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Lets Talk Hacker Penalties
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Jacked Out

Joined: Nov 3, 2005
Messages: 1556
Location: Ireland
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Ok so three of the biggest problems with the hacker class are these penalties :

Hyper Delfect Stacking. (Hopefully)
Melee Damage penalty.
Interlock accuracy penalty.

So lets have a discussion on these three.

In my opinnion the hyper deflect stacking should never have introduced in the first place, it was just too much of a trup ard for ever other tree, with each and every other hyper you have to think tacticaly , considering the current situation.
With hyper deflect if you have the memory points, load it and you have an improved resistance to  melee , balistic or thrown attacks and viral attacks.

The melee damage penalty in my opinnion was a good idea as hackers are primarily a non interlock class but went a bit too far, i mean 1 damage per hit is ludicrous, i would be in favour of a reduced power melee attack in interlock maybe 80-90 points of damage per hit in comparision with an average MA's ability to throw out 270-350+ damage hits depending on stats.
The main reason i want this change is it would give us a cahnce when Is runs out to acctually do some damage , however slight to stop an opponant regening a large chunk of health while we twiddle our thumbs waiting for some is to regen.

The interlock accuracy penalty for hackers is adding insult to injury.
If it was implemented because hackers are classed as a Ranged class then this penalty should also be applied to other ranged trees such as Spies and Gunmen as they recieve no such penalty when in interlock.
As it stands even with high accuracy its quite hard to hit oponnants in interlock if they are using trees with high natural accuracy.


Jacked Out

Joined: Aug 29, 2005
Messages: 2122
Location: BG
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phaydren wrote:

If it was implemented because hackers are classed as a Ranged class then this penalty should also be applied to other ranged trees such as Spies and Gunmen as they recieve no such penalty when in interlock.
As it stands even with high accuracy its quite hard to hit oponnants in interlock if they are using trees with high natural accuracy.
AGREE. Gunmen in Cr1 used to have IL penalty. What happene with that? They had to load one extra thing to remove the penalty which I agrree on. Now not only statwise gunmen have more melee defence than MA ballistic but in the duelist tree we see 10% melee defence. Where's the ballistic defenc ein MA?
Spies atm also can handle really well in and out of IL with all those staggering throw and powerless and all kind of effects, and they do about 70-80 melee dmg per hit when not using abilities.
MA doesn't really have any out of IL abilities and I can't really complain about that, but seing 2 other trees with those stats and hacker crippled makes me really sad. Most of the hackers' effects last less than the reusetimer of an ability compared with spies which can keep you rooted with ONE ability constantly (no matter which one) or really really slow AND do damage at the same time.


Code Breaker

Joined: Jan 9, 2006
Messages: 1319
Location: The Source Faction: My Own Organization: None
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Well if you mean the real penalties vs Disadvantages the sure.

Contrary to popular belief each IL specific ability (meaning those that can cause an IL exchange) has an individual penalty assigned to it. The up shot is that not all penalties are created equal. Simply some are larger than others. This is not likely to change anytime soon.

  • Hacker Style having no Melee damage - Intented and not likely to change
  • Stacking Hyper Defenses - some odd technical issues are involved with this and its not simple to resolve so probably not in the near future.



Systemic Anomaly

Joined: Aug 27, 2005
Messages: 1995
Location: Syntax:Recurs HvCft Rocinante-Captain Level 50 Hacker http://matrix.hax.nu
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Then how about changing it to stack any of the two hyper abilities, instead of HyperDeflect + one of the others?

If the argument is that Hacker is free-fire and therefore everybody needs protected, that doesn't hold any water, thanks to Sniper and MKT. When I am standing in Mara, buffed to my eyeballs with ballistic buffs and running Hyper Dodge, and I still get sniped for 1200dmg, something is wrong.

On top of that, I've NEVER deflected a sniper shot or punt; every single one has landed, regardless of buffs. You know how many of my hacks get deflected, even with viral accuracy on nearly every piece of clothing I have on?

But, if the argument is technicality, well, that's just not good enough. 'Cause we know you guys are wizards and can figure something out.




Vindicator

Joined: Aug 1, 2006
Messages: 3144
Location: New Zealand
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Shi+Xin+Feng wrote:
On top of that, I've NEVER deflected a sniper shot or punt; every single one has landed, regardless of buffs. You know how many of my hacks get deflected, even with viral accuracy on nearly every piece of clothing I have on?
The only person who really knows if a Sniper shot or Punt misses is the person trying to hit you with it. 



Femme Fatale

Joined: Aug 15, 2005
Messages: 1187
Location: Vector-Hostile
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GypsyJuggler wrote:
Shi+Xin+Feng wrote:
On top of that, I've NEVER deflected a sniper shot or punt; every single one has landed, regardless of buffs. You know how many of my hacks get deflected, even with viral accuracy on nearly every piece of clothing I have on?
The only person who really knows if a Sniper shot or Punt misses is the person trying to hit you with it. 

Id say that is true for sniper shot but lets be honest a stealthed opponent speced for thrown doesn't interlock without starting with a sneak 95% of the time. It's usually fairly simple to realize depending on the situation if they are attempting it and or landed it.

Anyways looks like theres no love coming for the hackers so we will just have to deal with it and let the tree be relegated to zergs who can properly defend and heal one.

 
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