Down + R2 and hit r2 a ton when doing itHas anyone figured out how to consistently get the air breakaway to come out? Feels like it never comes out when I need it to, but still comes out at seemingly random moments as well.
You're entitled to your opinion, of course, and I respect that. Sorry you got that impression from the game. :/ Hopefully when it gets released, you find it more palatable, or you find a game more up your alley.9ot of 10?
Game looks repetetive and alot of the stages look regular af. Slow to no dash speed. Amplify to launch etc.. The more respect to Maxmillion dood, hes a real hones guy that dares to share his honest opinion instead of kissing the communitys and NRS asses
Who hurt you?Yeagh right 9ot of 10 lol. Try hard to be liked by the community and say the game is almost perfect... right
Game looks repetetive and alot of the stages look regular af. Slow to no dash speed. Amplify to launch etc.. The more respect to Maxmillion dood, hes a real honest fighting game expert that dares to share his real opinion. Now MKcommunity kisses ass and say everything is cool untill the game is 6months old and already dieing in the FGC.
No creative input required to create combos is dull. Simply input an amplifier to extend the combo, thats it.. And that counts for every character. Its plain stupid, repetetive and boring. Its not a matter of "the game is still new" its the mechanic where NRS did whatever reasons to prevent the players from doing longer combos. Appearantly adding alot of weight to the characters and adding hella recovery to the normals and specials, is NRS's answer to prevent the game to have long extended combos. But at the same time it makes the game look (and problably feel) stiff and slow. And guess what, the game still has alot of damaging combos even if their shorter. So wtf is the point to dumbing down the combos? Thats poor game design and its stupid that alot of players ignore this. Players already look for launchable moves or combos strings. Will it make the other moves useless?.. The reduced combo system, and what NRS did to prevent that, basically making the mobility/footsies slow af is already looking like a poor designed mechanic. And the game is build around that. Footsies are fun when the game allows mobility to bait, throw in moves etc. But in MK11, the game looks too slow and restricted to allow footsies to be real fun.Who hurt you?
The fact that the positive reviews far outweigh the negative (Which, I've only seen people complain about dashing and mobility which Ed's already said is much better in the final version) speaks volumes.
The game looks repetitive? You mean the gameplay from the stress test? The gameplay that a bunch of people who know literally nothing about the game and can't lab? That gameplay? Uh-huh, uh-huh...uh-huh. Hit up K&M's Twitch and watch the dope stuff they're doing. (although I know some other pros that are playign have been pulling off some dope stuff)
The only thing worse than people who are trying to be liked by the community (Which I'm not seeing at all here) are people who are trying too hard to be edgy and dislike it.
The gameplay looks leaps and bounds better than MKX.
YOU HAVEN'T EVEN PLAYED IT AND YOU HAVE ISSUES WITH HOW IT FEELS, SIS?????No creative input required to create combos is dull. Simply input an amplifier to extend the combo, thats it.. And that counts for every character. Its plain stupid, repetetive and boring. Its not a matter of "the game is still new" its the mechanic where NRS did whatever reasons to prevent the players from doing longer combos. Appearantly adding alot of weight to the characters and adding hella recovery to the normals and specials, is NRS's answer to prevent the game to have long extended combos. But at the same time it makes the game look (and problably feel) stiff and slow. And guess what, the game still has alot of damaging combos even if their shorter. So wtf is the point to dumbing down the combos? Thats poor game design and its stupid that alot of players ignore this. Players already look for launchable moves or combos strings. Will it make the other moves useless?.. The reduced combo system, and what NRS did to prevent that, basically making the mobility/footsies slow af is already looking like a poor designed mechanic. And the game is build around that. Footsies are fun when the game allows mobility to bait, throw in moves etc. But in MK11, the game looks too slow and restricted to allow footsies to be real fun.
Sooo...you haven't actually played in the stress test? How can you give your initial impressions if you haven't played or tested the game? I mean, you can have your opinion of the game, yes. But, you're stating all this like it's fact. And yes, the combos are generally shorter...unless you use some krushing blows, then the combos get bigger and extremely damaging.No creative input required to create combos is dull. Simply input an amplifier to extend the combo, thats it.. And that counts for every character. Its plain stupid, repetetive and boring. Its not a matter of "the game is still new" its the mechanic where NRS did whatever reasons to prevent the players from doing longer combos. Appearantly adding alot of weight to the characters and adding hella recovery to the normals and specials, is NRS's answer to prevent the game to have long extended combos. But at the same time it makes the game look (and problably feel) stiff and slow. And guess what, the game still has alot of damaging combos even if their shorter. So wtf is the point to dumbing down the combos? Thats poor game design and its stupid that alot of players ignore this. Players already look for launchable moves or combos strings. Will it make the other moves useless?.. The reduced combo system, and what NRS did to prevent that, basically making the mobility/footsies slow af is already looking like a poor designed mechanic. And the game is build around that. Footsies are fun when the game allows mobility to bait, throw in moves etc. But in MK11, the game looks too slow and restricted to allow footsies to be real fun.
This is 100% grade-A horse shit. I've already seen about a half dozen different Scorpion combos for over 12 hits, just from games I saw yesterday. There is plenty of room for creativity. Especially once you involve Krushing Blows.No creative input required to create combos is dull. Simply input an amplifier to extend the combo, thats it.. And that counts for every character. Its plain stupid, repetetive and boring.
Spam Down plus MB a billion times. hahaHas anyone figured out how to consistently get the air breakaway to come out? Feels like it never comes out when I need it to, but still comes out at seemingly random moments as well.
