Combat Revision 2.0 FAQ (Working Document: Updated 1/10@12 Noon PST)

58 posts · 2006-01-09 18:17:01 to 2006-02-10 07:44:53

#34900004383 01/09/2006 18:17:01 Combat Revision 2.0 FAQ (Working Document: Updated 1/10@12 Noon PST)


Here's the beginning of the CR2.0 FAQ. It will be updated as quickly as we can get the information you need.


If you have a question you feel needs answered for all players, post it to this thread.




Where can I see the numbers I’m “rolling” during combat?


While the mid-screen display of your combat numbers has been removed, you can still see your and your opponent’s “rolls” in the chat log.


 


Can I still use the WASD keys to select combat tactics?


No, the WASD keys are now for movement only. However, since combat tactics have been added to the hotbar, you can use the associated hotbar keys to select your current tactic, along with Abilities and Special Attacks.


 


How do I use Melee Free Attacks?


Your Melee Free Attacks work just like Ranged Free Attacks; you select a Melee Style from the Free Attack dropdown to use a Melee Free Attack or a ranged weapon to use a Ranged Free Attack.


 


To use a Melee Free Attack:



  1. Select a Melee Style in your Free Attack dropdown list (far right of the hotbar, mapped to the “=” key).

  2. Move within 2 meters of your target.

  3. Click the Free Attack button on the hotbar or press “=” on the keyboard.

What is a combat Style?


The easiest way to understand combat Styles is to consider them buffs that you get by using a particular combat Ability group. Each Style gives bonuses to different Attributes, such as accuracy, damage, or defense.


 


The eight Styles are:



  • Self Defense (Default low-level Style)

  • Aikido

  • Kung Fu

  • Karate

  • Pistol

  • Rifle

  • Sub-Machine Gun

  • Hacker

 


You activate your Style the same way you activate any Ability. Double click the Ability icon in the Actions panel or click the Ability from your hotbar to activate the Style.


 


Do we have to manually select a Style every time we go into combat?


No. While you have the option to change your Style whenever you want, once you’ve selected the Style, it remains in effect outside of combat. Also, activating an Ability associated with a Style automatically switches to that Style.


 


Why did my active combat Style switch?


Whenever you activate an Ability that falls under a particular Style, your current Style will change. For example, if you’re using the Karate Style and activate Cheap Shot, your active Style will change to Self Defense. If you follow up with Pistol Barrage, your Style will change to Pistol.


 


Make sure you keep an eye on what Style is active; if you are using a ranged Style and fighting with your hands, you will not be as effective as you could be.


 


Are ersonName w:st="on">EersonName>nhanced items going to have to be replaced under CR2.0? Will we need to re-collect the Collector/Dungeon/Archive items?


While ersonName w:st="on">EersonName>nhanced items have to be changed, those changes are going directly on the objects in the game. That means, when the item is changed for CR2.0, you’ll see the Attributes of your items change.


 


While there may be a few special cases, so far all ersonName w:st="on">EersonName>nhanced items will change in this way—you don’t have to re-Code or collect them.


 


If I have item codes with charges left, what will happen after CR2.0 goes live? Are they useless then?


The current recipes and item codes you have will automatically be pointed to the changed objects. They will generate the CR2.0 compliant items.


 


Will we need to re-tag nodes and hardlines?


No. Nodes and hardlines that you have already tagged in the game will remain that way.


 


Message Edited by Walrus on 01-10-2006 11:59 AM

Message Edited by Walrus on 01-10-2006 11:59 AM

#34900004384 01/09/2006 18:36:11 Re: Combat Revision 2.0 FAQ (Working Document)
Can you explain how the new spy/assassin/knife thrower/shadow tree will work? Proxy Master? I noticed they were left off the different styles you listed.

