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Jacked Out

Joined: Jan 12, 2006
Messages: 87
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*sigh* and back to this thread.

1st of all, it seems to be a personal vendetta what's going here, plz Pyl calm a lil bit down. Your aggressive tone won't help anything. You just look like somebody that got beaten too often by spies (I know, MKT zerg is frustrating).

Instead of "nerfing" the spy tree (IMO IS costs compared to dmg is ok, reuse timers are fine - each ranged class can perma-root you), the devs should work on general issues like:

1. Defense boosters (similar to tactic booster, but affects only one defense)
2. let the player choose which 2 defense abs should be active
3. add passive thrown defense buffs to several abilities

I would not lower the IL accuracy, cause if you duel (duel = no buffs or consumable like TBs) a MA for example (means nobody got a significant defense bonus against the other class) it's like 50/50 to hit in IL (50/50 means for me too, if the MKT hits you with 3 knives each 200dmg = 1 MA move with 600dmg).

peace,
CJ


Ascendent Logic

Joined: Aug 15, 2005
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Instead of "nerfing" the spy tree (IMO IS costs compared to dmg is ok, reuse timers are fine - each ranged class can perma-root you), the devs should work on general issues like:
Certainly not with one ability we can't, and certainly not for 30 seconds.

The difference, my dear boy, is all the difference.




Systemic Anomaly

Joined: Feb 12, 2006
Messages: 2406
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GypsyJuggler wrote:
Arcanoloth wrote:
Why load sneak and Logic Cannon when I could just take up MKT like 80% of the other players have and use Punt, which BTW is a whole pile better than a sneak logic cannon.

Again, disguises make it far too easy for MKT's to punt people, break shield, root them with a throw, 10 steps back, put a disguise on IN CLEAR VIEW of the opponent run back and punt them from in front of them. I wish I could do that with logic cannon, but instead it has a several second cast timer that gives them plenty of time to take precautions to prevent you from succeeding or to lesson the impact of it. As a matter of fact, in the time it takes me to cast it you could run to a HL and load up the resistance buff in the awakened tree (Clear Mind?) and activate it before I'm finished.
You do know what sneak does don't you?  Sure LC has a cast timer but if the caster is sneaking you won't know it's coming until they hit you with it. And once they are hit with the LC you appear, that means theres a very angry person baying for your blood, but wait, people always have a high viral defense (due to perma hyper deflect) so it has a far lower success rate than punt, and the extra memory used to put sneak on means you don't have as many hax to use, meaning you are very much less effective than a pure hacker, meaning you had better pray to god that LC hits otherwise you are completely boned  And they can hit you at range from any direction So does staggering throw, again this game has very "loose" opinions on what is defined as "behind", plus staggering throw can be used in a disguise, again making it a *poop* load easer to do than a sneak logic cannon.  And it works despite evade shields So does staggering throw, which takes far less time to use and result in roughly the same amount of dmg, again, staggering thrown can be used in a disguise so is far easier than a sneak logic cannon
To punt someone it's as you said.  First you have to break the shield and hope they don't put it back The 30 second reuse timer on evade shields generally makes this a certainty.  Then if you don't root them you have to chase them 2 rooting knives, 2 knives that slow them down, with very short reuse timers and a high accuracy (and they will most likely have a low defense) this is generally assured.  Then you disguise right in front of them so they know it's coming Your rooted on the spot and can't run, so what can you do to stop it apart from activate hyper sense and pray?.  Then you have to get behind them (more or less) and close enough to enter combat They are rooted on the spot and this game has very "loose" opinions on what "behind" is defined as, as long as your shield is still up all you have to do is run straight at them and keep clicking on the punt button until the game judges you as "Behind" then you punt them, even if your shield isn't up they are still rooted on the spot and you can just hit them with another rooting throw, seeming they are stackable and all, and keep trying

Sounds to me like sneak Cannons are an awful lot less fuss than MKT punts Please read the text in red.  Oh, and these are all your words by the way No, you've put words in my mouth, please refrain from doing it again.  I've stuck close to your description But you "spun" it to favour your opinion.  If you argue now, you're at cross-purposes with yourself O rly?

So yeah Mave.. about that lemonade? The Lemonade is still mine.

