Super Meter Discussion
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posted03/23/2011 07:19 AM (UTC)by
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jbthrash
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05/14/2008 12:00 AM (UTC)
I'm really digging the addition of the super meter in the new game. It adds a much needed layer of depth to the gameplay and opens up a lot of possibilities.

However, I have a few suggestions to make it better. For one thing I don't like how doing a special move builds meter. Even if the move misses the meter still builds. This means that keep away characters like Mileena can farm for meter safely just by spamming.

The other thing I don't like is how you don't build meter at all from basic moves. I don't think you should gain a lot, but the aggressor should get some reward with or without special moves.

I agree that the person getting their ass kicked should build meter the fastest so that way they have an easier time making a come back.
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Deathology
03/21/2011 09:45 PM (UTC)
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I think the amount of meter you gain from a special varies. So for say, Mileena's sai throw they could reduce the amount of meter that it actually gives without having to reduce less safe attacks. If they aren't going to change how the meter gains then i'd like it if specials gave more, the ones that are more inter-worked into the combos. It doesn't have to gain more then taking damage but i'd like it if I could actually do something to try and build my meter.
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Wanderer
03/21/2011 11:04 PM (UTC)
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The only thing I can really comment on about the super meter at this moment in time is how it relates to breakers.

Those always pissed me off, because their implementation was a last minute addition to Deception, when the team seemed to suddenly remember that they had said they would add a combo breaker system. So we ended up getting poorly implemented universal item breakers for three consecutive games.

Back during the pre-release days of Deception I figured they would have been similar to Killer Instinct with specific commands for each character, but seeing how they've been implemented into MK9 with a rechargeable super meter I'm rather pleased breakers have been around long enough for it to be a core mechanic of the game.
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SubMan799
03/21/2011 11:18 PM (UTC)
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You should build meters when your attacks land. How was this overlooked?
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StatueofLiberty
03/21/2011 11:24 PM (UTC)
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SubMan799 Wrote:
You should build meters when your attacks land. How was this overlooked?


I really believe that at the time they developed this build/demo, they had some grand scheme as to how all this would work. It's the only way to explain these really weird design choices without resorting to the "it's an old, half-arsed demo" train of thought.
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blackl0tus
03/22/2011 12:31 AM (UTC)
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Well, this is technically mk's first real attempt at a meter system in the game so expect weird shit to happen.
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StatueofLiberty
03/22/2011 12:46 AM (UTC)
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blackl0tus Wrote:
Well, this is technically mk's first real attempt at a meter system in the game so expect weird shit to happen.

Imagine if they just threw in Custom Combos for the fuck of it, lol.
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Wanderer
03/22/2011 02:06 AM (UTC)
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SubMan799 Wrote:
You should build meters when your attacks land. How was this overlooked?


From what I understood when TTT did his interview with LeBaron it seemed to be a very deliberate decision that they thought evened out the playing field.

It's certainly unorthodox, but it doesn't actually seem detrimental to anything from what I can tell.
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jbthrash
03/22/2011 02:50 AM (UTC)
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Wanderer Wrote:
SubMan799 Wrote:
You should build meters when your attacks land. How was this overlooked?


From what I understood when TTT did his interview with LeBaron it seemed to be a very deliberate decision that they thought evened out the playing field.

It's certainly unorthodox, but it doesn't actually seem detrimental to anything from what I can tell.


To me it sounded like they tried out a bunch of things and they liked this version the best. I don't like certain aspects of it. But I have only played the demo that isn't the final build, but I hope they take are suggestions into consideration.
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SubMan799
03/22/2011 05:07 AM (UTC)
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Wanderer Wrote:
SubMan799 Wrote:
You should build meters when your attacks land. How was this overlooked?


From what I understood when TTT did his interview with LeBaron it seemed to be a very deliberate decision that they thought evened out the playing field.

It's certainly unorthodox, but it doesn't actually seem detrimental to anything from what I can tell.


Well I sort of get building meter when attacks are blocked. It promotes offensive gameplay and punishes turtling. But why gain meter when you're getting hit? You should get a little bit, but not that much. Right now it serves as a comeback mechanic a la Ultras. Its not game breaking, but its still a problem considering you can combo in/out of X-Rays easily unlike SFIV Ultras.

