1st

17 posts · 2005-08-15 16:40:28 to 2005-10-21 18:17:46

#11900000001 08/15/2005 16:40:28 1st
same as before, balance the hackers please

#11900000002 08/15/2005 21:29:47 Re: 1st
How can you balance the hacker tree, while still keeping it in the game, and not allowing snipers or knife throwers to get more powerful? The game would fall apart if every form of combat was in interlock, so this tree is a break away, but if they removed the stun ability, or changed the stun timer to something like 10 seconds or less, people wouldn't be as frustrated as they are now. Then of course Area Hacks aren't realy that good, since they affect only non-hostiles.... And unless they create a massive timer for those abilities, in my opinion, hackers will continue to dominate, and rule, and ruin live events or just a certain organization standing in one place. I don't like the hacker tree because of these reasons, and because it looks like spell casting...
#11900000003 08/16/2005 04:46:08 Re: 1st
The fact that a low 30ish hacker can solo Sakura Tengu all day and
night and no other ability loadout in the game can hardly even
outroll him one time in interlock is fair proof that the ability needs to
be brought down to earth. The other reasons are obvious after
about 3 minutes of PvP.



How to fix it you ask? I would propose the following:



1. Stun effect durations need to be reduced to match the max timers on respective gunperson/ma trees.



2. Rolling out of interlock should be based on the number you roll, not
always a guaranteed escape. The 5 second timer only  intensifies
the stun imbalance.



You are correct in noting it would be difficult to balance them without
"removing" or "nerfing" the ability, some changes to operative
abilities would be necessary. Some changes would be needed to other
trees to ensure it is still a worthwhile ability to use. Removing stun
effects from operative abilities and making hacker stun half as potent
would be a worthy cause seeing how stun turns 75% of martial arts
fights into a contest of luck. Well thought out changes need to happen.
The current situation is unacceptable no matter how difficult it may be
to correct.



Anyone that says hacker doesn't need fixed is probably a hacker and too used to only clicking 2 buttons.





Message Edited by jeffrah on 08-16-2005 05:47 AM

#11900000004 08/16/2005 08:07:03 Re: 1st
Stun is the problem for the most part.



The reason stun sucks is because you cannot do anything while stunned, and it lasts forever.



When stunned, you should not be able to move, however, you should still
be able to fire guns, throw knives, and fight in Interlock (but you
can't roll out, and perhaps your rolls will be lower). Also, lowering
the timer from 30 seconds to 15 seconds would be better as well.

#11900000005 08/16/2005 10:37:51 Re: 1st


RemagDiv wrote:
Stun is the problem for the most part.

The reason stun sucks is because you cannot do anything while stunned, and it lasts forever.


When stunned, you should not be able to move, however, you should still
be able to fire guns, throw knives, and fight in Interlock (but you
can't roll out, and perhaps your rolls will be lower). Also, lowering
the timer from 30 seconds to 15 seconds would be better as well.


How
would you be stunned then?  That's being rooted.  I'm a
hacker and I went the multi targets at once.  This part of the
tree seems ballanced.  Why don't I change... cause I like
attacking more at once.  It's not all hackers that need to be
ballanced.
#11900000006 08/16/2005 12:52:04 Re: 1st
Well, that is true, perhaps just lessening the timers by half would be a good first step.

#11900000007 08/16/2005 15:04:31 Re: 1st
Yes with stun 1.0-2.0 or Code Shock 20-30second timers, as long as you can get past a targets VD they are pwned by hackers.
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#11900000008 08/16/2005 15:52:48 Re: 1st
Making Clamor's, Code Nuke's, Logic Bomb's stuns give Control Immunity would be a nice start. Loop stunning = bad.

#11900000012 08/18/2005 11:53:23 Re: 1st


jeffrah wrote:
The fact that a
low 30ish hacker can solo Sakura Tengu all day and night and no other
ability loadout in the game can hardly even outroll him one time in
interlock is fair proof that the ability needs to be brought down to
earth. The other reasons are obvious after about 3 minutes of PvP.

How to fix it you ask? I would propose the following:

1. Stun effect durations need to be reduced to match the max timers on respective gunperson/ma trees.


2. Rolling out of interlock should be based on the number you roll, not
always a guaranteed escape. The 5 second timer only  intensifies
the stun imbalance.

You are correct in noting it would be
difficult to balance them without "removing" or "nerfing" the ability,
some changes to operative abilities would be necessary. Some changes
would be needed to other trees to ensure it is still a worthwhile
ability to use. Removing stun effects from operative abilities and
making hacker stun half as potent would be a worthy cause seeing how
stun turns 75% of martial arts fights into a contest of luck. Well
thought out changes need to happen. The current situation is
unacceptable no matter how difficult it may be to correct.

Anyone that says hacker doesn't need fixed is probably a hacker and too used to only clicking 2 buttons.


Message Edited by jeffrah on 08-16-2005 05:47 AM




#2 is my only suggestion...with max VD (another issue for another
time), hacks usually run out of IS and I get to interlock....not good
enough if they automatically roll out and recast.  Just tie the
rollout to a combat roll.
#11900000013 08/22/2005 00:38:20 Re: 1st
As far as construct bosses go, I just don't think they have enough VD.

#11900000017 08/27/2005 12:07:39 Re: 1st
It would be nice if the armor-piercing with all the Arbalest ablities
was tied to a certain percent. I would say... 60% or 50% just so
everything will die with at least 6-7 hacks instead of just 3 after the
inevitable Stun.



Then again I have seen a MA stand around, stunned, getting pummeled
with Blasts and Cannons and regenerate all of his health as the hackers
waited out the cooldown for everything. But he was taking only 120-200
from each attack that were, oddly, coming from level 45-50 hackers.

#11900000036 09/28/2005 06:52:18 Re: 1st
Would you people quit complaining about hackers! OMG! I have an Aikido GM and a Ballista, and if played right, either of them is just as deadly as a hacker. You people need to stop whining and start using your brains on what strategy to use to defeat a hacker. It's not rocket science people.
#11900000037 09/29/2005 16:53:00 Re: 1st
 Hello, er cretin....... Ballista is hacker. Man there are some stoopid peeps around.
Ninja!


#11900000039 10/02/2005 15:00:03 Re: 1st





Ntrails wrote:

 Hello, er cretin....... Ballista is hacker. Man there are some stoopid peeps around.





I meant either loadout can take on another ballista or howitzer easily if played right. Next time, use your brain before your mouth engages.
#11900000040 10/02/2005 21:34:13 Re: 1st
As a hacker I would like to see it more balanced just for the sake of
PvP. The best thing to do would be to slightly decrease the stun
timers. Also another thing would be to fix the escape bug. You should
have to outroll the other person to leave IL. This would mean, as a
hacker, if I was forced into interlock with a gunman/ma I would be
dead. This would seem like a good way to balance the hacker tree.

#11900000044 10/12/2005 07:42:42 Re: 1st

It's a nice idea, but I regularly get my Evade Combat broken (with every upgrade I can put on it) by MA-type mobs 10 levels lower than me. I have no problem with them fixing the roll-out bug (all bugs should get fixed), but they also need to fix the Break Evade Combat bug. Otherwise, MA's will become the next Ballista.
#11900000058 10/21/2005 18:17:46 Re: 1st
i think casting should take longer a lvl 50 hacker: 3 seconds to stun 3 seconds to use an 800 dmg hack another 3 seconds to use a 600 dmg attack then like 6-7 seconds to do like 1200 dmg with logic cannon 2.0 how on earth did they skip this?!?!?!?!