Breaker System & Lightning Bolts; NEW Suggestion.
3D Kombat Klassics
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Breaker System & Lightning Bolts; NEW Suggestion.
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posted08/31/2004 12:15 AM (UTC)bySo far, we've seen the breaker system allow you to break out of anything three times. It doesn't require skill/prediction to execute nor do you really have any tradeoff. In other games you usually sacrifice your stockbar/offensiveness to do counters, whereas in MKD you just get three gimmes.
I know a lot of people want MK to keep its simplicity, especially with this bandaid type mechanic to fix the repetitiveness of MKDA. But, MKD implementing this feature will make people basically do the same combo 3 more times each, doesn't really drastically change the game.
So this is what I propose. With the system of bursting out of combos being forward + block, I want to propose another mechanic in conjunction with this done by pushing up + block. With the special move button gone, things such as Neijin are removed. So now, in exchange for one of your lightning bolts (which was used for only breakers before), you can powerup for extra damage. The neijin powerup now comes out instantly and flashes the character for a brief amount of time signaling the timeframe in which they have Neijin activated. This is to allow the usage of it mid-combo and after juggle for many characters instead of a huge casting animation.
Therefore, we have now created a game mechanic that gives players more options as well as more thinking involved of how they want to use breakers instead of the question of whether they want to use three breakers or whether they want to use three breakers in a match.
I know a lot of people want MK to keep its simplicity, especially with this bandaid type mechanic to fix the repetitiveness of MKDA. But, MKD implementing this feature will make people basically do the same combo 3 more times each, doesn't really drastically change the game.
So this is what I propose. With the system of bursting out of combos being forward + block, I want to propose another mechanic in conjunction with this done by pushing up + block. With the special move button gone, things such as Neijin are removed. So now, in exchange for one of your lightning bolts (which was used for only breakers before), you can powerup for extra damage. The neijin powerup now comes out instantly and flashes the character for a brief amount of time signaling the timeframe in which they have Neijin activated. This is to allow the usage of it mid-combo and after juggle for many characters instead of a huge casting animation.
Therefore, we have now created a game mechanic that gives players more options as well as more thinking involved of how they want to use breakers instead of the question of whether they want to use three breakers or whether they want to use three breakers in a match.
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that is a great idea dude, i was think of a very similar idea.
i thought it would be cool if you could exchange a bolt for a short unbreakable combo or power hit.
the one thing i don't like about the bolt is you need to conserve them. the good thing is if you fight someone who busts out those breaker one after another, they are left defenceless to endless juggles
i thought it would be cool if you could exchange a bolt for a short unbreakable combo or power hit.
the one thing i don't like about the bolt is you need to conserve them. the good thing is if you fight someone who busts out those breaker one after another, they are left defenceless to endless juggles
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| Wanderer Wrote: Egh...I'd rather just each individual character have their own breaker in sacrifice for something or make the button combination like KI's. |
lol, I agree, but Midway still thinks MK players aren't skillful enough like other fighting game players with smart defensive options.
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