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Multifighting
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Systemic Anomaly

Joined: Jan 26, 2006
Messages: 1012
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Right since i heard that Sharpshooter does actually do something, we need us poor MA's to have something that we can do SMILEY
In CR1 Multifighting was multifighting (wish i was 50 for that) but now it does hee haw. I was thinkin last night while havin a good old smoke about it.
Right say u'r in interlock, another red goes by, u hit multifighting and its an instant roll out and then either an attempt to break evade or even straight into il (a bit like that mkt move.)
Whatchas think?
Fair enough u would prob need to select the enemie that u want to interlock (which u can't do at this mo in il.) But somethin really does need to be done with this ab. Mayb even added res or def? I donno but just somethin to use the ab.


Transcendent

Joined: Mar 9, 2007
Messages: 1824
Location: Eshean West
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Someone had a great suggestion for it...Sharpshooter does something like removing the penalty for firing into interlock, right? Multifighting should prevent sharpshooter from working against you or something. That may not be what they suggested though, I'll have to check.



Systemic Anomaly

Joined: Jan 26, 2006
Messages: 1012
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Yeah i heard that suggestion tbh thats not worth it. 1 ab to fire in 1 ab to deflect, just doesn't go to well hence why i thought of the roll out idea and instant attack SMILEY


Jacked Out

Joined: May 27, 2008
Messages: 1519
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I miss multi man interlock nuff said SMILEY


Jacked Out

Joined: May 9, 2006
Messages: 625
Location: Ontario, Canada
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I like the idea of using it as a roll out ability, or something that buffs your rolling out. We don't need something that helps to force combat because theres an ability for that already, but in essence being able to leave interlock to attack another would be great. Maybe if you have it loaded it would be a passive buff that makes interlock easier to leave.

The other option I see is that it gives you a buff to using Melee tactics in free fire.


Systemic Anomaly

Joined: Aug 22, 2005
Messages: 2656
Location: Around The Fur
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MotorZ wrote:
Someone had a great suggestion for it...Sharpshooter does something like removing the penalty for firing into interlock, right? Multifighting should prevent sharpshooter from working against you or something. That may not be what they suggested though, I'll have to check.
I like that idea, or maybe just increase your ballistic/thrown/viral defense/resist that way MA's stand a little better chance when they are in IL.

Atleast that sounds like it'd be like you are "fighting multiple people".



Clairvoyant

Joined: May 29, 2007
Messages: 646
Location: Omaha, Vector-Hostile
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maybe you could make it an attack that damages all enemies 1-2m around yourself (like ki swirl or whatever it's called), but with a chance to state like a normal attack


Encrypted Mind

Joined: Jul 21, 2008
Messages: 228
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Why not just make it just like sharp shooter, except for melee free-firing into interlock?



Mainframe Invader

Joined: Nov 23, 2005
Messages: 400
Location: Vector-Virginia
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need a fix!


Message edited by OooRoyooO on 09/01/2008 14:15:16.



Mainframe Invader

Joined: Nov 1, 2005
Messages: 342
Location: London Ontario Canada
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I miss multi-fighting so much!  It was one of those things that made MxO so unique.  I think I read somewhere that it was removed because the purpose of CR2 was to streamline combat, make it more fluid and fast.  I think it should be brought back in almost the same form as it used to be.  Limit the number of players/NPC's that can enter into interlock to keep it from taking ages maybe? 

I remember having around 5 other players attacking me in interlock and I was buffed to the teeth and it took them nearly 30 minutes to take me down...we were Gods...animations have been removed so limitting the number of players in multi-interlock should make it fit with CR2 no?



Matriculated Mind

Joined: Sep 26, 2007
Messages: 449
Location: HvrCFT Legends
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make it root everyone withing like a 10meter range of you...... that would help ma's
+make it 100% hit



Cz
(:



Encrypted Mind

Joined: Jul 10, 2008
Messages: 673
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lol lets maek it meetwad ppl1



Systemic Anomaly

Joined: Aug 15, 2005
Messages: 1455
Location: Syntax
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I liked how multifighting worked in cr1, I think it was up to 4 ppl in the same interlock. If you wanted to attack a diff person you highlighted them and you would attack. If you def was high enough you would dodge the other 2 or 3 ppls attacks. It was a pretty accomplished feeling when you took out two ppl in interlock. Though I really don't know how they would do that now with the new interlock system an that yellow circle and all. PLus if multi fighting is incorporated, spies sneak attacks would break if someone interlocked a person before them. ( that's really annoying btw)

Didn't they have multi fighting still enabled on the test server with cr2?




Encrypted Mind

Joined: Jul 10, 2008
Messages: 673
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I do seem to recall that they did have it enabled Grace, but it was very buggy so they disabled it when CR 2.0 went live.


Jacked Out

Joined: Dec 27, 2006
Messages: 6256
Location: The Real World This is how MxO ends: Not with a bang but a whimper
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Considering that MA has IL only abilities (well if you don't count disarm and hindering shot) I wonder if it would be any less buggy to keep Multifighting to MA abilities only. Mind you considering that when I played CR1 I could hardly do anything (dial-up, pants PC) I definately didn't see multifighting in action let alone participate in it, so I don't know the specifics/bugs etc...

How about making MF a defence / resistance buff across the range of damages and also a acc / damage buff applied only when in IL to combat people attacking into IL.  Wouldn't this mean that for the pair in IL their buffs cancel each other out (if they both have MF equipped) but they both have increased defence against people attacking in?

 
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