Station.com
Sign In Join Free Why Join?
Sony Online Entertainment
Community Store My Account Help
  Search   |   Recent Topics   |   Member Listing   |   Back to home page
zomg nerf knives QQ
Search inside this topic:
The Matrix Online » Top » Development Discussion » Development Roundtable Previous Topic  |  Next Topic      Go to Page: Previous  1 , 2 , 3 , 4  Next
Author Message


Systemic Anomaly

Joined: Aug 15, 2005
Messages: 1455
Location: Syntax
Offline

The Leo wrote:
Grace of Darkness wrote:

I think the MKT is fine as it is. Since I've come back it seems to be working as I expected it to work in cr1. Spy are out of interlock combat, once in combat they should get owned like hackers(but they dont, which is the problem since spy acc is as high as sniper with acc buff running constantly but without the IS drain). Unless your all tricked out for interlock combat you should last that long. much less win in interlock. Leg sweep has always done more damage than knives in interlock, possibly because it's a melee attack(not melee dps and not a melee attack). It's alot better now than it was in cr1 when it was doing 1300 damage easy.

 

I've used alot of old moves from the times I was MKT before and the out come would be I would always lose in interlock or I would win with just a sliver of health. I just stay out of interlock now unless it's for sneak attack purposes.

I do think staggering through should have it's 100% stagger ability back though not that weakened 50% chance. This one is usually most effective against hackers as I really don't like to stagger throw them then they can turn around and use a nuke on me.(considering staggering throw takes 4 seconds to pull off including the sneak ability and the high dmg those 2 things can't be compared)

The MS time should be switched as Zudrag said. What point is there to be in shadow mode for 180 secs unless your running through the Creston dungeon. It should be 30 secs with 180 reuse time so ppl quit abusing it, if you don't wanna fight the quit flagging.

Some of the sneak attack moves need to be revamped, mostly for damage. The damage goes by level, so I use spin throw on someone I expect it to do atleast 800 not 300 damage. Reverse Bulldog's IS use needs to be lowered, 60 IS just to stun someone isn't worth it.(wrist throws requires more IS and only has a CHANCE to stun...) The 70 IS on canny stike I agree with since it's a roll out move and the DPS seems to work like it should. Bulldog's attack damage needs to be raised, I think smashing someones face in the ground should be right up there with kicking them in the nuts.

 IMO MKT is beat most of the time in interlock now, as Marias stated if your losing to an MKT interlock your doing something wrong. That is unless that person geared up for interlock, then I guess your screwed.



(but they dont, which is the problem since spy acc is as high as sniper with acc buff running constantly but without the IS drain)

That is because that person is geared up for interlock (acc and IS clothing)

(considering staggering throw takes 4 seconds to pull off including the sneak ability and the high dmg those 2 things can't be compared)

I'm was not comparing the damage, I was stating the properties of the move. If it's only a chance to stagger then why call it staggering throw any more. It was alot more useful when it actually staggered your opponent everytime.

(wrist throws requires more IS and only has a CHANCE to stun...)

What does that have to do with the spy tree?




Jacked Out

Joined: Dec 27, 2006
Messages: 6256
Location: The Real World This is how MxO ends: Not with a bang but a whimper
Offline

So what you're saying is not to decrease the innate accuracy of MKT's in IL and thus stopping it from being the dominating tree, (imo knives did not feature heavily in the films and I'm fine with people using it, but recently it's looked like MKT Online at Mara and LE's with a smattering of Hackers and Gunners) and giving it even more advantage against others? Disarming shot doesn't disarm, yet it's still called it...

It's part of the spy tree, a tree that imo should be a quick damage dealing tree with the biggest damage meaning having to get into IL, when in IL they should be more vulnerable since. I see almost no MKT's use one of their numerous rollout abilities that are granted to the spy tree because they are so tough in IL that they don't need them.

Message edited by Croesis on 05/30/2008 18:00:19.


