I'm open for better wall detection in general. Still come across too many situations where you are off axis by one degree and can't get a wall throw despite the game showing it is physically possible.
Wall detection in Vanilla kinda sucks. You can't do walled throws on round walls like in Lab and you got more wall holds that wall throws.
How about DOA3's wall throw detection then? That was some crazy shit.
If you were to do a TFBB at an angle in that game, Bass would just turn in place at 60 degrees to the wall so he's at a right angle and then finish doing the throw. It was pretty silly.
I'm open for better wall detection in general. Still come across too many situations where you are off axis by one degree and can't get a wall throw despite the game showing it is physically possible.
The only thing that wasn't good in Vanilla was rounded walls. Those were damn near impossible (I like to think actually impossible) to get wall throws off of. You could get wall holds pretty easily but the throws were another monster.Vanilla didn't have this problem. It wasn't perfect but it was better than this. Bayman had wicked wall pressure that he doesn't have on a lot of surfaces anymore. It was a design choice to change it and I don't really understand why.
I'm no stranger to how things work in the world and I'm not sure TN don't really read any forums any more, but it's good that we all keep these issues fresh and in the back of our minds to just pass the comment when the opportunity arises (to the relevant parties, of course).You make it sound like we're in control of that, when people have been mentioning it since Ultimate's release.