The Zerg and IL
64 posts · 2006-05-09 04:22:31 to 2007-02-16 05:06:50
What the IL player needs would simply be more defense.

I'd rather see that it is easier to get a state on an opponent inside interlock. Those inside interlock are the most vulnerable and the people outside should be more of a support team. The interlockers should do most of the work, causing more states so people outside of interlock can benefit from it. But now it's the people outside interlock doing all the work while my opponent doesn't have anything to do but the best specials.
Aquatium wrote:
To be honest, the fact you can have states induced outside interlock is a great tactic be it 1 on 1 or a group.
What the IL player needs would simply be more defense.
When outnumbered your opponent inside interlock is benefiting from the states caused by others. It should be the other way around.
Interlock shouldn't be a trap when fighting two or more people.

Aquatium wrote:
To be honest, the fact you can have states induced outside interlock is a great tactic be it 1 on 1 or a group.
What the IL player needs would simply be more defense.
Come and pvp on a hostile server.
.With consistant IL round length, IL isn't just for those that specialize in it, interlocking 2/3 of IL dependent loadouts is a great way to get an IS recharge, especially for Patchers/Viros that have very IS effiecient moves, meaning one-round of Blocking is an attack comming right at you the following round. Still, IL and high Contested Withdraw is the only way to tank something in PvE and to tie someone up in PvP since the game no longer has long CC abilities.
At the end of the day though, interlock-dependent loadouts have always been at a huge disadvantage, especially now in a situation where IL-loadouts outnumber available targets, then the remaining IL-dependent loadouts are really superfluous.
I'm not too sure how to balance that out though, since I have always perfered mobility to whatever advantages you might get from being melee (probably one reason I don't play melees very often in MMOs).
i dont think resistance should be upped in interlock but maybe defence. if a bullet hits you it shouldnt matter if your in interlock or not. your gonna get hurt the same. but it seems reasonable that trying to shoot a person in interlock would be harder since they are moving around more so than if they were standing there or just running. Yup. I agree, a 20% Defence bonus against those firing into an IL would be a step in the right direction, and multi-fighting is just waiting for a function.
The best way to survive (that I have found) in an enemy zerg is to load up a spy hybrid.
Sideroll escape 4TW... well Sideroll escape 4TSurvive!
cancels some sort of penalty for firing into interlock. So that
is already in the game. The problem of better defense for people
in interlock is easily solved with use of the TBD Multi-Fighting
ability.
<div></div>/sign

I like it.
But all I know for sure is that as MA I really enjoy 1 on 1. and usually die in multi on 1 before I can get a kill. States have been induced on me by a level 10 shooting at me from outside interlock, whilst the level 50 fighting me kills me with state requiring specials (needless to say i returned and ganked the 10 - but t'was very aggravating.
The_Wendigo wrote:
Though we don't know what the penalty is, the Sharpshooter ability
cancels some sort of penalty for firing into interlock.
Erm.... no it doesn't Wendigo, it cancels some of the penalties for using guns while interlocked.
I wish this board had a rolleyes smilely. PVP is not about one on one or even a fair team against a fair team, which I am sure you are painfully aware of, if you want a fair fight go duel. And if they did this, how would you suggest they rebalance the player vs enviroment bosses and box mobs?
Message Edited by ibewarped on 05.27.2006 07:46 AM
ibewarped wrote:
They have already relegated hackers to a pure support role in pvp, why don't we take this away from them too....
I wish this board had a rolleyes smilely. PVP is not about one on one or even a fair team against a fair team, which I am sure you are painfully aware of, if you want a fair fight go duel. And if they did this, how would you suggest they rebalance the player vs enviroment bosses and box mobs?
Message Edited by ibewarped on 05.27.2006 07:46 AM
I dont mind the hackers they are supportive in a good way.
but i hate smg specialist, when you are in IL they get you dazed, full auto redux and bang there goes a halfbar down.
Org Specific Abilities.
Indeed.
ReguIus wrote:
3 Words
Org Specific Abilities.
...And machines need to get some super secret special ninja exploiding smoke bomb ability that turns all nearby zerglings into frogs.


Beanno wrote:
like kryt said greater effects of de will greatly help us underdog orgs slow down the zerg
Or completely slowing pvp down to a boring crawl....and again how do you think they can ballance it for player vs enviroment?
Message Edited by ibewarped on 06.03.2006 08:27 AM
Tyt, great idea as always. I think as many said use the multi-fighting ability available with some defense buffs would be good for the outnumbered/outside of interlock BS.
And also said.. a lvl 10 giving u a state for that person inside of interlock is BS also. Im puttin a hurtin ona 50 and all it takes is for sum1 40 lvls lower then me to put the fight in favor of my enemy.
krytical wrote:Indeed.
ReguIus wrote:
3 Words
Org Specific Abilities.
...And machines need to get some super secret special ninja exploiding smoke bomb ability that turns all nearby zerglings into frogs.
LOL!
or we can just get the Multi Fighting ab. worked out already ...
Dv01D wrote:
The_Wendigo wrote:
Though we don't know what the penalty is, the Sharpshooter ability cancels some sort of penalty for firing into interlock.
Erm.... no it doesn't Wendigo, it cancels some of the penalties for using guns while interlocked.
Read the ability description again....
This ability removes the penalty for firing into interlock.
Even if this is true remains a fact that since the very beginning of the game it has been just like Tytania says, that IL is a trap for those with lesser numbers (which as we know are always the same). These are left to use only ranged characters to be successful in pvp.
IMO it wouldn´t be a bad idea to make the interlocked characters untouchable from outside until their battle is over by death or roll-out. It will add fun and fairness to the game.
MaRKiE wrote:
Untouchable seems a little far, perhaps an extra 100 resistance across the board or some extra defence would be just fine. Interlock isn't always a prison cell, believe it or not as a MKT I quite like being there as long as i can get out when the poopoo hits the fan.
Let me guess..... leg sweep? Throat cutter? Blinding?
grrrr
you have a point..but you missed your own point completly. your right about your team strategy. and sure. if you have that team and come across 8 to 10 zions dueling as ma at mara your prob gona clean them out. but a team of 6 prob wont beat a zerg thats lookin for pvp. for every patcher you have they will have 2 or 3. for every hacker they will have more and so on and so fourth. when your ma go to interlock they will get shot, stabbed, hacked and punched while a patcher is healing the zion.
the zerg is real. you cannont beat it. you can only fight it. win small battles here and there. but to deny that cr2 dosent strengthen the zerg to the point that its not worth fighting is stoopid.
What is with the zerg business, doesn't people see its nearing the end. Im now learning to start in Mara NW because machines always own Mara c. The zerg is no more its finished.
Well thats what i find but then again im only on during GMT times.
Anyway Darkhaze that avater rules lol
The zerg isn't Zion its just an overwhelming force.....
This thread was opened prior to the release of cr2 because I foresaw the new combat system adding to the effectiveness of 'having numbers on your side'. Sadly nothing was done and numbers have indeed become even more effective.....
Specifically the problem of IL means that to enter IL while you are on a team of players of lesser number than your foe, places you at an even greater disadvantage than ever before, a buff to defense against external attacks for those people engaged in IL (while they are in IL only) would have made ma and gunmen a lot more confortable in large scale battles and would have avoided many of the complaints that caused the nerfs the ranged classes have had to endure since then. (targetting 'the situation' where a class becomes weaker relative to another rather than a broad sweep nerf impacting negatively over an entire class would provide a much better balance to all)
"Overpowering in effect or strength" From dictionary.com
So why should someone or a few people take out a load of people it doesnt make sense. So the more numbers the less chance of you living.
However in Cr2.0 i find you can still beat the oppenent if the numbers are against you by using buffs or using a varierty of trees ecspeically the hacker/despoiler.
However you are right in the aspect that it would be nice to see the original idea of org specific abilities where if the numbers are uneven u get a boost.
first you have to understand what a zerg is. a zerg is the direct impact of a system not able to balance the numbers of opposing players in a generally stable way. meaning that one or 2 of the orgs will always be outnumbered. example. say there are 100 players of each org. monday theres 15 zion on and 40 meros on. the meros wipe out the zion. thats not a zerg. thats just the luck of having more of your members online at a paticular time.
but thats not the matrix. more realistically it would be like 100 zion players, 50 mero players, and 25 machine players. this creates the zerg. because although once in a while only 10 zion might be logged on while 15 meros are most of the time it will not be this way. the meros and machines just dont have the playerbase to defend against zion numbers on vector.
Ok that i will agree with, a defence raise would be nice in IL but the only way it would work is if it took in mind who has the greater number, if you both get the boost then it will stay about the same.
But it wont happen because it would require two different defences one which is in IL and another out of IL. The system atm is not complex enough to encorparate 2 defences and i question whether they will mess with it in the near future.
Maybe someone should post this idea in the Champagne Room or whatever it is called now.
I agree.
multifighting has no use atm, it should be redesigned to give a chance of say 48 res everytime you get hit which I think is what the res buffers give in the awakened tree, it would help if you get interlocked.
A zerg is not a zerg unless it has a patcher, 10 zions v 5 mechs, if the mechs had a healer then the mechs could have a good chance of winning because they have somebody who can give them some heals, so they can stay in the middle of mara c for longer.

