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<title>Latest posts for the topic &quot;zomg nerf knives QQ&quot;</title>
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<description>Latest messages posted in the topic &quot;zomg nerf knives QQ&quot;</description>
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<title>Re:zomg nerf knives QQ</title>
<description>&lt;p&gt;What I&amp;#39;ve been noticing recently is you can basically pop Find Weakness, Staggering Throw someone from sneak for about 1,200 damage and say they get staggered. Then you throw a throat cutting throw and they&amp;#39;re powerless&amp;#39;d. Then you chuck a few knives or maybe a Neuro to slow&amp;#39;em down and then pop their shield in the process. Run away, disguise, Diving Frankensteiner or go into sneak if your shield is down to surprise them and ta-da, 1,800-2,100 damage easy and they&amp;#39;re dead or at a sliver. &lt;/p&gt;&lt;p&gt;Honestly, I think stealth moves should stay the same and the escape abilities as well, even maybe a buff to their interlock accuracy, but make interlock accuracy of knives to that of most Hacker abilities. Also I think someone mentioned that knives should be as they should in interlock because of the Twins, but as we know comparing the movie and the game is beyond pointless. &lt;/p&gt;&lt;p&gt;I don&amp;#39;t understand why a &amp;quot;stealth&amp;quot; tree with the most break interlock moves in the game has to dominate interlock so regularly. It should be more of, &amp;quot;stealth move, then break and run&amp;quot;&lt;/p&gt;</description>
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<pubDate>Fri, 30 May 2008 22:44:46 GMT</pubDate>
<author>Ballak</author>
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<title>Re:zomg nerf knives QQ</title>
<description>&lt;p&gt;I never said to raise reverse bulldogs damage, I just suggested lowering the IS. Yes I realize that wrist throw is in the same boat.&lt;/p&gt;&lt;p&gt;Also Disarming shot doesn&amp;#39;t disarm anymore because ppl complained in cr1 that they couldn&amp;#39;t use they&amp;#39;re guns are were usless for one round. Same reason why using grab tactics with MA on gunmen doesn&amp;#39;t disarm them anymore. Disarming shot is not to disarm every tree, it&amp;#39;s original pupose was to disarm another gunman, hence why it now lowers ballistic accuracy. This is also why I complained about the staggering throw name, I say call it something else since it only has a chance to stagger.&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;From what I&amp;#39;ve seen since I&amp;#39;ve comeback no MKT has survived interlock without help or getting lucky. If there fighting another mkt that&amp;#39;s fair game. When I see them against any other tree they get owned constantly in interlock, unless they pulled off a sneak attack to get into interlock.&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description>
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<pubDate>Sat, 31 May 2008 19:55:01 GMT</pubDate>
<author>Grace of Darkness</author>
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<title>Re:zomg nerf knives QQ</title>
<description>I personally think we can get rid of the ability spam easily by either removing macros entirely or limiting their use to outside combat.&amp;nbsp; Those would kill many of the ability spams / chains in the game and force people to think again in combat, and also give the other person a chance to fight back without having to worry about knife spam and hacker spam both in and out of IL.&lt;br /&gt;</description>
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<pubDate>Sat, 31 May 2008 22:32:15 GMT</pubDate>
<author>Trayden</author>
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<title>Re:zomg nerf knives QQ</title>
<description>&lt;cite&gt;Trayden wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;I personally think we can get rid of the ability spam easily by either removing macros entirely or limiting their use to outside combat.&amp;nbsp; Those would kill many of the ability spams / chains in the game and force people to think again in combat, and also give the other person a chance to fight back without having to worry about knife spam and hacker spam both in and out of IL.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;How would that be balanced? Your saying it&amp;#39;s okay for MA and GM to spam link abilities but not hacker and MKT.</description>