Message Edited by Freak3r on 01-09-200609:41 PM

#34900004385 01/09/2006 18:59:14 Re: Combat Revision 2.0 FAQ (Working Document)
Why not lock this so we get a flowing document?
Of course, delete this and other posts.
:smileyhappy:
#34900004386 01/09/2006 19:00:26 Re: Combat Revision 2.0 FAQ (Working Document)


Walrus wrote:
If you have a question you feel needs answered for all players, post it to this thread.


Because of that Line. :smileywink:
#34900004387 01/09/2006 19:07:18 Re: Combat Revision 2.0 FAQ (Working Document)

are all of our abilities going to be automatically refunded for $$$ and bits???  if so what about us that already have EVERY ability in the game?

thats like thousands of bits and hundreds of frags and around 500 $i or darn near

I <3 MGK!!!
#34900004388 01/09/2006 19:33:25 Re: Combat Revision 2.0 FAQ (Working Document)
Are Re-Use timers being revamped?

Please, say YES.

Being able to loop MA abilities to keep your opponent in interlock really rids the whole point of dueling.

Also, any changes to the random stun for some MA abilities?
#34900004389 01/09/2006 22:36:42 Re: Combat Revision 2.0 FAQ (Working Document)
Are our items going to have the same buffs as now or will they be differed like how CR2.0 will be in live?
#34900004390 01/09/2006 23:27:03 Re: Combat Revision 2.0 FAQ (Working Document)
Does that mean we have to manually select our syle everytime we go in combat? if so that seems kinds silly, tedious, irritating, and just plain unneeded. Surely the system can auto select our style based on what we're using. Or at least use the curent system of selecting a style in the drop down box. it can at least detect the different guns we're using right?
or i've probably mis-understood but thats as sure as hell what it came across as.

Message Edited by cloudwol on 01-10-200607:28 AM

#34900004391 01/09/2006 23:42:39 Re: Combat Revision 2.0 FAQ (Working Document)
no i think what its saying is that your style if you usung say a karate move will get set to karate so you got nothing to worry about
#34900004392 01/10/2006 00:02:25 Re: Combat Revision 2.0 FAQ (Working Document)

Well i was just worried bout this line...

'You activate your Style the same way you activate any Ability. Double click the Ability icon in the Actions panel or click the Ability from your hotbar to activate the Style.'

#34900004393 01/10/2006 00:21:30 Re: Combat Revision 2.0 FAQ (Working Document)
I think what Walrus meant is that you can choose a style before fighting, like changing between guns and fists in interlock now. However, if you have Aikido chosen, and use a Karate skill your style gets automaticly changed to Karate.
#34900004394 01/10/2006 08:53:32 Re: Combat Revision 2.0 FAQ (Working Document)


Eminition wrote:
I think what Walrus meant is that you can choose a style before fighting, like changing between guns and fists in interlock now. However, if you have Aikido chosen, and use a Karate skill your style gets automaticly changed to Karate.



You would be correct. You still have the ability to manually select Karate, Aikido, Hacker, or whatever. However if you use a Kungfu special attack your style automatically changes to Kungfu and stays that way until you do something to change it once again.
#34900004395 01/10/2006 09:18:13 Re: Combat Revision 2.0 FAQ (Working Document)
Well wouldnt it just be done in the current system with those boxes to the right of the bar rather than hotbar space itself? last thing we need is more hotbar space being used...
Oh and on top of that (already thinking of stuff and QA isnt even up yet lol) why not have it so the system auto detects your default (manually chosen style), changes to another when its abilities are used then go back to your default after that round? 
Or was this done purposely to increase tactic use?

Message Edited by cloudwol on 01-10-200605:22 PM

#34900004396 01/10/2006 09:38:24 Re: Combat Revision 2.0 FAQ (Working Document)


cloudwol wrote:
Well wouldnt it just be done in the current system with those boxes to the right of the bar rather than hotbar space itself? last thing we need is more hotbar space being used...
Oh and on top of that (already thinking of stuff and QA isnt even up yet lol) why not have it so the system auto detects your default (manually chosen style), changes to another when its abilities are used then go back to your default after that round? 
Or was this done purposely to increase tactic use?

