[QUOTE="KenSPT"][QUOTE="Jaysonguy"][QUOTE="ozzsoad"]But there is strategy even in that.
When you enter a row of blocks you're supposed to powerslide to take out more then just one block, you're supposed to take out 2 even three of them. On the straightaways where the blocks move you're supposed to zig zag to hit as many blocks as possible so other don't get the chance for power ups.
You're not always supposed to be in the lead either. If you want to guard against the blue shell go in second close to the leader and make sure you have a red shell or a mushroom ready to be activated when you get close to the finish.
The more you play the game the more you get all these down.
Jaysonguy
My major issue is that they've added weapons that can propel even the least skilled Kart player to the front of the line, but have done nothing to allow a more skilled Kart player to counter those weapons. Thus the phrase, "unbalanced".
I'm not saying the bullets shouldn't be there, and I'm also not saying that the blue shells or lightning should be non-existent, all I'm saying is that it wouldn't have hurt the gameplay in the least if there was some control scheme that could block the weapons impact on you ... or at the very least limit the damage it does.
I'm not asking for something crazy, just an option like "Hit 1 & B together immediately before Blue Shell impact to lessen the damage". An option like that would give skilled players a chance to use their abilities to thier advantage, while still allowing other players to attempt to use the weapons.
I don't believe I should be in first all the time, and in many ways I'm happy I'm not as it would make the game boring. I'm simply saying that it takes away from some of the game's enjoyment when you build up 200VR points over a few races only to have them taken away by some rookie who got lucky with a blue shell, knowing full well that there's nothing I could have done about it.
I'm just seeing the balance.
Like earlier in this thread Bob brought up that he wanted the invincibility time to increase after you get attacked with something like the blue shell because you can get hit by the blue shell then have someone tag you with three red shells. Then where you used to be first you now are 10th.
On the other side of that coin at the next set of boxes you can get a bullet or a lightening bolt and work your way back up the pack.
There's chances for big gains and big losses and the more experienced player knows how to work both of them to their benefit most of the time.
You (and others) are asking for a way to to counter every single attack and that gives the games an entirely different vibe. Instead of the loose feeling it would have a very strict "battle" feeling going.
At the end of the day, with everything in life, it's a matter of personal preference.
My roomate loves the "anything can happen" aspect the game has, I on the other hand would prefer having a little more control on attacks coming my way. To each their own.
What speaks volumes about the games is, regardless of your feelings on the balanced or unbalanced nature of the weapons, everyone seems to enjoy it. I love the game, have played it non-stop since I got it this weekend ... I believe most others are in the same boat.
Vince McMahon once said, "If you make everyone happy, you're doing something wrong." ... I believe that rings very true with Mario Kart Wii.
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