Some general gunman and IL questions

35 posts · 2009-04-14 08:32:56 to 2009-06-08 05:52:17

#36300554336 04/14/2009 08:32:56 Some general gunman and IL questions

I’m a new player (Lvl 15) whose proceeding down the Gunman tree. I had some general questions and perhaps a specific question or two as well. For the record this is mostly for the purposes of general knowledge building and my searches through the forums have left me unsatisfied with regards to these questions (perhaps my patience for searching is not long enough to find what I need).


1-What is the exact usage of the Sharpshooter ability? I can’t discern whether it negates a penalty for shooting into an IL that you aren’t engaged in or if there is a general penalty for using guns in IL and sharpshooter negates that. My inclination is that explanation 1 is the correct one which then makes it not relevant for me but I could be wrong…


2-How often do you switch combat styles during IL? Or do you at all may be a better question? I find that I can finish missions on hard so it isn’t a question of survival but efficiency? I tend to begin fights with a few rounds of Grab and then switch to Speed b/c I still depend on Head Butt…and I almost never use Power (I don’t even have Block on my bar). Is this particularly efficient?


3- Speaking of Head Butt…Does anyone continue to use it at this point? As a gunman, the truth is the only reason I use Speed is for Head Butt, but I’m thinking that it may just be a waste of the memory that I could use for consistent techniques and/or adren. Boost. I use Grab for its Def boost but perhaps I’m being too concerned with Def. I realize that +15% Acc boost using Speed is a serious buff but the Grab Def boost and its small Acc boost (5%) seems sufficient to almost disregard Speed especially since I don’t see any Dazed-based specials on the horizon.

#36300554339 04/14/2009 09:12:05 Re:Some general gunman and IL questions

1. It has no use whatsoever, don't load it =P

2.  If you're going to go Gunman, try to stay in the style you're going down to (e.g. Duelist -> Handguns) and get a feel for it. Self-Defense is not necessary in Gunman whatsoever. Also concentrate in attributes on Focus and Perception only, don't waste attribute points on the others (especially vitality). That will help when you're a higher level and the % from the attributes start taking effect =P

3. Headbutt is antiquated once you reach lvl 12.

And now to the 4 tactics (Speed, Power, Grad and Block). You will notice that in the three Gunman trees (Duelist, Rifleman and SMGs) each tree benefits more from one of the three Speed (SMGs), Power (Rifleman) and Grab (Duelist), since there are abilities (state specials) that will give off huge damage once Speed, Power or Grab invoke their "state" (Speed -> Daze, Power -> STagger, Grab -> Off-Balance). But don't limit yourself to only using one of those 3s exclusively.

Generally it is to notice that there is a well-known (and publicly accepted) bug that will do the following:

Once an ability is logged to hit (it will take some practice to notice it even before the graphical effect (green flash on ability) takes place, though) you switch to another tactic (most commonly Power for a 20% damage upgrade) and the characteristics of that tactic will follow through to the end of this round and the next one.

This is the reason why Grab is the most popular tactic out here nowadays. Using the "Tactic Switch" you will gain a 35% damage increase when hitting the ability with Grab and enhancing it with Power. Since Grab gives you very good defense and even some accuracy, Grab becomes pretty much "uber" in many cases. Though Grab is pretty balanced (-15% damage, which makes it, believe me, very difficult to win duels without Tactic Switch and purely on grab;; Also Evade goes down more easily but it is also easier to break someone elses evade), Tactic Switch negates that negative.

Daze specials are in SMGs (and one less popular in Duelist), Stagger Special in Rifleman (my favourite =P) and SMGs and Grab Specials in Duelist only.

Well, I hope i do make sense to you =P

Mfg, GG

#36300554340 04/14/2009 09:17:51 Re:Re:Some general gunman and IL questions

GoDGiVeR wrote:

1. It has no use whatsoever, don't load it =P

I thought that sharpshooter negates the penalty for firing into interlock during team pvp situations.  If you're outside while a team member is interlocked, the person firing into interlock can still land full damage.  I could be wrong though.

#36300554355 04/14/2009 10:03:16 Re:Re:Re:Some general gunman and IL questions

JEasy wrote:

GoDGiVeR wrote:

1. It has no use whatsoever, don't load it =P

I thought that sharpshooter negates the penalty for firing into interlock during team pvp situations.  If you're outside while a team member is interlocked, the person firing into interlock can still land full damage.  I could be wrong though.

It does work. 9mmfu verified this in a thread I made a year or two ago. I don't feel like looking for it though.

#36300554364 04/14/2009 10:36:18 Re:Some general gunman and IL questions

GodGiver

1-That's what I assumed...I haven't even purchased it yet.

2-I've presently decided on Handguns so yea I'll stick with Grab mostly. I've noticed the green flash in the icon but obviously I haven't been taking full advantage of tactic switching...thanks for that tip I didn't realize the characteristics worked that way.

3-Yea I've noticed it doesn't end fights the way it was before. Speed attacks into Head Butts was my only tactic in hard missions until 13 so I've been looking at relieving the memory space. Problem is I wont have the first Handgun special until 20 but perhaps Head Butt is doing less than I am allowing myself to observe. I guess my mix of Body Shot-Covering Fire/Disarming Shot will be sufficient.

Thanks for the quick attention and advice

--Gen

#36300554391 04/14/2009 13:43:51 Re:Re:Some general gunman and IL questions

GoDGiVeR wrote:

This is the reason why Grab is the most popular tactic out here nowadays. Using the "Tactic Switch" you will gain a 35% damage increase when hitting the ability with Grab and enhancing it with Power. Since Grab gives you very good defense and even some accuracy, Grab becomes pretty much "uber" in many cases. Though Grab is pretty balanced (-15% damage, which makes it, believe me, very difficult to win duels without Tactic Switch and purely on grab;; Also Evade goes down more easily but it is also easier to break someone elses evade), Tactic Switch negates that negative.

Daze specials are in SMGs (and one less popular in Duelist), Stagger Special in Rifleman (my favourite =P) and SMGs and Grab Specials in Duelist only.

Well, I hope i do make sense to you =P

Mfg, GG

Point Blank seems to be a very powerful special why is it less popular? I guess I assume its powerful from its DPS number which I admit I don't understand too well yet so maybe I should head over to Redpill Rescue and ask for some explanation regarding those numbers b/c they confuse me at first glance...I've just been assuming higher is better but that's not quantifiable at all.

#36300554675 04/17/2009 03:09:26 Re:Re:Re:Some general gunman and IL questions

JEasy wrote:

GoDGiVeR wrote:

1. It has no use whatsoever, don't load it =P

I thought that sharpshooter negates the penalty for firing into interlock during team pvp situations.  If you're outside while a team member is interlocked, the person firing into interlock can still land full damage.  I could be wrong though.

In CR2.0, there is no penalty for firing into interlock.  The penalty only existed during CR1.0, so the Sharpshooter ability is now useless.

#36300554680 04/17/2009 04:11:17 Re:Some general gunman and IL questions

http://forums.station.sony.com/mxo/...mp;#36300462753

9mmfu wrote:

Sharpshooting actually does do something but its not apparent perhaps. In its details it states it removed the Penalty for shooting into IL. After checking the ability it does infact do this. So if you use Free Fire attacks without this loaded you are being penalized for it.
#36300554683 04/17/2009 04:34:20 Re:Some general gunman and IL questions

That's weird, I'm pretty sure I received a PM reply from 9mmfu saying that Sharpshooter didn't do anything.  I would check my inbox right now, but these f***ed up forums won't let me.

#36300554685 04/17/2009 05:10:29 Re:Some general gunman and IL questions

Well he did say 'After checking the ability it does infact do this' so perhaps when he PM'd you (I'm guessing it was before the made the quote above) he didn't actually check the ability first.

#36300554755 04/17/2009 15:23:12 Re:Re:Some general gunman and IL questions

Croesis wrote:

Well he did say 'After checking the ability it does infact do this' so perhaps when he PM'd you (I'm guessing it was before the made the quote above) he didn't actually check the ability first.


You're right, I received the PM from him in September of 2007.

