MAXIMUM DAMAGE - Yes No?
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posted07/05/2014 07:58 PM (UTC)by
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Icebaby
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05/27/2008 09:03 PM (UTC)
So, anyone interested in seeing this return? For anyone who's never played Mortal Kombat 4 (although I sincerely doubt that here), this would just prevent you from doing extremely long combo.

The only one character I could just constantly keep doing this was Liu Kang and his sword.

I thought, since we're on the topic of talking about a lot of Mortal Kombat 4 stuff, the only thing that really sticks in my mind about the whole game is just this random thing that popped in. First time I saw it, scared the crap out of me because I didn't expect that.

So, who's down for its return?
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KungLaodoesntsuck
07/04/2014 03:52 AM (UTC)
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I don't see why they would ever need to bring that function back with how they scale damage now.
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TemperaryUserName
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07/04/2014 04:04 AM (UTC)
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MK4 definitely needed it because of the infinites. For this game... maybe if they make it interesting. For example, if you could only break certain damage ceilings with meter attacks. That could add some cool dynamics to meter management.

I always said that X-rays shouldn't scale in combos back in MK9. Not only would that have finally made x-rays a relevant mechanic, but it would have done wonders for balancing the game. Now everyone is dangerous.
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ReptileFinally
07/04/2014 04:56 AM (UTC)
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Nah, is isn't really necissary this time around.

The only thing from MK4 I want to return is the continue screen, that was awesome.
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RazorsEdge701
07/04/2014 05:09 AM (UTC)
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There was no other way out of combos that exploited the brokenness of the game back then. Now we have breakers AND gameplay that's built, tested, and patched more thoroughly.
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Sub-Zero_7th
07/04/2014 09:38 AM (UTC)
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No, we don't need the return of maximum damage. While there are combo breakers, the gameplay in the later games is designed to where you aren't necessarily aiming to do long, damaging combos to your opponents.
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Wanderer
07/04/2014 01:27 PM (UTC)
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Pointless and irrelevant due to NRS under Warner being considerably more competent at making a game than Midway ever was.
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Jaded-Raven
07/04/2014 01:28 PM (UTC)
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Wanderer Wrote:
Pointless and irrelevant due to NRS under Warner being considerably more competent at making a game than Midway ever was.


So you are basically saying that every MK game before MK9 sucked.
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soldatmesteren
07/04/2014 01:31 PM (UTC)
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No.
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Demon_0
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07/04/2014 01:40 PM (UTC)
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This game doesn't need it cause of damage scaling and combo breakers, so no
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Wanderer
07/04/2014 01:42 PM (UTC)
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Jaded-Raven Wrote:
Wanderer Wrote:
Pointless and irrelevant due to NRS under Warner being considerably more competent at making a game than Midway ever was.


So you are basically saying that every MK game before MK9 sucked.


Pretty much.

The only games that are only really playable at all are MKII and UMK3. Shaolin Monks as well, but that was done by a different team entirely than Midway Chicago.

The rest are all broken, mediocre or outright terrible.
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ErmaSco
07/04/2014 03:35 PM (UTC)
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Jaded-Raven Wrote:
Wanderer Wrote:
Pointless and irrelevant due to NRS under Warner being considerably more competent at making a game than Midway ever was.


So you are basically saying that every MK game before MK9 sucked.


Well as much as I enjoyed them, comparing them to the level of MK9's quality is insane.

They were fun as party games , but not really as fighting games.

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redman
07/04/2014 04:16 PM (UTC)
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Fuck no.
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TemperaryUserName
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07/04/2014 07:48 PM (UTC)
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Wanderer Wrote:
The rest are all broken, mediocre or outright terrible.

I think MKD was good game design, but the balance issues doomed it. Even without a dash, the neutral game was pretty cool in Deception.
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WeaponTheory
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07/05/2014 01:34 AM (UTC)
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Icebaby Wrote:
So, anyone interested in seeing this return? For anyone who's never played Mortal Kombat 4 (although I sincerely doubt that here), this would just prevent you from doing extremely long combo.


