Marias wrote:Out of interlock, Serene Calm is almost guaranteed miss for MKT's. Desperation+Serene Calm in interlock is a non negotiable Death Sentence.
So you propose that EVERY time an MA fights an MKT they have to pop serene calm? That's 50 IS down right there, quite a price to pay just to level the playing field.
But even with it active you have a total base thrown defense of 58 (Aikido) + 47 (Hyper Sense) + 25 (Serene Calm) = 130.
Now assume you have Trolls Hide (3%), Quicksilver Gloves (6%) and the +2% defense Rocawear. Total Defense = 130 x 1.11 = 144.
You still need another 16 points of defense from attributes. So that's 6 points you need to put into Reason (130 x 1.23 = 159). All of this, simply so your defense is merely parable to the accuracy of an MKT, which only lasts for a little over half a minute. I think that's a good indicator that the tree needs work.
As for desperation in IL, an MKT can use Desperation aswell, and then go back to dominating you, so we're back to square one.
Marias wrote:MKT has no Viral Defense and has to be about 5 meters closer than a Hacker for its abilities to hit, so Root/Powerless makes you set out of interlock. Even with the accuracy penalties in interlock, Hacker wins hands down with Dots.
Actually, most knives have a range of 16m. Most hacks have a range of 16m or less. There are a few with a range of 20m (Code Freeze 1.0 and 2.0, Logic Barrage and Blast, all the awesome debuffs place you within range of the MKT). But if you are seriously proposing that roots that break on damage and some single target damage attacks are all you need to kill an MKT from out of their range you must have been fighting a catatonic MKT. As for the DOT's in IL. MKT has an accuracy of around 160. Hacker has an accuracy of around 130-145 (depending on loadout). Hacker attacks take a penalty to damage in IL that can be as high as -70 to acc. Even the lower level DOT's take over -20 to acc after modifiers. So tell me, with an acc of 168 (After CT modifiers) what aspect of the combat system decides that MKT's will consistently lose rolls to someone with an acc between 125 and 60 (The two extremes of acc)?
Marias wrote: Rifles have the range and freefire damage advantage, so one root while a Rifleman puts on every damage buff that he has ends up with a 3-4 shot kill out of interlock. The only problem there is Ballistic Defense and it's supposed to be that way.
Unless the MKT hits the rifleman with a root aswell or uses block tactics to dodge most of the attacks. With hacker stats and some smart loadout choices and resistance I was dodging everything ER's could throw at me, it's even easier as an MKT, where you can push your ballistic defense bonus to +74% without breaking a sweat.
I'm asking for balance throw buffs. Fix the bugs that affect MKT, add thrown defense, more debuffs in hacker that are effective vs Spy is what I want. Right now there's basically no way to put an MKT on the back foot and have them at a disadvantage, that needs to change.