Important Aspects of Gameplay (MK:D As Compared To The Others)
3D Kombat Klassics
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Important Aspects of Gameplay (MK:D As Compared To The Others)
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posted06/21/2004 04:23 PM (UTC)by
What areas of MK:D do you think will be important in discerning the best fighters from the rest?
In my opinion, this game will provide the most level playing field ever in an MK game. Each character will have distinct fighting styles, each with it's own strengths and weaknesses. Previously, in MK games knowledge of special moves and button mashing is all that was needed to win a match and win it decisivley.
In MK:DA,tactics and knowledge were the biggest elements. Knowledge of combos and when to change styles was essential. Timing was the key element, a wrong move at the wrong time and you're just asking for a 48% combo.
What will be the essential elements here? Will it be another tactics/timing event, or will button mashing take over again?
In my opinion, this game will provide the most level playing field ever in an MK game. Each character will have distinct fighting styles, each with it's own strengths and weaknesses. Previously, in MK games knowledge of special moves and button mashing is all that was needed to win a match and win it decisivley.
In MK:DA,tactics and knowledge were the biggest elements. Knowledge of combos and when to change styles was essential. Timing was the key element, a wrong move at the wrong time and you're just asking for a 48% combo.
What will be the essential elements here? Will it be another tactics/timing event, or will button mashing take over again?
About Me
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Alot of timing tactics and your location in the arena will play a great part in deception gameplay.With online mode I'll have too practice until I'm able to beat the game on max too go online and battle.
Arena placement will be very important in online play.
My only concern with it is that it opens up a whole new method of attaining cheap victories. Instead of impaling and hiding on the other end of the arena, or relying on special moves, you can be forced into a position and a simple shot will be the end of you.
A good player, however, will learn to recognise it, and then be able to fight their way out of it.
My only concern with it is that it opens up a whole new method of attaining cheap victories. Instead of impaling and hiding on the other end of the arena, or relying on special moves, you can be forced into a position and a simple shot will be the end of you.
A good player, however, will learn to recognise it, and then be able to fight their way out of it.
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A definite knowledge of combos are essential for this one, or you will end up with someone who just wants to knock your ass off the ledge or in a death trap.
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Taking away the list of combos and letting us customise our own combos as 80% of combos in DA were useless because there was always one combo that could be hit from farther away than the others, or one that always tripped characters up instead of toe poking them, or one that was so powerful and popped the character in the air so that the ones that didn't do both weren't needed.
Changing the block from R2 to simply pressing
change that ridiculous reversal thing to a parry for everyone to use, as the one in DA would stop fights dead, the parry would keep the fluidity of the fight going and wouldn't stop combos half way through, this would be a better test of timing and more satisfactory to a player who pulls off parrying a 9 hit combo then hitting them with their own.
Quicken the reaction time after firing projectiles as it is far too easy to just have them side-stepped and takes too long for the character to get in a postition to fire another one.
Changing the block from R2 to simply pressing
change that ridiculous reversal thing to a parry for everyone to use, as the one in DA would stop fights dead, the parry would keep the fluidity of the fight going and wouldn't stop combos half way through, this would be a better test of timing and more satisfactory to a player who pulls off parrying a 9 hit combo then hitting them with their own.
Quicken the reaction time after firing projectiles as it is far too easy to just have them side-stepped and takes too long for the character to get in a postition to fire another one.
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