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Vindicator

Joined: Aug 16, 2005
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Arcanoloth wrote:
Firstly, this MKT wasn't sneak attacking, just spamming knives and only knives. And for an MA to get someone in a state they have to free fire them into it or use regular tactics whilst in IL. Both are extremely stupid when fighting an MKT. Firstly, out of IL an MKT will root you without fail so you can't get close enough to melee free fire and MKT's have a high ballistic defense so using guns is out of the question aswell. Trying to use regular tactics in IL with a knifer is also extremely stupid, MA's will have a rather low thrown defense so the MKT will spam knives while you will miss with your regular tactics while taking thousands of knives. The lesson, it is EXTREMELY hard to get an MKT into a state as an MA. So saying state required specials balance things is just plain wrong.

Secondly, I Don't mind that an MKT can Punt then finish someone off, thats what they are made for. But they can miss the Punt and still have more than enough resources left to kill the target from in IL and have a giant pile of IS left at the end.

Code infections can be removed with an anti biotic or a sweep ability from the patcher tree. If you are fighting someone who loves their DOT effects get a friendly Patcher to fix that, or take a few anti's. What can you do to stop a MKT from spamming? I told you that code infection 2.0 seems to do not a thing and they can always take anti's to remove that if they want to.

As soon as an MKT has IL'd a hacker the hacker is dead, MKT's can pwn in and out of IL quite easily, they can miss the Punt and still kill you. They can root and slow down without fail and have abilities that have shorter reuse timers than the actual debuff duration. They have such low IS costs that you never need to worry about IS ever again. Nearly everyone agrees they are overpowered, even people who used MKT in CR 1 and CR 2 admit this.

Sure you can always say "But tree X has beaten tree Y" but those are merely single incidences. Look at the tree as a whole and tell me you can honestly say its balanced. All the buffs in this game are anti MA, Gunner and Hacker. All the debuffs are anti Gunner, MA and hacker. Even thrown resistance bonuses don't work (Don't assume I'm a noob and I'm talking clothes, I tried activating Calm Mind Calm Body and its always 75 points).

In its current state MKT is very much overpowered. It does not need to be tailored to kill a certain tree, it automatically has all the attacks it needs to pwn anything and everything. It never runs out of IS, defenses against it (what few there are) are mostly bugged and don't work properly. There are a lack of moves to help defend against it and a lack of moves to debuff it.

All in all it needs a fix, the vast majority of PvPers use it, therefore it must be the best tree available at this time. As a result of this it is not unreasonable to assume it is overpowered.

Not so.

Here's the difference between MKT and the other trees.  IF I am rendered in any state against a Soldier, I'm dead.  There's no two ways about it. 

Dazed:
- Full Auto Redux
- Wooden Dummy Drill
- MachineGun Kick
- Pistol Whip

Staggered:
- Full Auto
- Ki Charged Footsweep
- Ki Charged Punch
- Three Round Burst
- Piston Kicks


Off-Balance:
- Triple Front Kick
- Counter Throw
- Dual Pistol Point Blank
- Pistol Aerial

All of the above moves easily do 1,000 damage.  Some even do close to 2,000 damage.  As a spy, I have the following optional moves inside interlock:

- Throat Cutting Throw
- Leg Sweep
- Deadly Throw
- Paralyzing Throw (eats IS like crazy)

The maximum I can do, on average, is about 400-600 on those IF Find Weakness decides to work.  Most times, it doesn't.

As far as hackers are concerned...I've been eaten alive inside interlock by professional hackers.  I'm not talking about the novice ones running around with Logic Barrage and Blast.  I'm talking about the ones who loadup the AoEs and DoT attacks.  I've been hit by so many inside interlock that I am literally being nuked alive. 

The truth is it sounds like you need more determination and initiative.  They lower the time of negative states and give you the extra boost to land specials.  As an MA, I used a Kung Fu/Karate Hybrid and I could kill people in 3-4 hits easy.  But as I've said time and time again:

"It's all about KNOWING your build and how to effectively use it."

Spamming specials is NOT going to cut it.  Not even for an MKT. 

 




Jacked Out

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Renzouken wrote:
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.

Quoted, for absoloute truth. I've played, PvP'd as and learned every single tree there is to play besides one since the release or CR2.0 and in my opinion the system is in greater balance now than it has ever been. I've played as a Gunman, beat Spies, played as a Martial Artist, beat Gunmen and vice versa obviously. Every class of loadout has the potential to get within the 150 accuracy range. Martial Arts - Kung Fu Style, Guns - Rifle Style, Spy - MKT Buff, Hacker also all depending on your loading of passive buffs and clothes. Every class of loadout has the potential to get near the 180 defense mark for two types of class.

Granted, some are better in and out of interlock than others, some are better at debuffing / rooting than others, some are best at dealing raw damage or doing damage over time. Each class has a particular role and specialize in a specific area, but as for saying stats are imbalanced things couldn't be further from the truth. The strength of a Spy comes from his ability to catch you off-guard, exactly the same as any sneak class (Sniper), if a Spy or Sniper manages a successful sneak attack it's game over.  The strangth of an MA comes from his ability to land state specials, if a Martial Artist lands his successful Wooden Dummy Drill, Machinegun Kick it's game over.

As for his Knives costing such low IS, think it this way. How would a Martial Artist feel about having to pay IS to use Speed, Grab, Power et cetera tactics inside Interlock? Spamming specials is the only thing a Knifer, or hacker for that matter can do inside Interlock to say they should cost more IS is rediculous.

Regarding Staggering Throw, it really isn't that dangerous. You have to successfully rig up a desguise and be behind the target before even attempting to land it. Once you've used it, hit or miss, all other sneak attacks will be offline for roughly another 30 seconds. It's useless unless the target is allready in Interlock with another player, and if that's the case you're most likely allready as good as dead.

Maybe free-fire sneak attacks do need to be toned down a little, to lower the potency of the Zerg if nothing else but as for the rest of Spy leave it alone, it's fine.

As for Gunmen being so weak against MKT. It's this way because it was made this way. A challenge I put toward all the Gunmen complaining MKT is overpowered: Go Hacker for a day and hunt some MKT's. Then you'll see how overpowered Spy is.

For those saying Hacker is crap against Spy, sorry to be blunt but you gotta be a really, really lame hacker.


In all due respect, if these statements where true the Devs would be talking about adding in the Zen Master, Citadel Coder, & Trojan Horse abilities, or even raising the level cap and expanding the map. But in fact they have mentioned that doing so would only further unbalance the game, and that first priority must be to debug and balance the system.

MKT vs. Hacker is roughly a 50/50 fight, but MKT vs. anything else (1on1) is a very one-sided fight. Granted in PVP you might have friends helping you, and that makes it possible to drop that MKT. I've seen them drop player after player, I've been hit with 6 knives in a row while running Hyper sesne and in block tactics. (that's the highest defense I can get as an MA) I can't hardly call 6 hits in a row balanced with any stretch of the imagination.

And just as we have seen in the past, once this is fixed another tree will become unbalanced. Fact is, this game is going to be extremely difficult to get balanced. Especially, with players that take pride in finding the next exploit or inbalanced. Back on the test server I suggested that the Devs take me time to thuroughly balance the system before going live, but that was not benificial to the profit margin I guess. Now, that hindsight is 20/20 I can hardly agree with anyone stating that this game is completely balanced, and I don't think I'm alone on that.

 



Mainframe Invader

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Well if you want those changes, then we need to make it so MA's can't spam specials either.  I mean after all, they can win a match without having to do just a normal speed/power/grab attack.  Don't you also find it really funny that almost every kung fu specials has the possibility of stunning you or will stun you?  LOL!



Mainframe Invader

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Jilted1 wrote:
I can't hardly call 6 hits in a row balanced with any stretch of the imagination.
It's called CR 2 (meaning, random rolls!).  When I was a spy, I missed 7 knives in a row against an NPC 1 lvl lower than me. 