#36300554802 04/17/2009 22:47:20 Re:Re:Some general gunman and IL questions

GoDGiVeR wrote:

Generally it is to notice that there is a well-known (and publicly accepted) bug that will do the following:

Once an ability is logged to hit (it will take some practice to notice it even before the graphical effect (green flash on ability) takes place, though) you switch to another tactic (most commonly Power for a 20% damage upgrade) and the characteristics of that tactic will follow through to the end of this round and the next one.

This is the reason why Grab is the most popular tactic out here nowadays. Using the "Tactic Switch" you will gain a 35% damage increase when hitting the ability with Grab and enhancing it with Power. Since Grab gives you very good defense and even some accuracy, Grab becomes pretty much "uber" in many cases. Though Grab is pretty balanced (-15% damage, which makes it, believe me, very difficult to win duels without Tactic Switch and purely on grab;; Also Evade goes down more easily but it is also easier to break someone elses evade), Tactic Switch negates that negative.

It's not only a bug, it's an exploit. Teaching exploits is just as bad as using them.

#36300554803 04/17/2009 23:00:45 Re:Re:Re:Some general gunman and IL questions

CodeNut wrote:

It's not only a bug, it's an exploit. Teaching exploits is just as bad as using them.

Yes it has been defined as an exploit but since Rarebit looked at the problem and decided not to fix it, it has essentially been accepted perforce as a viable way to play the game.

#36300554809 04/17/2009 23:56:13 Re:Re:Re:Re:Some general gunman and IL questions

GypsyJuggler wrote:

CodeNut wrote:

It's not only a bug, it's an exploit. Teaching exploits is just as bad as using them.

Yes it has been defined as an exploit but since Rarebit looked at the problem and decided not to fix it, it has essentially been accepted perforce as a viable way to play the game.


That's a rather dubious statement since Rarebit wasn't able to fix it, so how did he decide not to fix it? 

There was an official statement that it is an exploit: 

9mmfu wrote:

GoDGiVeR wrote:

AFGM1 wrote:

Tactic switching is a known issue for the devs since start of cr2. The reason they can't fix it, because it would go into a cr3, a complete overhaul of the combat system.

Although it's been officially announced as an issue, it is not, however, announced as an exploit. Stacking clothing, though, is an exploit for the devs.

It some times amazes me that simply because a dev doesn't put their stamp of disapproval on something before a player will go hrmm "that doesn't seem right perhaps I shouldn't do it"...

Anyways switching tactics in the same round to gain the benefit of both in the given round is indeed a bug and an exploit.

So you have been warned.

I don't recall an official statement verifying anything like what you are saying. But if there was one, I'd like to see it.

#36300554954 04/19/2009 10:37:30 Re:Some general gunman and IL questions

Tell me one person who doesn't know/doesn't use tactic switching by now :p.

#36300554956 04/19/2009 11:36:34 Re:Some general gunman and IL questions

The Tactic Switch has been "approved" by the devs at the end of the few dozen page long discussion about it ages ago.

I still don't think it's a good idea but not using it, believe me, puts you at a sever disadvantage in duels and PvP.

#36300554957 04/19/2009 11:52:53 Re:Re:Re:Some general gunman and IL questions

Gensatsu wrote:

GoDGiVeR wrote:

This is the reason why Grab is the most popular tactic out here nowadays. Using the "Tactic Switch" you will gain a 35% damage increase when hitting the ability with Grab and enhancing it with Power. Since Grab gives you very good defense and even some accuracy, Grab becomes pretty much "uber" in many cases. Though Grab is pretty balanced (-15% damage, which makes it, believe me, very difficult to win duels without Tactic Switch and purely on grab;; Also Evade goes down more easily but it is also easier to break someone elses evade), Tactic Switch negates that negative.

Daze specials are in SMGs (and one less popular in Duelist), Stagger Special in Rifleman (my favourite =P) and SMGs and Grab Specials in Duelist only.

Well, I hope i do make sense to you =P

Mfg, GG

Point Blank seems to be a very powerful special why is it less popular? I guess I assume its powerful from its DPS number which I admit I don't understand too well yet so maybe I should head over to Redpill Rescue and ask for some explanation regarding those numbers b/c they confuse me at first glance...I've just been assuming higher is better but that's not quantifiable at all.

