MK7 was worse
And unfortunately, MK8 had to inherit two of the dumbest items MK7 brought to the series. At least now you're not confined to uber-narrow tracks that basically guarantee you're going to get hit by any item launched at you.
The stupid coin item is more responsible for this than anything. Even though you can only carry one item at a time, you could at least lay/fire them at players behind you if you knew the next item you pick up won't be utterly useless defensively.
Can you make the RR8 shortcut jump while shrunk? Say you're in first and someone like, I don't know, let's say Kak gets lightning in third and fires it off right before the shortcut ON SOME BULLSHIT...can you still make it?
Seemed like a bad time to test it out.
I have not been able to cross the gap like that, no. Wasn't sure if I just didn't build enough speed up but I was decently far back, so I'm not going to try it anymore.
I just don't get that with all these issues this game is somehow being hailed as a 'return to form.' Maybe it's still early, and the nice graphics are still fresh in everyone's mind. But to me, it suffers almost the exact same problems as the previous two games in the series.
I know how annoying being hit by blue shells is, believe me. But they're necessary for balance purposes. Without them, it's basically "whoever can avoid getting hit at the beginning wins the race".- Blue shells are less common now. You'll see one about once a race compared to two on average in Wii and 7.
It's really not a matter of how many players there are; it's the overall poor and lazy item design. But that aside, Mario Kart 8 is probably the least frantic 3D game in the series since you can no longer hold two items at once.
I know how annoying being hit by blue shells is, believe me. But they're necessary for balance purposes. Without them, it's basically "whoever can avoid getting hit at the beginning wins the race".
The way MK8 is balanced, if you get hit early on, it's extremely difficult to recover. You'll just keep getting hit over and over again if you're not in first, since you have to worry about both the person in front of you and the person behind you. The boosting items you tend to get in low positions are just not powerful enough, while red shells are as powerful and common as ever and green shells have been massively buffed. And even with the loss of the ability to carry two items at once, it's still very, very easy for the person in first to maintain their lead--even easier now that blue shells are less common. It's not at all uncommon to see the person in first build an insurmountible lead while everyone else keeps battering each other with shells.
Removing item dragging would be pretty crazy but I think it would balance stuff out a lot more. A single red shell would be more viable in a tricky turn if you have to actually time an item drop to block it instead, you would have fewer moments where you have random screw overs like jumping off of something and happen to land RIGHT on someone's dragged item, or a nearly unavoidable collision into someone's back due to speed/slipstream. Because as-is there is basically no reason to not be doing it all the time unless you have a large lead in first and want to have guaranteed defense after taking a blue shell hit.
I think the bolded would be impacted more than first place, unless the lead is really small. Even as is, you can hit someone dragging an item with a green shell if you get the right angle on it. In most cases it isn't really hard to drop a banana or throw a shell backwards to stop an incoming red shell.
It would definitely make the first item box less of a bloodbath, where half the players are dropping items to follow them while everyone is bunched together.
Burning Justice said:It's been a while since I played S&ASRT, but I don't recall the swarm being all that difficult to avoid in that game.
Anyone still playing?
That was fun guys, though I only managed to finish one race. I should play more tracks in SP.
So has anyone actually gotten the gold glider yet? I really wish they included a coin count.
Speaking of which, Music Park is really one I need to do Time Trials for and figure out that shortcut.
Room needs to get bigger not smaller. At least it's back to 6.
Time trials help a lot, the staff ghosts aren't very hard but they will still show you some shortcuts and where to take advantage of blue/orange drifts.
Speaking of which, Music Park is really one I need to do Time Trials for and figure out that shortcut.
I was saying how I could never manage to hit that one properly just yesterday. I started using a setup with better handling and it's easy as hell now.
Sorry Kak. Got 3 reds in 2nd.
I've never tried it, I didn't even know there was a shortcut until recently. Was going to but Exentryk pushed me out of the way.
So.. Is fire hopping allowed in the Neogaf room now or something?
This happens way too often :/