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Hacker in Interlock?
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Systemic Anomaly

Joined: Sep 7, 2005
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hackers havent been a problem in interlock for me since the patch. im fine with them now. as much as i hate to say it..i do think the some of the hacker debuffs timers should be extended. maybe to 10 seconds or somethin. whats the point of a 6 second stun. 30 seconds was way too much but you still want hacker to be effective support other than just damage. with the old system hackers were a good way to even the playing field if you were outnumbered even though some factions abused the tree. with this system hackers will not be much more than a nusiance. im fine with that, lol. nerf the tree for all i care and replace it with an exploisivs tree...grenades, bombs and such..would make more sence in the matrix anyways.



Jacked Out

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You can still have a 25 secs stun or root IF you have the proper attributes for it (focus 30 I believe)...

>revolt_


Systemic Anomaly

Joined: Aug 16, 2005
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>revolt_ wrote:
You can still have a 25 secs stun or root IF you have the proper attributes for it (focus 30 I believe)...

>revolt_


Exactly, they still have their skill out of Interlock, albeit not as overbalanced as before, so they don't need to be so good in IL.

At all.



Jacked Out

Joined: Feb 13, 2006
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you guys are also forgetting that while i may throw barrage4 in interlock, which would cause all the other barrage's to flip their timers.. the other attacks are available, yes, but this is the case with other classes. when i load gunner and i use special A, special B is still available for that very next round. these silly solutions being proposed all make me think of when someone was explaining vapor-lock (in engines) to me.
 
ALL hacker moves are specials.. so... what happens when we get hit with powerless (unable to use any special moves)?
 
yes, i know. you forgot about that one. thats ok, at first, i did too.
 
being (un)able to hit someone has the obvious effect on DOT but jeez.. if anything is to be nerfed it should be dmg, not viral accuracy. accuracy needs to be raised, its taking far too long to kill anything as it stands now. its not about nerfing, its about drumming my fingers while i watch the timers roll, as i slowly kill just 2-3 opponents.
 
another thing to consider is eliminating hack ab X from interlock usage isnt very fair.. cuz that leaves us with what, blast3 and barrage4 and thats it? after all, anyone of high enough level to use those abs sure as hell doesnt use barrage1 and such, EVER. so now the gunners have however many specials as they always have and now hackers just sit with chin in hand, while the other hand taps keys, a whole 2 of them.. cycling between blast3.0 and barrage4.0, waiting to die, cuz we cant hit anything in interlock OR roll out if we want too, cuz someone around here has rapist issues (contested withdraw = *CENSORED*).. heh bizarre.
 
i promise ill try to be more reasonable about this hacker nerf stuff but it wont be today, and probly not tomorrow either =) for example, i think accuracy is too low (duh) but the upgrade attacks being reduced was necessary.. it was SO high that it would at least partially compensate for the interlock penalty.


Jacked Out

Joined: Aug 15, 2005
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Cryshal, what exactally are you on about?

Gunmen: Two base abilites for anytime.

SMG's: 3 anytime abilites and 1 Close combat; one of those abilites is on a seperate timer. 3 out of 4 require a state effect, they're also on similar timers.

Riflemen: 2 Anytime; one requires state effects and the other is a buffer. 1 Close combat; roots.

Sniper: 0 IL abilites

Duelist: 4 Close Combat abilites; again, 3 of 4 require state effects. 2 Anytime. There are two groups split almost equally of timers.

Of all three MA tree's; only 2 have abilites that can be used Outside IL, and each only have one a piece.

Hacker: 3 anytime; 1 buffer, 1 debuffer, 1 attack

Script kiddie: 0 in IL

Ravanger:  6 anytime abilites, all attacks with DOT

Arbaleist: 9 anytime; 5 attack (1 DOT), 2 roots, 1 stun, 1 buff, 1 debuff

Destroyer: 3 anytime; 2 DOT's , 1 attack

Artillest: 5 Anytime; 1 buff, 4 attacks

 

I won't even get into spy tree, proxy coder, and patcher; unless it's asked for, or maybe you can make sure to check next time before you start spouting off...

 

I'll agree with you the damage is high, but honestly what's the difference of lowering the damage but hiiting more often or lowering the accuracy and hitting less often with high damage?

Message Edited by AvatRAMa on 03-29-200610:03 PM


Message edited by Avat on 03/29/2006 19:03:11.


Jacked Out

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try reading my previous post, very slowly.. itll come to you. hacker needs no further nerfing. perhaps you just suck at pvp, which is by far more likely.


Systemic Anomaly

Joined: Aug 15, 2005
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Sure they do and your wrong on the timers.  If I use a duelist ability all of the abilities for that tree have timers that dont let me use them.  I have to wait a round.  I can use abilities from other trees but then I get hit with a 1 round penalty for switching trees in interlock so it negates that.

Message Edited by Renesis13B on 04-07-200604:22 PM


Message edited by Renesis13B on 04/07/2006 12:22:46.



Jacked Out

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cryshal wrote:
try reading my previous post, very slowly.. itll come to you. hacker needs no further nerfing. perhaps you just suck at pvp, which is by far more likely.



Yea, that must be it. Everyone sucks at PvP but you and it has nothing to do with your tree.


Systemic Anomaly

Joined: Dec 20, 2005
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I have pure hacker attributes.

