I doubt that “patchless system” can fix it if they’re already finding several infinites.
Damn.
And LOL at those vids. Over at Tim Static’s Test Your Might site, I saw in the comments section (on the vid where Boon says he brought Tourney players in to test) someone said if Check wasn’t testing, things will still be broken. I thought they were just being arrogant assholes. Sure enough, Check is putting out 65% combos on the damn demo.
Unless Midway is going to be taking stuff down, you can expect there to be a lot of youtube videos. Both of the streams I was watching are down.
But I heard there were already several infinites found on the demo. I’ve SEEN a 65% damage combo from Scorpion. This kind of stuff is melting my faith in the game.
The demo is looking good in all other areas though. Sound, graphics, and general gameplay seem good. But these high combos could easily be a problem.
I’m clueless when it comes to competitive MK but are infinites in MK that bad? Games like HnK are littered with them and hasn’t stopped it from being competitive. Though it does suck that the game has them
Eitherway, WB better cough up the cash and get in some tournament players and like 100 testers to iron this shit out, NOW.
Obviously everything found in the demo will be fixed, but there are other characters and patches(or their system) aren’t an excuse to not fix up as best as they can before release.
Oh, he just tweeted “The final version of the game has many tweaks and improvements”.
Depends on how high of an execution you need to do those “High” combos. 30 to 40 percent combos were quite easy in umk3 by yourself in training mode.
In Jojo’s, dark stalkers series, and street fighter I can do 5 button presses and a direction while you’re in blockstun say goodbye to 1/3 of your life at least.
Yes. Infinites are that bad. I haven’t seen any, but these 50-65% combos Check (look at McTease’s link) posted above are bad by themselves. Even with breakers, getting hit twice with one could be the end of the match because some of them don’t require any super meter.
Now, if there are actual infinites, that’s just worse.
If the damage is that bad then it’ll be a good test for Boon’s patchless system. I will buy and play this game regardless of the big damage and infinites if it’s there.
Midway is dead, bro. There is only NRS and Warner Brothers.
Also, I wouldn’t concern myself with broken things existing in a demo since they, by their nature, are incomplete. I would assume the retail version will have a ton of these issues addressed, especially when it took this quickly to discover them.
LOL. My fault. NRS. I somehow just got so used to saying Midway when talking MK. But as long as they’re testing. The demo looks good aside from those big damage combos.
Those are just combos with loops, I’m confident its much more manageable than say SSF4 or MVC3 system.
Gotta remember that the one doing the combo only gain meter from commands with most of those combo’s consisting 6 or less. While the person whose getting hit gets meter from every hit that stacks up to 10 or more, I’m pretty confident a breaker will appear before the final hit with meter to spare. (either way if the combo doesn’t kill, long combo can be in the other person favor, which i hope promotes a ballance of knowing when to do your combos or not)
Combos after 50% generally are death combos and most of them in Mk9 are looking highly situational, either way what I’m saying is right now is nothing looking scary that going to hurt competition wise yet. ( GGAC/AH3 have much more notorious combos and getting out of those are worst trade off)
The only thing I’m concern now is how knockdown works and the different versions of ground recovery. Because if they are done poorly like some games than we may have a problem. (BBCS)
Per say knockdown are safe and allow mix up into combos into the the same situation. The game can spawn to post Blazeblue were oki/ mix up on wake up being over powerful. Guessing game in this look strict as normals and lows are fast and long reaching. (breakers can rectify this but cant one counter a breaker with their own? this may be good or bad)
Are any of you guys who know about the game more than us common folk at liberty to say whether the hidden fatalities stay hidden? As in, do they pop up in the pause movelist after you unlock them? Hell, does more than one fatality (aside from stage fatals) even show up in the move list?
I don’t have a problem with those 65% scorpion combos…they look pretty damn badass. In 3rd strike, Chun-li can poke you once with c. mk and take half your health with one bar. In Marvel 2…well you guys all know about marvel. Fighting games were always about not getting tagged.
Though I hope they don’t have [media=youtube]wuOTAs7wUic"[/media] like this shit.
What’s the go to site for mortal kombat? I haven’t played one since…MK Armageddon I think? LOL