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<pubDate>Sun, 1 Jun 2008 12:32:09 GMT</pubDate>
<author>Grace of Darkness</author>
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<title>Re:zomg nerf knives QQ</title>
<description>Not sure about you two, but I don&amp;#39;t Macro my attacks in IL with hacker or spy.&lt;br /&gt;</description>
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<pubDate>Sun, 1 Jun 2008 12:46:44 GMT</pubDate>
<author>Pylat</author>
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<title>Re:zomg nerf knives QQ</title>
<description>&lt;cite&gt;Pylat wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;Not sure about you two, but I don&amp;#39;t Macro my attacks in IL with hacker or spy.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;I only macro my attacks as hacker when it takes 5-8&amp;nbsp;minutes to kill a Decelerator/Accelerator/Runtime.</description>
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<pubDate>Sun, 1 Jun 2008 12:48:16 GMT</pubDate>
<author>Ballak</author>
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<title>Re:zomg nerf knives QQ</title>
<description>&lt;cite&gt;Grace of Darkness wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;Trayden wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;I personally think we can get rid of the ability spam easily by either removing macros entirely or limiting their use to outside combat.&amp;nbsp; Those would kill many of the ability spams / chains in the game and force people to think again in combat, and also give the other person a chance to fight back without having to worry about knife spam and hacker spam both in and out of IL.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;How would that be balanced? Your saying it&amp;#39;s okay for MA and GM to spam link abilities but not hacker and MKT.&lt;/blockquote&gt;Because Gunmen and MAs especially are interlock-oriented, depending on your Gunman load.&lt;br /&gt;&lt;br /&gt;An MA can do next to nothing unless they&amp;#39;re in interlock with someone. Spies are as deadly outside of interlock as they are inside of interlock. That&amp;#39;s why they should have a bit more of a penalty in interlock, to reduce their overall domination.&lt;br /&gt;&lt;br /&gt;On a note not related to spies, I think also that Upgrade attacks should be unusable in interlock, to prevent hackers from dominating interlock (despite it only being for a short amount of time, it&amp;#39;s still a huge pain for any interlock-oriented class to go through those first few rounds and be reduced to either a sliver or be killed by a Hacker that uses upgrade attacks.)&lt;br /&gt;</description>
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<pubDate>Sun, 1 Jun 2008 13:24:33 GMT</pubDate>
<author>Zudrag</author>
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<title>Re:zomg nerf knives QQ</title>
<description>&lt;p&gt;MKT FTW!!!&lt;/p&gt;&lt;p&gt;THE ULTIMATE FARM/PVP/MISSION LOAD!!!&lt;/p&gt;</description>
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<pubDate>Sun, 1 Jun 2008 13:39:09 GMT</pubDate>
<author>OooRoyooO</author>
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<title>Re:zomg nerf knives QQ</title>
<description>&lt;cite&gt;Zudrag wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;&lt;/cite&gt;&lt;br /&gt;&lt;br /&gt;On a note not related to spies, I think also that Upgrade attacks should be unusable in interlock, to prevent hackers from dominating interlock (despite it only being for a short amount of time, it&amp;#39;s still a huge pain for any interlock-oriented class to go through those first few rounds and be reduced to either a sliver or be killed by a Hacker that uses upgrade attacks.)&lt;br /&gt;&lt;/blockquote&gt;Upgrade attacks merely removes the IL penalty and adds 5+10 pts acc to the anyway low hacker acc for a few seconds. With it hackers can miss just as much as MA vs MA or gunman vs gunman. If they domminate in those few seconds then maybe itäs because they should have a slight chance of damaging the enemy before dying??&lt;br /&gt;</description>
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<pubDate>Sun, 1 Jun 2008 14:32:34 GMT</pubDate>
<author>The Leo</author>
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<title>Re:zomg nerf knives QQ</title>
