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Joined: Jan 10, 2006
Messages: 15
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The purpose of this thread is really just for my benefit, as I have been thinking about a couple things concerning game mechanics and fighting in general.
 
1. First the basics. I used to suck on hard missions. Absolutely could not consistantly beat the enemies consistantly. They would walk all over me most of the time we fought. Keep in mind, this is low tier combat (Level 12) so I'm not using too many specials. I would only have one style of martial arts, maybe a style of gun combat and a couple awakened abilities on me. However, I decided what the hell and loaded up all of the Martial Arts. Wham, I'm pretty much unstopable in interlock now, and I just plow through them. I roll atleast 20-30% higher then I did, and they can't thouch me. Could this be the key to higher rolls? Dramatic specialization in one certain area, ie. Gun's, Martial Arts, Hacker, rather than a bit of everything.
 
2. I think I may have found out the actual system that the game uses to determine which is the stronger tactic for that round. I'm adjusting my flame proof suit right now, incase this is old news or the real system was found out a while ago. Here is my theory: The game generates a "vulnerability" for each character every new round and it is completely random. You could have a string of speeds, or alternating powers and some grabs. I really don't know. Now these vulnerabilities are some times able to been seen and utalized more efficently in combat via the Detect Vulnerability utility, but I believe there being used all the time, you just have to think and guess it correctly each time to use it's advantages. I realized this when I noticed that I was getting significantly better results if I tried to predict this instance. Just by trying to guess the vulnerability, it would usually work for me.
 
3. Something's fishy about the mission system. If you pick Tiny Hard, the enemies are supposed to be the same strength as Medium Hard, but they seem decidedly more powerful. I can never get nearly as many good solid hits on a tiny/hard enemy, But on a Medium/Hard mission, not only can I plow through them, but it takes generally less time then a tiny/hard, I also recieve a larger monetary reward and xp accomplishment. I have heard everyone say that tiny/hard is the way to go, but this does not seem to be the case for me.
 
Questions and Comments please!

Message Edited by Nihiliss on 01-12-200611:14 AM


Message edited by Nihiliss on 01/12/2006 11:14:04.




Joined: Aug 16, 2005
Messages: 767
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amusing that yr name is perhaps almost appropriately familiar...!?!?!?

1. definitely especially at lower levels specialization is the key. the farther down u go a specific tree, the more tertiary abils u pick up with bonuses that stack or complement bonuses further up on the tree. if u spread out across multiple branches early on, u won't be able to benefit from any of the bonuses further down any particular tree. however once yr a higher lvl and have a lot more memory to burn, there are a lot of ways branches can be mixed and match to complement and augment each other.

2. yr almost-namesake and a few others talk about this hidden combat system and get all mystical and serene about it. from the reps they sport it may even be true... of course most ppl never bother to experiment that deeply because in pvp u will never fight in interlock 1vs1 and even in duels it's mostly about who stuns/powerlesses the opponent first. if u figure it all out let me know tho :robotvery-happy:

3. i never run tiny/hard, i just run small/hard and i tend to get the max XP/$inf. for the longest time the tiny-small-medium-hard setting was b0rked anyways, i wasn't even aware that it was fixed. as far as i figure the main difference is the amount of time u have to spend on the mission as a whole to get the full xp payout... maybe tiny missions have the fewest mobs but on average they're all higher chevron than medium missions, which takes up more time. why this would result in a lower payout i don't know tho.
 
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