Do you want a health cap on combos?
Mortal Kombat (2011)
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Do you want a health cap on combos?
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posted06/29/2010 08:15 PM (UTC)byPenguinIceNinjaMember Since
04/03/2006 09:13 PM (UTC)
I've always felt as if combos shouldn't break a certain health amount. I know that would seem wussy or whiney, but having combos that can literally do over 100% is just silly. It doesn't promote improvisation, and just leads to easy matches. It's like an infinite. If I don't have a breaker - oh well, I'm dead.
I was just wondering if anyone else thought this. I think it would really promote really really good matches where you would really feel a certain victory in winning, instead of memorizing a pattern of buttons that guarantee success. Perhaps either limit health - for example, no combos can exceed 25% Health, and when it does, the game engine separates you. Or, have a certain limit on hits. Like, no combos over 6 hits.
I think it's a good debate. If you're good, you can still be good even if you're forced to (gasp) initiate more than 2 combos per match.
I was just wondering if anyone else thought this. I think it would really promote really really good matches where you would really feel a certain victory in winning, instead of memorizing a pattern of buttons that guarantee success. Perhaps either limit health - for example, no combos can exceed 25% Health, and when it does, the game engine separates you. Or, have a certain limit on hits. Like, no combos over 6 hits.
I think it's a good debate. If you're good, you can still be good even if you're forced to (gasp) initiate more than 2 combos per match.
scorpionpwns •06/28/2010 11:37 PM (UTC) •
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no one will ever be immortal
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u'll eventually get a breaker if ur getting beat becuz it brings up ur super meter so i doubt thers gonna be 100% combp
They put a damage cap in MK4. But this new game is said to rely more on custom juggles than auto-combos, so I don't think it will get too crazy. I'm not a huge fan of combo caps, but if they were going to do something to limit combos I would rather they have a regressive combos system. So that each additional hit would do less damage. So it would be kinda like a soft health cap.
BecomingDeath13 •06/29/2010 12:32 AM (UTC) •
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mkraiden Wrote:
They put a damage cap in MK4. But this new game is said to rely more on custom juggles than auto-combos, so I don't think it will get too crazy. I'm not a huge fan of combo caps, but if they were going to do something to limit combos I would rather they have a regressive combos system. So that each additional hit would do less damage. So it would be kinda like a soft health cap.
They put a damage cap in MK4. But this new game is said to rely more on custom juggles than auto-combos, so I don't think it will get too crazy. I'm not a huge fan of combo caps, but if they were going to do something to limit combos I would rather they have a regressive combos system. So that each additional hit would do less damage. So it would be kinda like a soft health cap.
I like this idea quite a bit actually. I had this in my head as well, and this would be a pretty good way to ease up the inflicted damage.
jpetrunak •06/29/2010 12:55 AM (UTC) •
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Absolutely not, Combo's are a delicious treat, and I don't give a fuck how fat they make me ........ oh ...... you mean ........
Yes I do. Its straight bullshit when someone lands one blow that essentially forces the other player to put down their controller and watch the character helplessly juggle through the air until the next round.
I certainly feel that combo's are essential in showing your "skill" as a player, but the reward should be in filling your super meter faster, instead of one hit means game over.
To me a combo should never do more than 25% damage, which essentially means the match ends in 4 hits ( the initial hit that starts the combo ), instead of one.
Yes I do. Its straight bullshit when someone lands one blow that essentially forces the other player to put down their controller and watch the character helplessly juggle through the air until the next round.
I certainly feel that combo's are essential in showing your "skill" as a player, but the reward should be in filling your super meter faster, instead of one hit means game over.
To me a combo should never do more than 25% damage, which essentially means the match ends in 4 hits ( the initial hit that starts the combo ), instead of one.
Joe-Von-Zombie •06/29/2010 01:21 AM (UTC) •
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No damage caps, but damage scaleiing
Ryukeshen •06/29/2010 02:04 AM (UTC) •
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Damage scaling is enough. Hard caps don't need to be in the game. There shouldn't be any infinites in the game if it gets playtested well enough, but who knows if that will actually happen given all the 3D MK's had some sort of infinite. They should follow Tekken's combo structure; the 100% combos in T6 are extremely situational and fairly difficult to perform.