Its very hard to maintain a cool head CJ. At first I thought I was rather reasonable, then I get barraged with replies under the assumption I am a complete nub. /tiphat to Tytanya for understanding where I am coming from (even if she doesn't agree) but the rest of you are assuming I'm a noob and treating me like a child, of course I'm going to get frustrated when people act like this. I give you facts, statistics and figures, you give me "*CENSORED* NUB" (thats how it sounds to me).

Respect is given when respect is received.



Jacked Out

Joined: Jan 12, 2006
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Sneaker wrote:

Instead of "nerfing" the spy tree (IMO IS costs compared to dmg is ok, reuse timers are fine - each ranged class can perma-root you), the devs should work on general issues like:
Certainly not with one ability we can't, and certainly not for 30 seconds.

The difference, my dear boy, is all the difference.


*yawn*
let me correct my statement - perma root = keep your target away from IL
guns = 3 root abs (also with reuse < effect), 2 slow abs, 2 abs with good chance for stun
hacker = 2 roots, 3 slow, 4 stuns, 6(?) pacify
spy = 2 roots, 3 slow, 1 ab with chance for stun

(that is atleast what I can remember, I'm not at home to check the number of slowing/rooting abs)

And plz, tell me the ONE ability you can perma-root for 30secs. neuro dart reduces speed for 30 secs, but you can still move. you have to stack it with another slowing ab to get an equipollent to root.


Ascendent Logic

Joined: Aug 15, 2005
Messages: 933
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And plz, tell me the ONE ability you can perma-root for 30secs. neuro dart reduces speed for 30 secs, but you can still move. you have to stack it with another slowing ab to get an equipollent to root.
And that other one lasts for 30 seconds as well SMILEY

What was the point you were trying to make?

guns = 3 root abs (also with reuse < effect)
A single ability, in the SMG tree, has a reuse timer of 10sec and an effect of 12sec. It also has a longer cast timer. It's a far cry from 18sec/30sec.

Do not exaggerate with me. All other roots do not overlap, we have to work to maintain it. Neurodart and Sever Artery, on the other hand, are "set it and forget it", and both overlap 12-15seconds total.

Your original statements were completely fallacious, so you might want to step back. You cannot justify a 30 second effect in the operative tree, and you cannot justify a 12 second overlap (or, a 15 second one, in the case of Sever Artery). Don't even bother to try. In fact, the only tree with problems such as this ability use/effect overlap, is the bloody Spy tree.

Lets go over it, shall we?
Poison Knife - 20sec reuse, 25sec effect
NeuroDart - 18sec reuse, 30sec effect
Backroll Escape - 0sec reuse, 10sec effect
Blinding Throw - 8sec reuse, 10sec effect
Paralyzing Throw - 6sec reuse, 8sec effect
Deadly Throw - 10sec reuse, 15sec effect
Crippling Throw - 10sec reuse, 15sec effect
Sever Artery - 15sec reuse, 30sec effect
Wounding Throw - 10sec reuse, 50sec effect

Lets compare this to ALL abilities elsewhere, shall we? (abilities with chances for effects are ommitted, due to the unlikelyness of an overlap. Abilities which by game design cannot stack (ie: hacker DoT's) are also omitted)
Body Shot - 8sec reuse, 10sec effect
Disarming Shot - 8sec reuse, 10sec effect
Supression Fire - 10sec reuse, 12sec effect
Guard Breaker - 10sec reuse, 15sec effect
Slow - 8sec reuse, 28sec effect
Miasma 2.0 - 28sec reuse, 45sec effect
Crash - 15 sec reuse, 28-42sec effect
Code Flux - 30sec reuse, 60sec effect

Anyone else see the problem here, or do I have to start weilding a sledgehammer to get my point across? NINE abilities in the MKT stack their effects, versus EIGHT in all other trees combined.


Message edited by Sneaker on 11/09/2006 18:28:43.



