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WWE '12 News Post


It has been confirmed that a few people already have WWE 12. Please post your impressions here.

Game: WWE '12Hype Score: 8/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 26 - View All
WWE '12 Videos
Member Comments
# 321 Steven547 @ 11/17/11 02:08 AM
Quote:
Originally Posted by jrider99
Someone earlier asked about sliders. Here they are:

A.I. reversal rate (can adjust higher or lower)
Standing strike
Standing grapple
Ground strike
Ground grapple
Finisher
Weapon

Damage (can adjust higher or lower)
Finisher strength
Weapon strength

General (can adjust higher or lower)
Standing strike reversal
Standing grapple reversal
Ground strike reversal
Ground grapple reversal
Finisher reversal
Weapon reversal
Momentum rate attacks
Momentum rate taunts
Adrenaline rate

In-game options (can be toggled on or off)
Difficulty -- Easy, Normal, Hard, Legend
Reversal damage
Adrenaline
Blood
That would be me. Thanks! Kind of disappointed no other sliders. Do these actually work this time? If I raise foreign object damage, will it have a greater effect?

Also, if you could be so kind as to post R-Truth's attributes. I wrote up all the attributes in an excel file, based off THQ's site, but they have R-Truth with an "82" on one rating.
 
# 322 Streets @ 11/17/11 02:16 AM
Quote:
Originally Posted by jrider99
Yeah they are competing in regular matches. And you're right, I'm sure some people will freak out over it, but you can edit everything anyway so it doesn't really matter. I'm discovering that Universe Mode is more of a tool than anything else. It's a way for you to create whatever WWE experience you want. Like I said earlier, you'll get out of it only as much as you put in. The more hands-on you are, the better your experience will be in my opinion.
That kind of sucks for me because my brother-in-law and I like to set it up once then be completely hands-off and let the Universe create our experience. We each pick 3-4 guys and let the Universe guide where our careers end up with us playing the matches assigned to us. We had a blast last year though, so I'm sure it'll be the same this year.
 
# 323 jrider99 @ 11/17/11 02:23 AM
Quote:
Originally Posted by Steven547
That would be me. Thanks! Kind of disappointed no other sliders. Do these actually work this time? If I raise foreign object damage, will it have a greater effect?

Also, if you could be so kind as to post R-Truth's attributes. I wrote up all the attributes in an excel file, based off THQ's site, but they have R-Truth with an "82" on one rating.
The only sliders I've messed with are finisher strength and foreign object damage. I jacked both up to the max and have no complaints. Guys will still get up from a finisher, especially if you hit it early without softening them up first.

Here's R-Truth's stats
Strike Power 80
Grapple Power 70
Submission 70
Strike defense 85
Grapple defense 80
Speed 80
Agility 85
Adrenaline 80
Recovery 80
Durability 75
Charisma 85
Tag Team 70
Overall 85
 
# 324 Steven547 @ 11/17/11 02:27 AM
Quote:
Originally Posted by jrider99
The only sliders I've messed with are finisher strength and foreign object damage. I jacked both up to the max and have no complaints. Guys will still get up from a finisher, especially if you hit it early without softening them up first.

Here's R-Truth's stats
Strike Power 80
Grapple Power 70
Submission 70
Strike defense 85
Grapple defense 80
Speed 80
Agility 85
Adrenaline 80
Recovery 80
Durability 75
Charisma 85
Tag Team 70
Overall 85
Thanks. They had a typo on his agility being 82. Ok..list is updated!
 
# 325 jrider99 @ 11/17/11 02:30 AM
Quote:
Originally Posted by Streets
That kind of sucks for me because my brother-in-law and I like to set it up once then be completely hands-off and let the Universe create our experience. We each pick 3-4 guys and let the Universe guide where our careers end up with us playing the matches assigned to us. We had a blast last year though, so I'm sure it'll be the same this year.
Yeah, but you're not simming everything. That's what I was talking about. If you actually participate and play the matches, even if it's just one per show, you're likely to see more cutscenes and trigger more moments than if you just sim every show.
 
