What`s wrong using FM ?
21 posts · 2006-01-22 08:40:23 to 2006-03-22 15:27:28
So I guess the bottom line is...don't laugh at an FM....lol
I personally think you are right that the trees need rebalancing, I love the SMG tree, well OK I love sub machine guns, and it's way underpowered with ridiculous IS costs but I doubt anything will happen until after cr2 is live.
Hanz
Message Edited by LordDemon on 01-23-200602:44 PM
Message Edited by pack-hunter on 02-09-200609:23 AM

I can hit 400 with my ma, and I still can't get 400 with my FM, go figure...and yet it's still my favorite.
Is it an easy load to use. Nope. Most people don't know how to properly set up an FM, and even when you give them the basic loadout it's still beatable.
You don't need to be an expert MA or an expert MKT. You need to just be able to know what you are doing and be able to compensate for your lack thereof.
Sure my FM drains alot of IS, but I normally have around 100% is regen so IS drain is not a problem for me.
However, it becomes a problem when switching to 400 vd for a hacker, cuz even with 400 vd it's still possible for a hacker to hit me.
The same applies with a knife thrower. a MKT with high focus will force me to switch to DR clothing and I consistently have to change clothes in and out of IL. Thank you macros.
I can tell you from experience that I have fought 4 guys at once, and beat them all because they did not know how to work together. There was no teamwork. I've also lost 4 on 1 because it's an ma, an assassin, a hacker.
I have also lost 1 on 1 duels.
Now if anyone argues and says that a FM duel lasts forever, then it's either 1 of two things. Either the two FM's are really good and they're using their buffs wisely, or that the FM's just plain suck.
When I first started, I sucked bad. I fought another FM that was starting out just like me and we were at a standstill for 30 mins.
Nowadays forget about it. Most FM's can barely last a few minutes with me. IF I duel anyone with an FM and it lasts long, it's cuz I'm doing my best to keep up, cuz the other person is really good. OR it's going to end really quick, either I got destroyed or vice versa.
Now for those that talk about low damadge, I never knew pulling off 700 per hit is low damadge. I usually get anywhere from 500-600 in pvp, and if I turn it up a notch and get serious it'll go to 600-700 per hit. Most will quickly roll out after two-three hits and run away. Others that are too slow will be most likely be dead by the 4th or 5th shot.
Is an FM an easy load to master. No, definetely not. Especially if you don't know what you are doing.
For thost that do, bravo.
Oh and btw, I've gotten beat by Tytyana in pvp battles and sometimes I have a hard time hitting her cuz she's got high DR. Other times I've hit her. Most of the times it's luck and a matter of which way the rolls are going for you.
I will say one thing. An assassin is the biggest weakpoint to an FM.
If you're on Vector and want to give it a shot or need help. I'm not an expert but I will suggest and advise. just send a /tell to Parn01
FM =
*yawn
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Fm's are the bane of my existence. However oneway to neutralise them effectively is to disarm them, this is tricky due to their DR and high rolls in combat, but if your Ranged Tactics are high enough you can get in a disarming shot. Once disarmed the FM becomes practically unable to hurt you, though it still takes a hell of a lot of effort and skill to hurt them due to the stupendous HR.
I've been thinking up loadouts to counter this but as of yet haven't tested them. But how about this for MA Grandmasters: Load up your primary GM tree, you can have two of the one point sub abilities (ie. Wooden Dummy and Machine Gun fists), get rid of all awakened or leave one if you need to. Load up Upgrade Master, using only the base abilities, to the Combat enhancement 1.0. This will give you some Upgrades to self buff with and raise your CT by 10. However, you won't have disarming shot this way. Test it out, I need to try mine.

As for the loadout, it's something interesting, it's a possibility it might work.
*yawn
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disarm: disarm hurts. it takes away the crazy rct available to fms.
hacks: im not talking about stun, im talking about good ol' logic barrage. couple of those on you in interlock and i dont care if you got fast healing 4.0.
assassins: theyll outroll you, damage you bad, and they dont stick around to get lancet in the chest.
of course, as has been mentioned a good loadout (and some cool clothes macros, usable in combat) can cover these chinks in the armor. and, of course, the power will get nerfed when the new combat comes out.
but heres a hint till then: improved hacking + doctor + guardian patcher + team patcher= 600 point mobius and patcher. :smileywink:
