TBH for all sorts of reasons not zerg releated I would love a more severe DE a full 5 minutes where you must not return to the battle would actually make properly resolvable conflicts etc.
For the Zerg atm split EPN away as a pvpable group...you can still give them the same missions as zion but the seperation will mean Zion needs to exert more care in pvp situations (and inevitably will generate friction between one another).
Split the cyphs in the same way BUT a new redpill should be awoken by Zion and then under the terms of the truce automatically be emplyed by the machines to keep order (at a later date being able to opt into other orgs).
There is a good excuse for both Merovs and machines to have area's of the matrix where the exile gangs (for merovs) and security/agents (for machines) will actually fight at their side....the level and density of these could be adjusted to the org distribution of the server.
Message Edited by Tytanya_MxO on 03-31-200603:25 AM
NoRepro wrote: Well the honest question is... Has the zerg become; More effective? Effectively the same? Less effective? Honest answers please.
The honest answer I think is that the Zerg is more effective.
Why? Well, with CR2 interlock is faster but because of resistances and active buffs that you can use in combat, it takes longer to kill an opponent. This means in essence more time for the Zerg to roll on your position and put more people around you to shoot/knife/kick you while you're in interlock. We all know that states are the key to launching and landing the big damage moves and now there is more time for more Zerg-la-dytes to group on you and inflict states.
Add to this contested roll outs and you have a more effective Zerg.
Now, all that said.. I think CR2 is a million times better than the old way, but the Zerg is more effective.
How would we fix this? I'm not sure.. longer DE penalties? More toughness for low population orgs to balance things out? Meh.. who knows such things? Only the Oracle.
Spadz wrote: The honest answer I think is that the Zerg is more effective. Why? Well, with CR2 interlock is faster but because of resistances and active buffs that you can use in combat, it takes longer to kill an opponent. This means in essence more time for the Zerg to roll on your position and put more people around you to shoot/knife/kick you while you're in interlock. We all know that states are the key to launching and landing the big damage moves and now there is more time for more Zerg-la-dytes to group on you and inflict states. Add to this contested roll outs and you have a more effective Zerg. Now, all that said.. I think CR2 is a million times better than the old way, but the Zerg is more effective. How would we fix this? I'm not sure.. longer DE penalties? More toughness for low population orgs to balance things out? Meh.. who knows such things? Only the Oracle.
These are my thoughts exactly, many of my CR2 fears proved to be unfounded but this one was very definitely realised. It is exacerbated by the apparent ease free fire Melee fighters have to be able to induce debuff states on the person caught in IL. I hear what other people say about being able to fight a larger force but quite honestly this is purely ignorance to the new system and very soon that will not exist as a tool. The actual aggressiveness of Vector has decreased as there is a more ready resignation of the futility of certain battles...the only positive as regards that situation is that the current population of Vector is probably more balanced that at any other time in its life.
The only real suggestion I would propose is that the evade combat stat gets a buff proportionate to the relative number of different opponents inflicting damage (ie twice as many people hitting A in IL offers an 10% boost to his evade), this way the handicapped force has a better change to retreat and rethink a strategy. And or once in IL the two combatants can take damage from outside but certain states ie stun, root etc can only come from within.
As someone who's not even on Vector, I'll just jump in here quickly.
I was worried about the ability of those outside of combat to inflict debuff states when free fire was first discussed in regards to CR2. This really is an important issue if you're not on a hostile server, and I can see it easily being an even bigger issue on a hostule. My suggested solution to this? Make Multi-Fighting a levellable ability that reduces the ability of outer attackers to cause debuffs; the higher the level, the harder it is for someone outside of IL to cause a debuff state.
Sure this won't solve all of the problems associated with the Zerg (or even just multi person combat post CR), but it's a good place to start.