# 326 ctr05 @ 11/17/11 02:38 AM
Quote:
Originally Posted by jrider99
You can use a CAW, but he will be thrown into an angle even if you move him to another brand. You can edit him out of the matches until the angle runs its course, but it has happened every time I've added a CAW to my universe.
ah, see now THAT is kind of an annoyance because I want to use everybody in my universe. but I don't want all of those belts in there mucking things up, and it's weird that CAWs will still pop up even if they're put on a dead brand but other people stay away when placed on a dead brand.
 
# 327 jrider99 @ 11/17/11 02:43 AM
Quote:
Originally Posted by ctr05
ah, see now THAT is kind of an annoyance because I want to use everybody in my universe. but I don't want all of those belts in there mucking things up, and it's weird that CAWs will still pop up even if they're put on a dead brand but other people stay away when placed on a dead brand.
They only show up for one angle once you place them in your Universe (or at least that's what I've seen the 3 or 4 times I've introduced one). That angle only lasts a couple of weeks, so it's easy enough to skip past their storyline and then they are never heard from again.
 
# 328 Streets @ 11/17/11 02:54 AM
Quote:
Originally Posted by Seymour Scagnetti
Jrider when you get a chance can you play an exhibition match with damage at the lowest setting (and all other settings at defualt with maybe reversal damage toggled off) and see if it noticebly increases the match length.
I know this is a big deal for a lot of people, but I personally am not concerned with match length as much as I am pacing. Having 20 minute matches doesn't concern me. As long as the pacing and flow to a match is good, I can live with a faster game speed for video game purposes. There are naturally going to be less restholds and downtime after big spots in a video game, but as long as the down time is appropriate in comparison to smaller moves, that's all that matters to me. From everything jrider has said in his impressions and I have seen in videos, this appears to be spot on.
 
# 329 jrider99 @ 11/17/11 03:14 AM
OK, instead of lowering the damage for finishers and weapons, I lowered the momentum bars. Wow what a difference that made!

I took Kofi against R-Truth and had what is probably my favorite match so far with WWE 12. With the momentum turned down, it took longer for each guy to reach his finisher. This led to more wear-down moves and a better pacing overall. The match was back and forth for the first 5 minutes or so, then as soon as I got a signature move, Truth rolled out of the ring to halt my momentum.

I went out after him and hit him with the SOS on the floor, thinking I could win by countout. But he got up at 7 and slid back into the ring. Having used my finisher, my momentum was completely empty, whereas his was almost full. He countered a grapple and next thing I know, I'm getting hit with his finisher and it was all over.

I don't know if I've mentioned this or not, but you can't see the CPU's momentum bar, so you never know how close they are to getting a finisher until it's too late. Personally I like it this way as I never know when that match-ending moment could occur. It keeps me on my toes at all times.

Anyway, I think lowering momentum might be the way to go, both if you want longer matches and matches with a better natural flow. I'll some more matches like this tomorrow and see if this trend continues.
 
# 330 ctr05 @ 11/17/11 03:23 AM
Quote:
Originally Posted by jrider99
They only show up for one angle once you place them in your Universe (or at least that's what I've seen the 3 or 4 times I've introduced one). That angle only lasts a couple of weeks, so it's easy enough to skip past their storyline and then they are never heard from again.
Okay, so I could easily just edit their matches to have different participants for those couple of weeks that they're featured and they would still fade away?
 
# 331 Jukeman @ 11/17/11 03:25 AM
Here's a vid on universe mode

BTW those asking about AI vs AI, this guy has tons of footage of it (legend mode) and it still sucks imo...

 
# 332 ctr05 @ 11/17/11 03:26 AM
Quote:
Originally Posted by jrider99
OK, instead of lowering the damage for finishers and weapons, I lowered the momentum bars. Wow what a difference that made!

I took Kofi against R-Truth and had what is probably my favorite match so far with WWE 12. With the momentum turned down, it took longer for each guy to reach his finisher. This led to more wear-down moves and a better pacing overall. The match was back and forth for the first 5 minutes or so, then as soon as I got a signature move, Truth rolled out of the ring to halt my momentum.

I went out after him and hit him with the SOS on the floor, thinking I could win by countout. But he got up at 7 and slid back into the ring. Having used my finisher, my momentum was completely empty, whereas his was almost full. He countered a grapple and next thing I know, I'm getting hit with his finisher and it was all over.

