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Another Nerf HJ thread
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Vindicator

Joined: Aug 24, 2005
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And for those who whine about "I just rooted him and he jumped", you have to realize, that personal latency determines this. Just because you see yourself rooting said person, doesn't mean your...request to root...came before the target's request to jump. This will result in rooting the person in mid air because they had just taken off on the server side, and are within targeting range at that time.

Don't know what I'm talking about? See NPCs shooting around corners.

Message edited by LtCmdr_Tsusai on 03/14/2008 07:58:07.


Jacked Out

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I'm all for putting a timer on HJ.


Ascendent Logic

Joined: Mar 16, 2006
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SolidRevolver wrote:

Stunning your opponent stops the use of pills if I remember correctly.


Stun is the most powerful state, while blind is the weakest. Reason numero uno, why Clamors are overpowered in comparison to the same lvl (same "type"SMILEY Bedlams.



Ascendent Logic

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LtCmdr_Tsusai wrote:
And for those who whine about "I just rooted him and he jumped", you have to realize, that personal latency determines this. Just because you see yourself rooting said person, doesn't mean your...request to root...came before the target's request to jump. This will result in rooting the person in mid air because they had just taken off on the server side, and are within targeting range at that time.

Don't know what I'm talking about? See NPCs shooting around corners.


There is latency to consider, yes, but there is also distance. You can root someone just starting their HyperJump (especially as a rifleman), so long as their distance from you is within your abilities distance, obviously.

20m range applies straight up as well as straight across. Just thought I'd mention it.




Jacked Out

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Let me re-iterate this point.

I know you can interlock them. I know you can use debuff movements on someone. That's super, and I use them a lot. However, if you use Ctrl+Space to hyper-jump, the second you leave the ground, you can't be hit with any attacks or debuffs. Sure, some hit just as they take off, as there's always a little bit of lag between people and the server, but that's rarely enough for the Master Hyper-jumpers. They generally snipe, jump x 50 until the person chasing them gives up, or they manage to evade them, then sneak back and finish someone off. Replace Snipe with some knife sneak attack, logic cannon, etc. Some people are just so afraid of that reconstruct button.

ANOTHER REASON I think it should be nerfed is it just gives lowbies too much of an easy time in my opinion to get away from things like NPCs, it allows everyone with no node tag to constantly just jump from Agents to get away from them. Agents are supposed to be a bit more of a challenge than that to evade, I think.

It's 5-10 seconds of a reuse timer, it's not like I'm proposing a minute reuse timer. You could jump on top of a building and then just hyper-jump again after you land on the ground.

And I don't want to point out any more hyper-jumpers I see in this thread because that's stupid and does nothing but eventually descend into flames and ape noises.




Ascendent Logic

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Zudrag wrote:
They generally snipe, jump x 50 until the person chasing them gives up, or they manage to evade them, then sneak back and finish someone off.

They finish someone off? After 50 jumps?

Mighty fine exaggeration.

In the other event you're referring to, that is, evading and sneaking back to finish up - why is the person who was just sniped still sitting there? Frankly, in that event, their own stupidity means they deserve to die.

The point you keep missing, my friend, is that someone has to stick around in order to get a kill. There is no one-hit wonder. Thus, if they've jumped after a snipe, without outside assistance, they haven't gotten a kill. Why should you get the kill? Because they... bothered you?

Zudrag wrote:
It's 5-10 seconds of a reuse timer, it's not like I'm proposing a minute reuse timer.
You're proposing a shift in power towards those who aren't HyperJumping, and away from those who are. And in most instances of combat, this means you're shifting power towards those who already have the numbers, and don't need more power.

If you didn't think it would get you more kills and improve your PvP, you wouldn't be suggesting it.




Jacked Out

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Sneaker wrote:

Zudrag wrote:
They generally snipe, jump x 50 until the person chasing them gives up, or they manage to evade them, then sneak back and finish someone off.

They finish someone off? After 50 jumps?

Mighty fine exaggeration.

In the other event you're referring to, that is, evading and sneaking back to finish up - why is the person who was just sniped still sitting there? Frankly, in that event, their own stupidity means they deserve to die.

The point you keep missing, my friend, is that someone has to stick around in order to get a kill. There is no one-hit wonder. Thus, if they've jumped after a snipe, without outside assistance, they haven't gotten a kill. Why should you get the kill? Because they... bothered you?

Zudrag wrote:
It's 5-10 seconds of a reuse timer, it's not like I'm proposing a minute reuse timer.
You're proposing a shift in power towards those who aren't HyperJumping, and away from those who are. And in most instances of combat, this means you're shifting power towards those who already have the numbers, and don't need more power.

If you didn't think it would get you more kills and improve your PvP, you wouldn't be suggesting it.

In other news, water is wet.


Ascendent Logic

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Zudrag wrote:
In other news, water is wet.
Don't imply that your change wouldn't have much of an effect on combat, and I wont be forced to remind you of certain obvious facts.



Jacked Out

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Sneaker wrote:
Zudrag wrote:
In other news, water is wet.
Don't imply that your change wouldn't have much of an effect on combat, and I wont be forced to remind you of certain obvious facts.