Tekunin_General •06/29/2010 02:18 AM (UTC) •
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scaling
Turok5000 •06/29/2010 03:12 AM (UTC) •
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PenguinIceNinja Wrote:
I've always felt as if combos shouldn't break a certain health amount. I know that would seem wussy or whiney, but having combos that can literally do over 100% is just silly. It doesn't promote improvisation, and just leads to easy matches. It's like an infinite. If I don't have a breaker - oh well, I'm dead.
I was just wondering if anyone else thought this. I think it would really promote really really good matches where you would really feel a certain victory in winning, instead of memorizing a pattern of buttons that guarantee success. Perhaps either limit health - for example, no combos can exceed 25% Health, and when it does, the game engine separates you. Or, have a certain limit on hits. Like, no combos over 6 hits.
I think it's a good debate. If you're good, you can still be good even if you're forced to (gasp) initiate more than 2 combos per match.
I've always felt as if combos shouldn't break a certain health amount. I know that would seem wussy or whiney, but having combos that can literally do over 100% is just silly. It doesn't promote improvisation, and just leads to easy matches. It's like an infinite. If I don't have a breaker - oh well, I'm dead.
I was just wondering if anyone else thought this. I think it would really promote really really good matches where you would really feel a certain victory in winning, instead of memorizing a pattern of buttons that guarantee success. Perhaps either limit health - for example, no combos can exceed 25% Health, and when it does, the game engine separates you. Or, have a certain limit on hits. Like, no combos over 6 hits.
I think it's a good debate. If you're good, you can still be good even if you're forced to (gasp) initiate more than 2 combos per match.
Yeah, I guess you really hate stage death traps too lol! Seriously, 100% combos really annoys me in the classic games ie mk trilogy!
PenguinIceNinja •06/29/2010 10:17 AM (UTC) •
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Actually I loved the death traps in Deception. I don't consider those as cheap, because you know where they are and can make an attempt to avoid it.
The MK team has a bad reputation for NOT testing their game well enough. The day it comes out, Check is back with his insane 80%+ combos. And now that we are officially 2D, I think it will be worse. There are less ways to avoid stuff. That's why we need a hard cap.
The MK team has a bad reputation for NOT testing their game well enough. The day it comes out, Check is back with his insane 80%+ combos. And now that we are officially 2D, I think it will be worse. There are less ways to avoid stuff. That's why we need a hard cap.
TemperaryUserName New sig on the way •06/29/2010 12:22 PM (UTC) •
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jpetrunak Wrote:
Absolutely not, Combo's are a delicious treat, and I don't give a fuck how fat they make me ........ oh ...... you mean ........
Absolutely not, Combo's are a delicious treat, and I don't give a fuck how fat they make me ........ oh ...... you mean ........
Awesome.
I too vote scaling.
PenguinIceNinja •06/29/2010 04:27 PM (UTC) •
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It looks like scaling is what most of us want. So, how would you work it? Assume for the sake of argument that you found an infinite combo in this game. As you execute more and more moves, the damage scales down and down. So, would you end your scaling at, say 1%, or would you keep going to fractions of a percent and down from there?
PenguinIceNinja Wrote:
It looks like scaling is what most of us want. So, how would you work it? Assume for the sake of argument that you found an infinite combo in this game. As you execute more and more moves, the damage scales down and down. So, would you end your scaling at, say 1%, or would you keep going to fractions of a percent and down from there?
It looks like scaling is what most of us want. So, how would you work it? Assume for the sake of argument that you found an infinite combo in this game. As you execute more and more moves, the damage scales down and down. So, would you end your scaling at, say 1%, or would you keep going to fractions of a percent and down from there?
This.
Poto2222 Wrote:
This.
PenguinIceNinja Wrote:
It looks like scaling is what most of us want. So, how would you work it? Assume for the sake of argument that you found an infinite combo in this game. As you execute more and more moves, the damage scales down and down. So, would you end your scaling at, say 1%, or would you keep going to fractions of a percent and down from there?
It looks like scaling is what most of us want. So, how would you work it? Assume for the sake of argument that you found an infinite combo in this game. As you execute more and more moves, the damage scales down and down. So, would you end your scaling at, say 1%, or would you keep going to fractions of a percent and down from there?
This.
I agree, because this would allow more room for strategy. Good players will learn when to end there combos to do maximum damage. That way when your putting together combo strings there will be a point where keeping the current string going is not worth the damage your dealing out. Also considering you can fill your super meter from both dealing damage and taking it, combos will get to a point where your actually helping out your opponent more than hurting him.
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