MK Deception's combo system...is it really improving?
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posted05/08/2004 08:37 PM (UTC)by
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Konqrr
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MKII is a Glorified RPG...Turn Based Chip Damage!
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02/13/2003 02:21 PM (UTC)
After seeing the latest trailers, I saw alot of the characters' special moves. Although, nothing really new was shown, the one that really caught my eye was Mileena's Roll. That move in the MKDA/MKDe fighting system really has some great potential for combos.

But if the fighting and combo system is virtually unchanged from Deadly Alliance, then all originality and combo intuition goes right out the window.

For example, let's say I do Mileena's Sai u+2, u+2, roll combo. In Deadly Alliance, the roll would ground them ending the combo. This really sucks. Damage protection is what really should be done here, not lazy combo ending that plagued DA.

That's my question...is the gameplay improving by utilizing combo breakouts or lazy combo ending after the third launcher? Or is that just the easy way out due to time constraints.

This is all thanks to the fans who bitched about only one fatality and no stage fatalities in DA, who never really had a clue about all the serious problems that plagued the core gameplay system. That is what really needs to be fixed, fatals could be done quickly...after the gameplay was fixed.

I hope this doesn't turn into a flamewar and get closed.
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cartmansp
05/08/2004 09:21 AM (UTC)
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The game isn't out yet so I'm in no position to judge.Also,there's still 5 months left to fix up the combo system.
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danadbab
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Hello

05/08/2004 09:55 AM (UTC)
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i agree w/ u 100% konqrr... im also hoping the game play has been fixed and is better,but from the trailers it looks the same..but i wont bitch, the game is online so ill be playing it anyway....
oh and i LOVE ur new sig....i want it lol... wink
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MENTHOL
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05/08/2004 10:12 AM (UTC)
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it would suck if there was no pop-up after her roll. i LOVED how it worked in mkg. in other news, i'm glad scorp his styles smile.
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Zutus
05/08/2004 12:30 PM (UTC)
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I think it's really improved. In the second gameplay trailor you can see li mei performing her signature special moves with the cartwheel. She links three upward carthweels and ends it with two downwards. I think you will be able to perform all moves with smaller delay in between and so linking more of them. As of now I can imagine li mei will have a three style branch combo, ending in a pop-up move with her mace, adding two upward cartwheels and finishing with two downwards. :)
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Konqrr
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MKII is a Glorified RPG...Turn Based Chip Damage!
05/08/2004 01:42 PM (UTC)
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You can do all that Li Mei stuff in MKDA...Double Klock Kick, Double Kartwheel combos are incredibly easy.

That is nothing improved upon.
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TomTaz
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"Retirement my ass!"

05/08/2004 01:45 PM (UTC)
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Konqrr Wrote:
After seeing the latest trailers, I saw alot of the characters' special moves. Although, nothing really new was shown, the one that really caught my eye was Mileena's Roll. That move in the MKDA/MKDe fighting system really has some great potential for combos.

But if the fighting and combo system is virtually unchanged from Deadly Alliance, then all originality and combo intuition goes right out the window.

For example, let's say I do Mileena's Sai u+2, u+2, roll combo. In Deadly Alliance, the roll would ground them ending the combo. This really sucks. Damage protection is what really should be done here, not lazy combo ending that plagued DA.

That's my question...is the gameplay improving by utilizing combo breakouts or lazy combo ending after the third launcher? Or is that just the easy way out due to time constraints.

This is all thanks to the fans who bitched about only one fatality and no stage fatalities in DA, who never really had a clue about all the serious problems that plagued the core gameplay system. That is what really needs to be fixed, fatals could be done quickly...after the gameplay was fixed.

I hope this doesn't turn into a flamewar and get closed.


Which trailer does the Roll appear? I'm trying to find it but I just can't. So if you could tell me which one it's in I would appreciate it.
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Satyagraha
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"You see, I face a whole new Monster!! I face a man, who represents, the Nintendo Entertainment System..."

05/08/2004 05:11 PM (UTC)
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Konqrr Wrote:
This is all thanks to the fans who bitched about only one fatality and no stage fatalities in DA, who never really had a clue about all the serious problems that plagued the core gameplay system. That is what really needs to be fixed, fatals could be done quickly...after the gameplay was fixed.

I hope this doesn't turn into a flamewar and get closed.


LOL! Damn dude, I don't know you to get all up in peeps faces like that, lol. That's hardcore.

Anywho, from what I've seen, it's essentially the same. It's looking to move a bit better, though. The whole combo break shit is just laziness; it's a cop-out of actually having to develope something worth a damn. Damage scalling was fucked to hell in DA; I have no idea what was up with that garbage.

From what I've seen so far regarding gameplay, I'm not impressed, but eh. Whatever, as the adage goes "we'll just have to wait and play the game." I'm not going to worry about it, T5 and Force Five are on the horizon, so no worries. Meh, off to the arcade to play some SC. Peace and love ya'll.
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SETI1
05/08/2004 06:41 PM (UTC)
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I start to think you are right on you thoughts.
I can give the team credit enough to make a better gameplay as 5 months separate of the final release. So a lot of things could be done in the meantime.

But i am preocupated a little bit. Where are the speed up thing, the combo breakers, the new combo system, new throw system and with variety? Back attacks? And a lot other things we didn't see in any trailer until know?

But when there's hope there's hope.
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Omega Supreme
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There are three rules for doing scientific research. Unfortunately, no one knows what they are.

05/08/2004 08:32 PM (UTC)
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I agree completely.

Actually, I'm beginning to fear the worst. I think we'll be seeing more combos, but not necessarily better ones. Also, I agree that a system to weasel out of a combo does not particularily appeal to me.

What needs to be fixed are things like BDC (either everyone has it, or no one), overpowered characters (Hsu Hao's stylebranch ending with a throw does over 40% damage while Frost's full style branch barely reaches 30, etc etc), compensation (there is no compensation for Cyrax's slowness or powerlessness), delays (some moves have almost 0 delay, others last ages)...

Actually I don't really mind being caught in a long combo that can do over 30%. I *am* bothered by the fact that fighting against some characters is totally unfunny (like Bo' "infinite" Rai Cho).

Also, some fighting styles felt really unauthentic or sloppy, like ninjitsu, sambo, wing chun, judo (judo with kicks and punches?), aikido, etc etc... Some other styles were too copycat-like (ninja sword and katana, sun-moon and butterfly knives, sai and daggers). Could have been done much more convincingly.

However, I should not here that I am also strongly opposed to alter the system too much in the direction of VF or Tekken, where it's not quite possible to master every character unless you have oceans of time and patience. Plus, VF characters may have tons of moves, in the end only a dozen of them will be *really* useful.


My 2c.
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Shinnox
05/08/2004 08:37 PM (UTC)
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the juggle system has been a little expanded...characters no longer fall after the 3rd hit.
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