Systemic Anomaly

Joined: Aug 16, 2005
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Very good breakdown Sneaker.  Those are irrefutable facts that cannot be challenged.  I see it shut alot of people up since you posted that yesterday.  SMILEY




Vindicator

Joined: Aug 16, 2005
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Sneaker wrote:

Poison Knife - 20sec reuse, 25sec effect    Don't use.
NeuroDart - 18sec reuse, 30sec effect    Sometimes.
Backroll Escape - 0sec reuse, 10sec effect   Don't use.
Blinding Throw - 8sec reuse, 10sec effect   Don't use.
Paralyzing Throw - 6sec reuse, 8sec effect   Sparingly.  Sucks up too much IS.
Deadly Throw - 10sec reuse, 15sec effect    Definitely.
Crippling Throw - 10sec reuse, 15sec effect    Definitely.
Sever Artery - 15sec reuse, 30sec effect   Too long of a casting time = Pointless.
Wounding Throw - 10sec reuse, 50sec effect   Too weak to make a difference.

Just made some notes on the ones I use and don't.



Jacked Out

Joined: Aug 29, 2005
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Have in mind tht almost all the listed non spy abs dont do any dmg. Where did u see miasma do dmg? = NOT comparable. Besides u get a lot of other states aswell like dazed staggared etc etc.


Ascendent Logic

Joined: Aug 15, 2005
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I'm not saying they're all extensively used. Some are, certainly, but that's not the point.

The point is that many abilities in the Spy tree (apologies, I keep interchanging "Spy" and "MKT"SMILEY were clearly overlooked, and remain unbalanced to CR2 standards. The comparison to overlapped abilities in the Spy tree and every other ability in the game is, well, quite startling.

TheLeo: I included all abilities I could find in which an overlap occured. Those with the same reuse and effect timer (ie: 8sec reuse, 8sec effect) were omitted due to the use timer cancelling out any overlap. Abilities with a chance for effect were omitted, due to the unlikelyness of an overlap. And hacker DoT's, which by game design cannot stack (last I checked) were omitted as well. And I omitted self-buffs, since I don't really care if you can keep yourself perma-buffed. Anything else was in: damaging, passive debuff, etc.

Indeed, though, all but one of the abilities I listed in non-Spy trees that actually do damage are very low-level abilities anyways. Supression Fire, Slow, and Crash are the only three that are really comparable to the problems in the Spy tree.


Message edited by Sneaker on 11/10/2006 15:23:02.



Systemic Anomaly

Joined: Dec 9, 2005
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Bayamo wrote:
Just as MA can kill 3 people with little IS using state specials, MKT can do so with sneak attacks. Your portrayal of the Spy tree as imbalanced is slanted and fails to consider all aspects of the combat system. Any decent hacker can destroy even a good MKT. MA and MKT are equal attribute-wise, it comes down to the skill of the player and the strength of their builds in such fights. I've fought MAs as MKT what were a cakewalk in IL, and I've had every single one of my specials outrolled as a MKT fighting a MA with high accuracy.

MKT really isn't imbalanced. Yes it has low IS cost but it also has no free fire. The exact same goes for hacker - low IS for dmg abilities, hell look at the Code Infections and their 10 IS cost. But there is a method to this madness, which is often overlooked.


Also, neither of the Hacker stats affect their Ballistic Damage or Accuracy for freefire. They rely solely on their hacks for efficiency.

Shut down a MKT's sneak attack and there's no need to gripe about how overpowered they are. I think most people just go nuts when they realize they get punted for 1700 damage and feel that it's the end of the world against MKT's. Remove that 1700 damage and you're dealing with perfectly normal attacks of between 200-400 damage. Last I checked, DPE does between 350-500 and Deadly Throw only does somewhere around 250-325.




Mainframe Invader

Joined: Sep 15, 2006
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good breakdown



Jacked Out

Joined: Feb 13, 2006
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good necro of an old thread. all the things these ppl are talking about are from the fall season of 2006.

way to pay attention, duh.

lock this thread =D


Systemic Anomaly

Joined: Dec 9, 2005
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cryshal wrote:
good necro of an old thread. all the things these ppl are talking about are from the fall season of 2006.

way to pay attention, duh.

lock this thread =D

Was adding something that hadn't been mentioned yet. :p



Jacked Out

Joined: Feb 13, 2006
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your contribution has been duly noted. welcome to october 2006.

lock this thread..


Systemic Anomaly

Joined: Dec 9, 2005
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cryshal wrote:
your contribution has been duly noted. welcome to october 2006.

lock this thread..

Please do, before I flame this... individual.

 
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