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HYPE/DC & Co - WWE 2K22 Attributes

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Old 04-02-2022, 09:14 PM   #81
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Re: HYPE/DC & Co - WWE 2K22 Attributes

You're right. I did exactly that comparison and saw the difference. Great catch!
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Old 04-03-2022, 10:29 PM   #82
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Re: HYPE/DC & Co - WWE 2K22 Attributes

Quote:
Originally Posted by smcinty11
Following up on the reply right before me, this has been my suspicion (neither good or bad) as to all of the kickout frustration and complaints: they're trying to quickly win the match, as opposed to "having a good match." Which, I can totally sympathize with the complaint if that's the goal.

On the other hand, I play on Hard with AI Damage Scaling at 75/100 and have rarely (unless I "planned it") had people kick out of finishers regardless of who I'm using. But I'm an Attitude Era kid when finishers still meant something lol, so I'm not even trying one until 10ish minutes into a match, or longer, and I'm looking to end it for story purposes.

(I also use my own attributes for the roster, and I lowered Recovery across the board)

Also, I thought the AI damage scaling was how much damage the AI does to *you.* And then the vitality & stamina regen stuff affected the AI's "defense." Hm. I'll have to play around with the settings some more.
For reference, I do not play matches with these settings. I build a Universe and like to spectate. My goal is for a spectated match to play out realistically. Years ago, I'm wanting to say '17 - '18, the year before they put a low cap of 30, the Hype/DC settings were like MAGIC for this. Worked wonderfully! I feel like the new game engine is set up to be more arcadey and it's made it near impossible to get back to how good it all used to work. But I'm here for every update and tweek to get it as close as possible!
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Old 04-04-2022, 01:02 PM   #83
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Re: HYPE/DC & Co - WWE 2K22 Attributes

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Originally Posted by nico9rd
For reference, I do not play matches with these settings. I build a Universe and like to spectate. My goal is for a spectated match to play out realistically. Years ago, I'm wanting to say '17 - '18, the year before they put a low cap of 30, the Hype/DC settings were like MAGIC for this. Worked wonderfully! I feel like the new game engine is set up to be more arcadey and it's made it near impossible to get back to how good it all used to work. But I'm here for every update and tweek to get it as close as possible!
That will eventually be my setup as well. I'm currently trying to find the best wrestler attributes to edit in conjunction with the game settings to find the most realistic "sim" matches. This is my first wrestling game since N64 LOL.

But I get the sense from some of the kickout complaints on the reddit board (which is more of a complaint fest certainly than OS) it's because they're trying to Mortal Kombat out a victory in online matches and are upset an F-5 isn't treated like a fatality
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Old 04-04-2022, 01:44 PM   #84
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Re: HYPE/DC & Co - WWE 2K22 Attributes

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Originally Posted by smcinty11
That will eventually be my setup as well. I'm currently trying to find the best wrestler attributes to edit in conjunction with the game settings to find the most realistic "sim" matches. This is my first wrestling game since N64 LOL.

But I get the sense from some of the kickout complaints on the reddit board (which is more of a complaint fest certainly than OS) it's because they're trying to Mortal Kombat out a victory in online matches and are upset an F-5 isn't treated like a fatality
For me, it depends on the wrestler. I expect Roman Reigns to kick out of a finisher or two...but not Robert Roode. As a spectator. With the new engine I'm sure it'll take a little time and tweaking. In the end, it's the new engine and lack of certain sliders that's the problem, not Hype/DC.
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Old 04-04-2022, 04:49 PM   #85
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Re: HYPE/DC & Co - WWE 2K22 Attributes

are you guys finding it way too easy to reverse AI finishers?
I have the Finishers and signatures set to 0 on legend and I still find myself reversing all finishers, particularly air finishers
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Old 04-04-2022, 10:41 PM   #86
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HYPE/DC & Co - WWE 2K22 Attributes

Quote:
Originally Posted by baseballguy99
are you guys finding it way too easy to reverse AI finishers?
I have the Finishers and signatures set to 0 on legend and I still find myself reversing all finishers, particularly air finishers

Yup, depending on the finisher it can be an almost guaranteed reversal. Make sure you have Reversal Prompts turned off, that can help alleviate the issue. Other than that, you can set the Strike, Grapple, and Aerial reversal attributes to 50 or lower for the person you’re using in any given match, and then set them back to the original values after.

If none of that solves the problem, you really just need to resort to house rules and purposefully not reverse a finisher if it doesn’t make sense in the story of the match. Honestly, how often do we see the SAME finisher reversed more than twice in the same match? If it wouldn’t make sense to see in a match, don’t do it in game.

Last edited by EccentricMeat; 04-04-2022 at 10:43 PM.
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Old 04-06-2022, 01:57 AM   #87
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Re: HYPE/DC & Co - WWE 2K22 Attributes

Anyone had any luck with Royal rumble settings or sliders to make it look like a Royal rumble?


I have noticed if you put wrestlers to come in every 120 secs, its mostly to long. One wrestler will almost always eliminate the other before another wrestlers comes in. I have changed it to 60 secs and it kinda fixes it. Also you cant remove the clotheslines in movesets when wrestlers are prop up against the ropes. Which for me if results in 60% of the royal rumble eliminations. Same move every rumble. I had one where Triple H knocked out 9 guys in a row before the next wrestler came in the ring with that clothesline.
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Old 04-07-2022, 09:11 AM   #88
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Re: HYPE/DC & Co - WWE 2K22 Attributes

Any word on if the NXT 2.0 roster is gonna be added?
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