Systemic Anomaly

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timeframe01 wrote:
Well if you want those changes, then we need to make it so MA's can't spam specials either.  I mean after all, they can win a match without having to do just a normal speed/power/grab attack.  Don't you also find it really funny that almost every kung fu specials has the possibility of stunning you or will stun you?  LOL!

only 3 moves have a chance to stun and thats DMS, EFK and PK



Jacked Out

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timeframe01 wrote:
Jilted1 wrote:
I can't hardly call 6 hits in a row balanced with any stretch of the imagination.
It's called CR 2 (meaning, random rolls!).  When I was a spy, I missed 7 knives in a row against an NPC 1 lvl lower than me. 


First things first, when was this? Between which 2 patches exactly? Cause the spy tree has not always been so uber as it is now.

Second, let's discuss random. Yeah, at the heart of the system is a random number generator, but those random numbers are adjusted by things like, influences. More accurately CR2.0 is semi-random rolls. From personal testing I can tell you that an MA running Hyper-Sense in block tactic only has about a 10% chance to dodge a knife attack, in the current state of things.

reguardless of how you want to justify it, kid yourself and try to convince us that the spy tree is balanced, it is not; plain and simply!

 



Systemic Anomaly

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the main problem is that knives have to throw knives, otherwise it can't get the damage it needs, and they are specials and you can't have 2 ppl doin specials in a round, if it's a special it's head to head. u MA and want to beat knifers? reverse catch slam em



Systemic Anomaly

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Jilted1 wrote:
More accurately CR2.0 is semi-random rolls. From personal testing I can tell you that an MA running Hyper-Sense in block tactic only has about a 10% chance to dodge a knife attack, in the current state of things.

First off for accurate testing you need like 10,000 or so samples in this system.. I doubt you've done that. I also have missed repeated strings of attacks against lowbies.

If you're getting consistently hit by MKTs in IL then, no offense, I think there's something wrong with your build. And it's always better to use special v special than use block... block is not the way to dodge MKT, outrolling them is the way.

And once more I'll reiterate that it is not a 50/50 shot for hacker/MKT, any decent hacker can destroy even the best of MKTs unless they get really lucky.

Just because you are losing to MKT does not mean MKT is unbalanced.



Mainframe Invader

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pack-hunter wrote:
timeframe01 wrote:
Well if you want those changes, then we need to make it so MA's can't spam specials either.  I mean after all, they can win a match without having to do just a normal speed/power/grab attack.  Don't you also find it really funny that almost every kung fu specials has the possibility of stunning you or will stun you?  LOL!

only 3 moves have a chance to stun and thats DMS, EFK and PK

Exactly.  Stun_Special>Special>Stun_Special>Specia and so on...  I'm just making a point to the topic.



Systemic Anomaly

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Well Garu, it appears you completely ignored the section of my post where it says MA's find it EXTREMELY hard to get MKT's into a state. Let me repeat it to you.

To get someone into a state you must use regular tactics, an MKT in IL will spam knives. IF you are to use regular tactics on them, to hit them the round must end up a hit/miss round. For this to happen the MKT must miss you and you must hit them, any other variation is bad. Because MA's have a low thrown defense chances are the knife will hit you and you will miss cause the round will be a zero sum round. This means you have a snowballs chance in hell of actually hitting them with a regular tactic. This means you have 30% of a snowballs chance in hell of getting them into that state. This means you will probably NEVER get them into a state. Sure, you could Punch Catch them but thats 40 IS down the drain for 1,
thats right just ONE, round of powerless on them, then its back to them
spamming for little to no IS costs.
The same thing applies for gunners as they also have an extremely low thrown defense, the only other class that has good thrown defense is hackers, and guess what? They don't have state specials. So how can anyone use state specials as justification that MA or Gunners are balanced against MKT.

Sure knifers have to throw knives to get the damage they want, but has anyone noticed the IS cost on knives is so low they NEVER run out.... EVER. Secondly, an MA spamming specials will run out of IS WAY WAY WAY WAY faster than an MKT will, again, how is this balanced? Thirdly, an MA is extremely lucky to even get into IL with an MKT who doesn't want to be in IL. MKT's have so many slowing and rooting attacks the MA will probably never move. And the fact that the debuffs last longer than the actualy reuse timer is even more broken.