Practically the only time I win a roll against a IL build (MA, Duelist) in Interlock is if they're heavily debuffed, or if I use Upgrade Attacks. Most people that know what they're doing can kill me once they've got me IL'ed, no prob. And with the IL sploit, and contested withdraw that is hacker's bane, there really doesn't need to be any nerfing done to hacker in IL. Oh, it should also be mentioned that if a hacker wants to hit in IL, he needs to use speed, which lowers damage and leaves him vulnerable to attack (Powerless, anyone?) from the IL class.




Jacked Out

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Nere a time did I discuss how I am affected by Hackers in Interlock, or how they've beaten me or haven't beaten me in combat. So your logic is flawed, Cryshal.

The above retort was in response to your assumption that Gunslingers or any operatives have ability A, B and C up for que whenever they'd like. That is not the case, as you can the majority of operative specials require a state effect to use, and though they aren't impossible or insurmountable to obtain; hacker's are not stiffled by such requirements in Interlock. As you can there are quite a few tree's where hackers have anywhere up to 9 abilites that can be used in Interlock, none requiring a state effect and I'm sure more then a few different timers.

If I were to use your logic then I could simply say, "Maybe because you have a hard time comprehending a logical debate and discussin then you must have failed at life.." But I'm not that type of person as you are cryshal, I don't change the subject of a debate when I've stated the facts wrong as you have so many times.

Message Edited by AvatRAMa on 04-20-2006 10:49 AM
Message edited by Avat on 04/20/2006 06:49:18.



Systemic Anomaly

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Using an exploit for you argument doesnt exactly make your point.  As far as the contested withdraw you rolled out on me on the first round every time I interlocked you tonight.  I didnt check my system chat but im assuming you were using side roll escape?  I could have lead my attack with pistol aerial but ive heard side roll escape works even if your enraged.:smileysad:  I guess my point is theres too many bugs right now to get any accurate measure on withdraw but its good to discuss things like this.

Bayamo wrote:

I have pure hacker attributes.

Practically the only time I win a roll against a IL build (MA, Duelist) in Interlock is if they're heavily debuffed, or if I use Upgrade Attacks. Most people that know what they're doing can kill me once they've got me IL'ed, no prob. And with the IL sploit, and contested withdraw that is hacker's bane, there really doesn't need to be any nerfing done to hacker in IL. Oh, it should also be mentioned that if a hacker wants to hit in IL, he needs to use speed, which lowers damage and leaves him vulnerable to attack (Powerless, anyone?) from the IL class.




Message Edited by Renesis13B on 04-21-2006 11:13 PM
Message edited by Renesis13B on 04/21/2006 19:13:33.




Systemic Anomaly

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I have not had the chance to test myself if Side Roll Escape still functions when one is enraged, but I asked a factionmate and he said the ability has done so with him. I'll give it a go tomorrow and try to confirm.




Systemic Anomaly

Joined: Aug 17, 2005
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Bayamo wrote:


I have pure hacker attributes.


Practically the only time I win a roll against a IL build (MA, Duelist) in Interlock is if they're heavily debuffed, or if I use Upgrade Attacks. Most people that know what they're doing can kill me once they've got me IL'ed, no prob. And with the IL sploit, and contested withdraw that is hacker's bane, there really doesn't need to be any nerfing done to hacker in IL. Oh, it should also be mentioned that if a hacker wants to hit in IL, he needs to use speed, which lowers damage and leaves him vulnerable to attack (Powerless, anyone?) from the IL class.







 Hmm.... let me explain


  Enter interlock.


   Hit upgrade attacks


    Hit code infection 4


     Hit overclock


   Change to power tactic


 Spam specials


   Even if only a couple go through apart from code infection then you are doing serious damage.  Assuming you got a pacify, or infect field to lower you opponents viral res before interlock things look good.  As a variation hit code infection 3 first, then put 4 on about 5 rounds later, it will replace the lower version for longer lasting repeated damage.


 


  As an MA I have lost against hackers in interlock. I've also won - but not by much.  I find that I am in a poor state by the time I manage interlock, and that means I sometimes don't have time to kill them before I die.  As a side note this could be cause I use aikido, which has much lower damage than kung fu which might pwn hacker....


   PS.  Why does plague infection area ability (one with rats on it) Suck quite so badly?


 PPS> The assassin escape moves work when enraged, and I have also had a guy sideroll me when powerless.... grr... can't keep hold of them.




Systemic Anomaly

Joined: Dec 20, 2005
Messages: 6423
Location: SC|Sentience -973069242
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As Renesis said, using an exploit doesn't really make a point.

You can't call hacker overpowered because of Code Infection anymore, Ntrails, because Code Infection has been nerfed to all hell (if the patch went through, I haven't been on yet). Otherwise, anyone using Code Infection is using an unbalanced ability, so don't expect a fair fight, or correct results. It's a lot more tricky when fighting fairly, with Ballista the Upgrade Attacks duration isn't long enough to get damage to kill, so it's necessary to try to debuff first, and even then it's still hard to beat a IL class. When I get pulled into IL, I take damage and do little; the higher level more-damage hacker abilities are nerfed in IL, and will miss with Upgrade Attacks on if I use Power tactic. The way to survive/win is to roll out and try to get some distance and hack from there... :o



Systemic Anomaly

Joined: Aug 17, 2005
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 You are correct, code infection is screwed.


 


   And once rolled, I like to root/pacify to keep them away from me SMILEY


 


  PLus the neato viral damage resistance destruction on those pacifies roxors.


 
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