The ability I meant wasn't Dual Point Blank, which is quite the popular one, but Pistol Whip. You rarely see that one, because people usually use FAR (Full Auto Redux) from SMG Specialist, also Duelists don't use Speed too often.

D.P.S. means "Damage per second". Damage doesn't necessarily increase only because it's D.P.S is higher. Each ability has a damage time (IMO, devs aren't allowed to tell exactly how it works =/) inside an IL round (which is 4 seconds long). The longer that damage time, the higher the damage output. The prime example is Spies "Leg Sweep", which has 12 D.P.S. but has an incredibly high damage output (which one would usually expect from an ability of 20 D.P.S. or higher, which means it would have an incredibly high damage timer). Outside IL the damage depends on the length of the cast timer. Prime example would be Devastation field in Destroyer. It has 2 D.P.S. but a huge cast timer ending in a damage that is higher than a Code Nuke 3.0 in the Howitzer tree.

=P

#36300555006 04/19/2009 23:19:30 Re:Re:Re:Re:Re:Some general gunman and IL questions

CodeNut wrote:

GypsyJuggler wrote:

Yes it has been defined as an exploit but since Rarebit looked at the problem and decided not to fix it, it has essentially been accepted perforce as a viable way to play the game.

That's a rather dubious statement since Rarebit wasn't able to fix it, so how did he decide not to fix it?

Here is the thread: http://forums.station.sony.com/mxo/..._id=36300021594

You might want a drink and a sandwich if you intend to read it all.

#36300556554 05/01/2009 10:15:35 Re:Re:Re:Re:Some general gunman and IL questions

GoDGiVeR wrote:

Gensatsu wrote:

GoDGiVeR wrote:

This is the reason why Grab is the most popular tactic out here nowadays. Using the "Tactic Switch" you will gain a 35% damage increase when hitting the ability with Grab and enhancing it with Power. Since Grab gives you very good defense and even some accuracy, Grab becomes pretty much "uber" in many cases. Though Grab is pretty balanced (-15% damage, which makes it, believe me, very difficult to win duels without Tactic Switch and purely on grab;; Also Evade goes down more easily but it is also easier to break someone elses evade), Tactic Switch negates that negative.

Daze specials are in SMGs (and one less popular in Duelist), Stagger Special in Rifleman (my favourite =P) and SMGs and Grab Specials in Duelist only.

Well, I hope i do make sense to you =P

Mfg, GG

Point Blank seems to be a very powerful special why is it less popular? I guess I assume its powerful from its DPS number which I admit I don't understand too well yet so maybe I should head over to Redpill Rescue and ask for some explanation regarding those numbers b/c they confuse me at first glance...I've just been assuming higher is better but that's not quantifiable at all.

The ability I meant wasn't Dual Point Blank, which is quite the popular one, but Pistol Whip. You rarely see that one, because people usually use FAR (Full Auto Redux) from SMG Specialist, also Duelists don't use Speed too often.

D.P.S. means "Damage per second". Damage doesn't necessarily increase only because it's D.P.S is higher. Each ability has a damage time (IMO, devs aren't allowed to tell exactly how it works =/) inside an IL round (which is 4 seconds long). The longer that damage time, the higher the damage output. The prime example is Spies "Leg Sweep", which has 12 D.P.S. but has an incredibly high damage output (which one would usually expect from an ability of 20 D.P.S. or higher, which means it would have an incredibly high damage timer). Outside IL the damage depends on the length of the cast timer. Prime example would be Devastation field in Destroyer. It has 2 D.P.S. but a huge cast timer ending in a damage that is higher than a Code Nuke 3.0 in the Howitzer tree.

=P

So the assumption is that everything is calculated based on a 4 second cast timer in IL? Because I haven't found a cast timer in any of the descriptions...perhaps some abilities take longer than one round to activate? Without knowing the S part of DPS it makes it hard for me to really get a grasp on (then again I'm on Lvl 20 perhaps it will come with time) since it doesn't seem to be as well explained as it is in other games that I've played (WoW for example). I'm pretty content with Pistol Slide at the moment...just curious about the mechanics. I have spotted a reuse timer...is that somehow equated to cast time?