Knifers can also use sneak attacks, and Punt does more damage than ANY other move in the game. And honestly speaking, its easier to get someones shield down and punt them rather than try to get them into a state. I know, I've used Spy hybrid LO's with Suplex, and I've also used pure MA. The spy hybrid was more successful than any other LO I've ever made. I'd have MA stats and still hit with the suplex more often and was more sucessful than trying to get someone into a state and then Tomo Nage/WDD/Foot Sweep them.

So lets go through the checklist of what different classes get
MKT:
  • Most Powerful attack in the game, Punt.
  • A plethora of knives that can be used in and out of IL for low low IS costs with a range of debuffs that last longer than the reuse timer. Meaning they can throw knives and stack so many debuffs you'll be dead 5 times before you hit the ground.
  • So many rooting attacks that they control combat better than anyone else.
  • Very high accuracy so they can outroll most other people, hackers take LARGE penalties when in IL, MA's can't get a high enough accuracy, MKT's have a high gun defense so the gunner will probly miss anyway.
  • A large range of sneak attacks that all do very reasonable damage and have some very powerful debuffs giving you the edge you need to finish said victim off (This is the only thing I think is balanced, MKT's should be able to do this)
MA:
  • State requiring specials, it takes an extreme amount of luck to get other classes into a state, for all the reasons pointed out above.
  • NO practical use when not in IL
  • When in IL still is only mildly good as MKT and gunner are just as good if not better whilst in IL
  • High DPS attacks but at high IS costs aswell.
  • Poor defense against the other two IL classes so they are even more screwed when in IL
Gunner:
  • Quite reasonable in IL
  • Quite effective out of IL, can use some state requiring specials out of IL which makes them quite effective
  • Similar sort of IS costs as the MA
  • Flexibility to adapt to any situation (Sniping the zerg, debuffs from out of IL, pwning in IL)
  • Overall I think gunner is pretty balanced, they aren't the pwn in or out of IL but can handle themselves quite well in any situation.
Hackers:
  • Can be EXTREMELY effective when used well and backed up effectively
  • SUCKS ARSE when in IL, except for a few abilities which are exceptions to the huge accuracy debuff in IL
  • High IS costs for a lot of attacks, some have very low IS costs but those are DOT effects and can be sweeped
  • A large range of debuffs that are very useful, but can also be sweeped with an antibiotic.

Could some people actually address the issues I have brought up rather than just quote a few instances that occured that weren't the norm?



Systemic Anomaly

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Arcanoloth wrote:
Well Garu, it appears you completely ignored the section of my post where it says MA's find it EXTREMELY hard to get MKT's into a state. Let me repeat it to you.

To get someone into a state you must use regular tactics, an MKT in IL will spam knives. IF you are to use regular tactics on them, to hit them the round must end up a hit/miss round. For this to happen the MKT must miss you and you must hit them, any other variation is bad. Because MA's have a low thrown defense chances are the knife will hit you and you will miss cause the round will be a zero sum round. This means you have a snowballs chance in hell of actually hitting them with a regular tactic. This means you have 30% of a snowballs chance in hell of getting them into that state. This means you will probably NEVER get them into a state. Sure, you could Punch Catch them but thats 40 IS down the drain for 1,
thats right just ONE, round of powerless on them, then its back to them
spamming for little to no IS costs.
The same thing applies for gunners as they also have an extremely low thrown defense, the only other class that has good thrown defense is hackers, and guess what? They don't have state specials. So how can anyone use state specials as justification that MA or Gunners are balanced against MKT.

Sure knifers have to throw knives to get the damage they want, but has anyone noticed the IS cost on knives is so low they NEVER run out.... EVER. Secondly, an MA spamming specials will run out of IS WAY WAY WAY WAY faster than an MKT will, again, how is this balanced? Thirdly, an MA is extremely lucky to even get into IL with an MKT who doesn't want to be in IL. MKT's have so many slowing and rooting attacks the MA will probably never move. And the fact that the debuffs last longer than the actualy reuse timer is even more broken.

