- too few per character (need 2~3, minimum, for an action that takes
ZER0 skill to execute)
- many returning characters have worse X-rays than in MK9 (e.g., Goro and Scorpion)
- they do far too little damage when not in combo -- YOLO X-rays should do 50%+ damage to make them worthwhile, otherwise meter will never be spent on the attack outside of training mode
- they're damage scaled far too much in combo -- what's the point of an X-ray when you have EXs to continue the combo with for just as much damage and breakers cost 2 bars?
X-rays really should have evolved to incorporate player inputs during the action (
e.g., press LP for a corresponding attack then RK for the next attack, and so on -- custom X-rays). This could have also made for a system where players could 'drop' X-rays and not cash in on potential damage (
e.g., the later an X-ray is used - they might become available at 2 bars and increase in strength to full bar - the more attacks that can used in said move, BUT the
harder the input timing to continue the attacks becomes).
Instead, NRS just slapped some HD sheen on the attacks, threw out some of the superior MK9 animations and sold the mechanic as 'X-rays v1.01'. The first thing I thought of in MK9 was '
Why can't I partake in this move? Why is it just a non interactive cut-scene?. Yet in half a decade, no one at NRS thought to evolve the X-ray mechanic an iota beyond the obligatory negligible graphical upgrades. Pathetic.
I like all the X-Rays in this game.
Jesus... Then why even post if you have no opinion beyond '
It's teh awesome!!'...? :roll: