JBeezYBabY
Mr. Righteous
If you're Justin Wong, yesIt rewards walking backwards and turtling... is that really a good thing?
If you're Justin Wong, yesIt rewards walking backwards and turtling... is that really a good thing?
Alright why dont they just give everybody the same moves and the same jump ins and the same etcBecause the context is sematics for an excuse to cry for no reason. Im still waiting on how wasting 2 bars on combo off the bat is broken.
I assume it would be dependent on the situation. Maybe you've pushed the opponent in the corner, or you've scored a knockdown, so pushing your advantage becomes a priority. Maybe your character is geared towards in your face rushdown, so staying close at all times is a higher priority than meter. Maybe it's simply more dangerous for your character to try and disengage due to limited mobility or your opponents move set. I'm not so conerned about meter determining the pace of the match.If your resources are empty why would you go in if you know your meter will be back for free?
That literally happens in street fighter matches.im imagining tournament scenes where players go ham at each other and then in mutual agreement retract to their corners when the meter is empty
Yep exactly no real excuse hahahahaha youre exposedAlright why dont they just give everybody the same moves and the same jump ins and the same etc
It would be so balanced right bro isnt that the only thing that matters to you. Nobody could cry about anything
SHHHHHHH youre not supposed to critique the master race game!That literally happens in street fighter matches.
You make some good points. It's more of a fringe reaction from me. Just want the game to be the best it can be.I assume it would be dependent on the situation. Maybe you've pushed the opponent in the corner, or you've scored a knockdown, so pushing your advantage becomes a priority. Maybe your character is geared towards in your face rushdown, so staying close at all times is a higher priority than meter. Maybe it's simply more dangerous for your character to try and disengage due to limited mobility or your opponents move set. I'm not so conerned about meter determining the pace of the match.
Same here. Maybe it will end up having some negative consequences, but for now I'm really excited about it.You make some good points. It's more of a fringe reaction from me. Just want the game to be the best it can be.
That's an interesting thought I hadn't considered--does the meter restart its cooldown when the amplify begins, or ends? Might make certain long-ass attacks really useful for maintaining pressure like you're suggesting here.Timed meter doesn't necessarily benefit one style over the other; it all depends on how NRS plays their cards with it - and if Geras' long ass command grab animation is anything to go by, there will be good ways for a rushdown player to get their own butter.
defense says hiI, for one, am anticipating and hoping to abuse the shit out of this mechanic in my rushdown game by applying staggers, pokes, throws and oki combined with the avalanche of EX moves and get-out-of-jail free cards i'll get by pressuring my opponent into a panicked stupor. Timed meter doesn't necessarily benefit one style over the other; it all depends on how NRS plays their cards with it - and if Geras' long ass command grab animation is anything to go by, there will be good ways for a rushdown player to get their own butter.
Hitting on block is not playing badly, well, not everytime at least. I see it more like "you are punished if you are too defensive" for the opponent. The "old" system has its pros and cons but it worked well for MKX imo.i always thought meter building went the wrong way in mk: gain by hitting on block and getting hit. basically meter build was a reward for playing badly. i'm glad thats gone.
I have a feeling they probably tested that first, before switching to the current style. Honestly I didn’t like it at first. It just feels like a weird corner frame or something, I dunno. But it grew on me. I’m guessing this way is probably easier to notice out of the corner of your eye, rather than having to take your eye off the characters for a quick sec to look at your meter. Or it could simply be that they wanted to make sure they stood out as two separate meters.I don't think auto-building meter will be an issue; it might seem odd at first but I'm sure it will become second nature to manage. Think of it as a MKX stamina / Injustice trait; when it depletes, your options are a little more limited but that doesn't prevent you from actually playing the neutral game.
Walking backwards to regain meter might seem like the best strategy at first but you're giving up something important, stage positioning. If you're passive and allow the opponent to walk you down while building bar, you might find yourself in the corner faster than you know it (which is not ideal).
The only things I would really change about the meter system is the input to meter-burn / amplify attacks to a single button (the standard NRS way) and the appearance of the meter bars. I did a quick edit to the current layout to what I personally think would look better and more consistent with the life bar design. I don't have a good photo editing program and had to use standard Microsoft Paint / Photo Editor (which is why it doesn't look perfect) but I'm sure you get the idea (left edited, right original).
I felt the same way at first glance; it looked like a camera viewfinder that squared off the screen making it less streamline. Either way, developers will go with what they feel best for the overall design and how it applies to the actual in game use.I have a feeling they probably tested that first, before switching to the current style. Honestly I didn’t like it at first. It just feels like a weird corner frame or something, I dunno. But it grew on me. I’m guessing this way is probably easier to notice out of the corner of your eye, rather than having to take your eye off the characters for a quick sec to look at your meter. Or it could simply be that they wanted to make sure they stood out as two separate meters.
I just want to say I love that this is a completely serious sentence.If you play a matchup like Donatello vs Starfire you'll know why this is a good idea.
this!Stamina in MKX regenerated over time, they have the same idea here.
Zoning looks to considerable part of the matches in MK11 and having a self-regenrating meter will avoid traditional zoning issues like strong Zoners constantly having meter to do whatever while characters who get zoned will struggle in that regard.
It's a bold change and I'm interested in seeing how it plays out.
actually the first time nrs had meterburn moves was in mk vs dc and they were triggered by a button combination just like in mk11. they also required quite strict timing (there were just-frames). i always wondered why they got rid of that in mk9, even though it would have been enough to tone down the strictness. need i say though that anything with timing was impossible in mk vs dc online ? maybe the better netcode ist the reason for the reintroduction of that input mechanic.The only things I would really change about the meter system is the input to meter-burn / amplify attacks to a single button (the standard NRS way)