Changes necessary in the Gameplay
0
posted05/24/2011 12:04 AM (UTC)by
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Antoine
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Member Since
03/22/2011 04:28 PM (UTC)
There is a lot of thing that, in my opinion, are unfair.
I will give some examples first, and then talk in general for the game.

Kitana moves should be more unsafe on block.

The launcher F+2, 1 is too overpowered : after blocking it, it's impossible to punish it, even with a quick jab combo.

Square Boost (Square Wave): D, B, FP should have more recovery time when it miss.
She can move freely on the map with it and is very hard to catch.

Fan Toss (Charged Fan): D, F, FP : She shouldn't be able to throw so much fans so quickly : a lot of Kitana players use it too much and it is very hard to approach her. If I finally manage to get close ? Square Boost D, B, FP ...
So the recovery time after throwing a Fan Toss should be bigger.

Raiden teleport : make it slower : its hard to be in charge with a player that mixup Teleport, throw, and B,F 3.

Scorpion Demon Fire (Hell Fire): D, B, BP : Normal version blockable, enhanced unblockable.

Those are few examples.
I think, for every character, that all the lauching attacks must be unsafe on block : if you block a launcher attack, you should be able to punish it by a quick jab.

Throws : Should work only on standing opponents : If you crouch block, your opponent can perform a throw on you : this shouldn't be.

After reading my throw part, maybe you will think : "in this case, everyone will always guard in a crouching state ?"
To compensate with my throw system, give everyone more medium attacks.
It will open more mixups with high, mid, and low attacks, and so you will have to really read your opponent's game to be in the correct guarding stance.

I will re-use my first example : Kitana's launcher F+2, 1 : when the player do that, he can freely jump behind me to start a new attack.
To counter that, I jump vertically and press 2 : If it suceed, I can punish with a combo.
But what if I jump and he does B,B, 2 ?
Even worse, recently, I was facing a Kitana player : He always does his F+2, 1. What he does next ? He immediately crouch and mash 1,1,1,1,1,1,1...
So to counter it, I jump behind him to escape and attack, but its useless, he just have to block : that means he won't be punished for spamming always this launcher, and I think its unfair. Example with Liu Kang : 2, 1, 3 is safe on block, and it is too powerful in a corner. So, if this combo is blocked, Liu Kang should have a bigger recovery time. Not to big, of course : Not enough to be punished by a launcher, but enough to be punished by a quick jab.
Also, I think characters shouldn't be allowed to connect a special move during a simple jab. For example, things like Scorpion 1, 1, spear, or other combos like Kabal 1, 1, B4, Nomad Dash should be changed. Here is my change : you CAN use the special move during the combo, but if the opponent guard, it will block the special move. Example : Jax F4, 1, 3 : all hits connect. Jax F4, 1, DF1 : Only F4 and 1 will connect.
Precision : By saying all of that, I'm not saying to reduce the juggle combo damage : keep it.
Just make the launchers for everyone more unsafe, more punishable.

With that, the game will be less juggle based and more open to true tactics.

What do you think ?





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StatueofLiberty
05/22/2011 11:59 PM (UTC)
0
Well "necessary" certainly isn't the word I would use to describe these changes, but I'm pretty sure my philosophy on gameplay is a lot different than yours.
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ZeroSymbolic7188
05/23/2011 01:46 AM (UTC)
0
Antoine Wrote:
There is a lot of thing that, in my opinion, are unfair.
I will give some examples first, and then talk in general for the game.

Kitana moves should be more unsafe on block.

The launcher F+2, 1 is too overpowered : after blocking it, it's impossible to punish it, even with a quick jab combo.

Square Boost (Square Wave): D, B, FP should have more recovery time when it miss.
She can move freely on the map with it and is very hard to catch.

Fan Toss (Charged Fan): D, F, FP : She shouldn't be able to throw so much fans so quickly : a lot of Kitana players use it too much and it is very hard to approach her. If I finally manage to get close ? Square Boost D, B, FP ...
So the recovery time after throwing a Fan Toss should be bigger.

Raiden teleport : make it slower : its hard to be in charge with a player that mixup Teleport, throw, and B,F 3.