Also I'm not sure about the full memory capacity of course, but can you spec far enough into SMG to get FAR (which looks insanely powerful tbh) and still load all of the duelist path? Seems like you would need nearly 100 memory or more for that kinda spec (I'm sorry I mean loadout). Either way I can understand not seeing a duelist daze special much since as you say there is little reason to switch to Speed for a duelist.

And I misspoke I did mean Pistol Whip not Dual Point Blank (apologies).

#36300556559 05/01/2009 11:12:12 Re:Some general gunman and IL questions

Everything that a certain ab does (downgrades, upgrades etc) along with the cast timer goes together to get the DPS, i think. You could be right about the reuse timer affecting DPS aswell.

In interlock there is no cast timer, but an interlock acc bonus. I think that comes into effect to calculate the DPS aswell. As you work your way closer to 50, you'll notice that most abs should be increasing in DPS, meaning a more powerful attack but from outside interlock, but will be a longer cast timer.

I don't think it is possible to load 2 full trees, might be wrong though. Its a good idea to mix and match from trees. I had stuck to just Aikido and Kung Fu for a long while there but recently ditched some abs in Kung Fu and loaded in some Karate. There are alot of options to choose from when building your tree. You'll do some of it on the path to 50 but when you're 50 thats when you'll manage to properly see what you can and can't load at the same time.

#36300556662 05/02/2009 13:46:18 Re:Re:Re:Re:Re:Some general gunman and IL questions

Gensatsu wrote:

Also I'm not sure about the full memory capacity of course, but can you spec far enough into SMG to get FAR (which looks insanely powerful tbh) and still load all of the duelist path? Seems like you would need nearly 100 memory or more for that kinda spec (I'm sorry I mean loadout). Either way I can understand not seeing a duelist daze special much since as you say there is little reason to switch to Speed for a duelist.

And I misspoke I did mean Pistol Whip not Dual Point Blank (apologies).

Yes, you can load all of Duelist as well as Full Auto Redux.  And you're right, it does take almost 100 memory slots to do that, which is exactly how much you will have when you reach level 50.

#36300557557 05/11/2009 16:39:27 Re:Re:Some general gunman and IL questions

The_Bruceter wrote:

Everything that a certain ab does (downgrades, upgrades etc) along with the cast timer goes together to get the DPS, i think. You could be right about the reuse timer affecting DPS aswell.

In interlock there is no cast timer, but an interlock acc bonus. I think that comes into effect to calculate the DPS aswell. As you work your way closer to 50, you'll notice that most abs should be increasing in DPS, meaning a more powerful attack but from outside interlock, but will be a longer cast timer.

I don't think it is possible to load 2 full trees, might be wrong though. Its a good idea to mix and match from trees. I had stuck to just Aikido and Kung Fu for a long while there but recently ditched some abs in Kung Fu and loaded in some Karate. There are alot of options to choose from when building your tree. You'll do some of it on the path to 50 but when you're 50 thats when you'll manage to properly see what you can and can't load at the same time.

Yea I can't find any tangible info explain interlock acc bonus (e.g. Does it apply to that attack or for a number of attacks following the special?), but I did notice it. I guess I'll just not worry too much about that now.

#36300557567 05/11/2009 21:48:12 Re:Re:Re:Re:Re:Re:Some general gunman and IL questions

GypsyJuggler wrote:

CodeNut wrote:

GypsyJuggler wrote:

Yes it has been defined as an exploit but since Rarebit looked at the problem and decided not to fix it, it has essentially been accepted perforce as a viable way to play the game.

That's a rather dubious statement since Rarebit wasn't able to fix it, so how did he decide not to fix it?

Here is the thread: http://forums.station.sony.com/mxo/..._id=36300021594

You might want a drink and a sandwich if you intend to read it all.

