The purpose of the interlock immunity is so that players can escape multiple interlock sessions. Taking away hyperjump would only defeat the purpose of that.
As you listed, there are ways to prevent them from jumping away already. So why nerf the ability.
2 things to consider:
- What goes up must come down.
- If you cant catch it, then practice, practice, practice.
EDIT: OK, so it's gonna log an edit even if I don't change anything (just thought about being less sweary, but sod it), so I put this here.
Message Edited by Dv01D on 09-28-2005 04:53 PM
Does your nerfing Hyperjumping include the elimination of the exploit for the HyperJump Grandmaster tree?
Mrkaishi Head of Tissue Procurement for The Endless
Jumping away to safety is a requirement in this game, if you simply avoid it, it makes you a weaker player, nerfing it would take away that element, and hackers alike would simply become more powerful....
Garutachi said it best, you can stop it or keep practising....
Ive had ppl hyperjump away from me, but i still catch them
ElecTech wrote:This is something I can't stand....people who hyper jump the moment they roll out of intrlock or start to get hit by hackers or anything like that....... Hyper Jump should be nerfed..... A counter like the one that stops your opponet from intrlocking you should be implemented..... so that when they are in combat.....there ability to hyper jump is limited ...... That would nerf hackers,snipers, mkt,etc...... cause once they die there VT becomes what 387 which max VD beat...... and you would no longer have the roll out hyper jump.....they would become target practice for guns Till Then ...Clamor....Intrlock...Direct Fire....Full Auto Redux....Intrlock and body shot.... ((stun, intrlock, enrage, enrage,stun,intrlock, reduce movement ability ((which nerfs hj)))) Hackers beware... Thanks for listening please post your thoughts on this....it would really help balance the game
ElecTech wrote: This is something I can't stand....people who hyper jump the moment they roll out of intrlock or start to get hit by hackers or anything like that....... Hyper Jump should be nerfed..... A counter like the one that stops your opponet from intrlocking you should be implemented..... so that when they are in combat.....there ability to hyper jump is limited ...... That would nerf hackers,snipers, mkt,etc...... cause once they die there VT becomes what 387 which max VD beat...... and you would no longer have the roll out hyper jump.....they would become target practice for guns Till Then ...Clamor....Intrlock...Direct Fire....Full Auto Redux....Intrlock and body shot.... ((stun, intrlock, enrage, enrage,stun,intrlock, reduce movement ability ((which nerfs hj)))) Hackers beware... Thanks for listening please post your thoughts on this....it would really help balance the game
So... You want to run from mission area to Mission area and have to go up stairs to get on top of buildings?
Or, have you not noticed because you just stand in one place and shoot people all day long?
-AlicethePattern, Head Archivist, Mega City Department of Energy (Regression - Recursion)
Um....why is this thread being resurrected?
Edit: Oops my bad, nothing to see here, move along....