Jacked Out

Joined: Aug 29, 2005
Messages: 2122
Location: BG
Offline

Grace of Darkness wrote:
The Leo wrote:
Grace of Darkness wrote:

I think the MKT is fine as it is. Since I've come back it seems to be working as I expected it to work in cr1. Spy are out of interlock combat, once in combat they should get owned like hackers(but they dont, which is the problem since spy acc is as high as sniper with acc buff running constantly but without the IS drain). Unless your all tricked out for interlock combat you should last that long. much less win in interlock. Leg sweep has always done more damage than knives in interlock, possibly because it's a melee attack(not melee dps and not a melee attack). It's alot better now than it was in cr1 when it was doing 1300 damage easy.

 

I've used alot of old moves from the times I was MKT before and the out come would be I would always lose in interlock or I would win with just a sliver of health. I just stay out of interlock now unless it's for sneak attack purposes.

I do think staggering through should have it's 100% stagger ability back though not that weakened 50% chance. This one is usually most effective against hackers as I really don't like to stagger throw them then they can turn around and use a nuke on me.(considering staggering throw takes 4 seconds to pull off including the sneak ability and the high dmg those 2 things can't be compared)

The MS time should be switched as Zudrag said. What point is there to be in shadow mode for 180 secs unless your running through the Creston dungeon. It should be 30 secs with 180 reuse time so ppl quit abusing it, if you don't wanna fight the quit flagging.

Some of the sneak attack moves need to be revamped, mostly for damage. The damage goes by level, so I use spin throw on someone I expect it to do atleast 800 not 300 damage. Reverse Bulldog's IS use needs to be lowered, 60 IS just to stun someone isn't worth it.(wrist throws requires more IS and only has a CHANCE to stun...) The 70 IS on canny stike I agree with since it's a roll out move and the DPS seems to work like it should. Bulldog's attack damage needs to be raised, I think smashing someones face in the ground should be right up there with kicking them in the nuts.

 IMO MKT is beat most of the time in interlock now, as Marias stated if your losing to an MKT interlock your doing something wrong. That is unless that person geared up for interlock, then I guess your screwed.



(but they dont, which is the problem since spy acc is as high as sniper with acc buff running constantly but without the IS drain)

That is because that person is geared up for interlock (acc and IS clothing)

(considering staggering throw takes 4 seconds to pull off including the sneak ability and the high dmg those 2 things can't be compared)

I'm was not comparing the damage, I was stating the properties of the move. If it's only a chance to stagger then why call it staggering throw any more. It was alot more useful when it actually staggered your opponent everytime.

(wrist throws requires more IS and only has a CHANCE to stun...)

What does that have to do with the spy tree?

Well you want an ability that deals massive dmg as sneak attack and stuns. That would be kinda unbalanced to other abilities at similar level.




Systemic Anomaly

Joined: Feb 12, 2006
Messages: 2406
Location: Western Australia
Offline

Marias wrote:
From a show of hands, how many of the people calling for nerfing the Spy tree use it on a day to day basis?
I am, currently levelling an alt using Knife Thrower. The tree is pure win with a side dish of awesome. Can solo the 10 Taskmaster without pills or boosters and without having to sit down.







Systemic Anomaly

Joined: Feb 12, 2006
Messages: 2406
Location: Western Australia
Offline

Grace of Darkness wrote:
(but they dont, which is the problem since spy acc is as high as sniper with acc buff running constantly but without the IS drain)

That is because that person is geared up for interlock (acc and IS clothing)


Regardless, spy acc is still dominantly higher than any other tree in the game, with a broad range of high accuracy and low IS attacks. For that statement to hold true then practically EVERY other person who PvP's wouldn't have IS and acc clothes on, yet people wear those clothes and get rolled by an MKT. The title buff grants +18 points of accuracy, the next highest is knife thrower at +15, then Sniper at +10. Then there's a smattering of title buffs at +9. Tell me why MKT's title buff should be TWICE as accurate as any other tree in the game. And it's not cause the spy style is inaccurate.

