Gang Beasts

Gang Beasts

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Bathory Dec 1, 2015 @ 12:56am
Button mashing
So why exactly does the game not limit how many times you can mash the button for results, you can mash 24/7 as long as you do not get knocked out and there is no negative effects for it.

Would it not be better to make your attacks weaken as you mash longer?
Inb4 "get better to avoid button mashers"
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Showing 1-9 of 9 comments
saintluegenin Dec 1, 2015 @ 2:48am 
Cry more, just cuz I was swingin away while your were trying to throw me XD
Parboleum Loyce Dec 1, 2015 @ 3:36am 
I actually couldn't agree more. Button mashing, like in any game, ruins it.
I call for a combo system! C:
CardboardFace Dec 1, 2015 @ 9:53am 
It's simple unique and hectic. I like it as it is. Easy for big friend groups to pickup and play.
Popcork Dec 1, 2015 @ 12:30pm 
Grabbing can sometimes be useful in those situations. If you can grab in the right spots and lift them you can get a quick K.O. as their button mashing will create momentum to get them over the edge.
Bathory Dec 1, 2015 @ 8:23pm 
Minus the fact button mashing in any fighting game is frowned upon. Most games have systems that help prevent it.

Gang beasts doesn't even have the ability to block (which most games use to counter mashing, block then strike when they are animation locked)
sable (alt) Dec 1, 2015 @ 11:22pm 
This is kind of a game for button mashing...
Parboleum Loyce Dec 2, 2015 @ 2:17am 
This is not a game for fancy combo moves, I agree, but at very least button mashing should drop in damage quickly and timed punches do the norm.
Bathory Dec 3, 2015 @ 12:32pm 
Button mashing can lead to broken controllers/ injuries, look it up.

Besides why would the devs be adding more ways to attack if they wanted people to just slap their entire button layout nonstop.

We dont need combos or anything, just a deterrent for spamming everything in hoping you win.

When someone can instantly knock you out by spamming 24/7 there is no counter.
Bio Drando Dec 5, 2015 @ 7:07am 
The devs said they want to improve the stamina system and add a secondary "Exhaustion" bar that should deplete like the Stamina bar but, unlinke the Stamina one, it is A LOT longer but it won't replenish itself (or it will do it A LOT more slowly...).
It will be used to determine not the characters' grip but its "global strenght", it will be affected and decreased by punching and kicking (and possibly jumping too...) and the lower it is the weaker the character will get and as the character gets more and more weak then punches and kicks should be less fast and deal less damage. This will be made so that players that spam attacks non-stop will have the character getting exhausted after 4-5 minutes of continous rushing and non-stop attacking and their attacks will be slower and less powerful than their enemies' ones, so if they were having a fist-fight with a player that didn't spam attacks their punches would be a lot more powerful and (assuming they gave punches at the same rate) the player who spammed would get K.O.'d by the one who didn't since they would be in a disadvantage due to the less powerful attacks.
Originally the devs said the Exhaustion meter would have effected the grip meter too (by making it shorter and shorter the weaker the character is) but since many people argued that they didn't like being forced to have the grip for climbing after the v0.2.6c update then I think they'll use the Exhaustion meter exclusively for the attacks' speed and damage and not for grip time (as they probably know the games' players wouldn't like it...)

While there will be a high chance that the grip meter will be able to be disabled (as I said in my previous post that they are placing unclimbable areas and more kill zones to prevent escaping from the stages) I don't know if the overral Exhaustion meter will, I personally doubt it will...
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Date Posted: Dec 1, 2015 @ 12:56am
Posts: 9