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MK11 new mechanic was meant to bring players from other fighting games?

Kratilim

Noob
If the combo's are shorter than MKX's then I'm welcoming that with open arms. I wasn't able to nail anything longer than 10 maybe 12 hit combos. Some of you like the touch of death stuff, but players like me really don't. So more manageable combo's? Yes f*cking please. Makes the game less about finger speed and execution skills and more about strategy and tactics.
 

xenogorgeous

.... they mostly come at night. Mostly.
If the combo's are shorter than MKX's then I'm welcoming that with open arms. I wasn't able to nail anything longer than 10 maybe 12 hit combos. Some of you like the touch of death stuff, but players like me really don't. So more manageable combo's? Yes f*cking please. Makes the game less about finger speed and execution skills and more about strategy and tactics.
exactly .... even more without como breaker mechanics, so, NRS is doing right !
 

Corruption100

Plus Frame Enjoyer
16bit said the combos are shorter. And its totally visible too...
The combos are shorter but do the same damage. There will still be meaty combos to style on people. If combos are that big a deal there are a plethora of games you can play, but nrs have also mentioned they wanted to change the focus of the game. Making the game neutral/footsie based is a core fighting game mechanic not just becoming sfv. Either ill see you at launch or I wont but your whining is falling on deaf ears
 

Derico

Banned
Well i like a more fast paced fighting game. It's just taste.

And im waiting the replies that makes me create this thread...
 

Derico

Banned
People who judged how meta of MK11 will play after they saw how some guys play super early build after 45 minutes with the game is something beyond me.

@Derico Show us your gameplay from MKX after 30-45 minutes with the game.
As i said, even 16bit said the combos are shorter.

Game has no run, kinda slow dash, its more footsie oriented.

Its not me man, its fact.
 

gitblame

Noob
What combos length has to do with zoning being absurd?

And if it's not for you I have great news. There are ton of other fighting games that you can play. Tag games, anime games, 3d games, weapons, martial arts.

I wonder how people who complain about what they saw in zoning department for MK11 survived MKX. Summoner Quan, HQT Predator and Full Auto Jacqui had more crazy stuff than I saw to this point for MK11.
 

Derico

Banned
What combos length has to do with zoning being absurd?

And if it's not for you I have great news. There are ton of other fighting games that you can play. Tag games, anime games, 3d games, weapons, martial arts.
Stop with the drama, i love mortal kombat.

And que question of this thread is not about the gameplay, i'll buy on day one.

The question here is boon approach with mk11. The point behind the massive change.
 

Vslayer

Juiced Moose On The Loose
Lead Moderator
As i said, even 16bit said the combos are shorter.

Game has no run, kinda slow dash, its more footsie oriented.

Its not me man, its fact.
I think what he was saying is that some characters will have shorter combos because they will be focused on either zoning or the neutral game and 50/50s. He didn't say there was no long combo potential for other characters, and after a few weeks with the game, people will find long combos trust me.

They have shown Kano has the potential to have long combos. And even in MKX, some characters had longer combos than others, it all depends on their move set and game plan.
 
People who judged how meta of MK11 will play after they saw how some guys play super early build after 45 minutes with the game is something beyond me.
So much this!

As for combos they arent the main focus of fighting games. If you get the same damage on 3 hits vs 15 then theres not much pause between the mind games.
True. The point is to win. So how you do that really is irrelevant.

Ideally you'd do it in the most efficient way possible. But if you feel like mixing things up then that's where the combo's come in.
 

Derico

Banned
Well, max played 4 hours and said the combos are basic.

And im with him, he is a capcom fanboy ok, but he is coherent in 99% of what he says.
 
I love where the pace of the game is going personally. Watching 16 bit and Dizzy play made me appreciate playing. Seeing Ken Morris play made me see how one changes their play based on Krushing Blow requirements. An example is knowing that Sub-Zero's Slide Krushing Blow requires 3 successful slides.

As Reo said MK11 just seems like the fighting game version of chess which is what I prefer. I want to out think my opponent. I want to have options for both offence and defence.

I also want Kombos to be higher execution. I think Kombos should be harder to do an master but I think there should be basic stuff for the casuals to keep them happy.

I think Krushing Blow Kombos should be hard though but optimal in a real match.

I am looking forward to MK11 and the depth it will bring as well as the players it will invite.

I think its a good thing for players from other communities to get involved with NRS games.

Truly hope they love the game and stick around but whether they do or don't. I think this game will have some potential for Longevity if it keeps up the different archetypes and personalities.
 

gitblame

Noob
Combos being shorter does not mean they can't be flashy. That Kano combo which Tayler showed at Kombat Kast was pretty sexy and let's be real. Good players will find even better combos day one.
 

Derico

Banned
Combos being shorter does not mean they can't be flashy. That Kano combo which Tayler showed at Kombat Kast was pretty sexy and let's be real. Good players will find even better combos day one.
That "combo" was two enhanced moves. Wow.