I remember reading that thread before it was locked and after looking through it again, it's still an exploit. Nothing there says it isn't. It was a theoretical discussion only. Rarebit clealy stated in that discussion that it was and still is an exploit. There isn't anything in that thread by Rarebit (or any other developer) that endorses your claim it isn't an exploit. It doesn't take long to look through 23 pages for dev posts. See for yourself.

#36300557568 05/11/2009 22:40:59 Re:Re:Re:Some general gunman and IL questions

Gensatsu wrote:

The_Bruceter wrote:

Everything that a certain ab does (downgrades, upgrades etc) along with the cast timer goes together to get the DPS, i think. You could be right about the reuse timer affecting DPS aswell.

In interlock there is no cast timer, but an interlock acc bonus. I think that comes into effect to calculate the DPS aswell. As you work your way closer to 50, you'll notice that most abs should be increasing in DPS, meaning a more powerful attack but from outside interlock, but will be a longer cast timer.

I don't think it is possible to load 2 full trees, might be wrong though. Its a good idea to mix and match from trees. I had stuck to just Aikido and Kung Fu for a long while there but recently ditched some abs in Kung Fu and loaded in some Karate. There are alot of options to choose from when building your tree. You'll do some of it on the path to 50 but when you're 50 thats when you'll manage to properly see what you can and can't load at the same time.

Yea I can't find any tangible info explain interlock acc bonus (e.g. Does it apply to that attack or for a number of attacks following the special?), but I did notice it. I guess I'll just not worry too much about that now.

Interlock Accuracy Bonus affects that attack only as an accuracy boost. It's part of the overall balance of the ability. DPS, IS Cost, IL Acc, Effects, State(s) required, etc. are all independent factors that add up to a total weight relative the ability's level.

I don't think the IL Acc bonus or reuse timer has anything to do with DPS. If anything, a high IL Acc bonus might reduce the DPS as part of the overall balance of the ability. I believe DPS in IL is still based on the cast timer out of IL. It's the only way the damage results make sense to me. Some abilities don't have an OOIL timer, so it's still a bit unclear.

You can barely load two trees to 50 in the same discipline if you remove all Awakened abilities and don't load any abilities off the main path of the trees. The level 50 abiltiies are upgrades. You can only have one Upgrade active at a time and you can't activate/switch them in combat state. The 5 memory it costs to load a second 50 ab at the expense of Awakened defenses, resistances, Hyperjump or Hyperspeed don't seem worth it to me for the passive buffs.

#36300557570 05/11/2009 23:31:35 Re:Re:Re:Re:Re:Re:Re:Some general gunman and IL questions

CodeNut wrote:

GypsyJuggler wrote:

CodeNut wrote:

GypsyJuggler wrote:

Yes it has been defined as an exploit but since Rarebit looked at the problem and decided not to fix it, it has essentially been accepted perforce as a viable way to play the game.

That's a rather dubious statement since Rarebit wasn't able to fix it, so how did he decide not to fix it?

Here is the thread: http://forums.station.sony.com/mxo/..._id=36300021594

You might want a drink and a sandwich if you intend to read it all.

I remember reading that thread before it was locked and after looking through it again, it's still an exploit. Nothing there says it isn't. It was a theoretical discussion only. Rarebit clealy stated in that discussion that it was and still is an exploit. There isn't anything in that thread by Rarebit (or any other developer) that endorses your claim it isn't an exploit. It doesn't take long to look through 23 pages for dev posts. See for yourself.

You'll notice I did not claim it isn't an exploit, in fact the first thing I said is that it is defined as an exploit. 

I did state, however, that it has been accepted perforce as a viable way to play the game.  This means that it is generally accepted not only because there's essentially nothing that can be done about it but also because it's extremely difficult to avoid using the exploit unless you avoid combat entirely.  This assertion remains true and is not likely to change.

#36300557638 05/13/2009 00:10:13 Re:Re:Re:Re:Re:Re:Re:Re:Some general gunman and IL questions

GypsyJuggler wrote:

You'll notice I did not claim it isn't an exploit, in fact the first thing I said is that it is defined as an exploit. 