<description>&lt;cite&gt;The Leo wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;Zudrag wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;&lt;/cite&gt;&lt;br /&gt;&lt;br /&gt;On a note not related to spies, I think also that Upgrade attacks should be unusable in interlock, to prevent hackers from dominating interlock (despite it only being for a short amount of time, it&amp;#39;s still a huge pain for any interlock-oriented class to go through those first few rounds and be reduced to either a sliver or be killed by a Hacker that uses upgrade attacks.)&lt;br /&gt;&lt;/blockquote&gt;Upgrade attacks merely removes the IL penalty and adds 5+10 pts acc to the anyway low hacker acc for a few seconds. With it hackers can miss just as much as MA vs MA or gunman vs gunman. If they domminate in those few seconds then maybe itäs because they should have a slight chance of damaging the enemy before dying??&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;It adds about 100 points of accuracy for a level 50, actually.&lt;br /&gt;</description>
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<pubDate>Sun, 1 Jun 2008 14:33:17 GMT</pubDate>
<author>Zudrag</author>
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<title>Re:zomg nerf knives QQ</title>
<description>&lt;cite&gt;Marias wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;&lt;/cite&gt;Out of interlock, Serene Calm is almost guaranteed miss for MKT&amp;#39;s. Desperation+Serene Calm in interlock is a non negotiable Death Sentence.&lt;br /&gt;&lt;/blockquote&gt;So you propose that EVERY time an MA fights an MKT they have to pop serene calm? That&amp;#39;s 50 IS down right there, quite a price to pay just to level the playing field. &lt;br /&gt;&lt;br /&gt;But even with it active you have a total base thrown defense of 58 (Aikido) + 47 (Hyper Sense) + 25 (Serene Calm) = 130.&lt;br /&gt;&lt;br /&gt;Now assume you have Trolls Hide (3%), Quicksilver Gloves (6%) and the +2% defense Rocawear. Total Defense = 130 x 1.11 = 144.&lt;br /&gt;&lt;br /&gt;You still need another 16 points of defense from attributes. So that&amp;#39;s 6 points you need to put into Reason (130 x 1.23 = 159). All of this, simply so your defense is merely parable to the accuracy of an MKT, which only lasts for a little over half a minute. I think that&amp;#39;s a good indicator that the tree needs work.&lt;br /&gt;&lt;br /&gt;As for desperation in IL, an MKT can use Desperation aswell, and then go back to dominating you, so we&amp;#39;re back to square one.&lt;br /&gt;&lt;br /&gt;&lt;cite&gt;Marias wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;&lt;/cite&gt;&lt;span class=&quot;postbody&quot;&gt;MKT has no Viral Defense and has to be about 5 meters closer than a Hacker for its abilities to hit, so Root/Powerless makes you set out of interlock. Even with the accuracy penalties in interlock, Hacker wins hands down with Dots.&lt;/span&gt;&lt;/blockquote&gt;Actually, most knives have a range of 16m. Most hacks have a range of 16m or less. There are a few with a range of 20m (Code Freeze 1.0 and 2.0, Logic Barrage and Blast, all the awesome debuffs place you within range of the MKT). But if you are seriously proposing that roots that break on damage and some single target damage attacks are all you need to kill an MKT from out of their range you must have been fighting a catatonic MKT. As for the DOT&amp;#39;s in IL. MKT has an accuracy of around 160. Hacker has an accuracy of around 130-145 (depending on loadout). Hacker attacks take a penalty to damage in IL that can be as high as -70 to acc. Even the lower level DOT&amp;#39;s take over -20 to acc after modifiers. So tell me, with an acc of 168 (After CT modifiers) what aspect of the combat system decides that MKT&amp;#39;s will consistently lose rolls to someone with an acc between 125 and 60 (The two extremes of acc)?&lt;br /&gt;&lt;br /&gt;&lt;cite&gt;Marias wrote:&lt;/cite&gt;&lt;br /&gt; &lt;blockquote&gt;&lt;cite&gt;&lt;/cite&gt;&lt;span class=&quot;postbody&quot;&gt;Rifles have the range and freefire damage advantage, so one root while a Rifleman puts on every damage buff that he has ends up with a 3-4 shot kill out of interlock. The only problem there is Ballistic Defense and it&amp;#39;s supposed to be that way.&lt;/span&gt;&lt;/blockquote&gt; Unless the MKT hits the rifleman with a root aswell or uses block tactics to dodge most of the attacks. With hacker stats and some smart loadout choices and resistance I was dodging everything ER&amp;#39;s could throw at me, it&amp;#39;s even easier as an MKT, where you can push your ballistic defense bonus to +74% without breaking a sweat.&lt;br /&gt;&lt;br /&gt;I&amp;#39;m asking for balance throw buffs. Fix the bugs that affect MKT, add thrown defense, more debuffs in hacker that are effective vs Spy is what I want. Right now there&amp;#39;s basically no way to put an MKT on the back foot and have them at a disadvantage, that needs to change.&lt;br /&gt;</description>