Grace of Darkness wrote:

(considering staggering throw takes 4 seconds to pull off including the sneak ability and the high dmg those 2 things can't be compared)

I'm was not comparing the damage, I was stating the properties of the move. If it's only a chance to stagger then why call it staggering throw any more. It was alot more useful when it actually staggered your opponent everytime.

Like Vinia said disarming shot doesn't disarm but it's still called that. The attack already deals huge amounts of damage with a 50% chance to stagger, how could you possibly ask for it to be made more powerful when it's current strength is already questionably high?

Grace of Darkness wrote:

(wrist throws requires more IS and only has a CHANCE to stun...)

What does that have to do with the spy tree?

You complained Reverse Bulldog costs too much IS for the effects it has, yet there are abilities in other trees that cost more IS, deal less damage and have a weaker secondary effect. It's called establishing a precedent (The Wrist Throw attack) then using that to rebut someone else's statement (That Reverse Bulldog should be more powerful).



Vindicator

Joined: Sep 1, 2005
Messages: 2466
Offline

Pylat wrote:
Marias wrote:
From a show of hands, how many of the people calling for nerfing the Spy tree use it on a day to day basis?
I am, currently levelling an alt using Knife Thrower. The tree is pure win with a side dish of awesome. Can solo the 10 Taskmaster without pills or boosters and without having to sit down.




WTB new AI? NPC's don't count, plain and simple. Any class can pretty much solo the taskmaster half AFK. Person to person though, I've never had trouble with any MKT in MA, Hacker, or Proxies. It's a 50/50 deal when I'm using MKT, and of course - as a Gunner I have more difficulty.  The damage potential in interlock with MA compared to MKT is so astounding that any MKT would need 3-4x more attacks to land to beat down any MA in interlock. This happens very rarely.

Out of interlock, Serene Calm is almost guaranteed miss for MKT's. Desperation+Serene Calm in interlock is a non negotiable Death Sentence.

 MKT has no Viral Defense and has to be about 5 meters closer than a Hacker for its abilities to hit, so Root/Powerless makes you set out of interlock. Even with the accuracy penalties in interlock, Hacker wins hands down with Dots.

Rifles have the range and freefire damage advantage, so one root while a Rifleman puts on every damage buff that he has ends up with a 3-4 shot kill out of interlock. The only problem there is Ballistic Defense and it's supposed to be that way.


Edit: Also, Wrist Throw isn't anything to compare another ability with, because the move is pretty much useless. It should be changed as well - and not have its inefficiency forced upon other trees. Again: Balance through buffing, not nerfing.

Message edited by Marias on 05/30/2008 20:16:37.



Vindicator

Joined: Aug 21, 2006
Messages: 3158
Location: ALL YOUR AVATARS ARE BELONG TO ME
Offline

What I've been noticing recently is you can basically pop Find Weakness, Staggering Throw someone from sneak for about 1,200 damage and say they get staggered. Then you throw a throat cutting throw and they're powerless'd. Then you chuck a few knives or maybe a Neuro to slow'em down and then pop their shield in the process. Run away, disguise, Diving Frankensteiner or go into sneak if your shield is down to surprise them and ta-da, 1,800-2,100 damage easy and they're dead or at a sliver.

Honestly, I think stealth moves should stay the same and the escape abilities as well, even maybe a buff to their interlock accuracy, but make interlock accuracy of knives to that of most Hacker abilities. Also I think someone mentioned that knives should be as they should in interlock because of the Twins, but as we know comparing the movie and the game is beyond pointless.

I don't understand why a "stealth" tree with the most break interlock moves in the game has to dominate interlock so regularly. It should be more of, "stealth move, then break and run"




Systemic Anomaly

Joined: Aug 15, 2005
Messages: 1455
Location: Syntax
Offline

I never said to raise reverse bulldogs damage, I just suggested lowering the IS. Yes I realize that wrist throw is in the same boat.

Also Disarming shot doesn't disarm anymore because ppl complained in cr1 that they couldn't use they're guns are were usless for one round. Same reason why using grab tactics with MA on gunmen doesn't disarm them anymore. Disarming shot is not to disarm every tree, it's original pupose was to disarm another gunman, hence why it now lowers ballistic accuracy. This is also why I complained about the staggering throw name, I say call it something else since it only has a chance to stagger.

