Fact of the matter is, CR2 is here, its not going anywhere, so you have to adapt. It's a changed system and we all know theres a lot of issues. But its still fun to play. I for one like to have a decent interlock scrap where i dont get dropped in three moves, or interlocked by 16 people meaning i cant use a single move or roll out. But thats just me.Oh, and most of all, i miss the number of old school people who were here in CR1.<3 Project Mayhem <3 Plateau.
(clothing/base) Regen and the hyper switching are the biggest cons for me in Cr2. It is hard to kill 2, and 3 are nearly impossible to kill now solo.Great players SHOULD be able to dominate. Makes it more fun.
I miss the light in the hands when u activate blow ^^ and the double forward somersault
DucKKeRR wrote:I miss the light in the hands when u activate blow ^^ and the double forward somersault Pretty sure i still have punishing blows, and the other one in my code archive " width="15" height="15" />
Here's one: The system is tooo EASY!!! Therefore the only way it doesnt come down to pure chance, unless you're a complete idiot and still don't understamd a game which you've played for 2-3 years, and yes that's about 75% of the community, is when people have to figure out sploits in order to beat one another, which was very apparent in the Vector Cup " />. Lol you can call it the clothing or the resistance..but we all know it's your tactics these days..
SeanMCanney wrote:Here's one: The system is tooo EASY!!! Therefore the only way it doesnt come down to pure chance, unless you're a complete idiot and still don't understamd a game which you've played for 2-3 years, and yes that's about 75% of the community, is when people have to figure out sploits in order to beat one another, which was very apparent in the Vector Cup " />. Lol you can call it the clothing or the resistance..but we all know it's your tactics these days.. or hypothetically a team of players could just be on Ventrilo with *edit: unnamed Cypherite faction*, who magically appear to crash the fight when they start losing.....oh snap did I say that out loud....
Lol that seemed like a bit of sarcasm there Byond
And all im gunna say is Smoke ftw, i have smelt some bs before too.
You can only manage to be so good in CR2.
There were many suggestions that flew back and forth as to how the old system could have been and would have been significantly improved. These suggestions were ignored not because they weren't feasible but that an already greater task had been undertaken to rewrite the system and thus they were largely irrelevent. The core of CR2 really resulted in deciding to get rid of area's that weren't working, such as multi IL in favour of free fire, in essence a conscious descision was made to step away from IL (the unique and innovative mechanism of pvp) and take a step toward a more generic and recognisable mmo system (most of which are dismally limp and unconvincing). The most acute problem today (I say today, I'm sorry to say I haven't actually logged in for several months now since the story has abandoned the player and the environment) is the balance of pvp as a whole which offers fewer competitive enocounters than the old system. While the balance between individual skills is better than ever under CR2, briliant for duelling, the reality of pvp that it is more prone to the numbers involved on any side, this has always been the case and statistically no matter what the relative balance between the orgs it always will be that 90% of pvp is between uneven sides. CR2 is seriously flawed in its faliure to address this, it actually did the exact opposite of what was needed it emphasised the ability of several players to combine. Two players are, as logic might indicate twice as effective than one, but this is not a good thing in an mmo as it increases the number of futile scenarios a small group or single player would face when logging leading to a downward spiral in causual pvp fun. Solo pvp was worse hit, it is still possible for sure but relies very heavily on the innate laziness of the zerg (fortunately they can be incredibly lazy) - so log in and you either find your side overwhelming the other or else they overwhelm you with random chance only really allowing the increasingly rare balanced (and therefore competitive) encounter. The combat system here is still streets ahead of anything I have witnessed in any other mmo but undoubtably its potential, scope and fun-factor is lesser than would have been seen by a fixed version of the old system.....
There were many suggestions that flew back and forth as to how the old system could have been and would have been significantly improved. These suggestions were ignored not because they weren't feasible but that an already greater task had been undertaken to rewrite the system and thus they were largely irrelevent. The core of CR2 really resulted in deciding to get rid of area's that weren't working, such as multi IL in favour of free fire, in essence a conscious descision was made to step away from IL (the unique and innovative mechanism of pvp) and take a step toward a more generic and recognisable mmo system (most of which are dismally limp and unconvincing).
The most acute problem today (I say today, I'm sorry to say I haven't actually logged in for several months now since the story has abandoned the player and the environment) is the balance of pvp as a whole which offers fewer competitive enocounters than the old system. While the balance between individual skills is better than ever under CR2, briliant for duelling, the reality of pvp that it is more prone to the numbers involved on any side, this has always been the case and statistically no matter what the relative balance between the orgs it always will be that 90% of pvp is between uneven sides. CR2 is seriously flawed in its faliure to address this, it actually did the exact opposite of what was needed it emphasised the ability of several players to combine. Two players are, as logic might indicate twice as effective than one, but this is not a good thing in an mmo as it increases the number of futile scenarios a small group or single player would face when logging leading to a downward spiral in causual pvp fun. Solo pvp was worse hit, it is still possible for sure but relies very heavily on the innate laziness of the zerg (fortunately they can be incredibly lazy) - so log in and you either find your side overwhelming the other or else they overwhelm you with random chance only really allowing the increasingly rare balanced (and therefore competitive) encounter.
The combat system here is still streets ahead of anything I have witnessed in any other mmo but undoubtably its potential, scope and fun-factor is lesser than would have been seen by a fixed version of the old system.....
I also remember only having to worry about hackers even when I had max VD, although I had to worry about it significantly less.