I don't know if I've mentioned this or not, but you can't see the CPU's momentum bar, so you never know how close they are to getting a finisher until it's too late. Personally I like it this way as I never know when that match-ending moment could occur. It keeps me on my toes at all times.

Anyway, I think lowering momentum might be the way to go, both if you want longer matches and matches with a better natural flow. I'll some more matches like this tomorrow and see if this trend continues.
what did you lower the momentum to?
 
# 333 ctr05 @ 11/17/11 03:29 AM
and I've never understood the attribute customizer that comes with fan axxess.....what exactly does that do?
 
# 334 Steven547 @ 11/17/11 03:37 AM
Quote:
Originally Posted by ctr05
and I've never understood the attribute customizer that comes with fan axxess.....what exactly does that do?
You can edit the wrestlers attributes. Not only the CAWs but the SUPERSTARS in the game. I love that they finally allow us to do this. I made major adjustments last year and got "realistic" matches.
 
# 335 PVarck31 @ 11/17/11 03:48 AM
Hey Rider. How often are you seeing comeback moments, and how do they look?

Same with wake up taunts.
 
# 336 Tweeg @ 11/17/11 03:48 AM
Quote:
Originally Posted by jrider99
OK, instead of lowering the damage for finishers and weapons, I lowered the momentum bars. Wow what a difference that made!

I took Kofi against R-Truth and had what is probably my favorite match so far with WWE 12. With the momentum turned down, it took longer for each guy to reach his finisher. This led to more wear-down moves and a better pacing overall. The match was back and forth for the first 5 minutes or so, then as soon as I got a signature move, Truth rolled out of the ring to halt my momentum.

I went out after him and hit him with the SOS on the floor, thinking I could win by countout. But he got up at 7 and slid back into the ring. Having used my finisher, my momentum was completely empty, whereas his was almost full. He countered a grapple and next thing I know, I'm getting hit with his finisher and it was all over.

I don't know if I've mentioned this or not, but you can't see the CPU's momentum bar, so you never know how close they are to getting a finisher until it's too late. Personally I like it this way as I never know when that match-ending moment could occur. It keeps me on my toes at all times.

Anyway, I think lowering momentum might be the way to go, both if you want longer matches and matches with a better natural flow. I'll some more matches like this tomorrow and see if this trend continues.
That's great that you can't see their momentum bar. It's always been too easy to just run away from the CPU when they're close to that finisher. Now it won't be so easy. ..Getting really pumped for this game.
 
# 337 PVarck31 @ 11/17/11 03:53 AM
Quote:
Originally Posted by Jukeman
Here's a vid on universe mode

BTW those asking about AI vs AI, this guy has tons of footage of it (legend mode) and it still sucks imo...
I agree. I was hoping it would be better. I don't really watch AI vs AI matches so it won't bother me that much.

My only concern is the AI in the match I will be playing. They few vids I have seen of that have looked pretty good. So we'll see.
 
# 338 Simple Mathematics @ 11/17/11 04:08 AM
Quote:
Originally Posted by JohnDoe8865
If I got this I'd be interested in a completely CAW Universe w/o WWE guys and me "booking" CPU vs CPU matches and watching them play out. If anyone gets the game and has information on how/if this works this year (like 11?) then I'd appreciate it.
I did this in SvR 2011. The only thing that sucked was that the game made you keep at least one guy from the regular roster on each brand (1 on Raw and 1 on Smackdown). So I made those two guys from the roster horrible, like Santino. However, they were almost always in the main events and were almost always considered the #1 contender. I know you can change the cards, it just got a little annoying.
 
# 339 bscott14 @ 11/17/11 08:49 AM
Someone from caws had this question


So to clarify, adding any major title to both brands will result in people competing for it on both shows, or is it just the Undisputed Championship? Reading the original post, it sounds as though it could happen with any title as long as you assign it to both shows, but I just want to be sure.
 
# 340 jrider99 @ 11/17/11 08:53 AM
Quote:
Originally Posted by bscott14
Someone from caws had this question


So to clarify, adding any major title to both brands will result in people competing for it on both shows, or is it just the Undisputed Championship? Reading the original post, it sounds as though it could happen with any title as long as you assign it to both shows, but I just want to be sure.
I haven't tried it, but considering that happens with both of the other titles assigned to both brands -- tag teams and divas -- it stands to reason that it would occur regardless of the championship.
 


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