MXOMastatec wrote:i know i would def like to have a perpetual non exhaustable shadow fenix/citadel coder pill as an event reward. ^_^ Event reward would suck, because most people A.) Work when the events are on or B.) Live in a timezone that cannot possibly work for events.Especially since you cannot ask Rarebit or Brewko to trade event rewards to another player/character..
i know i would def like to have a perpetual non exhaustable shadow fenix/citadel coder pill as an event reward. ^_^
Event reward would suck, because most people A.) Work when the events are on or B.) Live in a timezone that cannot possibly work for events.Especially since you cannot ask Rarebit or Brewko to trade event rewards to another player/character..
please note the key words highlighted in red.... the regular pills would most likely disappear after consuming them.....k?thx!
EndlessVoid wrote:
I'm hoping that this isn't "yet another pill". It seems like MxO has turned into a game of consumable pills with the last couple content updates. I'm happy to see the return of the wallkicks, but they should be moves or special abilities, not pills. Devs: DO NOT make this move a consumable pill. That would ruin its "feel"... its style. - Void
... and why not? during beta there were pills that allowed hacking, unlocking doors, disable security devices and no one seem to mind about those? they removed them just like they removed the sneak ability from the shadow coat because people wanted it nerfed... please dont have this pre-existing game content concept that is being re-introduced nerfed as well....
i strongly believe that the dev team is takin its time to do things right or tweak things right so they can remarket the game, i think i heard somewhere that rarebit was working in the mktg dept on top of everything else he is doing now... so... please stop the hate! rejoice in the little additions/tweaks that we are given....
... and why not? during beta there were pills that allowed hacking, unlocking doors, disable security devices and no one seem to mind about those? they removed them just like they removed the sneak ability from the shadow coat because people wanted it nerfed... please dont have this pre-existing game content concept that is being re-introduced nerfed as well....i strongly believe that the dev team is takin its time to do things right or tweak things right so they can remarket the game, i think i heard somewhere that rarebit was working in the mktg dept on top of everything else he is doing now... so... please stop the hate! rejoice in the little additions/tweaks that we are given....
I never saw the Aikido one, but apparently there was a wallkick for each style.
OMG I tried forever and ever to get the Aikido one to work but never could, or the kung fu one either
I know there were at least two different ones in Karate, because I could get them to work!
i know it has a pic of a pill but does that mean it WILL be a pill? i would have thought it would take more effort to put it as a pill than it would than to simply put it back as a MA move.
Also in that youtube vid posted earlier, there seems to be a lot we are now missing that was in CR1 such as when the white fella launched himself at the other fella, flipped over him and sent the other guy flying through the air, and the Chinese stranglehold twist to one side then spin the guy round the other way. I never had the pleasure of playing under CR1 but i would like to see these put back in, to me its new content and more is always better.
You can NEVER please everyone but dont slate the staff
/salute Rarebit & the dev team
I was always kinda saddened that cr2 lost a lot of its proximity checks and animations.
They went on about it in one of the old interviews and its actually a really awesome concept, different animations dependant on your enviroment - liek certain moves for tight corridors and others for spacious halls.
I think one of the main problems the interlock animations have (lets face it, they screw up 90% of the time) today is the fact more daring moves get confused when they run into geometry they arn't expecting like a wall, corner or desk. Its one of the main reasons outdoor fighting works so much better than mission area fighting does.
I mean really, gunmen, that speed single pistol where you walk in one direction shooting em as you go along - how many times you just got stuck in a wall? And the grab dual pistol where you spin around em only to meet a desk and have it skitch out on you?
Yeah, you know what i'm talking about.
I have to agree with void - all for wall kicks and new moves, just not using consumables, it feels far too 'cheap' for lack of a better word.
Chinese stranglehold twist to one side then spin the guy round the other way.