Message Edited by cloudwol on 01-10-200605:22 PM



Hrmm I see i should clarify, the example I stated above refers to styles like Kungfu, Hacker, Handguns, ect.

By default players should enter the world with your Speed tactic enabled. Tactics are manually changed by the player. Meaning that a player needs to change between Speed, Power, Grab manually each has intended advantages and disadvantages.

Message Edited by NoRepro on 01-10-200609:39 AM

#34900004397 01/10/2006 09:52:24 Re: Combat Revision 2.0 FAQ (Working Document)
So were there any bugs are is it a go for today?

#34900004398 01/10/2006 09:53:25 Re: Combat Revision 2.0 FAQ (Working Document)

No one understands me  :smileysad:

'You activate your Style the same way you activate any Ability. Double click the Ability icon in the Actions panel or click the Ability from your hotbar to activate the Style.'

I understand what styles are... i understand that atm we select them in the drop down boxes next to our hotbar spaces. What i took this sentence to mean is that the only way to select our style in cr2.0 was to use em on the hotbar spaces aka those little things numbered 1 to 10...

Upon review i spose it means hotbar as a general term and is in actuality was referring to the drop down boxes all along.

Message Edited by cloudwol on 01-10-200605:56 PM

#34900004399 01/10/2006 09:57:38 Re: Combat Revision 2.0 FAQ (Working Document)
I do cloud...but I'd have to say that its intended that when you use another ability from another style that it defaults to self defense. This is because you have to make concious desicions to your next move and if you need to use another ability from another style then it takes skills to know what to do next...like change styles in just the right timing in order for both abilities used to go of perfectly. That way the people who know the ins and outs of the combat will be able to show their superiority in pvp...
#34900004400 01/10/2006 10:50:04 Re: Combat Revision 2.0 FAQ (Working Document)

a few questions:

1. i have a code analyzer full of clothes, not all buffed. My second char has an even larger selection of clothes on the code analyzer. Will those just disappear or be reformatted and stay?

2. This is a popular question. If you refund us for abilities does that mean that we have to recode the abilities? If yes, will we be refunded the red frags the ability needs to make or do we all spend 8 days fighting over redfrag spots rather than doing QA testing? If no, will I be getting money back for the zen master tree i have levelled as well? small sub question that doesnt apply to me but i have seen asked around. What about those that levelled knife thrower when it cost 400k plus to level from 1 all the way up?

3. back to clothes, this time collectors clothes. will i need to recollect them? what about emma's vengeance and the trollskin or the big daddy the sakura bandana, will they be changed or destabalized?

Message Edited by Davo on 01-10-200612:51 PM

#34900004401 01/10/2006 11:09:40 Re: Combat Revision 2.0 FAQ (Working Document)
More importantly...
Where will the server notes be posted?
On the DataNode1 main page?
#34900004402 01/10/2006 11:35:07 Re: Combat Revision 2.0 FAQ (Working Document)

just thought of a good one that i cant recall having seen yet.

1. What about hardlines? Will we need to retag them or will we move over with all of them. it would loads of fun to have all hardlines gone and everyone trying to load at uriah at the same time.

2. What about nodes? will we need to retag them?

#34900004403 01/10/2006 12:19:49 Re: Combat Revision 2.0 FAQ (Working Document)


cloudwol wrote:
Well wouldnt it just be done in the current system with those boxes to the right of the bar rather than hotbar space itself? last thing we need is more hotbar space being used...

Message Edited by cloudwol on 01-10-200605:22 PM



I agree the last thing we need is more Hotbar space being used, but what you fail to realize is they've added a second hotbar..
Originally posted by the mighty Walrus:
clicky.

