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The Matrix Online » Top » Gameplay Discussion » Abilities and Disciplines » Command Line - Hacker Discussion Previous Topic  |  Next Topic      Go to Page: 1 , 2  Next
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Jacked Out

Joined: Aug 15, 2005
Messages: 37
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same as before, balance the hackers please



Systemic Anomaly

Joined: Aug 15, 2005
Messages: 1856
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How can you balance the hacker tree, while still keeping it in the game, and not allowing snipers or knife throwers to get more powerful? The game would fall apart if every form of combat was in interlock, so this tree is a break away, but if they removed the stun ability, or changed the stun timer to something like 10 seconds or less, people wouldn't be as frustrated as they are now. Then of course Area Hacks aren't realy that good, since they affect only non-hostiles.... And unless they create a massive timer for those abilities, in my opinion, hackers will continue to dominate, and rule, and ruin live events or just a certain organization standing in one place. I don't like the hacker tree because of these reasons, and because it looks like spell casting...



Jacked Out

Joined: Aug 15, 2005
Messages: 37
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The fact that a low 30ish hacker can solo Sakura Tengu all day and
night and no other ability loadout in the game can hardly even
outroll him one time in interlock is fair proof that the ability needs to
be brought down to earth. The other reasons are obvious after
about 3 minutes of PvP.



How to fix it you ask? I would propose the following:



1. Stun effect durations need to be reduced to match the max timers on respective gunperson/ma trees.



2. Rolling out of interlock should be based on the number you roll, not
always a guaranteed escape. The 5 second timer only  intensifies
the stun imbalance.



You are correct in noting it would be difficult to balance them without
"removing" or "nerfing" the ability, some changes to operative
abilities would be necessary. Some changes would be needed to other
trees to ensure it is still a worthwhile ability to use. Removing stun
effects from operative abilities and making hacker stun half as potent
would be a worthy cause seeing how stun turns 75% of martial arts
fights into a contest of luck. Well thought out changes need to happen.
The current situation is unacceptable no matter how difficult it may be
to correct.



Anyone that says hacker doesn't need fixed is probably a hacker and too used to only clicking 2 buttons.





Message Edited by jeffrah on 08-16-2005 05:47 AM
Message edited by jeffrah on 08/16/2005 04:47:17.



Systemic Anomaly

Joined: Aug 15, 2005
Messages: 4429
Location: The Darrius Organization: Machines Faction: The Collective Server: Recursion
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Stun is the problem for the most part.



The reason stun sucks is because you cannot do anything while stunned, and it lasts forever.



When stunned, you should not be able to move, however, you should still
be able to fire guns, throw knives, and fight in Interlock (but you
can't roll out, and perhaps your rolls will be lower). Also, lowering
the timer from 30 seconds to 15 seconds would be better as well.






Joined: Aug 16, 2005
Messages: 62
Location: USA, VT
Offline



RemagDiv wrote:
Stun is the problem for the most part.

The reason stun sucks is because you cannot do anything while stunned, and it lasts forever.


When stunned, you should not be able to move, however, you should still
be able to fire guns, throw knives, and fight in Interlock (but you
can't roll out, and perhaps your rolls will be lower). Also, lowering
the timer from 30 seconds to 15 seconds would be better as well.


How
would you be stunned then?  That's being rooted.  I'm a
hacker and I went the multi targets at once.  This part of the
tree seems ballanced.  Why don't I change... cause I like
attacking more at once.  It's not all hackers that need to be
ballanced.


Systemic Anomaly

Joined: Aug 15, 2005
Messages: 4429
Location: The Darrius Organization: Machines Faction: The Collective Server: Recursion
Offline

Well, that is true, perhaps just lessening the timers by half would be a good first step.




Mainframe Invader

Joined: Aug 15, 2005
Messages: 393
Location: Camon Heights (Central)
Offline

Yes with stun 1.0-2.0 or Code Shock 20-30second timers, as long as you can get past a targets VD they are pwned by hackers.

Cal




Joined: Aug 16, 2005
Messages: 316
Location: Los Angeles, CA
Offline

Making Clamor's, Code Nuke's, Logic Bomb's stuns give Control Immunity would be a nice start. Loop stunning = bad.



Ascendent Logic

Joined: Aug 16, 2005
Messages: 691
Location: Vector
Offline



jeffrah wrote:
The fact that a
low 30ish hacker can solo Sakura Tengu all day and night and no other
ability loadout in the game can hardly even outroll him one time in
interlock is fair proof that the ability needs to be brought down to
earth. The other reasons are obvious after about 3 minutes of PvP.

How to fix it you ask? I would propose the following:

1. Stun effect durations need to be reduced to match the max timers on respective gunperson/ma trees.


2. Rolling out of interlock should be based on the number you roll, not
always a guaranteed escape. The 5 second timer only  intensifies
the stun imbalance.

You are correct in noting it would be
difficult to balance them without "removing" or "nerfing" the ability,
some changes to operative abilities would be necessary. Some changes
would be needed to other trees to ensure it is still a worthwhile
ability to use. Removing stun effects from operative abilities and
making hacker stun half as potent would be a worthy cause seeing how
stun turns 75% of martial arts fights into a contest of luck. Well
thought out changes need to happen. The current situation is
unacceptable no matter how difficult it may be to correct.

Anyone that says hacker doesn't need fixed is probably a hacker and too used to only clicking 2 buttons.


Message Edited by jeffrah on 08-16-2005 05:47 AM




#2 is my only suggestion...with max VD (another issue for another
time), hacks usually run out of IS and I get to interlock....not good
enough if they automatically roll out and recast.  Just tie the
rollout to a combat roll.



Vindicator

Joined: Aug 15, 2005
Messages: 3484
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As far as construct bosses go, I just don't think they have enough VD.




Jacked Out

Joined: Aug 18, 2005
Messages: 5866
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It would be nice if the armor-piercing with all the Arbalest ablities
was tied to a certain percent. I would say... 60% or 50% just so
everything will die with at least 6-7 hacks instead of just 3 after the
inevitable Stun.



Then again I have seen a MA stand around, stunned, getting pummeled
with Blasts and Cannons and regenerate all of his health as the hackers
waited out the cooldown for everything. But he was taking only 120-200
from each attack that were, oddly, coming from level 45-50 hackers.





Joined: Sep 24, 2005
Messages: 11
Offline

Would you people quit complaining about hackers! OMG! I have an Aikido GM and a Ballista, and if played right, either of them is just as deadly as a hacker. You people need to stop whining and start using your brains on what strategy to use to defeat a hacker. It's not rocket science people.


Systemic Anomaly

Joined: Aug 17, 2005
Messages: 5036
Location: JoKeRz
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 Hello, er cretin....... Ballista is hacker. Man there are some stoopid peeps around.





Joined: Sep 24, 2005
Messages: 11
Offline






Ntrails wrote:

 Hello, er cretin....... Ballista is hacker. Man there are some stoopid peeps around.





I meant either loadout can take on another ballista or howitzer easily if played right. Next time, use your brain before your mouth engages.




Joined: Aug 18, 2005
Messages: 52
Offline

As a hacker I would like to see it more balanced just for the sake of
PvP. The best thing to do would be to slightly decrease the stun
timers. Also another thing would be to fix the escape bug. You should
have to outroll the other person to leave IL. This would mean, as a
hacker, if I was forced into interlock with a gunman/ma I would be
dead. This would seem like a good way to balance the hacker tree.

 
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