Btw, MAs aren't tanks, there's no such thing in MxO because all classes can have the same HP and the same resistances. MAs are definitely not the kind of class that is able to kill a red in the middle of 5 and gets out alive either. If you're outnumbered, don't fight or at least fight and don't complain about interlock.

I don't agree with this thread. Interlock is not really a trap unless you're outnumbered, and if you're outnumbered you should know better than to interlock someone in the middle of a zerg. I don't know about the rest of you, but in PvP battle with even odds I don't really attack those already interlocked. First, the longer two opponent stay in interlock the lowest their HP gets and the easier for you take them down afterwards. Second, why worry about two players interlocked? they're harmless to you, I'd be more worried about those snipers, MKTs or hackers that aren't interlocked. Luckily enough, we had a servers wars recently (Enumerator vs. Heuristic) on Vector and I can think of a good example that describes this situation. In the first fight, Heuristic interlocked and ganged up on one interlocked player at the start, leaving the other 50s do do whatever they wanted, BAD IDEA. Needless to say, they lost. If you're the kind of player that attacks the red already interlocked in a 2vs2 the chances of the 2nd red not interlocked being a sniper or MKT are high and the chances of him sniping and killing you and then killing your friend are even higher. When someone attacks you while you're already interlocked just sit back and laugh at how *CENSORED* their PvP tactics are.
Btw, MAs aren't tanks, there's no such thing in MxO because all classes can have the same HP and the same resistances. MAs are definitely not the kind of class that is able to kill a red in the middle of 5 and gets out alive either. If you're outnumbered, don't fight or at least fight and don't complain about interlock.
This thread is all about unbalanced combat, which I believe forms a significant majority of situations. Again the aim was to encourage and promote the widest variety of loadouts to each situation, here you are really mking it plain that if you are outnumbered you would be crazy to engage in IL.....which is exactly the point..... Question is should that be the case? Seems to me in doing so smaller orgs are restricted in the variety of LO they can effectively travel with? Equally the cries and shouts for nerfs primarily come from IL class players leading to a blanket strike on whole tree's - making a distinction or bias between defenses to damage taken from in IL to out of IL while you are IL could offer a significant tool to balancing all classes?
I dont know.... it was relevent before cr2 went live, I still think it was a valid but at this stage other factors and nerfs have perhaps left it behind
the sad thing is..both krytical and tytanya are completly correct. kryt is right by saying that if your outnumbered you shouldnt fight or at least shouldnt complain. the problem is that someone is always outnumbered. this isnt wow with millions and millions of players. if your outnumbered in mara you cant just go to another hardline and look for a more even fight. and if you do find one all the players from mara will hear about it and come zerg you.
and other than pvp theres not much else to do, lol. the other problem is that if they do somethin to give the people with less numbers a chance it would basically be admitting that org balance will never be fixed. and org balance is the real issue here. if there was more balance then the situations where your outnumbered would be more far and few between and there wouldnt even be this much arguing. in an even fight were the numbers are pretty matched i have no problem with ma. i fight till i die and thats that. but thats very rarely the case. either im out numbered and die faster than i can say $hit, or we outnumber them ( very seldom lately ) and theres nobody to interlock.
my suggustion is this. every class has different methods to fight except ma. gunz can go from duelist to sniper, hackers can go from interlock classes to freefire, proxys can interlock and let sims hack or let sims interlock while they hack. assassins can toss knives or go in for punts. the only class thats crippled out of interlock is ma. give ma's somethin they can fall back on when outnumbered. like maybe being able to do specials in freefire. who knows. it just seems that its not fair when every class can load sniper or sniper of somesorts to still have fun when there outnumbered but ma's just have to go shadow or to the la and chat.
Aquatium wrote:
To be honest, the fact you can have states induced outside interlock is a great tactic be it 1 on 1 or a group.
What the IL player needs would simply be more defense.
Come and pvp on a hostile server.
A zerg is a zerg my friend. 15 people against me on Recursion is the same as in Vector, except when I come back, I can attack one without being ganked first. I've pulled off a kill (first try) against someone while multiple others were shooting/knifing/hitting me outside.

