Zhidoreptiloid
Watcher from the sky
what a shitstorm thread
I don't understand the logic behind this, and it seems a bit contradictory. Could you please elaborate and give an exemple ?You don’t need high execution to have a large skill gap in any fighting game.
Simple games tend to lead to complex metas.
Complex games tend to lead to simple metas.
Not saying everything needs to be braindead easy. But it certainly doesn’t need to be overly complicated either.
I am so glad you didn't make it the Block button again.To be clear it is the interact button not block.
Any chance you guys make it an option to toggle on or off? This is a very unfriendly change to stick players (interact only makes sense because it is the RB on pads but forces very wonky button layouts). I was really looking forward to the unique inputs as it would have made characters much more dynamic to play and I thought that was part if the whole rebranding of meter burning moves as amplifying moves and Im surprised you guys ditched this idea so quickly before people could even try it out in the betas...To be clear it is the interact button not block.
That would make sense to me.They need to make the amplify button stance switch. The reason block is bad is if you whiff a special move and the opponent is coming at you and you block the amplify could happen if you press block to early. The same thing could possibly happen if your next to an interactable.
Why not make it a button that people rarely ever use? Or why doesn't NRS just get rid of this useless button and make characters auto turn facing the camera like every other fighting game?
this, so much this.Any chance you guys make it an option to toggle on or off? This is a very unfriendly change to stick players (interact only makes sense because it is the RB on pads but forces very wonky button layouts). I was really looking forward to the unique inputs as it would have made characters much more dynamic to play and I thought that was part if the whole rebranding of meter burning moves as amplifying moves and Im surprised you guys ditched this idea so quickly before people could even try it out in the betas...
I see where you’re coming from now, I agree. In a 2D game throws should be teched with one button press, not have to guess a direction as well.I don't argue that one bit, I just think you should be able to consistently tech throws in all fighting games without a 50\5o attached to the end of a already teched throw. Hell it even hurts you when you tech throw.
I wouldn't care if it was a dp motion anything but a 50\50 lol.I see where you’re coming from now, I agree. In a 2D game throws should be teched with one button press, not have to guess a direction as well.
I'd totally be down for the Tekken approach though, keeping the throws pseudo-50/50 but having slightly different animations for the throws so one could practice reacting to them instead of guessing.I wouldn't care if it was a dp motion anything but a 50\50 lol.
Well pre tekken 7 you had to watch what hand they led with and press the right button 1 for left 2 for right and if they led with both hands it was 1+2. It was pretty tough but lots of players did it very consistently. I would def take the t7 throw break over what they have now though.I'd totally be down for the Tekken approach though, keeping the throws pseudo-50/50 but having slightly different animations for the throws so one could practice reacting to them instead of guessing.
In MK11, it's the same. The REAL term for it is "amplify" though.Is enhance and meter burn the same thing or 2 separate mechanics?
It's the same mechanic but it's not meter burn anymore because there's no meter in the game. They're called "offensive/defensive stamina", so there's no meter to burn. When you amplify a move it consumes stamina, not meter.Is enhance and meter burn the same thing or 2 separate mechanics? I heard them mention both but was unsure if they just mispoke. Like when he was saying you could enhance moves after the hit and not at the same time like a meter burn.
People often conflate high execution fighters with having a lot of depth. Aka, the more execution required the better the game is. This isn’t necessarily true. People are blinded by so many scrubs wanting things dumbed down that they refuse to even think about the situation logically. They see scrubs constantly wanting things to be easier, so that idea is attributed across the board.I don't understand the logic behind this, and it seems a bit contradictory. Could you please elaborate and give an exemple ?
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I don't think there's a move that you can chain into an interactable with the same timing as amplifying it.And there you have it, folks! We heard correctly.
Now the question remains... what happens when you’re within range of an interactable? Will we have a situation similar to Cassie’s combo from MKX which would sometimes trigger the interact when you don’t want it? Or what if you actually want to chain an interactable after a move, rather than amplifying it?
I'm also a stick player and I'm wondering how I'll handle this. I've always been used to BLOCK for the meter burn (now Amplify). My layout is as close to the old arcade configuration as possible:this, so much this.
I'm aint even mad that they changed, but the option to choose man, that matters a lot, specially for a Stick player.
Of course, i wasn't trying to discredit the dev team, I just like the romantic thought of NRS keeping a close eye on the community and observing how we react to new things then change them accordingly.Actually NRS said at the start that this wasn’t final and that they were still playing with it. I think when people say ‘NRS listened’, they’re usually not taking into account that developers are also real people with differing opinions, who make plenty of their own observations about what they like/don’t like and will act accordingly.
16 bit also isn’t a gameplay designer
Ha... Typo! Will fix. Thanks.right bumper = R1 not L1
Because L2 is much more awkward to use mid-combo.They need to make the amplify button stance switch. The reason block is bad is if you whiff a special move and the opponent is coming at you and you block the amplify could happen if you press block to early. The same thing could possibly happen if your next to an interactable.
Why not make it a button that people rarely ever use? Or why doesn't NRS just get rid of this useless button and make characters auto turn facing the camera like every other fighting game?