So go ahead, ask me a question about CR2.0, and I'll provide you with the best answer I can!
So go ahead, ask me a question about CR2.0, and I'll provide you with the best answer I can!
50 posts · 2006-03-27 15:10:21 to 2006-07-22 07:04:30
I've heard that everyone will get their shot in no matter what, which begs the question, "Exactly how do the levels percentagize everything out?"
What? It's a word! Don't make get my Squirrel on.

You will get shot more often, but not every time. Your determining factor now is Ballistic Defense. The higher your Ballistic Defense roll is against your opponent's Ballistic Accuracy roll, the more often you will dodge a ranged attack.
ZippydaSquirl wrote:I've heard that everyone will get their shot in no matter what, which begs the question, "Exactly how do the levels percentagize everything out?"
What? It's a word! Don't make get my Squirrel on.
Yes! The first ability for each Martial Arts branch (i.e. Karate Expertise, Kung Fu Proficiency) each provide an additional bonus, and they only require two memory slots each. Load them all if you have the room!
Sykin wrote:
Heh, if you could also answer mine please...
Is it better to mix MA builds in CR2.0 or focus on having just one? I ask this because I don't like clicking here and there for different buffs and styles... But I got destroyed by a female Aikido/Karate GM recently on the EP Server.
...!!! Oh my! I should've known... Thanks Symmetric.
Symmetric wrote:Yes! The first ability for each Martial Arts branch (i.e. Karate Expertise, Kung Fu Proficiency) each provide an additional bonus, and they only require two memory slots each. Load them all if you have the room!
Sykin wrote:
Heh, if you could also answer mine please...
Is it better to mix MA builds in CR2.0 or focus on having just one? I ask this because I don't like clicking here and there for different buffs and styles... But I got destroyed by a female Aikido/Karate GM recently on the EP Server.

Only one of the Hyper abilities may be active at a time, save for Hyper Deflect. For example, you can have Hyper Deflect active, along with either Hyper Dodge, Hyper Sense, or Hyper Block.
Ic3b3rg wrote:
Why cant hyper dodge be used with Hyper sense? they both use differant buffs.
Symmetric wrote:Only one of the Hyper abilities may be active at a time, save for Hyper Deflect. For example, you can have Hyper Deflect active, along with either Hyper Dodge, Hyper Sense, or Hyper Block.
Ic3b3rg wrote:
Why cant hyper dodge be used with Hyper sense? they both use differant buffs.
Fair enough i guess, not to stack the buffs to much in all areas.
Ok, second question, what buff determines the Shield jammer being succesfull or failed? Is it random?

Since the ability to jam shields falls under the Spy tree, I'd probably say your Thrown Accuracy would be the leveraging factor.
Ic3b3rg wrote:
Ok, second question, what buff determines the Shield jammer being succesfull or failed? Is it random?
Message Edited by Symmetric on 03-27-200606:44 PM

1. Each point over 5 in any attribute (known as Stats now) grant a 2% bonus to each Influence affected by that Stat. The difference between, say 25 and 30 in any stat would therefore be a 10% difference. Just remember that all Influences are added after bonuses are applied.
RemagDiv wrote:
I have a... few questions..
1. In regard to Attributes, is it better off to max two at 30, or do them all evenly. I heard for PvE going even is best, while in PvP maxing two at 30 is best depending on what you have loaded the most. I haven't really tested and compared both ways.
2. Do people still use the Hampton Green guns (Stinger, Needler, Lancet) for PvP or are the level 50 guns the best around now?
3. What are the best pants to use now? The old DR pants have crappy stats now. Is there a level 50 pants somewhere?

Balance your Stat points out and see what works best for you. I will say that putting all your points into one stat will make you very good at one style, but it will put you at a disadvantage if you use an ability set that isn't affected by the Influences that Stat affects.
Sykin wrote:
Is it feasible to try and be good in all trees? Or will you be so hindered in all of them while trying to be good in all of them by making your attribute points all the same (almost)?
For that matter, what would be a good idea for stats based on the desire to be both efficient as a Martial Artist and Gunman? Not at the same time, but either one when the need arises.
Sniper, I guess... :smileyindifferent:
Ntrails wrote:
What is the best tree for killing pigeons?


Yes.
Sykin wrote:
Symmetric, how exactly do gun-trees work now in CR2.0? Can all the 'Expertise' skills be loaded up for some very nice universal buffs to whatever gun-type you're using, kind of like the Martial Arts Expertise skills?