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<pubDate>Sun, 1 Jun 2008 21:52:04 GMT</pubDate>
<author>Pylat</author>
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<title>Re:zomg nerf knives QQ</title>
<description>&lt;cite&gt;Pylat wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;Marias wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;&lt;/cite&gt;Out of interlock, Serene Calm is almost guaranteed miss for MKT&amp;#39;s. Desperation+Serene Calm in interlock is a non negotiable Death Sentence.&lt;br /&gt;&lt;/blockquote&gt;So you propose that EVERY time an MA fights an MKT they have to pop serene calm? That&amp;#39;s 50 IS down right there, quite a price to pay just to level the playing field. &lt;br /&gt;&lt;br /&gt;But even with it active you have a total base thrown defense of 58 (Aikido) + 47 (Hyper Sense) + 25 (Serene Calm) = 130.&lt;br /&gt;&lt;br /&gt;Now assume you have Trolls Hide (3%), Quicksilver Gloves (6%) and the +2% defense Rocawear. Total Defense = 130 x 1.11 = 144.&lt;br /&gt;&lt;br /&gt;You still need another 16 points of defense from attributes. So that&amp;#39;s 6 points you need to put into Reason (130 x 1.23 = 159). All of this, simply so your defense is merely parable to the accuracy of an MKT, which only lasts for a little over half a minute. I think that&amp;#39;s a good indicator that the tree needs work.&lt;br /&gt;&lt;br /&gt;As for desperation in IL, an MKT can use Desperation aswell, and then go back to dominating you, so we&amp;#39;re back to square one.&lt;br /&gt;&lt;br /&gt;&lt;cite&gt;Marias wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;&lt;/cite&gt;&lt;span class=&quot;postbody&quot;&gt;MKT has no Viral Defense and has to be about 5 meters closer than a Hacker for its abilities to hit, so Root/Powerless makes you set out of interlock. Even with the accuracy penalties in interlock, Hacker wins hands down with Dots.&lt;/span&gt;&lt;/blockquote&gt;Actually, most knives have a range of 16m. Most hacks have a range of 16m or less. There are a few with a range of 20m (Code Freeze 1.0 and 2.0, Logic Barrage and Blast, all the awesome debuffs place you within range of the MKT). But if you are seriously proposing that roots that break on damage and some single target damage attacks are all you need to kill an MKT from out of their range you must have been fighting a catatonic MKT. As for the DOT&amp;#39;s in IL. MKT has an accuracy of around 160. Hacker has an accuracy of around 130-145 (depending on loadout). Hacker attacks take a penalty to damage in IL that can be as high as -70 to acc. Even the lower level DOT&amp;#39;s take over -20 to acc after modifiers. So tell me, with an acc of 168 (After CT modifiers) what aspect of the combat system decides that MKT&amp;#39;s will consistently lose rolls to someone with an acc between 125 and 60 (The two extremes of acc)?&lt;br /&gt;&lt;br /&gt;&lt;cite&gt;Marias wrote:&lt;/cite&gt;&lt;br /&gt; &lt;blockquote&gt;&lt;cite&gt;&lt;/cite&gt;&lt;span class=&quot;postbody&quot;&gt;Rifles have the range and freefire damage advantage, so one root while a Rifleman puts on every damage buff that he has ends up with a 3-4 shot kill out of interlock. The only problem there is Ballistic Defense and it&amp;#39;s supposed to be that way.&lt;/span&gt;&lt;/blockquote&gt; Unless the MKT hits the rifleman with a root aswell or uses block tactics to dodge most of the attacks. With hacker stats and some smart loadout choices and resistance I was dodging everything ER&amp;#39;s could throw at me, it&amp;#39;s even easier as an MKT, where you can push your ballistic defense bonus to +74% without breaking a sweat.&lt;br /&gt;&lt;br /&gt;I&amp;#39;m asking for balance throw buffs. Fix the bugs that affect MKT, add thrown defense, more debuffs in hacker that are effective vs Spy is what I want. Right now there&amp;#39;s basically no way to put an MKT on the back foot and have them at a disadvantage, that needs to change.