Message Edited by Konvertor on 01-10-200601:20 PM

#34900004404 01/10/2006 12:27:12 Re: Combat Revision 2.0 FAQ (Working Document)
How about they give us a beta baseball cap... Always wanted one. :smileywink:
#34900004405 01/10/2006 12:28:21 Re: Combat Revision 2.0 FAQ (Working Document)
QA socks!
#34900004406 01/10/2006 01:07:36 Re: Combat Revision 2.0 FAQ (Working Document)

quick question, if we use a powerless ability from 1 of the MA trees will this prevent hackers/knifers/assassins/etc from using their abilities?

ps: why can't i just take that keyboard out of the hackers hands and just smash it over his head? :smileywink:

#34900004407 01/10/2006 02:02:10 Re: Combat Revision 2.0 FAQ (Working Document)
But there is NO KEYBOARD!!!

#34900004408 01/10/2006 12:32:28 Re: Combat Revision 2.0 FAQ (Working Document: Updated 1/10@12 Noon PST)
I guess this leaves ability translation as my biggest question left.

1. When we first log in and go to our loading area will we have all the abilities we had before but in their shiny newness and at level 1? Or will we have no abilties and only the codebits we have on hand, giving the need to farm redfrags and buy abilities,frags,bits?

This is big for the obvious reason of hundreds of us buying the abilities we can and then fighting over redfrag mobs for days. i admit doing the frag hunt would give us ample npc combat time to test the new system and coder testing but it would definately be a hassle to some

edit questions:

E.) what style does coder fall under and how will proxy and utility coder work now?

E1.) Spy style? or does it defualt as self defense

Message Edited by Davo on 01-10-200602:40 PM

Message Edited by Davo on 01-10-200602:45 PM

#34900004409 01/10/2006 12:45:44 Re: Combat Revision 2.0 FAQ (Working Document: Updated 1/10@12 Noon PST)

wow.  i'm glad i'm not a dev. i'm sure you all are dreading this upcoming insanity lol.

yah, i wanna know about how the refunds will work.  do we just get the cost of leveling back for the abilities or are we going to get the frags back too?  will our code storage be able to handle the amount of bits we get back?

thanks!

#34900004410 01/10/2006 15:27:19 Re: Combat Revision 2.0 FAQ (Working Document: Updated 1/10@12 Noon PST)
hows eraged working...is it fixed so that anyone who's inraged will not be able to leave interlock anymore until they have been sweeped or the timer runs out?
#34900004411 01/11/2006 04:50:52 Re: Combat Revision 2.0 FAQ (Working Document: Updated 1/10@12 Noon PST)
"Ability Description TBD"

I've seen this in a few screenshots. Does this mean that some abilities currently have NO defined use?
Or is it just that the decription hasn't been written yet and you know exactly what it will do?
Reason I ask is that I'm sure people will have ideas what to do with seemingly useless abilities (rendered as such by CR2.0), is it worth submitting them or do you already know where you're going with them?
#34900004412 01/11/2006 09:46:05 Re: Combat Revision 2.0 FAQ (Working Document: Updated 1/10@12 Noon PST)
What bonuses are given for each attribute point spent now?
#34900004413 01/11/2006 16:41:36 Re: Combat Revision 2.0 FAQ (Working Document: Updated 1/10@12 Noon PST)
ok, my main question is. are you guys gonna give the info on the attributes like how much each one does? and I noticed that all the old terminology such as Dodge Ranged and a few others are no longer around and has been replaced by new words that are too big and to smart for my little brain to comprehend.. would you guys care to make a list showing wat each one does.. or is it  something we will have to figure out ourselves?

Message Edited by d00mninja on 01-11-200604:42 PM

E .· ` ' / ·. F
Your tears fuel me.
#34900004414 01/12/2006 05:51:55 Re: Combat Revision 2.0 FAQ (Working Document: Updated 1/10@12 Noon PST)
for the influences are we going to be able to switch our points around since they are lik being switched around ?
#34900004415 01/12/2006 16:09:45 Re: Combat Revision 2.0 FAQ (Working Document: Updated 1/10@12 Noon PST)

hey i got onto the test server for the first time today and all the vendors are inoperational

