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The Zerg and IL
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Systemic Anomaly

Joined: Aug 16, 2005
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Having had a fair bit of experience on both sides of the Zerg under CR2 I still feel IL is unfairly treated in normal combat (non duel) scenarios. The ease of inducing debuff states and the damage inflicted from external sources makes IL more of a trap than combat.....

 

For those in IL I would like to see a buff to their resistances and a decrease to the chance/duration of debuff states being induced from those outside IL. This is a relatively objective observation as I am primarily an assassin and dont spend as much time in IL as other classes but I see a demoralising trend which could once again see IL become neglected, which I am sure no one would wish for. (this could also be achieved as some have suggested by use of the Multifighting ability).


Systemic Anomaly

Joined: Aug 15, 2005
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To be honest, the fact you can have states induced outside interlock is a great tactic be it 1 on 1 or a group.
What the IL player needs would simply be more defense.



Jacked Out

Joined: Aug 29, 2005
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I think its a great idea.


Femme Fatale

Joined: Nov 26, 2005
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Aquatium wrote:

To be honest, the fact you can have states induced outside interlock is a great tactic be it 1 on 1 or a group.
What the IL player needs would simply be more defense.




I'd rather see that it is easier to get a state on an opponent inside interlock. Those inside interlock are the most vulnerable and the people outside should be more of a support team. The interlockers should do most of the work, causing more states so people outside of interlock can benefit from it. But now it's the people outside interlock doing all the work while my opponent doesn't have anything to do but the best specials.
When outnumbered your opponent inside interlock is benefiting from the states caused by others. It should be the other way around.
Interlock shouldn't be a trap when fighting two or more people.



Jacked Out

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Aquatium wrote:

To be honest, the fact you can have states induced outside interlock is a great tactic be it 1 on 1 or a group.
What the IL player needs would simply be more defense.





Come and pvp on a hostile server.
Cal




Joined: Aug 16, 2005
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Well, it wouldn't be a bad idea to put it into Multifighting since anyone on Recursion knows, interlocking me as a Trauma Surgeon is the best way to get your group rolled, so giving it as a latent IL ability would surely overpower Team Patchers SMILEY.

With consistant IL round length, IL isn't just for those that specialize in it, interlocking 2/3 of IL dependent loadouts is a great way to get an IS recharge, especially for Patchers/Viros that have very IS effiecient moves, meaning one-round of Blocking is an attack comming right at you the following round. Still, IL and high Contested Withdraw is the only way to tank something in PvE and to tie someone up in PvP since the game no longer has long CC abilities.

At the end of the day though, interlock-dependent loadouts have always been at a huge disadvantage, especially now in a situation where IL-loadouts outnumber available targets, then the remaining IL-dependent loadouts are really superfluous.

I'm not too sure how to balance that out though, since I have always perfered mobility to whatever advantages you might get from being melee (probably one reason I don't play melees very often in MMOs).


Systemic Anomaly

Joined: Sep 7, 2005
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its a pretty tuff call to make on this one. on one hand the new combat system forces more team work to take down an opponent wich is good. on the other hand it cripples melee classes to the point of resorting to cheap tactics and loads just to compete when outnumbered. i have never seen so many spy / ma hybrids before. ( including myself SMILEY i dont think resistance should be upped in interlock but maybe defence. if a bullet hits you it shouldnt matter if your in interlock or not. your gonna get hurt the same. but it seems reasonable that trying to shoot a person in interlock would be harder since they are moving around more so than if they were standing there or just running.

 

i think bullets should have a better chance of missing an opponent in interlock. thats probably what multifighting should do. just increase over all defence while in interlock.





Joined: Aug 26, 2005
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Yup. I agree, a 20% Defence bonus against those firing into an IL would be a step in the right direction, and multi-fighting is just waiting for a function.


The best way to survive (that I have found) in an enemy zerg is to load up a spy hybrid.


Sideroll escape 4TW... well Sideroll escape 4TSurvive!



Mainframe Invader

Joined: Sep 15, 2005
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Though we don't know what the penalty is, the Sharpshooter ability
cancels some sort of penalty for firing into interlock.  So that
is already in the game.  The problem of better defense for people
in interlock is easily solved with use of the TBD Multi-Fighting
ability.




Jacked Out

Joined: Feb 13, 2006
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and now we return you to your regularly scheduled logic..

 

the problem is not interlock or the zerg. the problem is the mathematical reasons behind why we get hit by things like bullets so much MORE now. the reason why everyone thinks this is a problem related to interlock is that 99% of the time, this problem lands on your face.. when youre in interlock. its real hard not to notice, when youre getting your *CENSORED* shot off WHILE IN INTERLOCK again.

 

dont say anything about defense. even with max ballistic defense and influences, you still get hit by 45-50% of every shot that comes your way.

 

the problem isnt the zerg or interlock, its just that interlock is the medium by which this problem is making itself obvious. ya dig?

 

if you dont see what i mean, thats fine. you dont have to know how stars work for the sun to warm your face.

 

i agree that everyone should get a defense bonus, only when theyre in interlock. if this is hard to do, then just impose a penalty on ppl who are firing at interlocked targets, which should be no problem at all, considering the (friggin STUPID!#$) interlock hacker penalty. if the game knows when im using hax in interlock, it knows when someone is shooting at me while im in interlock. simple as that =D

 

months from now, man will look back on this post and vaguely remember that i pointed to the strange new effects of the zerg itself as proving my theories about the shortcomings of the cr2 mathematical voodoo..


Transcendent

Joined: Aug 16, 2005
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Tytanya that's a brilliant idea.  Very very clever and applicable.

/sign



Systemic Anomaly

Joined: Aug 17, 2005
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I like it.


  But all I know for sure is that as MA I really enjoy 1 on 1. and usually die in multi on 1 before I can get a kill. States have been induced on me by a level 10 shooting at me from outside interlock, whilst the level 50 fighting me kills me with state requiring specials (needless to say i returned and ganked the 10 - but t'was very aggravating.




Jacked Out

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/supersign




Joined: Aug 26, 2005
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The_Wendigo wrote:
Though we don't know what the penalty is, the Sharpshooter ability
cancels some sort of penalty for firing into interlock. 




Erm.... no it doesn't Wendigo, it cancels some of the penalties for using guns while interlocked.


Ascendent Logic

Joined: Aug 21, 2005
Messages: 660
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They have already relegated hackers to a pure support role in pvp, why don't we take this away from them too....

I wish this board had a rolleyes smilely. PVP is not about one on one or even a fair team against a fair team, which I am sure you are painfully aware of, if you want a fair fight go duel. And if they did this, how would you suggest they rebalance the player vs enviroment bosses and box mobs?

Message Edited by ibewarped on 05.27.2006 07:46 AM
Message edited by sonofthree on 05/27/2006 06:46:05.

 
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