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Update 55 Discussion
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Code Breaker

Joined: Jan 9, 2006
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Avalod wrote:
9mmfu wrote:
Bayamo wrote:
Hm. I liked bunny hopping. And MA is going to be even godlier now with Serene Calm.

But overall, a LOT of very good fixes/changes.

However... "Inherent accuracies for special moves in operative discipline trees have been adjusted."... I hope that doesn't mean a Spy nerf.

Note that all abilties under Operative were effected.

basically when the abilities were converted into CR2 format their Inherant Accuracy wasn't taken into account, now it is. What changed was these Acc bonuses that are not currently visible anywhere to players were lowered in many cases to accomidate the features that player's do see on their abilities. In effect back end tweaking.


So that means Snipers have even better chance to pull off sniper shots succsesfully with line up the shot and other Ballsitic Acc buffs as well? if so then PRAISE DAT LORD WHOM ANSWERED MY PRAYERS ^_^

You would be incorrect. Accuracy of many abilities inherant to it were lowered.

Edit: And a few got an increase.


Message edited by 9mmfu on 10/04/2007 11:22:31.



Code Breaker

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Tiango wrote:
Crowlos wrote:
  • You will be in range of where they land   ---- But if the jumper is caught and dragged into IL..did you fix it so abilities work?
Good question.

Hope not. *evil laugh*
No, the problem was also resolved. Individuals pulled into IL from jumping should be able to use their abilities normally.



Systemic Anomaly

Joined: Aug 16, 2005
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GirlyGurl84 wrote:
Everytime a new update is launched ie. 8.1 8.2 8.3  the Cinematic NEVER work  what gives
Not true. Last update's cinematic was up early.



Jacked Out

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Serene Calm now increases defenses 0.5 points/level and stacks with other defense upgrades.

I forsee a lot of Aikido Grandmasters again.  Only throw defense ability besides hyper-sense.  Should be interesting.

  • You can now interlock someone who is in midair if:
    • You are in range
    • You will be in range of where they land
  • I forsee even quicker jumpers, but awesome to know they are catchable now and won't mess up interlock timers with bunnyhops.

    Player should no longer have the combat state applied to them from being hit by an attack after being defeated in Interlock combat.

    I think this is my favorite.  If I'm reading this right.. the combat bug won't happen anymore, yes?  Along with still being stated in some way sometimes when you recon.

    Small green pip FX now orbit the user's hands while using a Tactics Booster.

    This will stop a lot of accusations.   Plus that screenshot I saw somewhere on the fourms looks pretty cool.  I'm gonna be popping some TBs just to see the effect. SMILEY

    Concealment Countermeasure Tools now correctly deactivate disguises.

    Very nice.  Question though, is there a roll involved? Like accuracy versus defensive, or just automatic?  Automatic seems a little harsh. 

    The Movement Speed upgrade for Escape and Evasion is now Sneak Movement Speed instead.

    Along with the other speed movement fix, this will be nice.  No more having to reactivate hyperspeed when sniping. 

    The FX of the toughness boost from the Tiger Master's Gi/Coat is now orange and black, to distinguish it from the green Tactics Booster FX.

    Even less accusations.  Awesome.

     

     

    It's nice to see some long-standing issues fixed.  Hopefully.. everything on the notes is accurate and actually fixed.. and hopefully nothing new comes from the fixes as well.



    Femme Fatale

    Joined: Dec 2, 2006
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    Not bad. More and better technical fixes - I like to see.

    Just keep working on those Vista, Nvidia 8000 series Dx10 graphical issues m-kay?


    Femme Fatale

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    No more combat bug?

    Woo-hoo!  SMILEY

     

     

    Illyria




    Vindicator

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    Is this what you mean by 10 levels? Because this doesn't look right.  Level 50s can't do that, but I think 60s can.




    Message edited by LtCmdr_Tsusai on 10/04/2007 10:17:18.



    Code Breaker

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    LtCmdr_Tsusai wrote:
    Is this what you mean by 10 levels? Because this doesn't look right.  Level 50s can't do that, but I think 60s can.




    The note says they are more difficult above level 10. Meaning if you are fighting one that is level 11 or higher you will see a gradual but significant increase in difficulty.



    Vindicator

    Joined: Aug 24, 2005
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    AHHHHH
    Guess I need more coffee.


    Vindicator

    Joined: Sep 1, 2005
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    I'm also very wary of the Concealment Countermeasure being abused. I expect that the zerg will employ an unflagged lowbie to spam the move repeatedly. There goes spy and sniper.



    Systemic Anomaly

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    9mmfu wrote:
    LtCmdr_Tsusai wrote:
    Is this what you mean by 10 levels? Because this doesn't look right.  Level 50s can't do that, but I think 60s can.




    The note says they are more difficult above level 10. Meaning if you are fighting one that is level 11 or higher you will see a gradual but significant increase in difficulty.
    Translated to: No more AFK farming the headless. ;)



    Jacked Out

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    I liked the patch and the new quest (even though I have bad opinions about giving spies and snipers another edge) but what really bugs me is why couldn't we have the wallkicks as a grantable pill or item that either lets u use the item for lets say 30 IS, or have the pill grant the ability in the awakened tree like the bite at Halloween. Since I don't see either of those now then there's hardly any chance of change but can it at least be made so the lvl 70 sim drops at LEAST 3-4 at once??


    Jacked Out

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    Considering all the hype over the abilitie pills.

    I think they pretty awesome. You dont actualy have an animation /takepill ..its just like clicking a hotbar icon for a move, and it executing. just a shame its non reuseable.

    Good stuff though.


    MC Photographer

    Joined: Aug 15, 2005
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    Great patch overall, though I've been getting stuck in block tactics quite a bit since the patch... thing is, I wasn't even using block tactics when I was getting stuck with them.  More study is required, but it seemed that as IL was ending for one reason or another (enemy roll out or enemy defeated), I'd try free attacking and was told I couldn't do it while in block tactics.  I was, however, running speed tactics most of the time (speed tactics was even still showing as active under my hotbars) and clicking on speed tactics again to "refresh" my tactic choice let me start free attacking as normal.

    My other issue with the patch is the special move pills.  Well, it's not the pills themselves, but the way you get them.  I get that this is the only way we're getting those moves back, and yes, I would rather have them this way than not at all.  I also get that they should not be quick and easy to attain otherwise everyone would be using them constantly and they wouldn't be special at all.  What I really don't like is having to do a team activity (beating the training sim.. I know I'm not a great fighter, but I serously can't see someone doing that by themselves) for an item that is a single use by one player that doesn't even have any positive effect for more than the single player (and even then the positive is almost purely visual).  Is there no way these pills could be tradeable for at one of the collectors?  Make it a long grind for items to get even a single pill (say 20, 30 or even 40 gold badges in Stratford Campus for one pill) so that it would be an activity a single player could do that wouldn't be quick (easy, yeah, but not quick).  In short, the effect is a single use consumable for a single player with only a unique visual effect and I don't believe it should be a team activity to collect them.  The way they are set up now isn't only going to keep them rare, it's going to keep them virtually unused and unseen, which kind of defeats the purpose of bringing these moves back in the first place.




    Development

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    $info talks.

     
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