Mobility
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posted01/19/2019 05:38 PM (UTC)by
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MindStrikes
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06/22/2014 09:00 PM (UTC)

I just watched the maxmillion dood,s MK11 impression video. And it seems that the gameplay feels very heavy/stiff. Even more than MKx.

This is a big letdown as the game looks incredible.. MK9 had so much mobility in comparisson to MKx and MK11 seems to have even less mobility. What a dissapointment...

As this game is so zoning heavy mobilty is key. NRS better fix this or else it will dissapoint alot players in the FGC, no doubt about that

Has anyone played the demo? Can you share some thoughts on how heavy/slow the characters felt?

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newt27
01/19/2019 05:47 PM (UTC)
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I've heard mixed opinions. I saw Max's video too.

I am not sure if dash blocking has been confirmed or deconfirmed yet. If it is a thing, mobility won't be a problem you just will have to learn to dash block like in MK9.

Getting rid of a run button is bound to slow the game down a bit. I think it is a good thing though.

Although the gameplay looked slower than MKX, it didn't look slow overall. Still seemed quite a bit quicker than street fighter.

@mindstrikes I think your mind might be put to rest if you watch ketchup and mustards set that they played. That didn't seem slow or stiff to me at all and they've only had a day or two with the game.

I am interested to hear the opinions of people who did play it on these boards.

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xysion
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Lazio? La prima squadra della Capitale.

01/19/2019 06:33 PM (UTC)
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I played it in London and it is not zoning heavy. I would describe it as more footsie and neutral based. It is different from the relentless pressure from MKX.

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MindStrikes
01/19/2019 06:41 PM (UTC)Edited 01/19/2019 06:45 PM (UTC)
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I saw the mustard vs ketchup gameplay. It showed more footsies gameplay but hasnt convinced me on the slow heavy feel.

I actually prefer MK9s gameplay over MKx. The run button just added more in your face possibilitys but not mobility perse. Honestly MK9 felt like it had more mobility than MKx.

Alot of casuals blame the lack of a run button as why the game feels slow. But thats really not why the game feels slow. Its mostly the recovery on the dashes and heavy jumps.

I also saw some feedback of pro players and they say that the game feels too slow/ heavy. I think its good feedback to improve the gameplay and not a conplaint perse. I think NRS will listen to the feedback and hopfully adresses this before release.

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KenshiMaster16
01/19/2019 06:52 PM (UTC)
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Yeah, Max seemed iffy on it. It will definitely be something to get used to for sure but it all comes down to the balance with the other mechanics for me and we will see about that come the end of March.

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Masr
01/19/2019 07:23 PM (UTC)Edited 01/19/2019 07:30 PM (UTC)
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A speed altering option, so you can fight at the pace you want would of been something different. How this would effect mixing up advanced combos would be interesting.

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MindStrikes
01/19/2019 07:51 PM (UTC)Edited 01/19/2019 07:52 PM (UTC)
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In the Mk11 reveal we can hear 16bit say that dashes have alot of recovery and dont reach far. Osu16bit has alot input on the gameplay in the development team? Could it be that osu16bit is responsible for the stiff heavy feel in MKx and injustice games?

I say this bc MK9 didnt had that issue and 16bit wasnt in the develepment team back than. Has anyone some info on this?

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MindStrikes
01/19/2019 07:55 PM (UTC)
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DAHK9

A speed altering option, so you can fight at the pace you want would of been something different. How this would effect mixing up advanced combos would be interesting.

That would not solve the problem. If anything it would do is make the game look faster. But the problem is recovery on the dashes and how heavy jumps feel.

Basically too much recovery on ... is what eats mobility in the game

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

01/19/2019 09:03 PM (UTC)
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MindStrikes

In the Mk11 reveal we can hear 16bit say that dashes have alot of recovery and dont reach far. Osu16bit has alot input on the gameplay in the development team? Could it be that osu16bit is responsible for the stiff heavy feel in MKx and injustice games?

I say this bc MK9 didnt had that issue and 16bit wasnt in the develepment team back than. Has anyone some info on this?

...he's q.a. Paulo Garcia and John Edwards are likely who you wanna talk to.

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MindStrikes
01/20/2019 06:23 PM (UTC)
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Detox
MindStrikes

In the Mk11 reveal we can hear 16bit say that dashes have alot of recovery and dont reach far. Osu16bit has alot input on the gameplay in the development team? Could it be that osu16bit is responsible for the stiff heavy feel in MKx and injustice games?

I say this bc MK9 didnt had that issue and 16bit wasnt in the develepment team back than. Has anyone some info on this?

...he's q.a. Paulo Garcia and John Edwards are likely who you wanna talk to.

Yeagh its properly them that makes most decisions on the gameplay. Paulo also said in the in deapth interview that they made the game heavier to prevent infinites... Heavy stiff gamplay is what took me away from MKx. Not a fan of this at ALL..

Here is a link to the in deapth interview, if one cares to read.

sega-16.com/forum/showthread.php?22142-Paprium-Official-Thread/page509

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