Knifers can also use sneak attacks, and Punt does more damage than ANY other move in the game. And honestly speaking, its easier to get someones shield down and punt them rather than try to get them into a state. I know, I've used Spy hybrid LO's with Suplex, and I've also used pure MA. The spy hybrid was more successful than any other LO I've ever made. I'd have MA stats and still hit with the suplex more often and was more sucessful than trying to get someone into a state and then Tomo Nage/WDD/Foot Sweep them.

So lets go through the checklist of what different classes get
MKT:
  • 1)Most Powerful attack in the game, Punt.
  • A plethora of knives that can be used in and out of IL for low low IS costs with a range of debuffs that last longer than the reuse timer. Meaning they can throw knives and stack so many debuffs you'll be dead 5 times before you hit the ground.
  • So many rooting attacks that they control combat better than anyone else.
  • Very high accuracy so they can outroll most other people, hackers take LARGE penalties when in IL, MA's can't get a high enough accuracy, MKT's have a high gun defense so the gunner will probly miss anyway.
  • A large range of sneak attacks that all do very reasonable damage and have some very powerful debuffs giving you the edge you need to finish said victim off (This is the only thing I think is balanced, MKT's should be able to do this)
MA:
  • State requiring specials, it takes an extreme amount of luck to get other classes into a state, for all the reasons pointed out above.
  • NO practical use when not in IL
  • When in IL still is only mildly good as MKT and gunner are just as good if not better whilst in IL
  • High DPS attacks but at high IS costs aswell.
  • 2)Poor defense against the other two IL classes so they are even more screwed when in IL
Gunner:
  • Quite reasonable in IL
  • Quite effective out of IL, can use some state requiring specials out of IL which makes them quite effective
  • Similar sort of IS costs as the MA
  • Flexibility to adapt to any situation (Sniping the zerg, debuffs from out of IL, pwning in IL)
  • Overall I think gunner is pretty balanced, they aren't the pwn in or out of IL but can handle themselves quite well in any situation.
Hackers:
  • Can be EXTREMELY effective when used well and backed up effectively
  • SUCKS ARSE when in IL, except for a few abilities which are exceptions to the huge accuracy debuff in IL
  • 3)High IS costs for a lot of attacks, some have very low IS costs but those are DOT effects and can be sweeped
  • A large range of debuffs that are very useful, but can also be sweeped with an antibiotic.

Could some people actually address the issues I have brought up rather than just quote a few instances that occured that weren't the norm?

hackers certainly don't suck arse in interlock, come onto vector and fight kaosdevil or KR0N0Z and they'll show you how much hacker pwns in interlock. I find a few points wrong on that

1) it's not the most powerful attack ingame, FAR does more damage and it can be used outside of interlock and you can't honestly say that getting wooden dummy drilled then machinegun kicked is any less damage.

2) I guess you've never heard of Aikido, as a gunman even some of the average MA's can give me a run for my money with aikido on grab.

3) the only attacks with high IS costs are debuffs and stuns/pacifies other than that your using about 10-15 IS per attack, more if it's an area attack


Message edited by Denary on 10/29/2006 03:38:55.



Vindicator

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Arcanoloth man, you're taking a lot of things for granted and I think it's skewing your view of PvP. 
I don't mean to be offensive here, I just want to point out a few things:

Arcanoloth wrote:
Firstly, this MKT wasn't sneak attacking, just spamming knives and only knives. And for an MA to get someone in a state they have to free fire them into it or use regular tactics whilst in IL. Both are extremely stupid when fighting an MKT. Firstly, out of IL an MKT will root you without fail so you can't get close enough to melee free fire and MKT's have a high ballistic defense so using guns is out of the question aswell. Trying to use regular tactics in IL with a knifer is also extremely stupid, MA's will have a rather low thrown defense so the MKT will spam knives while you will miss with your regular tactics while taking thousands of knives. The lesson, it is EXTREMELY hard to get an MKT into a state as an MA. So saying state required specials balance things is just plain wrong.

