Mechanics of Stage Weapons
3D Kombat Klassics
Pages: 1
Mechanics of Stage Weapons
0
posted04/02/2004 02:59 AM (UTC)by

About Me
TonyTheTiger - Forum Director

Mortal Kombat Online - The Ultimate Mortal Kombat Experience
-
Nintendo is comprised of three Japanese words. Nin, Ten, Dou, and when combined it means we kicked the holy shit outta Atari.
Member Since
10/05/2003 01:09 AM (UTC)
Now I know I'll get the classic "Wait for TEH GAME!" reply to this but I think it's worth discussing now. Not to praise or slam but to just discuss. According to what we know, each stage weapon will have it's own moveset and judging from the screenshots so far, there is an animation specific to picking up that weapon as opposed to it simply appearing in the character's hand like their personal weapons. In order for this to be balanced there needs to be a respective risk/reward to using the weapon.
If it ends up being low risk/high reward the stage weapons become broken and once someone grabs one the match may be over before it begins. I'd say in order to prevent the weapons from being overpowered or totally useless they'd have to be a high risk/high reward feature of the game.
From what I can gather, I'd guess the movesets would be rather simple. Pretty much restricted to the four face buttons with few if any combo possibilities. There would be a good reason for this. The stage weapons need to be significantly stronger than the default character weapons. Otherwise there'd be no point in using them. If they're that much stronger and have as complex a moveset they become broken.
But there also needs to be a risk in picking up the weapons. There can't be any safe frames during the pick up animation. If your opponent is then foolish enough to let you grab it they deserve to lose a chunk of life. Basically, this would possibly become useless in tourney level play then because in a tournament nobody wants to take risks. It would be high risk picking up the weapons and then even further risk being stuck with just four or five moves. At lower level or casual play it would be great because even with the limited moveset you get mad power. I don't know if this is how it'll end up but I can't see it being harmful if it doesn't break the game.
If it ends up being low risk/high reward the stage weapons become broken and once someone grabs one the match may be over before it begins. I'd say in order to prevent the weapons from being overpowered or totally useless they'd have to be a high risk/high reward feature of the game.
From what I can gather, I'd guess the movesets would be rather simple. Pretty much restricted to the four face buttons with few if any combo possibilities. There would be a good reason for this. The stage weapons need to be significantly stronger than the default character weapons. Otherwise there'd be no point in using them. If they're that much stronger and have as complex a moveset they become broken.
But there also needs to be a risk in picking up the weapons. There can't be any safe frames during the pick up animation. If your opponent is then foolish enough to let you grab it they deserve to lose a chunk of life. Basically, this would possibly become useless in tourney level play then because in a tournament nobody wants to take risks. It would be high risk picking up the weapons and then even further risk being stuck with just four or five moves. At lower level or casual play it would be great because even with the limited moveset you get mad power. I don't know if this is how it'll end up but I can't see it being harmful if it doesn't break the game.
About Me
0
Well they already stated that most of the stronger weapons are going to be right by Death Traps, which will make grabbing the weapon a challenge. If the player really wants to take the risk of grabbing the weapon, its proximity to Death Traps is definitely a good balance. The other player would have to make sure that he/she stays right on top of the opponent, so he/she can't grab the weapon.
They also stated that weapons will fall out of the character's hands when they are hit, a throwback to MK4 days. This would probably suggest that the weapons ARE very powerful, which is why they would be dangerous to try and grab, and why they are dropped so easily.
Of course there is the balance issue...when the character does get a weapon, you don't want someone walking around and killing you in 3 hits after you've been dominating the whole match. I think that weapons should give a significant boost in damage, but not so much so that you can cheaply win the match in 4 hits. Maybe the weapons would be different, according to their size and weight, making them easier/more difficult to use, and adjusting damage accordingly.
Just some thoughts.
They also stated that weapons will fall out of the character's hands when they are hit, a throwback to MK4 days. This would probably suggest that the weapons ARE very powerful, which is why they would be dangerous to try and grab, and why they are dropped so easily.
Of course there is the balance issue...when the character does get a weapon, you don't want someone walking around and killing you in 3 hits after you've been dominating the whole match. I think that weapons should give a significant boost in damage, but not so much so that you can cheaply win the match in 4 hits. Maybe the weapons would be different, according to their size and weight, making them easier/more difficult to use, and adjusting damage accordingly.
Just some thoughts.
About Me
To anyone who cares, I'm not banned. I left of my own accord. This place is dead to me now.
0
You both make excellent points. To me it appears that the "lunging" animation the character makes when reaching for weapon would comprise of quite a bit of frames, which would make telegraphing a problem. Although I seem to recall from MKDA how many characters had what I can only call "knock-back" moves (ex. Scorpion, in Hapkido, 3, b+1). Presuming that these moves would be in MKD, one would think that an ideal strategy would be to "knock-back" your opponent while in the vicinity of the super weapon, knocking them far enough away that you can grab it without interference. I think this is a problem that needs to be addressed. Two possible solutions I could think of were 1) reducing the distance that the enemy is knocked back, or 2) putting lag-time into these "knock-back" moves.


