Are interactables too good?
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posted06/04/2013 05:19 AM (UTC)by
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redman
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11/26/2005 03:53 AM (UTC)
Saw this question on TYM. Wanted to ask it here.

IMO they need a slight damage nerf.
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daryui
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05/27/2013 02:46 AM (UTC)
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They track too good and have gigantic hitboxes. I don't like that.

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Detox
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You work with what you got...not what you hope for.

05/27/2013 03:00 AM (UTC)
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daryui Wrote:
They track too good and have gigantic hitboxes. I don't like that.



The tracking is ok. Until the day comes when i see an interactable outright change course to connect with the target, im good with it. Damage does need a slight nerf. I also wouldnt complain if they changed up how the ships come in on the watchtower. It would be nice if they alternated left and right instead of always coming in from the right. I guess the way it is adds a layer of strategy, but as it is now, whoevers on the right side has a huge advantage.
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LucaTurilli
05/27/2013 03:00 AM (UTC)
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Some feel like they are a little too strong. I do think they should be very powerful. The more powerful they are, the more influence they have in matches. I think interactables bring a new layer of strategy to fighting games. It's very important to watch your position on a stage during battles.

That said, I feel that some interactables are so powerful that they can be used to dictate the flow of a fight entirely. Reusable interactables, especially the ones on the ends of stages that send out powerful projectiles need a longer cooldown. They're extremely powerful when mixed with a strong zoning characters' projectiles. I feel like it should be much more of a strategic decision when to send out a missile (or whatever interactable is being used.) As it is, most projectile interactables are several times more powerful than any characters' standard projectiles. As such, they should be more limited in how often they can be used.
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daryui
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05/27/2013 04:34 AM (UTC)
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Detox Wrote:
daryui Wrote:
They track too good and have gigantic hitboxes. I don't like that.



The tracking is ok. Until the day comes when i see an interactable outright change course to connect with the target, im good with it.



Metropolis Rooftops says hi.
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b-don
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Thanks to Minion for the Sig!

05/27/2013 04:59 AM (UTC)
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Detox Wrote:
daryui Wrote:
They track too good and have gigantic hitboxes. I don't like that.



The tracking is ok. Until the day comes when i see an interactable outright change course to connect with the target, im good with it. Damage does need a slight nerf. I also wouldnt complain if they changed up how the ships come in on the watchtower. It would be nice if they alternated left and right instead of always coming in from the right. I guess the way it is adds a layer of strategy, but as it is now, whoevers on the right side has a huge advantage.


yeah i agree about watchtower,and nerf points.

Funny thing though,once i jumped and it DID change course and hit me in mid air,though this may have been patched,it was still quite a shocker and worty of a WTF!?? confused
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GodlyShinnok
05/27/2013 06:23 AM (UTC)
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daryui Wrote:
Detox Wrote:
daryui Wrote:
They track too good and have gigantic hitboxes. I don't like that.



The tracking is ok. Until the day comes when i see an interactable outright change course to connect with the target, im good with it.



Metropolis Rooftops says hi.


It's actually the hitbox not the tracking. Also, some got no tracking at all.
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daryui
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05/27/2013 06:34 AM (UTC)
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GodlyShinnok Wrote:
daryui Wrote:
Detox Wrote:
daryui Wrote:
They track too good and have gigantic hitboxes. I don't like that.



The tracking is ok. Until the day comes when i see an interactable outright change course to connect with the target, im good with it.



Metropolis Rooftops says hi.


It's actually the hitbox not the tracking. Also, some got no tracking at all.


I've had it track me as I jumped, but yeah, the hitbox is too huge for a lot of characters to react to properly.
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Detox
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You work with what you got...not what you hope for.

05/27/2013 06:54 AM (UTC)
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daryui Wrote:
Detox Wrote:
daryui Wrote:
They track too good and have gigantic hitboxes. I don't like that.



The tracking is ok. Until the day comes when i see an interactable outright change course to connect with the target, im good with it.



Metropolis Rooftops says hi.


haha, Shows how often I end up on the Metropolis rooftop. I'll have to look out for it next time.
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TemperaryUserName
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New sig on the way
05/27/2013 10:22 AM (UTC)
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I don't mind reusable interactables. What bothers me are the re-spawning interactables. That shit needs to be capped, IMO.
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MoodyShooter
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Dedicated, hopeless...Li Mei fan.

05/27/2013 07:30 PM (UTC)
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The only interactables I find really annoying are when power characters pick up cars and slam them down (too fast, no way to escape most of the time) and that damn pig carcass in the Arkham level that you can shove back and forth. That's really about it.
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PickleMendip
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STATE FED LIES CHARM EMPTY EYES. Anon.

05/27/2013 07:48 PM (UTC)
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I love using the interactibles and stage transitions but yes, the damage is too high. They dictate the pace of the game if too many are used, rather than the actual fighting.

The transitions are about as powerful as the Super moves, which is just crazy, given how much health you can have.
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evilekim
05/27/2013 08:27 PM (UTC)
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I've used them a lot in the story/battle modes. So I can't complain about them.
I really enjoy driving the motorcycle in Wayne Manor. People that never saw this game flip out when they see this. I truly believe it adds more depth an slight realism to the fighting. It's awesome how the objects react differently for characters. This is possibly one of my favorite aspects of fighting in Injustice.
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KungLaodoesntsuck
05/28/2013 03:42 AM (UTC)
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TemperaryUserName Wrote:
I don't mind reusable interactables. What bothers me are the re-spawning interactables. That shit needs to be capped, IMO.


Yup.

Can't even tell you how many times people pick the Watchtower because they just wait for that stupid overhead interactable to float by. It's stupid how much damage it does and how fast it spawns again.

I can't even pick my favorite stage anymore if I play against a gadget character. If I pick Themyscira, they'll just abuse the Lion heads. I could throw them but I prefer to fight without interactables, but nobody else does.

I feel like the only strategy they add is "Who can you all the interactables first?"
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PickleMendip
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STATE FED LIES CHARM EMPTY EYES. Anon.

06/01/2013 04:38 PM (UTC)
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can't you turn them off in arena select screen?
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redman
06/01/2013 06:01 PM (UTC)
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PickleMendip Wrote:
can't you turn them off in arena select screen?


Yes, but only if both players agree to do it and most people forget about it so it's basically useless.
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Kabal20
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XBL: kabal31082, PSN: Kabal31082
Nintendo Id: kabal82, 3ds friend code: 2595-3252-2624

06/01/2013 08:24 PM (UTC)
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I think they're kind of BS that you can follow up a combo with one and have it connect if your opponent is down. That should be changed and maybe slight damage nerf too. I think tracking and hit boxes are fine though.
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Unknown265
06/04/2013 05:19 AM (UTC)
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The damage output is my only concern.

Just wait till you learn how to use the invincibility frames of the backdash to phase through interactables at least 80% of the time. The rage and WTF levels from your Power interactable-reliant opponent will be glorious.
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