&lt;br /&gt;&lt;/blockquote&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; First off, MA isn&amp;#39;t supposed to have an over abundance of Thrown Defense. Hacker is, hence why I would be in favor of adding Thrown Defense passives in the Hacker tree. Regardless of this, 80% of MA&amp;#39;s will crush MKT&amp;#39;s in interlock, no contest - just because of the damage difference. You say that MKT&amp;#39;s can go *CENSORED* for tat with MA&amp;#39;s in interlock, but this just isn&amp;#39;t my experience. I don&amp;#39;t think I&amp;#39;m alone there either. Also, the math in CR2 is almost entirely theoretical simply because we don&amp;#39;t see the rolls in action. I&amp;#39;ve done the math and it still doesn&amp;#39;t change the fact that any class can dominate any other class. The numbers lie, and we still don&amp;#39;t even really know how Desperation calculates bonus accuracy.&lt;br /&gt;&lt;br /&gt;While some Hacker abilities place you in range of knives, Hackers also have the advantage of being able to root from a longer range and have whatever status effect that they need at the drop of a hat. Root, Vector, LC. That&amp;#39;s half of the MKT&amp;#39;s health gone. I can recall very few times that I&amp;#39;ve been in interlock with a Hacker/DOT specialist and I&amp;#39;ve beaten him hit for hit. More often than not, the case will be that a Hacker throws down a Stun, and then comes Upgrade Attacks/DOT *CENSORED*.&lt;br /&gt;&lt;br /&gt;The last scenario with Rifleman was a stretch, and I don&amp;#39;t expect any run of the mill fresh 50 to be able to pull it off without practice. It&amp;#39;s just an example that shows that beating an MKT isn&amp;#39;t really all that difficult with a bit of luck, even you&amp;#39;re supposed to lose by design. I&amp;#39;ve even been beaten by above average Duelists as a MKT who&amp;#39;ve stacked up on Resistance and tanked me.&lt;br /&gt;&lt;br /&gt;I hear a lot of complaining about Spy, but it&amp;#39;s honestly one of the classes that I worry about the least in PvP. I&amp;#39;d be more than happy to demonstrate in game a variety of ways in which any other class can beat a MKT.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;</description>
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<pubDate>Sun, 1 Jun 2008 23:05:46 GMT</pubDate>
<author>Marias</author>
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<title>Re:zomg nerf knives QQ</title>
<description>&lt;cite&gt;Zudrag wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;The Leo wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;Zudrag wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;&lt;/cite&gt;&lt;br /&gt;&lt;br /&gt;On a note not related to spies, I think also that Upgrade attacks should be unusable in interlock, to prevent hackers from dominating interlock (despite it only being for a short amount of time, it&amp;#39;s still a huge pain for any interlock-oriented class to go through those first few rounds and be reduced to either a sliver or be killed by a Hacker that uses upgrade attacks.)&lt;br /&gt;&lt;/blockquote&gt;Upgrade attacks merely removes the IL penalty and adds 5+10 pts acc to the anyway low hacker acc for a few seconds. With it hackers can miss just as much as MA vs MA or gunman vs gunman. If they domminate in those few seconds then maybe itäs because they should have a slight chance of damaging the enemy before dying??&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;It adds about 100 points of accuracy for a level 50, actually.&lt;br /&gt;&lt;/blockquote&gt;how about a buff to CT then since every other class has one&lt;br /&gt;</description>
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<pubDate>Sun, 1 Jun 2008 23:08:14 GMT</pubDate>
<author>jl10899</author>
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<title>Re:zomg nerf knives QQ</title>
<description>Speaking from experience, it takes a pretty good MKT to beat a decent MA or Hacker in interlock.&amp;nbsp; &lt;br /&gt;It&amp;#39;s the Spy&amp;#39;s ability to operate from IL or OOL and control the flow of a fight that really sets the class apart.&amp;nbsp; My suggestion above would give the MKT a proper weakness and hopefully balance the situation better than it is now.&amp;nbsp; &lt;br /&gt;</description>
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<pubDate>Mon, 2 Jun 2008 01:55:32 GMT</pubDate>
<author>Cadsuane</author>
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<title>zomg nerf knives QQ</title>
