The fact that frontrunning is so strong makes it important you know what tracks a certain vehicle performs well on/poor on, because with different vehicles being viable, you can counterpick tracks. This makes knowledge a pretty useful thing. And then there's also the predicting part where you could switch vehicle to match the track you're expecting to get counterpicked. Actually kinda interesting.
I love how you made each vehicle feel unique. The lifting tires definitely contributes to that. It would be really cool to see what the Super Blooper can do.
The super cartoony wheel lifting is great, makes it feel somehow more mario-karty than the base game does. In general, I love that this mod takes the approach of taking the things that are already cool in the game and turning them up a notch.
This has allways been my favorite kart, i really like the desingn but now, now its even better! It just feels so good to drive and has a lot of character in it its great
The ryf waterfall actually just slows you down by 0.5% speed per frame instead of working as a fixed offroad speed. Same thing occurs on kc last turn in which that waterfall slows by 3.5% per frame. Offroad stats don’t matter, but acceleration and drift acceleration stats do
I was time trialing the tiny titan on dry dry ruins to both test it out and because it seemed it'd be a good pick and the way that drift works would throw me off so much, haha.
i think the front running issues come with the item changes and the across-the-board speed buffs. with everyone faster a bullet has less value. same as a shock when it doesn't last as long. it doesn't exactly level the playing field for the casual experience
I think the blue shell should be buffed a little bit so the front-running meta stops being the meta it is right now. In MK8 blue shells were nerfed in favor of the most op red shells ever. Unfortunately MKWii reds are still annoying and we can’t do much about it. But maybe you can make it so the blue shell makes you lose your item again
it's a bit more complex then that, it has to do with the way that mario kart is fundamentally played, with big over arching sweeping motions that get people into positions. In riibalanced if you want to take out first you have to be a bit collaborative, instead of killing each other in the pack. But since everyone is so used to playing indiv style frontrunning is broken.
@@Arcintel so, substantially the effect is the same as mk8 where the broken middle-of-the-pack items slow down everyone except the first. If so may I suggest something? I think the blue shell nerf is a positive change, but increasing blue shell frequency could be a good idea because the ability to keep one's item would prevent awful mario-karting combos that send you straight from first to 12th, while acceleration buffs further contribute to reducing the severity of blue shell impact, as most of the comboing occured because you were stuck while charging a SSMT. Realistically, even two blue shells in a row would make you lose at most 5 positions in most scenarios with the riibalanced modifications.
I've never liked the startup boost mechanic. It's an annoying mechanic more than anything, especially since, like you said, if you mess up the timing you're put at such a deficit that youre basically guaranteed a bottom spot. Especially annoying that the different Mario Kart games have different timings so your muscle memory gets screwed up from game to game.
@@NCozy People in lounge literally drive backward the first lap on raceway and still win, because of the sheer insanity of how much off-road you can cut off, glad it was nerfed in riibalanced
I love the exaggerated way the tires lift off the ground. Adds a lot of character to the vehicle.
I forget what makes it do that in the base game.
@@butter_0021 Being pushed by CPUs or Players in a great force.
The water on rYF and KC does indeed not count as offroad. However, a good acceleration stat can make you slow down less.
The fact that frontrunning is so strong makes it important you know what tracks a certain vehicle performs well on/poor on, because with different vehicles being viable, you can counterpick tracks. This makes knowledge a pretty useful thing.
And then there's also the predicting part where you could switch vehicle to match the track you're expecting to get counterpicked.
Actually kinda interesting.
I love how you made each vehicle feel unique. The lifting tires definitely contributes to that. It would be really cool to see what the Super Blooper can do.
For those of you in Australia (and other relevant countries), pretend he's saying Rally Romper instead of tiny titan
You mean Australia AND UK
@@pokemongc4642 AKA all PAL regions
The super cartoony wheel lifting is great, makes it feel somehow more mario-karty than the base game does. In general, I love that this mod takes the approach of taking the things that are already cool in the game and turning them up a notch.
This has allways been my favorite kart, i really like the desingn but now, now its even better!