They matter, but nowhere near as much as they did when tactics were just called Combat Tactics. Defense and Accuracy rolls are far more random under CR2.0, and for a level 50 often variate anywhere between 50-150.
krytical wrote:
Do you think the tactic bonuses (accuracy specially) affect special's rolls? I've been playing in QA for quite sometime and I truly don't notice a difference.
I don't know...probably part of the more random nature of CR2, or maybe it might be a bug.
krytical wrote:
I just thought of another good question I haven't been able to answer.
Why your CT varies i.e. (from like 110 to 112) when you /sit and stand repeatedly?
When they refund us the Info for the abilities or their levels, will they take the old non used abilities out of our Loading area archives? Well we have to re equip the abilities that have stayed in game, or even worse re make those abilties?
Why didnt they test this on the QA world?

As far as I know, most abilities that have been renamed or re-assigned to other parts of your ability tree will be kept. Obsolete abilities...I don't know.
Ic3b3rg wrote:When they refund us the Info for the abilities or their levels, will they take the old non used abilities out of our Loading area archives? Well we have to re equip the abilities that have stayed in game, or even worse re make those abilties?
Why didnt they test this on the QA world?
Oh man... I was hoping for the previously thought plan. I really don't want my hacker abilities now. They'll be pretty useless with the kind of stats I will use.
Symmetric wrote:As far as I know, most abilities that have been renamed or re-assigned to other parts of your ability tree will be kept. Obsolete abilities...I don't know.
Ic3b3rg wrote:When they refund us the Info for the abilities or their levels, will they take the old non used abilities out of our Loading area archives? Well we have to re equip the abilities that have stayed in game, or even worse re make those abilties?
Why didnt they test this on the QA world?
Sykin wrote:Oh man... I was hoping for the previously thought plan. I really don't want my hacker abilities now. They'll be pretty useless with the kind of stats I will use.
Symmetric wrote:As far as I know, most abilities that have been renamed or re-assigned to other parts of your ability tree will be kept. Obsolete abilities...I don't know.
Ic3b3rg wrote:When they refund us the Info for the abilities or their levels, will they take the old non used abilities out of our Loading area archives? Well we have to re equip the abilities that have stayed in game, or even worse re make those abilties?
Why didnt they test this on the QA world?


No problem. Please do share any high-level items you come across...they're going to be very important now!
RemagDiv wrote:
Cool, thanks for the help.
Not anymore. It will require a group now, as that many NPCs all firing at you at once will kill you, even if you have very high resistance.
Ntrails wrote:
Is it still possible to run through PB3 mission for lots of easy info? With which trees?
You are correct in that many items that buffed crafting abilities were nerfed down to lower bonuses. Most items that granted 5-10 points towards crafting/coding now only grant somewhere between 1-3 points. Decompile Skill items were also toned down, but not by as much. The high-level items are difficult to decompile, so be sure you have as many +Decompile Skill items as possible.
BrightEye wrote:Am I missing something, or did coders (item/ability coders) take it in the shorts with CR2.0? I am willing to give the new combat system a fair shake, but in reality I liked the "crafting" piece of the game more than anything else... the fighting was just to give me the ability to craft stuff. So now I log into my coder to find that:1) It appears that Reason no longer buffs your various coder abilities.2) All of my nice coder gear has been nerfedSo is the intent that noone should be able to do well at coding stuff that's above their level in difficulty? Or decompile it for that matter? I'm stunned...

