Will Super Moves be as useless as X-Rays?
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posted03/19/2013 11:48 PM (UTC)by
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TemperaryUserName
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02/10/2003 01:32 AM (UTC)
X-Rays were only good for closing out rounds when your opponent had breaker. Some x-rays were more viable than others due to each characters ability to build meter (and other factors), but for the most part, x-rays were glorified taunts.

The only way Injustice is going to be any different is if...

A) combo damage is drastically reduced while damage from super moves remains high, or...

B) Super Moves require less than 3 bars.

C) Super moves don't scale.

In my super ultra incredibly humble opinion, MK9 would have been substantially more balanced if X-Rays didn't scale.
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Cyborg
03/19/2013 02:29 AM (UTC)
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Well, it's commonly known that casuals/competitive players that aren't "high level" players, make up the large majority of the audience. Around a 93% to 7% ratio would be a fair guess.

With that in mind, X-rays and Supers serve their purpose. The average player would still rely on an X-ray or Super to deal a big amount of damage, because they aren't going to be dealing out 30%+ combos.

So they still belong, even if it's just to appeal to the less advanced audience. They are flashy, fun, and deal out the most damage, but require a full bar. So I see no issue in that regard. To tournament players, yeah...maybe they don't have a huge importance due to the damage scaling...but oh well.
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03/19/2013 04:48 AM (UTC)
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I don't think we need to compromise, though. SF4's Ultra and MvC3's Level 3 are assets for both new and skilled players.

If you remove damage-scaling from x-rays, everybody wins IMO. For 3 meters, every character could have a Cyrax combo. In MK, it wasn't as big of a deal because most of the x-rays weren't aesthetically that complex, but I LOVE the super moves in Injustice. I'd hate for that part of the game to become irrelevant. It's like I'm being punished for being skilled.

And believe me, I sympathize with the new player more than you guys think. I may be strong at MK, but I am TRASH at Tekken and Skullgirls, my two primary games at the moment.
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Cyborg
03/19/2013 05:55 AM (UTC)
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Sure, I get where you are coming from. Even though I don't hit 30%+ combos, which means X-rays/Supers are still useful for me. But I see why you would prefer the damage scaling to not apply.

However, wouldn't that make them an even bigger disadvantage to the casual/competitive audience, outside of tournament level? If the Supers don't scale, wouldn't that allow one to hit a 20-40% combo and end with their Super, for a total of 70% or so? That would absolutely abliterate players who are unable to chain their Super after longer combos. Your other option was to lower the damage of the Super, but have it take less bars...well then it would be used 3-4 times per match, and it loses it's "special" feel.

I get what you are aiming for, to make Supers more useful to the higher level players, but I don't know if there is a way that would really work, and still mesh with the larger audience. Obviously we all want all parts of the game to be used by all audiences...but in the case of a Super, I don't see it. The way it is, is likely the best way to go about it.
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03/19/2013 06:38 AM (UTC)
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blackcyborg Wrote:
However, wouldn't that make them an even bigger disadvantage to the casual/competitive audience, outside of tournament level? If the Supers don't scale, wouldn't that allow one to hit a 20-40% combo and end with their Super, for a total of 70% or so? That would absolutely abliterate players who are unable to chain their Super after longer combos.

It's hard to say because it depends on what kind of game Injustice ends up being. If Injustice ends up being incredibly balanced, then you're right. I have no counter-argument.

MK9 is the only reference point I have, and in that situation, players of that level aren't even on the margin. Not because they don't matter, but because of character balance. The top 8 characters are SO good. If you're even mildly competent with a top 5 character, you're gonna destroy new players. With the unscaled x-rays, we could have thrown the mid-level guys a bone.

And then there are the exploits. Look at Cage. He's not even top 10 (I think he's ranked 12 on the Temperary Tier List), but if a player doesn't know how to get out of his F+3 pressure, s/he's basically dead. The worst part is that it's so easy to do! It doesn't stop there. With Smoke, my bread and butter combo does 70% roughly (100% if I'm on my A-game). Then there's Nightwolf. He's incredibly low-tier, but to someone who doesn't know how to handle shoulder charge, he's broken. It's like my choices are to give body armor to the baby or a shotgun to the 9 year old.

That's the problem in a nutshell. Low-level players are at heavy disadvantage against other low-level players by virtue of balance. MK9 is unforgiving pretty much at all levels of play. Hopefully Injustice will be different.

blackcyborg Wrote:
Your other option was to lower the damage of the Super, but have it take less bars...well then it would be used 3-4 times per match, and it loses it's "special" feel.

I agree. If I had to see Flash's super animation 4 times every match, that shit would eventually become unbearable.
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GodlyShinnok
03/19/2013 06:48 AM (UTC)
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Simple solution, don't make Supers depend on special bar.

Aside from scaling, and sometimes other problems like poor hitbox, or lack of armor, X-Rays were not used because breakers had priority. With all the easy 35%+ combos/resets, a breaker sometimes meant the difference between winning or losing.

You could have another bar just for Supers that could fill up slowly during the battle, slowly enough so you could at least have the chance to use 1 Super per round.
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03/19/2013 07:00 AM (UTC)
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GodlyShinnok Wrote:
Simple solution, don't make Supers depend on special bar.

This is what SF4 does, and although I think this idea could work, I wouldn't want it to work the same way. In SF4, it's essentially a comeback factor. I don't think it should just be handed out to the player for free. Even in MK9, the newb still has to make sacrifices to get his x-ray. He has to choose not to use breaker and ex-specials.

If there's a better way of filling the second meter bar that is more pro-active, I could get behind this idea.
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GodlyShinnok
03/19/2013 07:04 AM (UTC)
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TemperaryUserName Wrote:
GodlyShinnok Wrote:
Simple solution, don't make Supers depend on special bar.

This is what SF4 does, and although I think this idea could work, I wouldn't want it to work the same way. In SF4, it's essentially a comeback factor. I don't think it should just be handed out to the player for free. Even in MK9, the newb still has to make sacrifices to get his x-ray. He has to choose not to use breaker and ex-specials.

If there's a better way of filling the second meter bar that is more pro-active, I could get behind this idea.


If you think about it, there's no way Supers will have bar priority ever, even if they made every enhanced special worthless (which would suck), there are still going to be breakers.

To not make it a comeback factor, make it so it fills up by playing offense, instead of just taking hits.
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Nephrite
03/19/2013 02:59 PM (UTC)
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I'd prefer it all to remain on one bar, I (and many competitive) players loved it that way.

I agree that damage scaling on X-rays was bad in most cases, however I wouldn't remove it totally. I think Sub-Zero's and Nightwolf's X-rays were done well in terms of damage scaling. Both had BnBs of around 30-35% damage, but with the addition of X-ray it would go up to 50%. Just fine, I think.
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SubMan799
03/19/2013 11:48 PM (UTC)
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X-Rays were essentially useless because they burned meter that could be used to break combos. There are no breakers in Injustice (besides the wager system that can only be used once in a match), so Supers should be more useful.

Or meter could be used just for EX moves. Ah well, we'll see
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