About Me
TonyTheTiger - Forum Director

Mortal Kombat Online - The Ultimate Mortal Kombat Experience
-
Nintendo is comprised of three Japanese words. Nin, Ten, Dou, and when combined it means we kicked the holy shit outta Atari.
0
With all the magic moves that may be involved in conjunction with unconventional moves that have never been used in 3D fighters before (ala Bo'Rai Cho's puke) it's hard to tell what could offer a character an unfair advantage to grabbing the weapons. It'd be a shame in high level play that the best way to win is to use a character with a move that can incapacitate a guy for a second so you can pick up a mad strong axe and beat the hell outta him. Where are the mind games and strategy in that? I'd rather the weapons end up useless than broken. But I'm not worrying. I don't know anything yet as how it's going to turn out.
0
Well let's see...
Advantages to using the stage weapon:
* It is more powerful than a normal weapon.
Disadvantages to using the stage weapon:
* When using this weapon you cannot change styles. If you do, the weapon will drop.
* I'm GUESSING that the attack speed will be much slower than your average weapon. Again, just guessing.
* Possibly even special moves cannot be accessed either.
* Maybe it slows the actual MOVEMENT speed of your character. Not sure if this could work in the game and still make it so wanting to use the weapon would be a viable option.
* Open for attack when reaching for the weapon.
* Flirting with the danger zone when trying to pick up the weapon.
Looks to me like the disadvantages outweigh the advantages by a decent amount. Obviously we don't have much information to work with, so this will hopefully not be the case when we know more. BUT...
Here's what I think would be the ultimate incentive for picking up the stage weapons...
* Stage Fatalities/Death Traps that are tied directly to the stage weapons.
Advantages to using the stage weapon:
* It is more powerful than a normal weapon.
Disadvantages to using the stage weapon:
* When using this weapon you cannot change styles. If you do, the weapon will drop.
* I'm GUESSING that the attack speed will be much slower than your average weapon. Again, just guessing.
* Possibly even special moves cannot be accessed either.
* Maybe it slows the actual MOVEMENT speed of your character. Not sure if this could work in the game and still make it so wanting to use the weapon would be a viable option.
* Open for attack when reaching for the weapon.
* Flirting with the danger zone when trying to pick up the weapon.
Looks to me like the disadvantages outweigh the advantages by a decent amount. Obviously we don't have much information to work with, so this will hopefully not be the case when we know more. BUT...
Here's what I think would be the ultimate incentive for picking up the stage weapons...
* Stage Fatalities/Death Traps that are tied directly to the stage weapons.
0
Agreed Konqrr. That is FAR too overpowered.
The last thing that I want are things that induce quicker fights... for I love long drawn-out battles.
The last thing that I want are things that induce quicker fights... for I love long drawn-out battles.
About Me
0
Yeah, especially with the huge, multi-part arenas now...I'm definitely gonna love long, drawn out fights. Weapons that do 75% damage in 3 strikes are really gonna ruin that.
0
| Konqrr Wrote: Last I heard they were extremely powerful...the Hammer does 3 hits 75% with one combo. I hope that shit changes though, as that is too much "reward". |
If you pick up one of those weapons the match is pretty much over.
Pages: 1
© 1998-2025 Shadow Knight Media, LLC. All rights reserved. Mortal Kombat, the dragon logo and all character names are trademarks and copyright of Warner Bros. Entertainment Inc.