As was mentioned before, you're still going to get shot a lot. The removal of zero-sum combat means you're going to get hit a lot more often, especially with free-fire attacks. My only suggestion is to put more stat points into Perception and keep Hyper-Dodge active (and leveled to the max). Then, just wear as much armored or enhanced clothing with Ballistic Resistance buffs as possible.
Roukan wrote:
Symmetric I have problems against gunman. I have a high resistance but no matter what I do I can rarely ever dodge their bullets. I think it's cause I have a level 25 hyper dodge. But it happened on the QA with a fully leveled one, I had the same stats as I do now, and I have the same clothes.
It not make sense! RAWR!
BrightEye wrote:Arrrgh. Wonderful. So, out of curiousity, do the SigBoosters still just give a 1-3point boost to your skills?
Crafting is very fun in MxO, and the ability for everyone to be a crafter (instead of having to specialize like in other MMOs) is what makes it unique. Yes, it's true that pretty much anyone that wants to invest the time and money leveling up their coding skill and code library will no longer have to depend on others for getting stuff, but it's all part of the economy. There were so many items added with CR2.0, that coders and non-coders alike are going to be spending a lot of time looking for the new stuff. If you find something good, decompile it and put it up for a reasonable price on the Marketplace. Odds are someone else is looking for it.It seems strange to me that a combat enhancement pretty much demolishes a non-combat tree, almost as a "sideswipe". Well, demolishes it as a tree you might consider specializing in, anyway.IMHO, with CR2.0, you might as well not try to differentiate yourself as a crafter. Sure, you can hunt out the best buff gear, but so can every other player in the game, even if they choose to be a crack gunfighter or martial artist. Everyone who bothers to level out their crafter tree and bothers to pick up crafter gear will have the exact same capabilities. Contrast this to the combat abilitysets, where 2 players who have the same abilitytree and the same gear might not have the exact same capabilities due to how your stats have been populated. And sure, I'm aware that not everyone is going to bother to fully level out the crafter abilityset, nor go find all the crafter gear, but enough do that my top-notch crafter just became another mediocre character. Forget trying to get a comprehensive code library, and crafting items to sell to other players. More like than not, everyone who bothers with the abilities is going to just make it for themselves. After all, they'll be just as capable of crafting it as you are, so why bother buying?Don't get me wrong, crafting certainly wasn't a means of leveling quickly in the old version, nor was it a fast way to make $information. But things I crafted *would* eventually sell on the market, and if you were smart about your prices you could make a bit of $i. I'm guessing this will make the market for player-created items almost totally disappear. It seems like crafters get no love, in any of the MMORPGs./rant-JTrace
Symmetric wrote:
BrightEye wrote:Arrrgh. Wonderful. So, out of curiousity, do the SigBoosters still just give a 1-3point boost to your skills?
More like a 5-point boost.Crafting is very fun in MxO, and the ability for everyone to be a crafter (instead of having to specialize like in other MMOs) is what makes it unique. Yes, it's true that pretty much anyone that wants to invest the time and money leveling up their coding skill and code library will no longer have to depend on others for getting stuff, but it's all part of the economy. There were so many items added with CR2.0, that coders and non-coders alike are going to be spending a lot of time looking for the new stuff. If you find something good, decompile it and put it up for a reasonable price on the Marketplace. Odds are someone else is looking for it.It seems strange to me that a combat enhancement pretty much demolishes a non-combat tree, almost as a "sideswipe". Well, demolishes it as a tree you might consider specializing in, anyway.IMHO, with CR2.0, you might as well not try to differentiate yourself as a crafter. Sure, you can hunt out the best buff gear, but so can every other player in the game, even if they choose to be a crack gunfighter or martial artist. Everyone who bothers to level out their crafter tree and bothers to pick up crafter gear will have the exact same capabilities. Contrast this to the combat abilitysets, where 2 players who have the same abilitytree and the same gear might not have the exact same capabilities due to how your stats have been populated. And sure, I'm aware that not everyone is going to bother to fully level out the crafter abilityset, nor go find all the crafter gear, but enough do that my top-notch crafter just became another mediocre character. Forget trying to get a comprehensive code library, and crafting items to sell to other players. More like than not, everyone who bothers with the abilities is going to just make it for themselves. After all, they'll be just as capable of crafting it as you are, so why bother buying?Don't get me wrong, crafting certainly wasn't a means of leveling quickly in the old version, nor was it a fast way to make $information. But things I crafted *would* eventually sell on the market, and if you were smart about your prices you could make a bit of $i. I'm guessing this will make the market for player-created items almost totally disappear. It seems like crafters get no love, in any of the MMORPGs./rant-JTrace
Now if only people wouldn't charge 10,000,000 $info for new items on the Marketplace... :robotmad:
Hmmm... can't say I'm really in agreement with your statement about what makes MxO unique. It's not that everyone could be a crafter (or anything else) *instead* of having to specialize, but rather that everyone can be a crafter and *not have* to specialize. I know that seems like splitting hairs, but it's not. What I'm referring to is that if you choose to primarily go for the gunfighting theme, you're going to (even now, in CR2.0) concentrate on certain attributes. If you're going for the melee theme, you'll likely concentrate on a different set of attributes. Likewise, with a Virologist or Patcher. Before, if you wanted to be an ace crafter, you'd focus on a specific set of attributes (mostly Reason). In this way, characters were specialized (and differentiated).
Regardless of your focus, you could still choose to create and upgrade any tree in the game and do something other than your focus. For example, JTrace was primarily for crafting, but when I wanted to mission I could load up Virologist or Patcher (depending on the need) and go to town. I might not be (and wasn't) as good as someone who specialized in those roles, but I could do OK.
The combat foci still get this ability to specialize or differentiate themselves. You can still upgrade your attributes (stats) in specific ways to strengthen your abilities in your chosen focus. Crafting? Nope, don't see how, other than deciding to find every piece of crafting specific equip in the game (something that any gunfighter/melee/virus focused player can do) to give you the edge.
So I guess the moral is, either decide to create a combat focused character and just do the crafting as completely secondary (maybe focus on picking up items... oh, and holding on to them until you have a reasonable chance of decompiling them, since you're going to wiff a *lot* more than before), or... give up on the game. I don't know if this was what the Dev team and SoE intended, but it's certainly what I'm coming up with. Myself, I'm not sure what I'm doing. My last 60 day timecard starts on the 4th. Guess I have 64 days to decide.
I hope you can forgive my poking at this as I am... its just that me == bummed... I was really enjoying the existing crafting system... in fact that was making me choose to play this game over EQ, CoH/CoV, and AO. Not sure the combat in this game has what it takes to keep my attention.
Heh. I guess I should post something about this somewhere the Devs will see so they'll at least know that one crazy person sees the non-combat modifications as a bad thing... unlikely to make any difference, but I'm guessing that most people aren't even thinking about the crafting side of stuff yet... not many of us focus on the non-combat (or combat support) side of things as I tend to.
-JTrace
1. Initiative determines how successful you will be at landing a special ability in Interlock when your opponent also has a special ability queued. For example, if both you and your opponent have an Extreme Flying Kick queued for the next round of Interlock, the player with the higher Initiative bonus is going to successfully land their attack. Special moves are still zero-sum, so Initiative determines who attacks and who gets hit in that case.
hiperborejai wrote:
Hello, Symmetric.
I have two questions for you:
1) what does the "initiative" attribute do? (Yes, I read all FAQ's and forums, and "Initiative affects the Accuracy of all Interlock Abilities." still doesn't explain anything to me).
2) what do the Combat Tactics boosters do now? I tried using them, and it seems that none of the attributes/influences/stats change (at least nothing changes in status>bonuses window).
Message Edited by hiperborejai on 04-08-200605:53 AM
As far as I know, Initiative only comes into play when it's a special move vs. a special move. When it's special move vs. regular move, it's strictly your accuracy score vs. your opponent's defense score.
hiperborejai wrote:
And if I use special ability, but my opponent uses ordinary attack, do I still get bonus to land it successfully for my Initiative score? If yes, how big is this bonus?
Message Edited by Alphaea on 04-19-2006 11:52 AM
As far as I know, no. The only influences that increase timers are ones for downgrades like Stun and Blind. Upgrade influences appear to only affect the actual percentage bonus granted by an upgrade, and that's dependent on the target's stat points, and not the buffer's.
Alphaea wrote:
Is there anything that influences the length of upgrades? Been running around with UM for a bit and it's hard to keep a full team all upgraded all the time.
Symmetric wrote:As far as I know, no. The only influences that increase timers are ones for downgrades like Stun and Blind. Upgrade influences appear to only affect the actual percentage bonus granted by an upgrade, and that's dependent on the target's stat points, and not the buffer's.
Alphaea wrote:
Is there anything that influences the length of upgrades? Been running around with UM for a bit and it's hard to keep a full team all upgraded all the time.
Message Edited by Cal on 04-19-2006 04:07 PM
Alphaea wrote:
Interesting, so that's why all those MA's can string together 462 specials in a row in interlock...aha!
Is there anything that influences the length of upgrades? Been running around with UM for a bit and it's hard to keep a full team all upgraded all the time.
Message Edited by Alphaea on 04-19-2006 11:52 AM
Prior to CR2.0 there was a shirt that gave a 5% bonus to upgrade durations... I don't know if it still does.
Also that shirt was male, I don't know about female clothing

