defending it
at least on client
i guess that matters
its easy on host but the risk on host is never worth
yeah
What do u think of this?
also one thing i do like about stunlock tho is it feels like scrapping XD
Like you're both just in a clinch and walling on each other lol
Boxyyy 
I scared him away 😔
I dont think so. Ring out is something that can be forced long term, meanwhile stunlock really just boils down to your opponent making the right mistake
if you play better than your opponent then you can put them in a spot where they either ring out or die to damage
Mm i see
That makes sense
But i feel like against a good player (like someone equal to above you) it's incredibly difficult to force a ring out
yeah
But you bring up a good point of stunlock requiring a mistake
but thats mostly just because a good player would always choose dash parry with stubborn over just getting hit
boils down to the same thing though
Yeahh
if you actually get the ring out doesnt matter, its just the thread of the ring out giving you an edge
either way you get what you want
my naive opinion is that cqc should be risky and powerful, but not powerful enough to guarantee a kill, even if your opponent bumbles around
"ethical" cqc (just avoiding stunlock) has this sort of thing, and can be very powerful while still providing your opponent options after they get popped up
obviously i lean towards thinking its balanced because people can get out of it, and the fact that I play it gives me a bias there, but thats an interesting alternative
I think with stunlock, it's more common to see imo just because we've, since white belts, always been wary of the ring
But i do think it's easier to make a mistake and get stunlocked (/be vulnerable to it) for it, then it is to make a mistake and get rung out (against good players)
Because we have, like you mentioned, stubborn parry and imo a lot more experiance in avoiding ring outs
I think it's intresting that the ring is like a "fixed*" danger zone, whereas stunlock has a moving danger zone the opponent can manipulate better
-# *The danger zone for ring outs moves as the battle goes on, but the general idea is near the edge is dangerous, and be aware of debris iykwim
idk if that makes sense tho
current stunlock isnt guaranteed to kill either
its maybe 30 - 40% consitent on full HP
and thats without you doing anything
too little people in this time have been able to 100% someone for it to be considered "guarenteed" imo
It does a lot of dmg tho, like Sauer said
so far
Idk i don't think it will
people will always get better at executing and avoiding it
i always worried it would, but even when it got buffed we still don't see it much at high levels afaik (20-0)
people have been staying pretty ass for a whole while now
So i don't think it's gonna be a common thing
Guilty 
-# i tried tho XD
meta is what the players make of it, people do not automatically lean towards the optimal thing, they have to practice and discover it first
at least you are getting there now
people didnt really get good at SUE until a few months ago, but it's still optimal
I disagree, meta can be objective (SUE over ESU) i think is an example of an objectivly better optimisation most of the time
(there are some cases where it would be best to ESU, but they're a lot rarer imo)
People ignore the optimal plays, but that's not realy meta
Meta is aiming to "figure out" the game afaik, trying to optimise as much as you can and stuff
SUE may be meta, but it didnt matter if nobody knew about it
SUE is a show off move that doesnt really do anything and most people who "got it" now only do so in the gym
now its more common, but before?
I think ima come back soon ngl, i took a break cuz some irl stuff happened and i been feeling burnt out
but now i'm kinda wanting to get back into rumble lol
doing it in the gym is definitely different than in a match, but im not sure about the first part
micro-optimizations are still optimizations
I think I would know if it was that good tbh
Imo it helps by reducing the amount of time you have an explosive structure in your proximity (Very useful for Voli users)
it's also slightly faster
which i think is better, but not very noticably
oh yeah i forgot about the omniscience granted by being meteorite
mb mb
Ofc hitstop still messes this up, in an ideal world we'd read that far ahead tho/react to it and not E but muscle memory messes that up
However, i still feel this is valid
even if it helps only 10% of the time, that's better then 0%
Or even putting yourself in avoidable danger 1% of the time
(especially for how easy it is to do imo)
this might just be a stone diff tho, as i use Voli quite a bit so i'm more scared of this happening XD
I didnt know I was missing out on all the new meta innovations by only playing the best players. Clearly I should watch more platinum vods to figure out what actually works
Tbfff you could be missing out something cuz you're too good for it to make a difference for now
its just such a nominal difference
Yeah
no one wins because of something like that
do you think stunlock is more helpful than SUE though?