This would prevent me from ever touching this game.
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razz2d2
07/05/2014 01:47 AM (UTC)
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Jaded-Raven Wrote:
Wanderer Wrote:
Pointless and irrelevant due to NRS under Warner being considerably more competent at making a game than Midway ever was.


So you are basically saying that every MK game before MK9 sucked.


Well MK9 was the best selling one sooooo.....
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Asesino
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07/05/2014 01:47 AM (UTC)
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I hated this shit grin
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xysion
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07/05/2014 01:49 AM (UTC)
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Icebaby Wrote:
So, anyone interested in seeing this return? For anyone who's never played Mortal Kombat 4 (although I sincerely doubt that here), this would just prevent you from doing extremely long combo.

The only one character I could just constantly keep doing this was Liu Kang and his sword.

I thought, since we're on the topic of talking about a lot of Mortal Kombat 4 stuff, the only thing that really sticks in my mind about the whole game is just this random thing that popped in. First time I saw it, scared the crap out of me because I didn't expect that.

So, who's down for its return?


I could do it easiest with Scorpion's sword. Get the opponant in the corner and press back+low punch and Scorpion would do a rising slash that wastes 20% but with no knockdown.

Anyway, we do not need this returning. Hopefully this game is properly tested so there are no infinites and if there are they should be patched quickly.
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Wanderer
07/05/2014 04:09 AM (UTC)
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TemperaryUserName Wrote:
I think MKD was good game design, but the balance issues doomed it. Even without a dash, the neutral game was pretty cool in Deception.


Don't even get me started on everything that was wrong with Deception, I'd say it's one of the games that should be considered "outright terrible." I don't know exactly what happened during Deception's development but virtually everything that could have went wrong, did, and no one bothered to do any proper QA testing.
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TemperaryUserName
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07/05/2014 06:20 AM (UTC)
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Wanderer Wrote:
Don't even get me started on everything that was wrong with Deception, I'd say it's one of the games that should be considered "outright terrible." I don't know exactly what happened during Deception's development but virtually everything that could have went wrong, did, and no one bothered to do any proper QA testing.

I don't want to get the thread too off topic, but I would like a little more perspective. To me, the game is a patch away from being awesome.

Are we talking strictly gameplay here, or are we grouping in the aesthetic qualities as well? If it's the roster and story you're attacking, I'll agree to disagree. I think if you're making a new game with the same engine, then restoring the other side of the MK cast for sake of the classics in MKDA made sense.

But if it's the gameplay issues such as the exploits, the infinites, and the broken specials, then those are things that can be fixed. They're bad, sure, but I don't feel like there's anything wrong with Deception in concept.
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Wanderer
07/05/2014 07:58 PM (UTC)
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TemperaryUserName Wrote:
To me, the game is a patch away from being awesome.


Without delving into a huge diatribe on why Deception as a whole is displeasing, I'll highlight this and say this in itself is the core problem since this thread does revolve around gameplay mechanics.

Point blank, there was no patch and there will never be a patch. A game can't have potential if said potential can never be utilized. Deception feels and plays like a hamhanded attempt to replicate Deadly Alliance despite being made by the same team, which I've never understood.

By all accounts, the game shouldn't play as sloppily as it does. It took the exact same engine as DA and built on to it, but it doesn't play anywhere as well. DA characters that did return somehow play worse because there was no proper QA testing for the new style chains (except for I think Sub-Zero whom carried over directly, so played virtually the same, for better or worse). I sometimes wondered if they wrote up button commands in a Notepad list like "1-1-2-F3" and programmed whatever motion they went to in order to make it string and called it a day, and what poor QA there was just compiled a list of what they happened to find and gave to the dev team to add to the command list. There didn't seem to be a conscious effort put into how the game actually played, just how it appeared to play.
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