Hello all. First of all i dont post much and so dont go trying to behead me for my opinion. That being said I seriously hope devs read this. I think the game was better when cr1 was around it is more matrix like. For example in Matrix neo fought more than one person at a time not one person and the others shooting from outside and that was the only thing they could do. In cr1 when you had skills it showed becasue you could survive against more than one person. You could run on wall and bullet time was less common which made it all the more special. bullet time now is almost every killing blow which makes it not special anymore. That being said cr2 has good points like the double hot bar. But everything else isnt good. the old way was better when every tree was equal not gunners having advantage over ma's and such. Now onto my other problem the events back then were better it was more interactive. You could get limited items you would get from collecters. you had things taht spawned and tried to kill you. the live event missions were better. is it not possible to have more critical missions. Plz think about this and plz read this devs.
Well the double hotbar is hardly an improvement in Cr2 since te system demands more accessibility to your abilities simply to be functional, and the styles also translate to the hot bar etc...personally I find cr2 more tight for hotbar space than the old system ever was. The UI needed work and still does, the fact that we got used to it doesn't really change that aspect.
Multi IL was buggy and filled with problems, but again that does not mean we glibly dismiss the concept which is very much at the core of Matrix style. Given the use of Dps and the ability to resolve multiple IL in each individual round via a net damage system, it could appear again without any need to slow down gameplay over a 1 vs 1 encounter....but its unlikely the resources will be made available to facilitate that. Melee free fire is an unfortunate concession to generic mmo-dom that we will have to live with, but fortunately imo its works better in mxo than any fantasy based mmo I've tried.
But rather than deal with any of those issues there is the fundamental problem of IL in mxo being disadvantaged in relation to free-fire and even mellee, 1 on 1 its great but add another fighter into the mix and IL is the trap....the system needs to be massaged to encourage IL in all scenarios, Il fighters need a degree of protection from outside interference and the mechanism for escaping IL needs to be more efficient (primarily eliminate the spurious extra rounds that frequently follow even after a foe is dead.)
Multi fighting was a very nice part of the original combat system, but indeed it was bugged to a phenomenal degree. That said I would love to see Multi fighting reworked and reintergrated alongside CR2.
There is no need to go back to CR1 however. CR2 has greater flexibility, a more immersive and fluent feel and a comprehensive strategic system...it is, overall, a vast improvement upon the original.
Multi Fighting [that works] + CR2 = Stuff that dreams are made of
ok we changed the combat system due to Hackers being able to beat anything, I much prefer CR2 over CS1 because in the old system everything was so overpowered, Hacker could take on MA easily, Guns were made useless by one normal attack from a melee, Assasins had an easy time because they could wait behind an enemy and bull dog from behind a shield.
Overall CR2 is much better due to the fact things have a certain amount of balance now, although some of my favourite parts of the Matrix were taken out, the Pro's outweigh the cons by a mile.
Right Stealth!
The Combar Revision is very useless . It was developed for the main reason to fix the unbalanced trees..but , if SOE hat implemented the Zen Master Tree (to remove negative buggs like stun^^) or set the stun rate from 30 sek. to 20 or so , then CR2 is useless.
The Thing is , SOE didnt implement CR2 for the reason of balancing . They implemt it cause they made it at their other games ..i think it was so : "hmm what should we do at first?" "lets implement CR2 ...copy and paste it from the SWG source code and then fix the bugs" "uhm okay" .
Only for the work on CR2 , SOE must be canceled the Live Events for the while ..and then user for user has left MxO .
MxO has at the moment a low population , cause of the Missing Events and CR2 and many more changes (some things that SOE had make was good ..like the hallways , the PB ).
And SOE is at the moment on the right way to bring mxo back up , with the last good updates (never seen befor so good updates , like the RSI Consumbable, CQ Points Comand etc.) and i hope the Event with the Smith code will be good
But i dont think that the gone player come back -.- . I hope (i am from germany so i hope there will be soon more german players ^^) they will come back.
Cause : bevor this all , playing in MxO was real fun
quick question, of thoes of you who've said multi interlock was bad based upon the fact that it was buggy, how many of you were MA's back then and trying to pvp with a crap MA build? Because im guessing it was a fairly large ammount of you.
I loved multi interlock... ya know why I loved it? because it was bugged, and was flawed. As a rifleman/mkt, I loved all the MA nubs who would run around in pvp goin for 6v1 interlock, you made for easy CQ. The thing most players dont realize is the fact that if ya dont have any ranged abilities, your load out is crap in pvp.... it might work in dueling and 1v1's, but dueling and 1v1's dont represent group pvp. If ya cant do good outta interlock damage with ranged attacks, your nothing more than a meatshield taking thats gonna end up stealing the interlocks from an assassin who can actually use that interlock to do 1k+ worth of damage, and state the person so a rifleman and smg spec's can get off full auto redux and 3 round burst to finish em off. That was another nice thing bout multi interlock, assassins could actually get their moves off with out having to worry about nubs stealin the interlocks all the time. Not to mention back in CR1 when it came to pvp it was set up in such a fasion that you couldnt have your cake and eat it to in pvp when it came to your load out. You got your VD maxed out, and then ya had your 1 gm tree. You didnt have this mix and match crap of howie and trauma, mkt and assassin, sniper/rifleman/duelist, and 3 MA trees. You had to make due with your one tree and what you had, thus giving each build its strength and weakness. For example, say you were a MKT, and say a hacker rooted ya and then someone interlocked ya, chances are ya were gonna get pwnt in interlock cause you had no specials ya could use in interlock, so you were limited down to your basic red/blue/green attacks which didnt roll very high, so in the end ya sucked in interlock, but could pwn outta interlock thus giving it a weakness and form of balance. Heck CR1 even had its own built in form of stoping zerglings, and that came in the form of consumables and the importance of them. Ya didnt just go to mara and throw up your flag and kill anyone unless ya could get your TB's, and have the anti's and health pills to keep ya alive. Despoiler used to be -50 CT for 3 mins, with no anti's you might as well have suicided cause you werent gonna get any more kills or do anything except die. Only thing people with no consumables could do was load up hacker, and even at that, trying to fight someone who had consumables, they'd just have popped a activity facilitator pill to clear the stun, get an anti goin, then zap a stun of their own on the hacker and procede to kill em rather easily seeing as most hackers in CR1 were to stupid to load up combat toughness.
Everything about CR1 was better, onlything thats even worthwhile about CR2 is the 2nd hot bar, which isnt that special given the fact that 5 slots on one bar are taken for tactics in the new system. Im one of the few who misses the old system and old game that I grew to love, I know I'll probably never see it again or get to expierence it again, but I can still dream, and think back upon better days.