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
PvP-balance
Search inside this topic:
The Matrix Online » Top » Development Discussion » Feedback Forums » Player Versus Player Feedback Previous Topic  |  Next Topic      Go to Page: 1 , 2  Next
Author Message




Joined: Aug 16, 2005
Messages: 336
Location: Cologne, Germany
Offline

Let´s open a thread to post pvp experiences.


Kung Fu  vs. Aikido.... no chance. never won a fight.
Got to stay in grab-tactic. power and speed is suicidal.

Kung Fu vs. Karate... lost often, too often to say it´s balanced. but not always.
Getting heavy damage sometimes

Kung Fu vs. Kung fu ... 50 / 50 cance.


My suggestion. If Kung Fu is still meant to be the state-specialist. Kung Fu needs a much higher chance to do states in interlock. Else the Akido and Karate are overpowered.

Kung Fu vs. Rifleman... once the bubble is down. He´s as good as dead in interlock.
sometimes i´m getting heavy damage.




dave

Nachricht bearbeitet von davemusic am 02-17-200609:39 PM


Message edited by davemusic on 02/17/2006 12:39:59.




Joined: Aug 16, 2005
Messages: 336
Location: Cologne, Germany
Offline

Just noticed melee accuracy bonus still stacks. :smileyindifferent:
That´s why i loose against people with mixed MA loadout.


dave


Jacked Out

Joined: Aug 15, 2005
Messages: 945
Location: Good Ol' Germany ;)
Offline

My Ballita loadout vs. MAs... I was winning fairly often. SMILEY

>revolt_


Jacked Out

Joined: Nov 22, 2005
Messages: 221
Location: Kentucky, US
Offline

I have been very happy with the balence of the MA's

I have done very well with Kung Fu. I still do not have the Karate tree yet, though.

NewSig.jpg



Jacked Out

Joined: Aug 15, 2005
Messages: 243
Offline


revolt_ wrote:
My Ballita loadout vs. MAs... I was winning fairly often.

>revolt_

Except for that pesky someone 12 levels below you SMILEY

Message Edited by Konvertor on 02-17-200611:22 PM


Message edited by Konvertor on 02/17/2006 22:22:07.


Jacked Out

Joined: Sep 21, 2005
Messages: 35
Location: Germany
Offline

I think its quite difficult for us to estimate PvP correctly. Its very subjective and there is a new aspect to the game, i dont wanna say skill coz its been said to many times, but there are obviously some new tweaks to learn.

Revolt mentioned he hadnt any problemes with MA.  I remember having no problems fighting against him as a MA. Its all about things you miss to do which makes your character worse. Wrong buffs, abilities, attributes....

I think its too early to analyse pvp and i disbelieve we are able to do it this way. The devs are the ones to do fine tuning. We should just look out for bigger mistakes like Davemusic mentioned. If there is something wrong leading to an unbalance and you can prove it, its time for a bugreport. But just because someone killed you during PvP is not an evidence for an unbalnce SMILEY .

I really hope the devs wont listen to balance-reports written by noobs coz they got killed though they had the allmighty hacker loaded SMILEY (not directed to revolt).


Jacked Out

Joined: Aug 15, 2005
Messages: 945
Location: Good Ol' Germany ;)
Offline

Heh, yeah, Konvertor and you were like the only two MAs I had big problems with (your VD was extremely high).

>revolt_


Perceptive Mind

Joined: Aug 16, 2005
Messages: 501
Offline

o come on revolt,  i taken you a few times,   of course it wasnt easy.  :smileytongue:



Jacked Out

Joined: Aug 15, 2005
Messages: 945
Location: Good Ol' Germany ;)
Offline

And of course I brought you down a few times too. SMILEY

>revolt_




Joined: Aug 16, 2005
Messages: 336
Location: Cologne, Germany
Offline

..... enough of spreading testosterone , guys:smileyvery-happy:



dave




Ascendent Logic

Joined: Dec 30, 2005
Messages: 1922
Location: United Kingdom Server: Syntax Faction: The Glitch Society
Offline

yeh i also think that Assasins should have a better chance in Interlock also



Mainframe Invader

Joined: Aug 15, 2005
Messages: 472
Location: HvCFT Argus // Recursion Instance
Offline

I would like to kick in a little something I've noted since the last update to CR 2.0  It seems that when they messed with the balance of resistance and resistance bonuses its gotten to the point where you can pretty much absorb all the damage from either melee or ranged fighters, I don't know if this has been addressed here on this forum, so if it has forgive me.

The top level armor clothes, in my opinion, give far to much boostage to the damage resistance.  Basically if two level 50's are doing about 32 damage using power tactics and the firearms/prowess buff something doesn't fit.  If a 3rd tree special does 100 damage or less...definately something out of whack with that.  Not to say that you shouldn't be able to pump up your resistance, I just think that might be a wee bit too high at the moment.  I'm sure the new combat system was intended to make things go faster, but with these resistance/damage ratio ratings, duels can last quite a long time.

Anyone else think this might need a bit of tweaking?



Jacked Out

Joined: Nov 22, 2005
Messages: 221
Location: Kentucky, US
Offline



TheEx wrote:
I would like to kick in a little something I've noted since the last update to CR 2.0  It seems that when they messed with the balance of resistance and resistance bonuses its gotten to the point where you can pretty much absorb all the damage from either melee or ranged fighters, I don't know if this has been addressed here on this forum, so if it has forgive me.

The top level armor clothes, in my opinion, give far to much boostage to the damage resistance.  Basically if two level 50's are doing about 32 damage using power tactics and the firearms/prowess buff something doesn't fit.  If a 3rd tree special does 100 damage or less...definately something out of whack with that.  Not to say that you shouldn't be able to pump up your resistance, I just think that might be a wee bit too high at the moment.  I'm sure the new combat system was intended to make things go faster, but with these resistance/damage ratio ratings, duels can last quite a long time.

Anyone else think this might need a bit of tweaking?



Yeah I was worried about this at first too. What is needed are more cloths with + damage. This way u could have Tanks or Damage Dealers. From what I hear the resistantance caps at 200. So damage is probably the same.

__________________________________

We can only move forward from this point.

 



Mainframe Invader

Joined: Aug 15, 2005
Messages: 472
Location: HvCFT Argus // Recursion Instance
Offline

Yea I don't mind having tanks or damage dealers, but with the way it is right now we can't really have either, and to guage a good fight you pretty much have to ask the other person / agree to not to wear the top level armored clothing.  However, this could be solved easily I feel by adding more weapons with the peircing effect.  Personally, I wouldn't mind seeing more variety in the clothing section, but if they want a quick fix add some more peircing weapons/items/moves to the game.



Jacked Out

Joined: Aug 16, 2005
Messages: 279
Location: Essex UK
Offline

 
The Matrix Online » Top » Development Discussion » Feedback Forums » Player Versus Player Feedback Go to Page: 1 , 2  Next
Go to:   

Version 2.2.7.43