Lol i said it looks slow. That is the problem, you dont comprehent what im saying here.. its not a matter of playing the game, its how the game is build. You need to burn meter to extend your combos for the most part. It seems to be an NRS thing with their games. Injustice had something similar aswell. Dashes are slow, its said to better walk instead. I dont need to play the game to understand that.. K&M gameplay... again.. just repeat whatever others say right? even they showed how amplifiers are required for basic combos. Thats my point.. idc about MKx, i didnt liked that game. I liked MK9, and that game has PROPER mobility instead like in MK11. I dont need a run button. Igonrant statements where a run button is required for speed is bs. Just give the player fast movement and mobility, thats it.YOU HAVEN'T EVEN PLAYED IT AND YOU HAVE ISSUES WITH HOW IT FEELS, SIS?????
Every person I've seen play it has said that it's fun, it's just adjusting from MKX's speed. Also, like I said, watch K&M. There are big combos...
If movement is one of the aspects you're not happy with, @xXRagingFlameXx did post that Boon stated the movement was going to be better in the actual game due to some changes made after this build went out.Lol i said it looks slow. That is the problem, you dont comprehent what im saying here.. its not a matter of playing the game, its how the game is build. You need to burn meter to extend your combo for the most part. That is just an NRS thing with their games. Injustice had something similar aswell. Dashes are slow, its said to better walk instead. I dont need to play the game to understand that.. K&M ganeplay... again.. just repeat whatever other posters say right? Lol eveb there it showed how amplifiers are required for basic combos. Thats my point.. idc about MKx, i dodnt liked that game. I liked MK9, and that game has PROPER mobility instead like in MK11. I dont need a run button. Igonrantbstatements wgere a run button is required for speed is bs. Just give the player fast movement and mobility, thats it.
Mk9 did alot off things better. The fundamentals werw alot better. Fast movement and combos didnt require meter perse. I could be creative with my characters and express my playstyle within my character.
Maybe its bc im a game designer myself and i can see what the results are for certain mechanics on a long term... the fundamentals in this game are poor designed
Why would you ever think an online stress test would have any offline modes?I played 4 matches and then did something else. It defeats the purpose of a stress test if people stop playing. I don’t have the patience to learn something under constant assault. It’s not fun. Which is a shame because the game itself is really fun. It was a wasted code on me I guess.
This guy hasn’t played the beta, can’t type a sentence without glaring typos, and is being overly dramatic solely for the sake of drama. He’s just trolling. Move along folks, nothing to see here. Don’t feed the troll.Lol i said it looks slow. That is the problem, you dont comprehent what im saying here.. its not a matter of playing the game, its how the game is build. You need to burn meter to extend your combo for the most part. That is just an NRS thing with their games. Injustice had something similar aswell. Dashes are slow, its said to better walk instead. I dont need to play the game to understand that.. K&M ganeplay... again.. just repeat whatever other posters say right? Lol eveb there it showed how amplifiers are required for basic combos. Thats my point.. idc about MKx, i dodnt liked that game. I liked MK9, and that game has PROPER mobility instead like in MK11. I dont need a run button. Igonrantbstatements wgere a run button is required for speed is bs. Just give the player fast movement and mobility, thats it.
Mk9 did alot off things better. The fundamentals werw alot better. Fast movement and combos didnt require meter perse. I could be creative with my characters and express my playstyle within my character.
Maybe its bc im a game designer myself and i can see what the results are for certain mechanics on a long term... the fundamentals in this game are poor designed
Slow ganeplay is indeed a bummer for me. As this game is build that much around footsies. Well see in the final build.If movement is one of the aspects you're not happy with, @xXRagingFlameXx did post that Boon stated the movement was going to be better in the actual game due to some changes made after this build went out.
As for meter burn combos, I think it's fine since the meter replenishes itself fairly quickly. If you had to actually build it yourself like in previous games, then I would agree that it would feel a little slow and restricted.
Your reply is more of troll reply than me having my own opinion. Please speak for your self in that regard.This guy hasn’t played the beta, can’t type a sentence without glaring typos, and is being overly dramatic solely for the sake of drama. He’s just trolling. Move along folks, nothing to see here. Don’t feed the troll.
Not asking offline modes and not blaming anyone for anything lol. Where did you get that from? I wasn’t talking shit, I said it was a wasted code on me. As in I’m not contributing to the stress test because I turned it off.Why would you ever think an online stress test would have any offline modes?
Sounds Iike you had some unrealistic expectations and are blaming them for doing the most logical thing.
Besides they probably had the most players on during the first few hours so I’m sure they got whatever data they needed already.
Whats the point of dumbing down combos if the damage output is the same lol its stupid. And all that NRS did too prevent the longer combo sets is now only making the game slower.This is 100% grade-A horse shit. I've already seen about a half dozen different Scorpion combos for over 12 hits, just from games I saw yesterday. There is plenty of room for creativity. Especially once you involve Krushing Blows.
But I'm sure that you know all about how Krushing Blows impact combo potential, right? From the extensive amount of time you spent practicing them in the stress test?
Man, don’t play the game. You’re not changing anyone’s mind with this. Nobody is changing gameplay for you too.Whats the point of dumbing down combos if the damage output is the same lol its stupid. And all that NRS did too prent the longer combo sets is now only making the game slower. Its for nothing.
A dozen different scorpion combo string? Lol that is A horse shit. They all must be the same bc you need to burn meter to do them...
Cmon be real.. why the F would you dumb down combos if the damage output is the same. And maybe even worse in time. Im sure some can acknowlidge that its stupid game design and that NRS needs new devs lolMan, don’t play the game. You’re not changing anyone’s mind with this. Nobody is changing gameplay for you too.