depends on how bad your opponent is
It only took me like a week to learn, so it might be worth learning just for efficency sake
Even if all else, it might make you able to go 1-5% faster or something
stunlock definitely has a bigger impact on the game though, just by threatening the space around you
I think it's defo important to learn
my problem is that i can just beat 99% of players by doing exactly what you said
it isnt fair for the majority of the playerbase
i have purely because of SUE 🥺
you can also do that by doing any meta play
so ur saying playing meta is as easy as that?
no def not, which brings me back to saying stunlock is very strong but not skilless
so i suppose we fundamentally disagree there
if it was skilless it would be a coin flip every time i stunlock
yet i can consistantly stunlock on high ping client
against stub flow
¯_(ツ)_/¯
iirc you dont do the spammy stunlock, right>
yes and no?
spammy stunlock with specific timings to allow it to work
like a common setup i do client is w/\KbKcwbwcwc
@glass pecan
what in the world is /\
@glass pecan
I wouldnt call it spam since it requires 3 structures and uses stunlock knowledge most people dont know
yea fair ig
cube spam has worked on me 1 single time
every other time its done like 8-10 dmg and then i got out
would you count waiting for the opponent to barely land as a spam method?
cause its really easy to do w..w...w...w...
etc
ping dependent, not anti flow, and you can be fucked over by low pop state not actually popping them
Yeah, thats what I do, its spam. What boxy does where he keeps people in the same spot to instantly het hit by everything is technique
And yet it works pretty damn well
it does yes but its not 100% consistant
Why should there even be a chance of a 20-0 like ts 😭
there shouldnt be
do you count mass predictions as 20-0s?
if im able to predict your movements like 5 times, thats enough to kill you with walls
but you still have options
What's your point?
..which brings me back to the point again, very strong, not entirely skilless, on host you should already be winning and its like flick where its unneeded risk for damage, on client there are a lot of moving parts to ensure a 20-0, accounting for the ping and properly doing it
"very strong" and "not entirely skilless" are two pretty subjective matters
Its not like we just argued about that exact thing or anything sir
ik but like
20-0 is a stunlock that brings them from full to zero with no chance to escape it, them escaping and being predicted is just beung outplayed
you argued about it being skilless
those who strawman 💀 ✌️
And no this isnt a 20-0 because they have counterplay
i think you're kind of assuming that its strong because it can 20-0
if its not strong, then why does sauer argue against using it?
he is not omniscient, but he has reasons for believing what he does
..what??
might be the 2 hrs of sleep talking but that is word soup to me
This thread confuses me so much man
Everyone here has upvoted but also seem to argue for both sides 😭🙏
i dont have a particular loyalty to a particular side
I want to exhaust the argument to make sure we've accounted for everything
ultimately i think it is a good thing to nerf stunlock, but we should be aware what we're actually doing before we just use the majority to enact change
discussions shouldnt be who wins or loses, but the action of knowing more about the other side and the downsides of your own side
if people adamantly stick to their chosen side and never sway, nothing goes anywhere
thats also why people shouldnt strawman and should instead meet the other side with respect, which is something we didnt really see in the straight cooldown thread
I thought klibe's suggestion was a bad one, but that didnt mean I had to immediately dogpile on her because she attacked my team
having your beliefs be firmly entrenched in one side or the other leads to echo chambers and further division
I think its insulting to the people here to assume that they think like this and dont know this
you did ask
we could probably shave 500 messages off this thread by just agreeing if we upvoted
but that doesnt mean we should
honestly i think the line between effective cqc and stunlock is very blurry
depends on context
meta: stunlock
casual play: "ethical cqc"
and i would be willing to compromise more towards the stunlock side if I could play to the fullest extent
ehh
i feel like that analogy breaks down but i get what you mean
bro that's like a crazy amount of damage still 😭
normaly a cube hitting you does 2-4 dmg most
8-10 is equivelent of like 5 cSU's 😭
tbf tho, wHSUE is also a chance to 20-0 on ring
true, but they designed ring to be like this
If the devs designed cqc to be another win con, what happens then?
then i thug it out and whine about it
it might as well be part of the game, itll be here for a while
Yeah, imo i don't think the devs intent with it matters much
it's just wether it's designed well or not
imo i think both 20-0's should have counterplay tho
(For example: )
(ledge grab/friction mechanic to manage KB)
(Counterplay during stunlocks to make them more interactive)
Or something like that, to make the whole thing a little more intresting imo
I think it'd solve a lot of complaints
i agree i agree!