also i cant unequip disabled clothing

just though i'd say

#34900004416 01/12/2006 17:14:46 Re: Combat Revision 2.0 FAQ (Working Document: Updated 1/10@12 Noon PST)
so let me get this straight as I have had the chance now to play the QA server. what I got from wulruses first post is that if you have hud bars 1 and 2 full of your best hacker attacks then you have your hud bars 3 and 4 full up with your best MA or gunman abilities, say you select a hacker attack first on bars 1 and 2 you use that attack then you swap your 2 bars to 3 and 4 and use an MA attack or a gunman attack the game swaps your abilities over for you there for making you that fighting style?
is that correct read what he wrote carefully.but alas I have tryed this in game and I do not beleive it dose swap you abilities over but I shall try again when the server is feeling better.
if this is indeed what happens then this is a great thing to happen
#34900004417 01/13/2006 07:44:26 Re: Combat Revision 2.0 FAQ (Working Document: Updated 1/10@12 Noon PST)

This impression is not correct. Each archtype (for lack of a better term) has a base style (a ability/buff) which corrisponds to it. For example;

Using a MA ability puts the character in the style the ability comes from. Machinegun Fist Combo uses the Kungfu style.

But if you use Code Nuke 2.0 the system puts you into the Hacker Style.

But you must have the corrisponding ability loaded otherwise the system defaults you to the Self Defense style which while it work isn't nearly as powerful as having the specific ability loaded.


Anarcist wrote:
so let me get this straight as I have had the chance now to play the QA server. what I got from wulruses first post is that if you have hud bars 1 and 2 full of your best hacker attacks then you have your hud bars 3 and 4 full up with your best MA or gunman abilities, say you select a hacker attack first on bars 1 and 2 you use that attack then you swap your 2 bars to 3 and 4 and use an MA attack or a gunman attack the game swaps your abilities over for you there for making you that fighting style?
is that correct read what he wrote carefully.but alas I have tryed this in game and I do not beleive it dose swap you abilities over but I shall try again when the server is feeling better.
if this is indeed what happens then this is a great thing to happen



#34900004418 01/13/2006 07:54:57 Re: Combat Revision 2.0 FAQ (Working Document: Updated 1/10@12 Noon PST)

what's the deal with spies gonna be? sneak is min lvl 99 at the moment and it seems it prolly will be for quite a while, but i'd like some specific info on spies, does melee damage cover stealth damage from pre cr2.0? also will spies recieve their own style? ninjitsu?:smileywink: and are the timers on some of the spy abilities say vanish for example going to be changed to something a bit more user friendly?

also i disagree with not being able to see specials if both opponents win the round. makes it hard to tell what's going on. and are we gonna get a separate chat box of some kind to display combat rolls and info?

#34900004419 01/18/2006 05:47:52 Re: Combat Revision 2.0 FAQ (Working Document: Updated 1/10@12 Noon PST)

I have tested MA (all nranches), Hacker, and Coder. I have been a Hacker for a very long time and have just recently changed to MA. Why, because I knew they would *CENSORED* the Hacker Tree. I played a Hacker on the EPTS last night and found it very hard to get off a Hack. When I did get a Hack off it bounced. So I guess Hacker is history.

Now for a Coder. I tested the Sim 5.0 setup and found it to be marginal. The sim takes 10 - 20 minutes to kill their target and if you do not have a gun on you it is worthless to help the Sim fight. The Coder Hacks just bounced off the taget (lvl 31's in Historic District).

I plan on testing the Hacker tree further to see if clothing makes a differance.

I have posted the videos on my website for all to see and test further. If you have tested this and notice I am just doing something wrong then let me know.

www.smithlives.com/downloads.html

#34900004420 01/19/2006 03:10:53 Re: Combat Revision 2.0 FAQ (Working Document: Updated 1/10@12 Noon PST)

Why was concentration nerfed?  It worked just fine in the old system.  In the CR2.0, if you get hit while casting a hack you almost always fail the hack.  This makes hacking, and problly other casting powers, pretty usless. 

Most the code launchers, in CR2.0, I have seen have nothing to do with hacking.  Why is this. 