<description>Surprised anyone hasn&apos;t brought up MKTs using grab/power in interlock to outdo MAs.</description>
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<pubDate>Mon, 2 Jun 2008 05:24:19 GMT</pubDate>
<author>LtCmdr_Tsusai</author>
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<title>Re:zomg nerf knives QQ</title>
<description>Oh right, I am also kinda tired of punts from my side. It should be either behind me in a cone 90 degrees or just allow them to use all those abs from where ever they want.&lt;br /&gt;</description>
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<pubDate>Wed, 4 Jun 2008 13:49:08 GMT</pubDate>
<author>The Leo</author>
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<title>Re:zomg nerf knives QQ</title>
<description>Easy mode makes me beef and takes away my burgers.&lt;br /&gt;</description>
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<pubDate>Wed, 4 Jun 2008 18:00:43 GMT</pubDate>
<author>Brommerz77</author>
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<title>Re:zomg nerf knives QQ</title>
<description>&lt;cite&gt;Cadsuane wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;My suggestion above would give the MKT a proper weakness and hopefully balance the situation better than it is now.&amp;nbsp; &lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;That is basically my whole point, there is practically no combat situation that you can place an MKT in in which they are truly at a disadvantage. &lt;br /&gt;&lt;br /&gt;In IL? Spam a bunch of high acc, high damage, low IS knives&lt;br /&gt;OoIL? Spam a bunch of high acc, high damage, low IS knives with stacking timers and easy to achieve permaroots.&lt;br /&gt;&lt;br /&gt;And, for the love of god, make it so you actually have to be BEHIND people to use sneak attacks. In my experience there is roughly a 70 degree cone in front of a player where you can&amp;#39;t sneak attack from, leaving 290 degrees that is free sailing for any MKT.&lt;br /&gt;</description>
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<pubDate>Wed, 4 Jun 2008 22:53:18 GMT</pubDate>
<author>Pylat</author>
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<title>Re:zomg nerf knives QQ</title>
<description>&lt;p&gt;Ya&amp;#39;ll do know that Zudrag probably only started this thread for teh lulz, right?&lt;/p&gt;&lt;p&gt;On topic though, MKT is fine. I love them. Especially when they can two-hit me even with my Hyper running and Thrown resistance clothing on. Seriously, if I get killed by an MKT, I know I am doing something right.&lt;/p&gt;</description>
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<pubDate>Thu, 5 Jun 2008 06:38:25 GMT</pubDate>
<author>ShiXinFeng</author>
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<title>Re:zomg nerf knives QQ</title>
<description>&lt;cite&gt;Pylat wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;Cadsuane wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;My suggestion above would give the MKT a proper weakness and hopefully balance the situation better than it is now.&amp;nbsp; &lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;That is basically my whole point, there is practically no combat situation that you can place an MKT in in which they are truly at a disadvantage. &lt;br /&gt;&lt;br /&gt;In IL? Spam a bunch of high acc, high damage, low IS knives&lt;br /&gt;OoIL? Spam a bunch of high acc, high damage, low IS knives with stacking timers and easy to achieve permaroots.&lt;br /&gt;&lt;br /&gt;And, for the love of god, make it so you actually have to be BEHIND people to use sneak attacks. In my experience there is roughly a 70 degree cone in front of a player where you can&amp;#39;t sneak attack from, leaving 290 degrees that is free sailing for any MKT.&lt;br /&gt;&lt;/blockquote&gt;Goodness yes, the cone is waaaaaaaaay to small, it makes NO sense for me to backup against the wall or continually turn on the spot and they still manage to suplex or stagger throw you.&amp;nbsp;&amp;nbsp; &lt;br /&gt;&lt;br /&gt;MKT having absaloutely no place in the Matrix Universe is one thing, it being able to cut and slice the way it does right now is another!&amp;nbsp; MxO Population: MKT (For Syntax anyway)&lt;br /&gt;</description>
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<pubDate>Thu, 5 Jun 2008 07:11:14 GMT</pubDate>
<author>Sphairo</author>
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