"Amplified" Moves And How Meter Works
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posted02/19/2019 10:21 PM (UTC)by
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newt27
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08/31/2010 04:01 AM (UTC)

I am surprised this hasn't been a major topic of discussion yet.

The way meter works in this game is completely different from previous MK titles let alone from any other fighting game I've ever played. I can't think of a single game that has done special move meters like this in any fighting game. The closest I can think of is MKX with the stamina meter being a kind of defensive meter. Even then there are very clear, game changing differences.

I created this thread because I am curious as to what the MK community thinks about these meter changes. Personally, I am quite unsure what to think of them and I won't be able to form a strong opinion until I actually put a few hours into the game. However, having heard impressions from people who have played the game I have high hopes. On the surface, I think this meter system could work really well. In practice, there are many ways it could go awry.

I have heard a lot of complaints about this meter system. Some of them make a lot of sense. Most of them I have heard opposing views on and are completely up for change until the game comes out. The example that comes to mind is how fast the meter regenerates. I've heard it is super slow and you can barely use it as you should be saving it for key moments. I have also heard that it regenerates very quickly so you can use your amplified moves without much worry.

Most of the details could very easily be changed before the game releases, but it is probably to close to release for them to go to a more traditional meter system.

I am excited about the new meter system. With NRS apparent focus on the competitive scene, the drastic changes in the gameplay from MKX, and SF lack of success in the most recent iteration, this could be one of the factor's that makes MK THE 2D FIGHTING GAME OF THE FUTURE.

Maybe that's just wishful thinking on the part of a huge MK fan recently turned into a huge FG fan.

Tell me what you think of the new meter system!

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thisiscourage
02/20/2019 02:55 AM (UTC)
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I am excited for the meter system. It seems as though they are incorporating a twist of strategy into a lot of the game mechanics, which I think is great for keeping the gameplay fresh. For example... not just the meter tweaks but also the fatal blow replacing the X-ray move. The strategy of choosing when to deliver the fatal blow is really cool.

The meter will be used to knock up the opponent this time around which also adds more startegy and counters a player from dominating with excessive combo strings. There will be a lot more back and forth in mk11, especially with the revamped defense meter. I’m really looking forward to giving it a try.

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Bloodfang
02/20/2019 01:52 PM (UTC)
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Define "excessive combo string", lol. I like combos. The thing about meter that I'm most interested in is that they said like once that it will recharge at different rates depending on what was used so I'm curious to see how that will be implemented/balanced.

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

02/20/2019 04:19 PM (UTC)
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I’m pretty excited for the new meter system. Breaking them into offense and defense was inspired and having the meters on a cool down as opposed to building via specials and damage will help keep balancing the game less of a chore.

As for the current state of amplified moves...I’m torn. On one hand, having to learn specific inputs to amplify moves will encourage players to spend more time with characters. This may be NRS admitting that most players just rely on counter picking easy to pick up pocket characters when it comes to difficult matches and hopes this may create more character loyalists. While counter picks aren’t an NRS community exclusive, the ease to which one can pick up the top tier of the month in NRS games made it an unnecessarily common occurrence.

On the other hand of course is the casual player that just wants to pick up the game, mash buttons, and do cool shit. Single button meter burns keep the execution barrier low and those players happy. Boon himself has admitted that this system is in flux and that he’d prefer to keep the process as simple as possible. Perhaps there’s a way to implement both? Tournament rules for matches/multiplayer matches could be turned on or off with on having “amplified”moves and off adopting the “meter burn” moves? Just spitballing.

Im excited to see how these new mechanics affect the gameplay and I’m psyched for the beta next month.

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xysion
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Lazio? La prima squadra della Capitale.

02/20/2019 06:15 PM (UTC)
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I said it before in another thread but amplifying moves is just so unintuitive. The inputs are so unnnecessary. I would rather they just go back to the meter burn input with just pressing the block button.

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thisiscourage
02/20/2019 06:40 PM (UTC)Edited 02/20/2019 06:42 PM (UTC)
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@Bloodfang

Keeping a juggle combo going is only fun for one person. When you can learn a combo that does 80% damage, it is close to game breaking at that point.

The new system seems to lend itself more to give and take on both sides which I think makes the match more interesting for both players.

..and just to be clear I was fairly good at mkx, so I am not speaking from a frustrated perspective.

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newt27
02/22/2019 12:25 AM (UTC)
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Bloodfang
The thing about meter that I'm most interested in is that they said like once that it will recharge at different rates depending on what was used so I'm curious to see how that will be implemented/balanced.

I don't remember hearing that. That I am very curious as to how that works out as well.

Detox
Breaking them into offense and defense was inspired and having the meters on a cool down as opposed to building via specials and damage will help keep balancing the game less of a chore.

This is a really good point, but if it is as bloodfang said then the recharge rate for each move in MK11 would be similar to the meter build for each move in MKX. Although as you said it will still be easier to balance considering there are less moves that use meter than just plain old moves.

Detox
most players just rely on counter picking easy to pick up pocket characters when it comes to difficult matches

I didn't know this was something that happened all the time in NRS games. I watched a good chunk of high level MKX back when they had big tournaments and I don't recall much counter picking, most top players had their 1-3 characters and mostly stuck to them.

Detox
the ease to which one can pick up the top tier of the month in NRS games made it an unnecessarily common occurrence.

This I did notice a little bit though. I wouldn't say it was unnecessarily common but it was somewhat common for sure.

Maybe this was much more prevalent in Injustice which I didn't really play?

Detox
On the other hand of course is the casual player that just wants to pick up the game, mash buttons, and do cool shit. Single button meter burns keep the execution barrier low and those players happy. Boon himself has admitted that this system is in flux and that he’d prefer to keep the process as simple as possible. Perhaps there’s a way to implement both? Tournament rules for matches/multiplayer matches could be turned on or off with on having “amplified”moves and off adopting the “meter burn” moves? Just spitballing.

This is my major gripe too. I have a hard enough time getting my friends to try out MK and the higher the execution barrier the more likely they are to stop playing quickly.

I'm not sure if this is a thing, but I suspect that many moves have more than one way to amplify them and therefore an extra button is required. To be clear, here is an example: Liu Kang's Bicycle kick could be amplified to launch the opponent on hit (unsafe) with one input and the other input makes the bicycle kick safe on block.

After laying out this example I still think a single button amplification would be more efficient, you could simply hold a direction for a different type of amplified move. The more I think about it the more unnecessary it seems.

I think the krushing blows will create enough depth to each character without the need for different button inputs for amplified moves.

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J-spit
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Twilight Muthafuckin' Sparkle

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02/22/2019 02:09 AM (UTC)Edited 02/23/2019 08:51 AM (UTC)
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I'm waiting to see how it shake out. High level play is fun to watch, but like some have said, that doesn't make a game fun to PLAY from a casual standpoint.

Simplify the inputs and for god's sake, stop calling them different shit from game to game. It confuses even the people working on the damn thing. I will continue calling them "enhanced/EX specials".

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