The Zerg and the IL, good name for this post, and who is the autor, oh Tytania, always saying zerg to other people, but never fight alone, when she is alone she is a jump grandmaster, so who can believe that she is an expertise in combat?. Make me laugh with all of these things. Only thing is true, the game in vector is dying so if you are an expertise, try to change something evade woman. I´m very sad of hearing you speaking about the zerg, but I have a lot of screen with you and ten partners ganking people, so shut up with the zerg cuestion.
You regurgitate a 6 month old thread for the single purpose of flaming me, whats more you haven't read or understood a word since the original aim was to point out how vulnerable IL is in a zerg and repeatedly to make it clear a Zerg to me can be any organisation, my own included.
Your post is pure worthless ignorance on every level!
thezionssecrets.com wrote:
The Zerg and the IL, good name for this post, and who is the autor, oh Tytania, always saying zerg to other people, but never fight alone, when she is alone she is a jump grandmaster, so who can believe that she is an expertise in combat?. Make me laugh with all of these things. Only thing is true, the game in vector is dying so if you are an expertise, try to change something evade woman. I´m very sad of hearing you speaking about the zerg, but I have a lot of screen with you and ten partners ganking people, so shut up with the zerg cuestion.
You regurgitate a 6 month old thread for the single purpose of flaming me, whats more you haven't read or understood a word since the original aim was to point out how vulnerable IL is in a zerg and repeatedly to make it clear a Zerg to me can be any organisation, my own included.Your post is pure worthless ignorance on every level!
He's probably one of the same people who cries that certain parties who struggled solo for many months never fight alone.
"The End is Near, the Time is Now." | W4rbl4de | Reviled Restoration-CYPHERITES
I have about 4 50s now in my faction since I founded it when I was level 10. Now I am 50 I come to the new world of pvp... roll on a few months and I am very used to complaints and so forth of Zergs. What I normally say, and I know someone asked another Captain in my faction about this is to never give up, I say to all Dragoons, never give up and let the enemy respect you. I love a fat army behind me, but I also like a good challenge. No matter what I always stand and fight, mostly if its 15 v 1, they give up, and then it's your chance. I tend to say this to anyone in a team that say's 'Im going it's too hard'. This time I will say it too you all...
Shut up and fight.
kthxbye
TH