Symmetric wrote:
1. Initiative determines how successful you will be at landing a special ability in Interlock when your opponent also has a special ability queued. For example, if both you and your opponent have an Extreme Flying Kick queued for the next round of Interlock, the player with the higher Initiative bonus is going to successfully land their attack. Special moves are still zero-sum, so Initiative determines who attacks and who gets hit in that case.
hiperborejai wrote:
Hello, Symmetric.
I have two questions for you:
1) what does the "initiative" attribute do? (Yes, I read all FAQ's and forums, and "Initiative affects the Accuracy of all Interlock Abilities." still doesn't explain anything to me).
2) what do the Combat Tactics boosters do now? I tried using them, and it seems that none of the attributes/influences/stats change (at least nothing changes in status>bonuses window).
2. As far as I can tell, Tactic Boosters give a bonus to both your Accuracy and Defense scores. I haven't found TBs to be that effective anymore, though.
You can see the effect of Tactic Boosters in the Status window under the Combat tab. Check the C.T. column (Average Combat Tactic Roll). For a level 50, the effect of TB 4.0 (+20 CT) is about +10 pts on the average CT roll. [TB 1.0 (+5 CT) adds about +3 to the average CT roll.] Since combat rolls are far more random in CR2 (50-150 as Symmetric pointed out earlier) +10 points doesn't have the impact that +20 Combat Tactics had in the old system .
I don't see any effect on the average range and melee defense tactic rolls (M.D.T and R.D.T) so I'm not sure it does anything there.
Message Edited by r3spon5e on 05.19.2006 04:25 PM
I edit everything
Message Edited by r3spon5e on 05.19.2006 04:25 PM
whats the deal with the fighting system. its really lame how you have to use the hotbar. what is the best and most efficient way to fight? and whats the best way to fight if you use mutliple styles (i.e. hacker&MA)