For the people saying just don’t let them get close, if you’re on ring and they have stubborn, not letting them get close requires giving up centre even if you hit them (because stubborn), but this leaves you more susceptible to super KB and KB in general. If playing on pit or if ring was bigger it would be fine and I would get where this mindset comes from, but with KB out of control, ring being tiny and for some reason being the chosen map for comp, you can’t give up centre without increasing risk of KB ring out.
The counter argument is to punish the player as they get close with stubborn, but again, broken KB. Plenty of times someone (on client) held a voli object and got forward KB and been put right next to their opponent, then with stubborn they tank one hit before stunlocking.
The combination of 0KB dashing from stubborn, small maps and broken KB when not dashing all together make stunlock a problem.
Also it is so inconsistent, I’ve launched people who don’t even have stubborn and they don’t go up and just sit inside the structure before launching me and stunlocking. It is genuinely random who wins a cqc stun lock encounter, plenty of times I’ve pulled it off on people better than me and many times is been done to me by worse opponents.
genuinely random
i can CONSISTANTLY do stunlocks against other diamond and meteorite level players
Your first point on ring just isnt even true
Pro-ring custom map is ring but bigger. I can state for a fact your first paragraph is wrong. KB is still an issue.
Self knockback so they have to keep chasing is the strategy. Make them eat things to get close. Disc jump if you have flow if you need.
The inconsistent Knockup i believe is from position offset. (Them, client) says they are next to it while host says hit by it.
The point isn't that it's not skill based or even unfair. This is rumble everything is skill based. The point is that it's just not a fun way to win or lose
if we're going based off that argument, lets remove charge then
i dont think charge is fun to play against
shouldnt be in the game then

Sure there's a discussion to be had there
lets add flick to that too
If something is making the game less fun for people then it should be changed or removed
You could make threads for those if you want
so games should be balanced around someone deciding they arent having fun?

More people find stunlock annoying then enjoy it or are neutral. Very few have a problem with charge and many enjoy it.
Well they should be balanced around if the average players have fun, not around if one specific person is having fun
now im a minority and my opinion isnt being valued because im less of the playerbase!
If a minority want something that goes against the majority, then it’s simply valuing the majority more, not discrediting or not valuing minority input
If a minority wants something that the majority is neutral towards, then it should still be added and the minority opinion is still valued
How else do you balance something both players have equal access to?
its not equal though, client is by default at a disadvantage
Yeah but like everyone gets half host half client
Client swaps so it’s equal over a match
So it's balanced every 2 games
we're talking about balancing for 2 different things completely, you're talking about casual play, im talking about comp
just gonna not argue anymore because we're 2 fundamentally different POVS
I think comp balancing should be around having fun playing meta no?
If you think stunlock makes meta more fun then fair enough
meta is fun already
It’s the same game, changing one changes the other. If majority is casual then it makes sense to prioritise casual. Also it’s not comp vs casual here, im comp and I don’t like the meta.
Yeah but like would removing stunlock or making it harder make meta more fun or less fun?
ok, im comp and i like the meta
many people complain stunlock aint fun xd
it's like kinda boring ngl
from like all perspectives lmao
You missed my point. My point is this is more nuanced than comp vs casual
If you think stunlock makes the game more fun though then that's completely fine, we just disagree
Like that's a completely reasonable opinion to hold
Also comp vs casual opinions is kind of influenced by (survivorship?) bias, a lot of people don’t enter comp because they don’t like the meta, not because they don’t like competitive play. Not necessarily that people who like comp like the meta, just people who like the meta can stand comp play. I like competitive play and enjoy challenge and pushing myself, which is why I play comp, but I don’t like the way the game is played in a high level meta scenario.