I did state, however, that it has been accepted perforce as a viable way to play the game.  This means that it is generally accepted not only because there's essentially nothing that can be done about it but also because it's extremely difficult to avoid using the exploit unless you avoid combat entirely.  This assertion remains true and is not likely to change.

The first thing you said was to explain how to use this bug while avoiding saying it's an exploit.

And then you said this:

GoDGiVeR wrote:

The Tactic Switch has been "approved" by the devs at the end of the few dozen page long discussion about it ages ago.

I still don't think it's a good idea but not using it, believe me, puts you at a sever disadvantage in duels and PvP.

It has not been approved by any developer at the end of the thread you later referred to. Or anywhere in that thread. What you say happened in that thread never happened. 

It is an exploit. Teaching an exploit is as bad as using an exploit. That was the first thing I said here and it still stands. If you agree it's an exploit, why are you arguing with me?

It's not extremely difficult to avoid doing this. How is it difficult by any measure to not change tactics when your ability hits? It's harder to change tactics to exploit the bug. That takes practice. That's what makes it an exploit, the intentional effort to use a bug to gain an advantage.

I was shown how to do this long ago. It took practice to get it down. Then I stopped doing it because it's an exploit. I don't exploit. It took practice to unlearn the instinct to do it that I had to practice to learn in the first place. It takes just as much skill to change tactics after the damage rolls for an ability that hits as it does to change tactics before the damage rolls.

There are very few reasons to want to change tactics immediately after an ability hits unless you are trying to do this exploit. Either way it takes the same skill. But it takes no skill at all to not change tactics.

If you truly understand the combat system, then you wouldn't have to do this to be good. This dumbs down the combat system to a grab power rotation that still doesn't gaurantee wins.

But none of that matters because it's an exploit. We agree. Next time you decide to teach it to someone, be sure to tell them you're teaching them an exploit.

#36300557649 05/13/2009 02:40:13 Re:Some general gunman and IL questions

I see by your response you understand none of the subject matter. 

If you want to argue about it feel free to approach me ingame as public humiliation often offends. 

#36300557919 05/16/2009 07:19:05 Re:Some general gunman and IL questions

I remember that thread and i am pretty sure 1 of the devs replied and did say that it is an exploit. You don't really need to 'teach' anyone it, they tend to find it out for theirselfs. Pretty much everyone does it.. not saying it should be allowed, but well it is generally acceptable. Only prob with that exploit is tactic to diff states (power causes off balance >_<SMILEY I use to do that by accident but it is hard to not use the exploit. You change tactic at what you think is an alright time but the system plays out the tactic you were on (if i notice it i always change back now, actually managed to save myself doing the state sploit a fair bit.)

Now that i know about the defense exploit.. doing it the other way about, does that mean when i change gear and not refresh hyper, i'm actually not gaining the benefits from the clothes?  (well apart from resistance) Cause dam, that sucks, and means i can also actually be exploiting without meaning it O_O Now thats fooked up..

#36300557920 05/16/2009 07:21:02 Re:Re:Re:Some general gunman and IL questions

Gensatsu wrote:

The_Bruceter wrote:

Everything that a certain ab does (downgrades, upgrades etc) along with the cast timer goes together to get the DPS, i think. You could be right about the reuse timer affecting DPS aswell.

In interlock there is no cast timer, but an interlock acc bonus. I think that comes into effect to calculate the DPS aswell. As you work your way closer to 50, you'll notice that most abs should be increasing in DPS, meaning a more powerful attack but from outside interlock, but will be a longer cast timer.

I don't think it is possible to load 2 full trees, might be wrong though. Its a good idea to mix and match from trees. I had stuck to just Aikido and Kung Fu for a long while there but recently ditched some abs in Kung Fu and loaded in some Karate. There are alot of options to choose from when building your tree. You'll do some of it on the path to 50 but when you're 50 thats when you'll manage to properly see what you can and can't load at the same time.

Yea I can't find any tangible info explain interlock acc bonus (e.g. Does it apply to that attack or for a number of attacks following the special?), but I did notice it. I guess I'll just not worry too much about that now.