 

From what I've seen since I've comeback no MKT has survived interlock without help or getting lucky. If there fighting another mkt that's fair game. When I see them against any other tree they get owned constantly in interlock, unless they pulled off a sneak attack to get into interlock.

 




Perceptive Mind

Joined: Aug 20, 2005
Messages: 574
Offline

I personally think we can get rid of the ability spam easily by either removing macros entirely or limiting their use to outside combat.  Those would kill many of the ability spams / chains in the game and force people to think again in combat, and also give the other person a chance to fight back without having to worry about knife spam and hacker spam both in and out of IL.



Systemic Anomaly

Joined: Aug 15, 2005
Messages: 1455
Location: Syntax
Offline

Trayden wrote:
I personally think we can get rid of the ability spam easily by either removing macros entirely or limiting their use to outside combat.  Those would kill many of the ability spams / chains in the game and force people to think again in combat, and also give the other person a chance to fight back without having to worry about knife spam and hacker spam both in and out of IL.

How would that be balanced? Your saying it's okay for MA and GM to spam link abilities but not hacker and MKT.



Systemic Anomaly

Joined: Feb 12, 2006
Messages: 2406
Location: Western Australia
Offline

Not sure about you two, but I don't Macro my attacks in IL with hacker or spy.



Vindicator

Joined: Aug 21, 2006
Messages: 3158
Location: ALL YOUR AVATARS ARE BELONG TO ME
Offline

Pylat wrote:
Not sure about you two, but I don't Macro my attacks in IL with hacker or spy.

I only macro my attacks as hacker when it takes 5-8 minutes to kill a Decelerator/Accelerator/Runtime.



Jacked Out

Joined: Apr 3, 2006
Messages: 1568
Offline

Grace of Darkness wrote:
Trayden wrote:
I personally think we can get rid of the ability spam easily by either removing macros entirely or limiting their use to outside combat.  Those would kill many of the ability spams / chains in the game and force people to think again in combat, and also give the other person a chance to fight back without having to worry about knife spam and hacker spam both in and out of IL.

How would that be balanced? Your saying it's okay for MA and GM to spam link abilities but not hacker and MKT.
Because Gunmen and MAs especially are interlock-oriented, depending on your Gunman load.

An MA can do next to nothing unless they're in interlock with someone. Spies are as deadly outside of interlock as they are inside of interlock. That's why they should have a bit more of a penalty in interlock, to reduce their overall domination.

On a note not related to spies, I think also that Upgrade attacks should be unusable in interlock, to prevent hackers from dominating interlock (despite it only being for a short amount of time, it's still a huge pain for any interlock-oriented class to go through those first few rounds and be reduced to either a sliver or be killed by a Hacker that uses upgrade attacks.)

Message edited by Zudrag on 06/01/2008 13:25:59.


Mainframe Invader

Joined: Nov 23, 2005
Messages: 400
Location: Vector-Virginia
Offline

MKT FTW!!!

THE ULTIMATE FARM/PVP/MISSION LOAD!!!




Jacked Out

Joined: Aug 29, 2005
Messages: 2122
Location: BG
Offline

Zudrag wrote:


On a note not related to spies, I think also that Upgrade attacks should be unusable in interlock, to prevent hackers from dominating interlock (despite it only being for a short amount of time, it's still a huge pain for any interlock-oriented class to go through those first few rounds and be reduced to either a sliver or be killed by a Hacker that uses upgrade attacks.)
Upgrade attacks merely removes the IL penalty and adds 5+10 pts acc to the anyway low hacker acc for a few seconds. With it hackers can miss just as much as MA vs MA or gunman vs gunman. If they domminate in those few seconds then maybe itäs because they should have a slight chance of damaging the enemy before dying??
 
The Matrix Online » Top » Development Discussion » Development Roundtable Go to Page: Previous  1 , 2 , 3 , 4  Next
Go to:   

Version 2.2.7.43