#34900004421 01/19/2006 08:54:05 Re: Combat Revision 2.0 FAQ (Working Document: Updated 1/10@12 Noon PST)
Its a bug, and on that note I would like to appoligize for not having updated the Known Issues list in a few days. Things have been busy between Update 40 and CR 2.0 :smileywink:

Verminus wrote:

Why was concentration nerfed?  It worked just fine in the old system.  In the CR2.0, if you get hit while casting a hack you almost always fail the hack.  This makes hacking, and problly other casting powers, pretty usless. 

Most the code launchers, in CR2.0, I have seen have nothing to do with hacking.  Why is this. 




#34900004422 01/19/2006 08:56:30 Re: Combat Revision 2.0 FAQ (Working Document: Updated 1/10@12 Noon PST)
There's a lot of problems with update 40 atm.
#34900004423 01/12/2006 20:41:57 Re: Combat Revision 2.0 FAQ (Working Document: Updated 1/10@12 Noon PST)

Question #1)

Are we going to see more customization with the Proxy/Daemons?  I'm not say "can we hand pick every skill that they can use and how often they use it."  I'm trying to say,"Is there a way to influence what styles they will use"  I know from personal experience that an akido proxy of the same level can be defeated naked without using any special abilities (On the live servers).  If we are able to influence what style they can use.

Possible way to do this:

A) a seperate skill tree that branches off of the first proxy tree or daemon tree.  Something simulair to how the code maker tree looks like, but with styles instead.

B) Right click your proxy, click a new button labeled "Fighting styles", new window pops up, similiar to selecting your own style.

C)A stats window, locked stats or change on the fly, with a list of fighting styles, and how proficient they are in those styles.

Question #2)

Will NPC be able to use free fire melee attacks?  Will they use free fire melee attacks first, then try to interlock if you attack back? how far will they chase you if you if you run away?(my personal experience is you have to duck in a building, or run to a different neighborhood on the live server)

Question #3)

Are we going to see weapons in the test server, such as clubs, blades, brass knuckles?  It's been asked alot as far as I have read throughout my time with MXO since last March.  Is that going to be a big NO, a maybe, or expect it in the future?

Question #4)

Team duels.  It's in the Mxo manual.  It tells us how to initiate a team duel.  BUT, it doesn't work.  Are we going to see Team dueling ever?

Question #5)

As far as launching viruses, will there be a detail description as to how long it takes to launch that virus?  Example: Barrage 1.0, 2.5 seconds to execute.

That's all I can think of at the momment.  Hopefully, you have seen something that hasn't been asked before.

#34900004424 01/19/2006 09:31:08 Re: Combat Revision 2.0 FAQ (Working Document: Updated 1/10@12 Noon PST)
I seem to have found a bit of a problem with the CR2.0... Due to my current status of being unemployed and desperatelly looking for work.. I am running on a computer with a graphic card below specs for MxO, and since I am also on a laptop as well as unemployed upgradeing is NOT an option. Due to my low card (ATI RADEON 7000) I play with HORRENDOUS LAG, still I have managed to slog my way to lvl 49 almost 50 in a relitivly short time.
Unless the devs are able to somehow add some kind of animation to the  NEW hot bar to denote which moves can be used (Currently when a move becomes active it moves up and locks on the hotbar becoming coloured, and drops down and greys out when inactive)
This no longer happens in the new vertion being tested. As a result ALL my abs are, and always have been in FULL colour even when not active.. see screenie.
This means that unless some way of recognising when a move becomes active OTHER than the colouring/greying is added when this goes on the live servers then myself and any other players on below spec pc's will be forced to leave probably one of the best online games avaliable. I know of a number of others some of whom PvP some RP who will be forced to leave.
(And to those tech heads out there, I KNOW will try to tell me to alter my settings ( And have done in game in the past) My graphics settings in game are all Automatically SET by the game as low as possiable and can not be increased in any way. Because my card can not support higher settings.)
If this can not be resolved I will unfortunately be forced to return to the hiddiousness that is OTHER games.  SMILEY  MxO is about the only game out there at the moment that I am interested in and is not solely or at least majorly geared towards PvP, though there are others imo they just can NOT compeate with MxO.
Other than that I am enjoying the new look.