Interlock acc bonus only applies to that move you've used. Each move has a different acc bonus reward, so certain moves should hopefully outroll other moves. Just don't look at the hackers interlock acc bonus

#36300558447 05/25/2009 14:23:22 Re

CodeNut wrote:

G

#36300558448 05/25/2009 14:33:50 Re:Re:Re:Re:Some general gunman and IL questions

RastaSoulJah wrote:

CodeNut wrote:

GoDGiVeR wrote:

Generally it is to notice that there is a well-known (and publicly accepted) bug that will do the following:

Once an ability is logged to hit (it will take some practice to notice it even before the graphical effect (green flash on ability) takes place, though) you switch to another tactic (most commonly Power for a 20% damage upgrade) and the characteristics of that tactic will follow through to the end of this round and the next one.

It's not only a bug, it's an exploit. Teaching exploits is just as bad as using them. 

I          /^^^\   |             |

|         |        |   |             |

I____   \____/   |_____    O

That hardly qualifies as an exploit,  more like good strategey.

SOE's Community Standards policy, Section 12 states:

You will not exploit any bug in The Matrix Online, and you will not communicate the existence of any such exploitable bug either directly or through public posting, to any other Sony Station member. You will promptly report such bugs via the /bug command in-game or by visiting http://help.station.sony.com. Exploitable bugs include, but are not limited to bugs that grant the user unnatural or unintended benefits in-game. Exploitation of bugs within the game will result in disciplinary action being taken against the account that may include official warnings, account suspensions, or account terminations depending on the severity or repetitiveness of these incidents which will be determined by a CSR and a CSR Supervisor. Multiple suspensions or account termination will result in the termination of all SOE game accounts.

The tactic switching bug is exploited to give players an unintended advantage, the only reason that it's status as an exploit is questioned is because it's very difficult for players to assertain if another player was using this bug when fighting and it would require a re-work of the combat system.

However if you take into consideration the general definition of exploits in Multiplayer games, tactics switching is defined as an exploit therefore somebody who does not come onto the forum that much will probably know nothing about the discussions taken place here.

#36300558623 05/28/2009 02:24:31 Re:Some general gunman and IL questions

Gensatsu wrote:


1-What is the exact usage of the Sharpshooter ability? I can’t discern whether it negates a penalty for shooting into an IL that you aren’t engaged in or if there is a general penalty for using guns in IL and sharpshooter negates that. My inclination is that explanation 1 is the correct one which then makes it not relevant for me but I could be wrong…


Hmm last time I heard this mentioned SharpShooter was an inactive ability on the trees?

#36300558625 05/28/2009 02:47:47 Re:Re:Some general gunman and IL questions

Ra2za wrote:

Gensatsu wrote:


1-What is the exact usage of the Sharpshooter ability? I can’t discern whether it negates a penalty for shooting into an IL that you aren’t engaged in or if there is a general penalty for using guns in IL and sharpshooter negates that. My inclination is that explanation 1 is the correct one which then makes it not relevant for me but I could be wrong…


Hmm last time I heard this mentioned SharpShooter was an inactive ability on the trees?

I thought this was answered earlier on but his first answer is correct.

Sharpshooter negates the penalty for shooting at another player who is engaged in interlock with someone else.

#36300558633 05/28/2009 04:09:04 Re:Re:Re:Some general gunman and IL questions

Denary wrote:

Ra2za wrote:

Gensatsu wrote:


1-What is the exact usage of the Sharpshooter ability? I can’t discern whether it negates a penalty for shooting into an IL that you aren’t engaged in or if there is a general penalty for using guns in IL and sharpshooter negates that. My inclination is that explanation 1 is the correct one which then makes it not relevant for me but I could be wrong…


Hmm last time I heard this mentioned SharpShooter was an inactive ability on the trees?

I thought this was answered earlier on but his first answer is correct.

Sharpshooter negates the penalty for shooting at another player who is engaged in interlock with someone else.


Then I stand corrected lol

I always thought it was a inactive ab! Nvm!

#36300565406 06/08/2009 05:52:17 Re:Some general gunman and IL questions

What is the penalty though?

I don't have it loaded when i'm sniper and i still seem to hit the same. Only thing i can think of is it makes the player your shooting at roll higher or something..