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totalmortalkombat.com Forum Index -> Mortal Kombat: Armageddon Discussion
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 Is MK:A is going a little overboard with Death Traps? View previous topic :: View next topic  
 
 
 
 
Cooley3D
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Post Posted: Thu Sep 21, 2006 5:27 am   
Post subject: Is MK:A is going a little overboard with Death Traps?
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Hey, new to boards here, but anyway, from the videos I have seen, plus MK:D, it seems like they are going a little overboard with Death Traps in Armageddon, I watched videos and some of them had like 3 or 4 death traps in just one level, and its like if you move a little to far you can get knocked into it, and I hate when you pretty much have a flawless on someone and you miss a punch and boom your dead, or when your about to beat the other person and want to do a fatality but accidently knock them into the death trap. Sure you can just turn them off, but online usually doesn't and stuff, but yeah, what you guys think?
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Daneasaur
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Post Posted: Thu Sep 21, 2006 7:07 am   
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First off, welcome to this little society and with your nice explanations, you should fit in rather well.

Although it does seem to be very crazy with all the deathtraps, some of the levels don't have any at all, they just have little interactive stuff like knocking your foe down 50 steps. Or knocking them into the ventilation system, waiting a few seconds as they bang around in the walls, then come exploding through the wall and into a set of computer moniters.

Some stages are ment to be extremely hazardous, such as Khan's arena that is rather small and includes 4 deathtraps in total.

However, the fatalities will no longer have the risk of the infamus "one puch knockdown". As soon as you switch to the fatality stance, everything becomes paralized and ONLY fatality techniques will be performed.

I've seen some of the lousiest players playing this game and even THEY pulled of brutal fatalities.

I hope that I explained that right...

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Post Posted: Thu Sep 21, 2006 11:03 pm   
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I felt the same way when i saw the shao kan's arnea, damm wasent it like four of them in their.
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Cooley3D
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Post Posted: Fri Sep 22, 2006 2:14 am   
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I will say though, the Battle Arena looks pretty kool.
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Post Posted: Sat Sep 23, 2006 11:10 am   
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Somtimes I fill as if the deathtraps are insane like in the deadpool or the void when all you got to do is a couple of luanch moves and you win, but I still fill as thou the deathtraps were a great idea and I love them.
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Post Posted: Sat Sep 23, 2006 2:43 pm   
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I like deathtraps. And even if people don't like them, I think that you could turn them off.


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Post Posted: Sun Sep 24, 2006 6:28 pm   
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...death traps are awesome and add so much realism to the idea of interactive arenas...I'm mainly glad they didn't try to fit them in wherever possible and just gave them as they would seem necessary...except it always bothered me how there were none in the Living Forest...
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Post Posted: Sun Sep 24, 2006 6:44 pm   
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l{ombat_l{rave wrote:
...death traps are awesome and add so much realism to the idea of interactive arenas...I'm mainly glad they didn't try to fit them in wherever possible and just gave them as they would seem necessary...except it always bothered me how there were none in the Living Forest...


Yeah there should be a tree that eats you, or maybe it could stab you in the chest and then tosses you so hard onto the ground that it makes you explode.

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Amphibious
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Post Posted: Mon Sep 25, 2006 12:04 am   
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As long as they fix up the death traps in Armageddon from how they were in Deception I won't mind. What I mean is, in Deception, you could hit your opponent into a death trap even if they were a third of the map away from it, depending on what move you used. Other times, you could be right against the death trap, and hit them against it, and the death trap won't take effect, again depending on your move. This was the most annoying thing about the death traps, so if they fix this out, then I won't mind there being numerous ones per level.
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Post Posted: Mon Sep 25, 2006 6:14 am   
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Probably the most notorious arena for the bum sensory problem is the mines.

An in the mines, it's the rock crusher dragon head. Man, you can be nearly anywhere, but one good uppercut or backhand an WOOSH, into the trap, but one hard kick next to it and it won't work to save your life.

Yeah, the sensory problem is hopefully gonna be fixed.

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Post Posted: Mon Sep 25, 2006 4:07 pm   
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While the Death Traps on some stages are certainlt disturbing, think about it this way. Twisted Evil What if u were in the danger area and u had to find some way to come back and beat ur opponent? Scorpion The Death Trap is the only way to go, even if u may want to do a fatality, u may not have enough life left to drain his health bar and set up in fatality mode to kill ur opponent. Scorpion's Flame
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Post Posted: Mon Sep 25, 2006 5:17 pm   
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But losing one fight isn´t such a big loss. Doing Fatalities is better since you get more koins.
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Post Posted: Tue Sep 26, 2006 5:09 am   
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plus it makes you put more stradegy into what you're doing and how you play the game. the more the merrier


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Post Posted: Sat Sep 30, 2006 7:46 am   
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Death traps are fun. Sometimes they're the only ways i can win considering that I always play at a high level. The brutal the better.
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Post Posted: Sat Sep 30, 2006 9:12 am   
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The deathtraps I have seen so far looks very cool indeed. Like the Subway train or the one in the Belltower. Well the game is almost released and the long harsh wait is over at last.
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