Message Edited by Bittype on 01-19-200605:32 PM

#34900004425 01/19/2006 14:55:46 Re: Combat Revision 2.0 FAQ (Working Document: Updated 1/10@12 Noon PST)
Not to sound like an *CENSORED* or anything, but if you're unemployed, how do you pay for the game?

And there's an easy way to know when abilities can't be used (are supposed to be greyed out). Hover over one and look at when it can be used. It will say "Close combat" or "Free fire" or "Anytime." Next, check which of these situations you are in. If you are in close combat, then you can use abilities that say "close combat", and so on. It's really not that hard. If a door doesn't have a "Pull" sign on it, you'd still know to pull on the handle to open the door, right?
#34900004426 01/19/2006 16:49:34 Re: Combat Revision 2.0 FAQ (Working Document: Updated 1/10@12 Noon PST)

Not to sound rude or anything, but that is none of your **bleep** business!

The idea of this thread is to post something you feel others in the community might like an answer too.. Granted Mine is more of a personal observation but that is beside the point.

And not EVERYONE has good memory recall.

#34900004427 01/20/2006 04:46:25 Re: Combat Revision 2.0 FAQ (Working Document: Updated 1/10@12 Noon PST)
Will the way the system determines rolls be explained more?  I had 118 viral accruacy and rolled a 36. 
#34900004428 01/21/2006 05:12:39 Re: Combat Revision 2.0 FAQ (Working Document: Updated 1/10@12 Noon PST)
Hm, about Styles... I've already /bug'ed this, but I'm getting the impression that it could be some weird feature:

I'm using Self Defense in Interlock or Melee Free Fire. Now when I select a gun from the drop down menu or quip it in my inventory, I am using guns in Interlock and Free Fire. To use Melee attacks again, I have to unequip the weapon in the inventory, just selecting Self Defense in the drop down menus from the hotbar won't work.
My question is: Is it supposed to work? In my opinion, it should, because it's really a pain to unequip from the inventory, when I'm in a hot fight.
#34900004429 01/21/2006 09:02:18 Re: Combat Revision 2.0 FAQ (Working Document: Updated 1/10@12 Noon PST)
Its cool that the devs answer us some questions, but the first, and for me an importand question, wasnt answered, Whats up with the spy tree?
In every dev yournal we can read something about Karate, KungFu, Sniper, Hacker..... but no word about the spy. Why?
I have the fear that this tree will get deletet :smileysurprised:
I dont hope so....
#34900004430 01/21/2006 16:21:53 Re: Combat Revision 2.0 FAQ (Working Document: Updated 1/10@12 Noon PST)

I was wondering about the logic behind the free fire timer for all 3 gunman tree's which are;

Sub Machineguns = 2 secs

Pistols                   = 3 secs

Rifle's                    = 8 secs

 Now i understand why rifle's take so long but shouldn't it be the other way round for pistols and smg's considering pistols are the lowest dmg tree.

Perhaps when the enhanced weapons (collectable and code able ones) are released it might make some more sense, but for now i'm baffled.

Regards

#34900004431 01/22/2006 03:05:14 Re: Combat Revision 2.0 FAQ (Working Document: Updated 1/10@12 Noon PST)
yeah, lol... I had written an thread about this.... but no one had answered to this, so I had thought that no one had get any thoughts about this.
You can read kt here:
http://mxoboards.station.sony.com/matrix/board/message?board.id=general&message.id=62291#M62291
#34900004432 01/23/2006 06:23:49 Re: Combat Revision 2.0 FAQ (Working Document: Updated 1/10@12 Noon PST)


Zachar1as wrote:
 Whats up with the spy tree?


What he said:smileyhappy: