redalibi wrote:
Ok i agree with the spy bit....sortoff, i hate it when i interlock an MKT and i cant win a roll, even with speed and desperation going on....but i think i make another topic about that later..
More contested withdraw?
Compel Close Combat......mmm...I think your slightly confused, I believe it helps you break evade shields..?
but yeah maybe turn multi-fighting ito a passive ability that increases your resistances or defenses.....mak it levelable too? so it wont be overpower for low-levels.....but then theres nothing stopping spys/guns from loading it...
ok i just posted about this in the 'full auto redux = overpowered?' thread. but i think the question about MA imbalance needs (another) thread.
MA, while not nerfed, is at a big disadvantage in pvp. no other combat loadout is so useless out of interlock as MA. Hackers, coders, spies, and gunmen ALL can be effective out of interlock. MA on the other hand, is useless. All you can do is the MA free-fire attack, which you'll never be doing bc you're always breaking shields or in IL with the next guy. IL is like a death trap unless you're 1v1 (which is never the case in pvp). So I suggest a few possible solutions for MA:
1. make MA a true tank with abilities give them heavy resistance bonuses. I'd say something similar to clothing: either an "Armored Body" resistance tertiary ability that gives 35 pts of resistance to Melee and Ballistic. and a "Shielded Body" tertiary ability that gives resistances to thrown and viral (in the range of 30-45 perhaps).
2. make MA a true tank by fixing the attributes. the attributes in mxo are horribly broken. if vitality did what it's supposed to, then MA could conceivably have massive HP, thus making them more effective tanks. lowering the max attribute from 30 to 25 would create more versatility in the builds.
3. make MA roll much higher than gunmen in IL. if we aren't going to make MAs tanks, then make IL completely their territory. right now, i'd say a good duelist/smg has a 50/50 chance of beating a good MA in IL. i think MAs should completely dominate spies, hackers, and coders in IL, and handily beat gunmen in close combat. gunmen should be able to get some hits in and survive for a bit before rolling out, but they shouldn't be able to win a full blown IL duel. This means lowering the gunman's melee defense. Right now an MA is already pretty dominant over hackers, coders, and spies in IL so that's np in my opinion.
4. fix Compel Close Combat. this ability simply doesn't work. give MAs more contested withdraw.
5. or give them a simple free fire ability or two. maybe make them support chars out of IL and damage dealers in IL. give them a "zen meditation" ability or something that buffs or heals teammates within 8m or so. or make ki burst a decent ability (lower IS cost and raise chance of enraged)
Ok i agree with the spy bit....sortoff, i hate it when i interlock an MKT and i cant win a roll, even with speed and desperation going on....but i think i make another topic about that later..
More contested withdraw?
Compel Close Combat......mmm...I think your slightly confused, I believe it helps you break evade shields..?
but yeah maybe turn multi-fighting ito a passive ability that increases your resistances or defenses.....mak it levelable too? so it wont be overpower for low-levels.....but then theres nothing stopping spys/guns from loading it...
