CR2.0 must not increase the effectiveness of the Zerg!

62 posts · 2006-02-01 05:48:26 to 2006-04-17 17:36:37

#35500000662 04/14/2006 16:36:53 Re: CR2.0 must not increase the effectiveness of the Zerg!
The Zerg could suck as individuals on any server. Numbers = Zerg. The more there are, the more efficient the Zerg. :smileyindifferent::smileyvery-happy:
#35500000664 04/14/2006 18:00:47 Re: CR2.0 must not increase the effectiveness of the Zerg!
heh, Zergs seem pretty balanced in my opinion.

<--- Merv Assassin on Vector...
#35500000666 04/14/2006 18:18:07 Re: CR2.0 must not increase the effectiveness of the Zerg!
the zerg has clearly become a little more effective, mostly depending on your class. since we get hit alot more now, this means, more frequent interruptions of concentration for the hackers. other classes have similar problems.. they have to change their gameplan sometimes cuz since we get hit more, that means, possible to get hit with stun more easily, or other debuffs. when i use gunner it seems theres always a debuff with my name on it haha. just as there is for others, when i have hacker loaded. you see ppl prevented from casting a buff/debuff, entering sneak, tying their shoes, whatever. things are just different now =D
#35500000668 04/14/2006 19:55:39 Re: CR2.0 must not increase the effectiveness of the Zerg!
talent, strategy, and a few skilled teamates with good vocal communication can still conquer the zerg
#35500000669 04/15/2006 02:33:37 Re: CR2.0 must not increase the effectiveness of the Zerg!
Yes it depends on circumstances but the constant attacks force alot of Concentration checks and when your trying to use a hack or other ability with a long use timer it makes a big difference. You can get interupted multiple times and if you do you may as well run or call it quits. Also even though the lowbies don't do any damage they can still hit you for status affects which is what Interlock is about these days. Once i get a status effect on me in interlock if it's the right one or one my enemy can take advantage of there goes half my health or my face ot the pavement.
#35500000672 04/15/2006 04:30:47 Re: CR2.0 must not increase the effectiveness of the Zerg!
With team work it's acheivable to handle a force around twice your
size. Much beyond that, and you're simply dead. The worst thing is
multiple damage types. You can't defend against a mass of MKTs AND a
mass of Kung Fu Gms at the same time.

#35500000673 04/15/2006 04:58:19 Re: CR2.0 must not increase the effectiveness of the Zerg!





NoRepro wrote:

Well the honest question is... Has the zerg become;


More effective?


Effectively the same?


Less effective?


Honest answers please.






The honest answer I think is that the Zerg is more effective. 


Why?  Well, with CR2 interlock is faster but because of resistances and active buffs that you can use in combat, it takes longer to kill an opponent.  This means in essence more time for the Zerg to roll on your position and put more people around you to shoot/knife/kick you while you're in interlock.  We all know that states are the key to launching and landing the big damage moves and now there is more time for more Zerg-la-dytes to group on you and inflict states.


Add to this contested roll outs and you have a more effective Zerg.


Now, all that said.. I think CR2 is a million times better than the old way, but the Zerg is more effective.


How would we fix this?  I'm not sure.. longer DE penalties?  More toughness for low population orgs to balance things out?  Meh.. who knows such things?  Only the Oracle.

#35500000674 04/15/2006 05:13:07 Re: CR2.0 must not increase the effectiveness of the Zerg!





Spadz wrote:



The honest answer I think is that the Zerg is more effective. 


Why?  Well, with CR2 interlock is faster but because of resistances and active buffs that you can use in combat, it takes longer to kill an opponent.  This means in essence more time for the Zerg to roll on your position and put more people around you to shoot/knife/kick you while you're in interlock.  We all know that states are the key to launching and landing the big damage moves and now there is more time for more Zerg-la-dytes to group on you and inflict states.


Add to this contested roll outs and you have a more effective Zerg.


Now, all that said.. I think CR2 is a million times better than the old way, but the Zerg is more effective.


How would we fix this?  I'm not sure.. longer DE penalties?  More toughness for low population orgs to balance things out?  Meh.. who knows such things?  Only the Oracle.






These are my thoughts exactly, many of my CR2 fears proved to be unfounded but this one was very definitely realised. It is exacerbated by the apparent ease free fire Melee fighters have to be able to induce debuff states on the person caught in IL. I hear what other people say about being able to fight a larger force but quite honestly this is purely ignorance to the new system and very soon that will not exist as a tool. The actual aggressiveness of Vector has decreased as there is a more ready resignation of the futility of certain battles...the only positive as regards that situation is that the current population of Vector is probably more balanced that at any other time in its life.


The only real suggestion I would propose is that the evade combat stat gets a buff proportionate to the relative number of different opponents inflicting damage (ie twice as many people hitting A in IL offers an 10% boost to his evade), this way the handicapped force has a better change to retreat and rethink a strategy. And or once in IL the two combatants can take damage from outside but certain states ie stun, root etc can only come from within.

#35500000692 04/16/2006 12:10:54 Re: CR2.0 must not increase the effectiveness of the Zerg!

As someone who's not even on Vector, I'll just jump in here quickly.  SMILEY


I was worried about the ability of those outside of combat to inflict debuff states when free fire was first discussed in regards to CR2.  This really is an important issue if you're not on a hostile server, and I can see it easily being an even bigger issue on a hostule.  My suggested solution to this?  Make Multi-Fighting a levellable ability that reduces the ability of outer attackers to cause debuffs; the higher the level, the harder it is for someone outside of IL to cause a debuff state.


Sure this won't solve all of the problems associated with the Zerg (or even just multi person combat post CR), but it's a good place to start.

#35500000699 04/17/2006 00:32:31 Re: CR2.0 must not increase the effectiveness of the Zerg!
Nice idea on the multi fighting ability. Should help and gives the ability something useful to do.
#35500000710 04/17/2006 17:36:37 Re: CR2.0 must not increase the effectiveness of the Zerg!
This is absolutely true and very frustrating.  Especially to get death effect and have your ballistic accurracy drop by 20 points or so.  Making a gunner absolutely useless anymore.  Wich in turn becomes a neverending fruitless fight period.  Why bother?