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Some general gunman and IL questions
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Operative

Joined: Apr 14, 2009
Messages: 7
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I’m a new player (Lvl 15) whose proceeding down the Gunman tree. I had some general questions and perhaps a specific question or two as well. For the record this is mostly for the purposes of general knowledge building and my searches through the forums have left me unsatisfied with regards to these questions (perhaps my patience for searching is not long enough to find what I need).


1-What is the exact usage of the Sharpshooter ability? I can’t discern whether it negates a penalty for shooting into an IL that you aren’t engaged in or if there is a general penalty for using guns in IL and sharpshooter negates that. My inclination is that explanation 1 is the correct one which then makes it not relevant for me but I could be wrong…


2-How often do you switch combat styles during IL? Or do you at all may be a better question? I find that I can finish missions on hard so it isn’t a question of survival but efficiency? I tend to begin fights with a few rounds of Grab and then switch to Speed b/c I still depend on Head Butt…and I almost never use Power (I don’t even have Block on my bar). Is this particularly efficient?


3- Speaking of Head Butt…Does anyone continue to use it at this point? As a gunman, the truth is the only reason I use Speed is for Head Butt, but I’m thinking that it may just be a waste of the memory that I could use for consistent techniques and/or adren. Boost. I use Grab for its Def boost but perhaps I’m being too concerned with Def. I realize that +15% Acc boost using Speed is a serious buff but the Grab Def boost and its small Acc boost (5%) seems sufficient to almost disregard Speed especially since I don’t see any Dazed-based specials on the horizon.



Ascendent Logic

Joined: Mar 16, 2006
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1. It has no use whatsoever, don't load it =P

2.  If you're going to go Gunman, try to stay in the style you're going down to (e.g. Duelist -> Handguns) and get a feel for it. Self-Defense is not necessary in Gunman whatsoever. Also concentrate in attributes on Focus and Perception only, don't waste attribute points on the others (especially vitality). That will help when you're a higher level and the % from the attributes start taking effect =P

3. Headbutt is antiquated once you reach lvl 12.

 

And now to the 4 tactics (Speed, Power, Grad and Block). You will notice that in the three Gunman trees (Duelist, Rifleman and SMGs) each tree benefits more from one of the three Speed (SMGs), Power (Rifleman) and Grab (Duelist), since there are abilities (state specials) that will give off huge damage once Speed, Power or Grab invoke their "state" (Speed -> Daze, Power -> STagger, Grab -> Off-Balance). But don't limit yourself to only using one of those 3s exclusively.

Generally it is to notice that there is a well-known (and publicly accepted) bug that will do the following:

Once an ability is logged to hit (it will take some practice to notice it even before the graphical effect (green flash on ability) takes place, though) you switch to another tactic (most commonly Power for a 20% damage upgrade) and the characteristics of that tactic will follow through to the end of this round and the next one.

This is the reason why Grab is the most popular tactic out here nowadays. Using the "Tactic Switch" you will gain a 35% damage increase when hitting the ability with Grab and enhancing it with Power. Since Grab gives you very good defense and even some accuracy, Grab becomes pretty much "uber" in many cases. Though Grab is pretty balanced (-15% damage, which makes it, believe me, very difficult to win duels without Tactic Switch and purely on grab;; Also Evade goes down more easily but it is also easier to break someone elses evade), Tactic Switch negates that negative.

 

Daze specials are in SMGs (and one less popular in Duelist), Stagger Special in Rifleman (my favourite =P) and SMGs and Grab Specials in Duelist only.

 

Well, I hope i do make sense to you =P

 

Mfg, GG




Veteran Hacker

Joined: Sep 14, 2007
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GoDGiVeR wrote:

1. It has no use whatsoever, don't load it =P

 

I thought that sharpshooter negates the penalty for firing into interlock during team pvp situations.  If you're outside while a team member is interlocked, the person firing into interlock can still land full damage.  I could be wrong though.




Jacked Out

Joined: Jun 20, 2006
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JEasy wrote:

GoDGiVeR wrote:

1. It has no use whatsoever, don't load it =P

 

I thought that sharpshooter negates the penalty for firing into interlock during team pvp situations.  If you're outside while a team member is interlocked, the person firing into interlock can still land full damage.  I could be wrong though.

It does work. 9mmfu verified this in a thread I made a year or two ago. I don't feel like looking for it though.



Operative

Joined: Apr 14, 2009
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GodGiver

1-That's what I assumed...I haven't even purchased it yet.

2-I've presently decided on Handguns so yea I'll stick with Grab mostly. I've noticed the green flash in the icon but obviously I haven't been taking full advantage of tactic switching...thanks for that tip I didn't realize the characteristics worked that way.

3-Yea I've noticed it doesn't end fights the way it was before. Speed attacks into Head Butts was my only tactic in hard missions until 13 so I've been looking at relieving the memory space. Problem is I wont have the first Handgun special until 20 but perhaps Head Butt is doing less than I am allowing myself to observe. I guess my mix of Body Shot-Covering Fire/Disarming Shot will be sufficient.