Are you just afraid that as a Sniper it might be harder to avoid the people who chase you?


Systemic Anomaly

Joined: Aug 16, 2005
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Changing the behaviour of HJ affects every aspect of the game not just PvP. What are the real arguments
  • Someone who HJ's can't be attacked...almost true of course, if they are quick but on the other hand nor can they attack anyone else....what could be fairer than that?
  • My wish to kill is more important than someone else's wish to live.....err bollocks in any realistic scenario and any decent pvp system staying alive is at least as important if not moreso
  • HJ is a cheap get out of pvp..... yeah it is, sometimes, but there are many cheap tactics out there and conversely there are many valid occasions when hj is very much needed, when facing the zerg for example it becomes vital.....you think life is frustrating now it would be far more frustrating for far more people if the pvp is restricted to reduce a players options when the going gets tough.
  • someone typing /pvp and hj'ing repeatedly is very frustrating..... indeed it can be but thats really your problem and no one else's - if all they do is hj they aren't going to threaten anyone and if they stop to attack there is a considerable number of roots and slows designed to stop them, changing HJ will negate the need for large sections of the combat system reducing player interactivity, strategy and skill in any pvp situation.
Embrace the chase, its the most varied and challenging aspect of pvp it adds to the simple toe to toe stuff and many many players have proved they can work it very well...



Vindicator

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While in combat state, make it cost 50-100 IS per use. =]



Jacked Out

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Tytanya_MxO wrote:
Changing the behaviour of HJ affects every aspect of the game not just PvP. What are the real arguments
  • Someone who HJ's can't be attacked...almost true of course, if they are quick but on the other hand nor can they attack anyone else....what could be fairer than that?
  • My wish to kill is more important than someone else's wish to live.....err bollocks in any realistic scenario and any decent pvp system staying alive is at least as important if not moreso
  • HJ is a cheap get out of pvp..... yeah it is, sometimes, but there are many cheap tactics out there and conversely there are many valid occasions when hj is very much needed, when facing the zerg for example it becomes vital.....you think life is frustrating now it would be far more frustrating for far more people if the pvp is restricted to reduce a players options when the going gets tough.
  • someone typing /pvp and hj'ing repeatedly is very frustrating..... indeed it can be but thats really your problem and no one else's - if all they do is hj they aren't going to threaten anyone and if they stop to attack there is a considerable number of roots and slows designed to stop them, changing HJ will negate the need for large sections of the combat system reducing player interactivity, strategy and skill in any pvp situation.
Embrace the chase, its the most varied and challenging aspect of pvp it adds to the simple toe to toe stuff and many many players have proved they can work it very well...
They can't attack while jumping, yes, but they jump until people give up, and then run back over in sneak/ E&E for another high damage attack on someone. Rinse and repeat.

And a better way to kill the zerg is to constantly keep attacking them, not jump away. It's more time wasted jumping than it would be to reconstruct. Some people just seem to think if their character dies in game, it's the end of the world.

As for the chase, it's been a few years, I'd like to stop now. I recall chasing people like GraceOfDarkness for 30 minutes while he jumped, and it's not very exhilarating  hitting CTRL+Space every time I land next to him to catch him at his next destination, and have to do /point or /tsuj to find which direction he's in, and jump there.

I'd like it if people grew a pair, fight, die, reconstruct, and keep fighting rather than jumping around, not doing anything.

Message edited by Zudrag on 03/14/2008 15:23:38.


Systemic Anomaly

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Zudrag wrote:
They can't attack while jumping, yes, but they jump until people give up, and then run back over in sneak/ E&E for another high damage attack on someone. Rinse and repeat.

And a better way to kill the zerg is to constantly keep attacking them, not jump away. It's more time wasted jumping than it would be to reconstruct.
While they are running away your IS and Health regenerate so if they are going to make any progress whatsoever you know how long it will take them to return and If you know what they are going to do you can protect against it which is why there are many abilities designed for the purpose.

Constantly attack the Zerg????????  Errr whaaa that is certainly not the right approach and defies any and all logic.



Jacked Out

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Tytanya_MxO wrote:
Zudrag wrote:
They can't attack while jumping, yes, but they jump until people give up, and then run back over in sneak/ E&E for another high damage attack on someone. Rinse and repeat.

And a better way to kill the zerg is to constantly keep attacking them, not jump away. It's more time wasted jumping than it would be to reconstruct.
While they are running away your IS and Health regenerate so if they are going to make any progress whatsoever you know how long it will take them to return and If you know what they are going to do you can protect against it which is why there are many abilities designed for the purpose.

Constantly attack the Zerg????????  Errr whaaa that is certainly not the right approach and defies any and all logic.

Howitzer is very effective for attacking a Zerg.


Systemic Anomaly

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Normally if someone hyperjumps I click manual hyperjump view, it gives you sort of a birds eye view but you can still move around, and see everything around you.. when someone jumps, I run up to where they took off, in the direction they were facing, and go into hyperjump view as it's then very easy to catch up to them.  Either that or I jump where they lept and you can see them in the air, and gauge when they are going to come down


 
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