It just feels so good to drive and has a lot of character in it its great
My favorite vehicle to use so far!!!
The ryf waterfall actually just slows you down by 0.5% speed per frame instead of working as a fixed offroad speed. Same thing occurs on kc last turn in which that waterfall slows by 3.5% per frame. Offroad stats don’t matter, but acceleration and drift acceleration stats do
Oh boy. The Tiltin’ Titan.
That same Wario's Gold Mine no lap count happened to me in a worldwide one time just by falling off the shortcut path
I imagine the fact that the blue shell and the shock both got nerfed probably made frontrunning a lot better.
I was time trialing the tiny titan on dry dry ruins to both test it out and because it seemed it'd be a good pick and the way that drift works would throw me off so much, haha.
i think the front running issues come with the item changes and the across-the-board speed buffs. with everyone faster a bullet has less value. same as a shock when it doesn't last as long. it doesn't exactly level the playing field for the casual experience
Yeah I prefer the shock duration as how it was before
I think the blue shell should be buffed a little bit so the front-running meta stops being the meta it is right now. In MK8 blue shells were nerfed in favor of the most op red shells ever.
Unfortunately MKWii reds are still annoying and we can’t do much about it. But maybe you can make it so the blue shell makes you lose your item again
Would you explain what mechanics make front-running easier? Is it the nerfed blue-shells and shock?
it's a bit more complex then that, it has to do with the way that mario kart is fundamentally played, with big over arching sweeping motions that get people into positions. In riibalanced if you want to take out first you have to be a bit collaborative, instead of killing each other in the pack. But since everyone is so used to playing indiv style frontrunning is broken.
@@Arcintel so, substantially the effect is the same as mk8 where the broken middle-of-the-pack items slow down everyone except the first.
If so may I suggest something? I think the blue shell nerf is a positive change, but increasing blue shell frequency could be a good idea because the ability to keep one's item would prevent awful mario-karting combos that send you straight from first to 12th, while acceleration buffs further contribute to reducing the severity of blue shell impact, as most of the comboing occured because you were stuck while charging a SSMT.
Realistically, even two blue shells in a row would make you lose at most 5 positions in most scenarios with the riibalanced modifications.
@@djibytop6724 that's a good idea, the item tune was done before the blue was nerfed, so it's possible we might get around to changing that
*Looks At The Thumbnail*
Me: Ohhh Look At Him He Is So Tiny And Cute
The Tiny Titan: I Will Eat Your Soul
Been having a lot of fun with tiny titan but not sure what character is the best with it
*The Rally Romper
Hi Arc ol pal! I didn’t hear about the WWs last night I so could’ve joined them:)
all good!
The off-road in desert hills was modified to be a lot lighter.
No it wasn’t. It is still medium offroad.
I've never liked the startup boost mechanic. It's an annoying mechanic more than anything, especially since, like you said, if you mess up the timing you're put at such a deficit that youre basically guaranteed a bottom spot. Especially annoying that the different Mario Kart games have different timings so your muscle memory gets screwed up from game to game.
I agree, it’s just kinda a dry mechanic. If you know how to do it there’s never any reason you shouldn’t.
Eh, burning out on raceway or gardens isn’t the worst thing, you wanna be in the back on those tracks anyway
@@WiiNunchuck ok but I don't think you're intentionally burning out on those tracks. If you wanna bag you can simply wait
@@NCozy People in lounge literally drive backward the first lap on raceway and still win, because of the sheer insanity of how much off-road you can cut off, glad it was nerfed in riibalanced
These videos are so interesting.
first video without arc on it
ah yes, my favorite vehicle in mk wii 😎
This mod brings balance to karts and bikes? Or bikes still broken?
ironically it’s the karts that are really damn good now
rSGB Ghost is a massive pain
Mario Kart 7 in Mario Kart Wii
I’m hoping to see a jet bubble shown off soon
Day 1 of asking for jet bubbler
Why is there a Rubik's Cube in the thumbnail?
unfortunately this vehicle is pretty slow
First
first ratio
@@sgt_timtam8658 Too bad I already got 12 points
@@llamason7044 ?