I think there could be changes so that the optimal way to play is both more fun and more diverse, meaning meta would be more fun and more diverse
Damn thats a good take
I’d say that the reason it is strong is because it’s the fastest option
you wont ever make a game that everyone enjoys, but the way the game is build right now its difficult to imagine anything much fundamentally different from what we have right now
the game just isnt really build for diversity, and I dont think you can really make a game with an already established player base "more fun", you can just change the target audience
Another good take
I’d say it could be adjusted though like make it more fun for their player base
But I’m not sure if majority of players are on what side
Majority of players would like it if stunlock is fixed, super KB and KB jank is fixed, stubborn nerf, buffed flight etc. There are many things that could be changed to make the meta more fun, and the way that so much of the player base stays away from comp demonstrates they don’t find meta fun. In the entire OCE region, the only notable comp players are me and a-train, every other notable player (shoeless, rhyme, acorn, windette, coup, jman, gryphon) does not like the meta and stays away from comp.
Saying the game isn’t built for diversity doesn’t make much sense coming from a non comp background for most my playtime. Flick flight, hold flight, railgun, chambering and so much other cool tech exists, but the balance is horrible and pace is the only way to play on ring.
On pit some diversity already exists because there is breathing room to play reactive or do a small amount of flick bump to air strike for example. Against A-train in comp format match the score was 3-3(1) when I played reactive and didn’t focus on pace, as well as hit 2 air strikes.
Even then though, only the most basic deviations from pace are currently viable. If they buffed charge to quarter second charge time for example I would see it being somewhat viable and adding more variety. There are so many ways they could just buff existing tech and make it comp viable to add diversity
so this is why we have tournaments outside of just standard scoring rules
because it's physically impossible to have the meta fit everyone
The problem with mm2 for example is that scoring is subjective and there is bias, especially for the micro celebrities. Additionally, outside of those tournaments there are no judges so you can’t tell yourself “I lost that game but I was more flashy so I was better.” People who play to improve and win have no real metric for judging how flashy they become. Also it’s one comp like once a year or something.
Without even taking away from pace and upsetting people who only like spam, it is possible to add variety and make other ways of playing viable, meaning the meta fits more people. Im not necessarily saying they should remove pace, just that other styles alongside pace should be viable. If you enjoy chambering and they buff it to be in line with pace so it can be played in meta comp, pace players are still happy because they can keep playing pace, but then another set of players can enter the comp scene.
i want to argue with this but its all true 😭
also true, I think the meta should definitely change at least a bit, or at least be rivaled by something. ofc pace and reactivity are always going to be on top but those are usually more of skills rather than whole playstyles. like yeah you can run a chambering style but you still need to have good pace.
If other play styles become viable, I would definitely expect them to shine in different situations and you can’t always rely on them. Continuing the chambering example, you would need to play at longer ranges but if they got close you would need to be good at pace until you can make space or have good movement.
We kind of got massively side tracked but I would like to point out the upvotes on this post. It is a majority that doesn’t like stunlock. Removing or making it near impossible to pull off would make the majority happy, because the majority doesn’t find it fun.
I don't think the majority wants it removed. The post is about how stunlock can be done with just wwwwww or ccccc rn, which is for sure an issue. Either way there's not really a point in arguing about it considering it's being changed lmao
Do we know how the changes would prevent stunlock. If iron boots is removed but it is being fixed would you just stand on top of the structure and be pushed up as it launches up? I haven’t followed the new changes much.
you could also walk on them
so you get more DI potential
Interesting
i think its less of "you can just sit and prevent your opponent from stunlocking" and more just providing you options to get out of any thing
also it provides stunlock potential if they can predict
hardly comp format but sure
comp format as in 3 sets and taking scores
a-train said he could sweep me so i challenged it
Hmmm id say that my issues are just cuz I’m a flick player I’d like if stunlock was nerfed because it’s one of the two strongest counters to flick
-# the other one is dashing twice …. Yeah