If you are in range of an MKT's knives then you are in range to free fire him with a gun.  His ballistic defenses don't matter at this point because as an MA you only want the state, damage comes later. 
Also you make assumptions about what defense people will have; like 'MKT's have a high ballistic defense' and 'MA's will have a rather low thrown defense'.  This sort of thing cannot be taken for granted.  Sure it may be that in your experience this is usually the case, but specific defense values are something that can be changed at the drop of a hat. 
Even just in your first paragraph, this sort of thing invalidates the point you are trying to make - that 'saying state required specials balance things is just plain wrong.' 
An opposing example would be suppose a MA with good thrown/viral defense catches a MKT with low melee/ballistic defense.  The MKT roots and starts throwing knives, forcing the MA to pull out a rifle and try for states from a distance.  By the time a state is caused, the MA is free of root and rushes into interlock just in time, with a couple of specials queued up right behind his tackle.  That would be game over for the unlucky MKT. 
I'm not saying I see this happen all the time, but it's the sort of possibility you've completely ignored in your post. 

Edit: Woo, I totally missed a page of thread there, but it's more of the same really.  I don't want to answer it point by point but I think if you look real close you can see all the places where you've taken something for granted, or just skimmed over without looking closely. 

Message edited by GypsyJuggler on 10/29/2006 17:34:47.



Jacked Out

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I am on syntax and when I pvp ("cough"SMILEY and IL some1 (I am ususally MA) a knifer comes always and guesss what- staggering trow! 900 HP like tht poof for 3 seconds. Not even a round. Then of course I am also staggered so the gunman or anothe MA or whoever I am in IL with does his move like foot sweep and I am swept. Now I don take this for granted. It happens 90% of the time. The other 10% I am either punted or bulldoged or whatever. More of 50%  of the pvpers on syntax are spy. There is a reason. Tell me anout ANY ability that nerfs trown acuracy or dmg. Plz tell me coz I am curious how this game is balanced. I don't care if i am zerged or dead or watever. But having everyoine spy just makes me sick.


Jacked Out

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Ok, I was too lazy to read all the stuff from 2nd page (*CENSORED*, keep your comments short).

1st I'll quote myself from another thread.

    Why is everybody crying for nerfs, cause he/she
    got killed by xyz in peeeveeeepeee with tree abc? Each tree can kill
    another tree, there are no upper-trees IMO, only trees that are a lil
    bit easier to use. Of course there are trees with adv against other
    trees (Gunman > MA > Hacker >MKT > Gunman ....), but it
    does not mean that MAs will always lose against gunman and always win
    against hackers.

Then I have to agree with all of the comments made by Renz and Bay.
This is the most balanced system MxO have seen so far. I'm happy the way it is. And if a hacker got beaten by a MKT, well the hacker did something wrong. Just have a look at the Vector Olympics MKT vs Hacker tourney. All MKTs lost with 2-0 and the MKTs knew there LO as well as the hackers. If you know what you are doing and using clothes / abs to max your resi, you can even survive 2 sneak attacks and kill the MKT. For myself, I only lost MKT vs Hacker as a novice.

The only reason many peeps using the MKT tree is the same reason as for the sniper tree - IT'S EASY TO USE
(but hard to master SMILEY )

So plz stop crying for nerfs, d@mn !t.

peace,
CJ


Jacked Out

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Coming from a Spy himself I do feel that free fire sneak attacks need to be toned down but as for all this MKT is overpowered and owns everything crap, that's plain bull. The only loadout Spy is "overpowered" against is Duelest, maybe I'm missing something but I was under the impression it was s'posed to be that way. A Kung Fu Grandmaster can reach greater accuracy and does far greater damage with specials inside interlock than a Spy, a Hacker can easily own a good Spy, a decent Rifleman can own a good Spy if he's clever.

Fact.

There's your short post CJ.


 
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