Thanks for the quick attention and advice

--Gen



Operative

Joined: Apr 14, 2009
Messages: 7
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GoDGiVeR wrote:

This is the reason why Grab is the most popular tactic out here nowadays. Using the "Tactic Switch" you will gain a 35% damage increase when hitting the ability with Grab and enhancing it with Power. Since Grab gives you very good defense and even some accuracy, Grab becomes pretty much "uber" in many cases. Though Grab is pretty balanced (-15% damage, which makes it, believe me, very difficult to win duels without Tactic Switch and purely on grab;; Also Evade goes down more easily but it is also easier to break someone elses evade), Tactic Switch negates that negative.

 

Daze specials are in SMGs (and one less popular in Duelist), Stagger Special in Rifleman (my favourite =P) and SMGs and Grab Specials in Duelist only.

 

Well, I hope i do make sense to you =P

 

Mfg, GG

Point Blank seems to be a very powerful special why is it less popular? I guess I assume its powerful from its DPS number which I admit I don't understand too well yet so maybe I should head over to Redpill Rescue and ask for some explanation regarding those numbers b/c they confuse me at first glance...I've just been assuming higher is better but that's not quantifiable at all.



Virulent Mind

Joined: Apr 13, 2007
Messages: 803
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JEasy wrote:

GoDGiVeR wrote:

1. It has no use whatsoever, don't load it =P

 

I thought that sharpshooter negates the penalty for firing into interlock during team pvp situations.  If you're outside while a team member is interlocked, the person firing into interlock can still land full damage.  I could be wrong though.

In CR2.0, there is no penalty for firing into interlock.  The penalty only existed during CR1.0, so the Sharpshooter ability is now useless.




Vindicator

Joined: Aug 1, 2006
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http://forums.station.sony.com/mxo/...mp;#36300462753

9mmfu wrote:

Sharpshooting actually does do something but its not apparent perhaps. In its details it states it removed the Penalty for shooting into IL. After checking the ability it does infact do this. So if you use Free Fire attacks without this loaded you are being penalized for it.

 




Virulent Mind

Joined: Apr 13, 2007
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That's weird, I'm pretty sure I received a PM reply from 9mmfu saying that Sharpshooter didn't do anything.  I would check my inbox right now, but these f***ed up forums won't let me.




Mainframe Invader

Joined: Dec 27, 2006
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Well he did say 'After checking the ability it does infact do this' so perhaps when he PM'd you (I'm guessing it was before the made the quote above) he didn't actually check the ability first.



Virulent Mind

Joined: Apr 13, 2007
Messages: 803
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Croesis wrote:

Well he did say 'After checking the ability it does infact do this' so perhaps when he PM'd you (I'm guessing it was before the made the quote above) he didn't actually check the ability first.


You're right, I received the PM from him in September of 2007.




Veteran Hacker

Joined: Feb 6, 2006
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GoDGiVeR wrote:

Generally it is to notice that there is a well-known (and publicly accepted) bug that will do the following:

Once an ability is logged to hit (it will take some practice to notice it even before the graphical effect (green flash on ability) takes place, though) you switch to another tactic (most commonly Power for a 20% damage upgrade) and the characteristics of that tactic will follow through to the end of this round and the next one.

This is the reason why Grab is the most popular tactic out here nowadays. Using the "Tactic Switch" you will gain a 35% damage increase when hitting the ability with Grab and enhancing it with Power. Since Grab gives you very good defense and even some accuracy, Grab becomes pretty much "uber" in many cases. Though Grab is pretty balanced (-15% damage, which makes it, believe me, very difficult to win duels without Tactic Switch and purely on grab;; Also Evade goes down more easily but it is also easier to break someone elses evade), Tactic Switch negates that negative.

It's not only a bug, it's an exploit. Teaching exploits is just as bad as using them.



Vindicator

Joined: Aug 1, 2006
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CodeNut wrote:

It's not only a bug, it's an exploit. Teaching exploits is just as bad as using them.

Yes it has been defined as an exploit but since Rarebit looked at the problem and decided not to fix it, it has essentially been accepted perforce as a viable way to play the game.




Veteran Hacker

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GypsyJuggler wrote:

CodeNut wrote:

It's not only a bug, it's an exploit. Teaching exploits is just as bad as using them.

Yes it has been defined as an exploit but since Rarebit looked at the problem and decided not to fix it, it has essentially been accepted perforce as a viable way to play the game.


That's a rather dubious statement since Rarebit wasn't able to fix it, so how did he decide not to fix it? 

There was an official statement that it is an exploit: 

9mmfu wrote:

GoDGiVeR wrote:

AFGM1 wrote:

Tactic switching is a known issue for the devs since start of cr2. The reason they can't fix it, because it would go into a cr3, a complete overhaul of the combat system.

Although it's been officially announced as an issue, it is not, however, announced as an exploit. Stacking clothing, though, is an exploit for the devs.

It some times amazes me that simply because a dev doesn't put their stamp of disapproval on something before a player will go hrmm "that doesn't seem right perhaps I shouldn't do it"...

Anyways switching tactics in the same round to gain the benefit of both in the given round is indeed a bug and an exploit.

So you have been warned.

I don't recall an official statement verifying anything like what you are saying. But if there was one, I'd like to see it.

 


Message edited by CodeNut on 04/17/2009 23:57:31.


Ascendent Logic

Joined: May 1, 2006
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Tell me one person who doesn't know/doesn't use tactic switching by now :p.


 
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