What happened to disarms in interlock?

5 posts ยท 2006-05-28 03:43:00 to 2006-06-04 08:47:00

#35200000898 05/28/2006 03:43 Re: What happened to disarms in interlock?
tbh the only thing that made guns better than MA in the old system were the fact that half the moves could be used outside of combat, 1 hit by a martial artist would lower a gunman's CT by 10 which could be a deciding factor in a duel, especially if like me you used FM, when some of yer buffs ran out u were more vunerable. but because I think they removed it because if we were to be disarmed we would have to switch to self defence art which is a really bad MA.
#35200000900 05/28/2006 08:00 Re: What happened to disarms in interlock?
I wouldn't mind if disarming was an occasional effect. It seems weird that people are fighting in close combat with opponents carrying firearms and they can't disarm them. Plus, MxO is now the only Matrix game where you can't disarm opponents.

And yeah, I guess I miss the animations as well. SMILEY
#35200000906 05/30/2006 09:46 Re: What happened to disarms in interlock?

The removal of disarming an opponent was a design choice for CR 2.0. In effect the Gunman trees derive a sizable portion of their DPS from the weapon they equip. Allowing disarming would be a distinct disadvantage to ONLY gunman tree load outs. With out anyway to make available the same type of DPS decrease to Coder, Hacker, Spy, and MA load outs it would unbalanced to keep disarming in the game.


While this is functionality removed from the game it was necesary. It was easierly to remove one aspect of combat than to build from scratch 4 new systems to cover the other loadouts.
#35200000912 05/30/2006 15:47 Re: What happened to disarms in interlock?
the problem would be the man hours required to adjust the animations for Hit/Hit and Hit/Miss scenrios for all style/tactic combinations. That is only a couple of thousand animation possibilities. In essence, not very likely.
#35200000927 06/04/2006 08:47 Re: What happened to disarms in interlock?


EndlessVoid wrote:
Could they possibly be implemented as MA vs. Gunman finishing moves?
That
way, it wouldn't really matter how long they took to execute, as I
notice finishing moves take longer than the standard 4 second exchange.

And it'd be a pretty cool ending to knock an opponent's guns away and then deliver that big kick to knock them down. SMILEY

- Void


Yeah,
I'll second this one - add the disarm moves only to the hit/miss list
for MAs against those using a weapon maybe? If there still are
'finisher' moves, add them there...