![]() You can specify Timeout.Infinite for the millisecondsTimeout parameter to suspend the thread indefinitely. This method changes the state of the thread to include WaitSleepJoin. The thread will not be scheduled for execution by the operating system for the amount of time specified. ' This example produces the following output: * This example produces the following output:Ĭonsole.WriteLine("Sleep for 2 seconds.") Ĭonsole.WriteLine("Sleep for 2 seconds.") using namespace System Ĭonsole::WriteLine("Sleep for 2 seconds.") Ĭonsole::WriteLine("Main thread exits.") The following example uses the Sleep method to block the application's main thread. For people who play ranked, what characters/abilities have you been seeing the most.The time-out value is negative and is not equal to Infinite. ![]() Hopefully they make it more fluid and balanced with future updates. It's cool when the protagonist gets beat up then does his final stand with his theme song and all, but that's not how it should work in a game. Not to mention it sucks to almost never be able to ult against the AI considering they usually play on the defensive. ![]() People shouldnt be rewarded with ultimate charge because they're losing, the charge should tied to something else, Awakening Ults are just way too strong. Literally every fight I'm winning, has a point where I'm getting ulted and losing too much health. Most of these people are usually someone with Ryo or Ichigo as Support.Īlso, the awakening bar needs a big rework. I usually use Dio as my main attacker, but everyone I've faced usually just runs away at when they start losing and just spam Combo Abilities or ranged abilities. Playing ranked, you wont ever see any character that actually has to get close. You can dodge out of a combo using all your stamina and there's a chance you'll just get roped back into the same combo because it could still be going, having no stamina is too punishing for escapes to be as unreliable as they are. The stamina system/dodge system is awful. TLDR:Combat is good,CaCs are decent, and the story is terrible. With more effort and updates I could see this game being the best anime game(excluding fighterz) of this decade. ![]() Jump force is like that one kid in school that does just enough to pass but not enough to be excellent. (game modes,cac,etc) Also the difficultly spikes are terrible. We would’ve been better off if they didn’t include it in the game and just worked on something else. You can really see how little effort they actually put into it. Story:F I’ll keep this one short and sweet. Also the fact that we don’t have certain moves available from characters that already in this game(Yugi Jojo/Dio Sasuke/Kakashi) makes zero sense and it screams lazy to me. There should also be more moves that the cac should be able to use because as of now the movesets feel limited in terms of uniqueness. Also it’s terrible that we can only use energy swords and not real ones.It feels lazy. Also the lack of a swordsman fighting style in a game that has 11 sword based characters is weird. There should be no less than 8 fighting styles for cac to choose from. But as of now,the cac is lacking in some places.The amount of fighting styles we have is lackluster especially with the amount of series that are in this game. Outside of these the gameplay is fun and has enough depth in order to stay alive for quite a long time if they update this game.Ĭustom Characters (Cac):C Cac in this game, just like all the other anime games with cac,has potential to be great. High speed counters,super armor on certain attacks,ultimates being spammed, and supports low cooldown. Gameplay:B The combat is the best part of this game (as it should be) but there are things that drag it down.
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