Scorpion Demon Fire (Hell Fire): D, B, BP : Normal version blockable, enhanced unblockable.

Those are few examples.
I think, for every character, that all the lauching attacks must be unsafe on block : if you block a launcher attack, you should be able to punish it by a quick jab.

Throws : Should work only on standing opponents : If you crouch block, your opponent can perform a throw on you : this shouldn't be.

After reading my throw part, maybe you will think : "in this case, everyone will always guard in a crouching state ?"
To compensate with my throw system, give everyone more medium attacks.
It will open more mixups with high, mid, and low attacks, and so you will have to really read your opponent's game to be in the correct guarding stance.

I will re-use my first example : Kitana's launcher F+2, 1 : when the player do that, he can freely jump behind me to start a new attack.
To counter that, I jump vertically and press 2 : If it suceed, I can punish with a combo.
But what if I jump and he does B,B, 2 ?
Even worse, recently, I was facing a Kitana player : He always does his F+2, 1. What he does next ? He immediately crouch and mash 1,1,1,1,1,1,1...
So to counter it, I jump behind him to escape and attack, but its useless, he just have to block : that means he won't be punished for spamming always this launcher, and I think its unfair.

Example with Liu Kang : 2, 1, 3 is safe on block, and it is too powerful in a corner. So, if this combo is blocked, Liu Kang should have a bigger recovery time. Not to big, of course : Not enough to be punished by a launcher, but enough to be punished by a quick jab.

Also, I think characters shouldn't be allowed to connect a special move during a simple jab.
For example, things like Scorpion 1, 1, spear, or other combos like Kabal 1, 1, B4, Nomad Dash should be changed.


Here is my change : you CAN use the special move during the combo, but if the opponent guard, it will block the special move.
Example : Jax F4, 1, 3 : all hits connect.
Jax F4, 1, DF1 : Only F4 and 1 will connect.


Precision : By saying all of that, I'm not saying to reduce the juggle combo damage : keep it.
Just make the launchers for everyone more unsafe, more punishable.

With that, the game will be less juggle based and more open to true tactics.

What do you think ?








Well here is my feeling, and I think its the biggest problem in the game. Characters that can teleport are able to escape traps and punish moves that characters without teleports cannot.

All the projectile spam (Such as your Kitana example) is avoidable if you have a teleport, because you can time it and hit her in the back. However if you lack a teleport, you have to get chipped up block dashing, or attempt to jump over, likely into an anti-air move (trap). Thats the glaring problem. I propose that Dash type moves (Rhino Charge, Kano Ball, ect) should be able to pass through projectiles. I also think that projectiles should only fire 1 projectile at a time, cause Kitana and Kratos get away with a lot of bullshit if you cant teleport.

Leave the throw engine alone. You can crouch under a throw if your not holding block. Throwing is the ultimate aggressive move, and I believe it should counter crouch blocking (The ultimate defensive move).
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Nephrite
05/23/2011 01:40 PM (UTC)
0
The thing with Kitana's "double" projectile is that as she throws the fans she actually moves towards the opponent, so if you keep throwing her "double" ground projectile you'll eventually get close to the opponent.

So that + opponent block dashing doesn't really allow her to spam as much. Also, her ground projectile doesn't come out crazy fast like her air projectile.
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TheDarkPassenger
05/24/2011 12:04 AM (UTC)
0
I agree with a lot of what you're saying. Scorpion has two moves that are unique:

Spear
Hell Fire

Both of which can hit from a full screen away. No other character can sit back and do shit like Scorpion. Luckily he's predictable as hell because approximately 99.99999% of MK players main him, and play him the same way, but annoying with that BS unblockable Hell Fire, yes.

Kitana can go nuts with the fans, but Mileena can throw the Sai pretty quickly as well. I think the Scorpion non-sense is waaaay worse than this problem.

My biggest issue right now is Cyrax's bomb trap--I heard it's going to be a 50/50, but I wouldn't mind if they took it out all together. That shit gets abused sooooo much. Makes me want to pull my hair out.

Yeah, it would be nice if they would tweak some things, but NRS need to be careful not to disrupt the overall balance too much. Make small tweaks, piece by piece.
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