Also, if a projectile is used you gain meter PLUS the extra meter you get when its blocked. So spammers are rewarded the most with this system. It took me four or five blocked ice balls to get one bar with Subby.
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Bloodfang
03/22/2011 11:31 AM (UTC)
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It doesn't take that much to build meter if you're the aggressor and use a lot of specials. I think you also get bonuses for first strike (definitely.. a full section of bar no less, so that tips in favor of aggressor), doing a wake up special I think nets more than doing a special normally but I'm not sure, possibly also gaining bar from recovery (rolling when knocked to the ground) and throw escapes. I'm not sure on anything except the first strike though.

Aggressor: First Strike (major boost but gained once a match), Specials (small boost but most characters have something that's fairly easy to spam that will give a little boost if you just need that extra little bit more to pull off something nasty... for example Scorpion's Airthrow counts as a special so if you just jump and hit throw button you will gain a small bar boost and the throw animation recovery is both subtle so your opponent may or may not catch on to what you are doing unlike sai spamming to build and he recovers from it fast.. cheap as hell but effective).

Defender: Possibly: Recovery, Wake Ups. Definite: taking damage builds it up fast! Which is good for a comeback mechanic which I believe is what they intended from the start.

It's not the same as the aggressor meter from MKT or the super bar from SF. It's a combination of the SF Super/Ultra meter. It benefits the aggressor sure, but it still gives the defender a chance to survive via combo breakers and x-ray. Well X-ray can benefit both aggressor or defender, combo breaker is purely for defender, and ES are versatile so they can also go either way but I'd lean towards aggressor for the most part. Overall it adds a good balance to offensive/defensive flow of play styles. Neither attacker nor defender can get to comfortable in their role as the tables could turn at any moment in multiple ways. Always a way in and always a way out.
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Joe-Von-Zombie
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03/22/2011 09:55 PM (UTC)
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SubMan799 Wrote:
Wanderer Wrote:
SubMan799 Wrote:
You should build meters when your attacks land. How was this overlooked?

Right now it serves as a comeback mechanic a la Ultras. .


Because if you're beating ass you don't need meter. I firmly believe that the meter was designed as a comeback mechanic from the get go. I actually like the way meter builds in this game. It further separates the game from Street Fighter and I think it works in the context in which it was designed. Take or leave it, I don't think its going to change.
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m0s3pH
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03/23/2011 04:23 AM (UTC)
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I'm really not into the idea of the super meter at all, but I suppose I'm fine with the way it works.
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SubMan799
03/23/2011 05:46 AM (UTC)
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Joe-Von-Zombie Wrote:
SubMan799 Wrote:
Wanderer Wrote:
SubMan799 Wrote:
You should build meters when your attacks land. How was this overlooked?

Right now it serves as a comeback mechanic a la Ultras. .


Because if you're beating ass you don't need meter. I firmly believe that the meter was designed as a comeback mechanic from the get go. I actually like the way meter builds in this game. It further separates the game from Street Fighter and I think it works in the context in which it was designed. Take or leave it, I don't think its going to change.


How does it separate MK from SF? In SF, your Ultra builds up as you take damage. Same thing in MK. Unless you mean the SF Super Bar and not the Ultra Bar.

Its a comeback mechanic which is something I'm not too sure about. We'll see how this thing works out.
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Joe-Von-Zombie
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03/23/2011 07:19 AM (UTC)
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SubMan799 Wrote:
Joe-Von-Zombie Wrote:
SubMan799 Wrote:
Wanderer Wrote:
SubMan799 Wrote:
You should build meters when your attacks land. How was this overlooked?

Right now it serves as a comeback mechanic a la Ultras. .


Because if you're beating ass you don't need meter. I firmly believe that the meter was designed as a comeback mechanic from the get go. I actually like the way meter builds in this game. It further separates the game from Street Fighter and I think it works in the context in which it was designed. Take or leave it, I don't think its going to change.


How does it separate MK from SF? In SF, your Ultra builds up as you take damage. Same thing in MK. Unless you mean the SF Super Bar and not the Ultra Bar.

Its a comeback mechanic which is something I'm not too sure about. We'll see how this thing works out.


Im talking about the Super bar.
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