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Combat system??
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Bluepill

Joined: Jun 3, 2008
Messages: 21
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Well I just started playing this game again and I have got to say...........The combat system is a bit on the sucky side of things.  The "lock on" target/combat system is a bit, well, stupid.  Why can't we have more of a "free range" combat system.....IE...Star wars galaxies, AoC, even CoH/CoV has a better combat system.

 

Coming from those games to this one is a bit wierd and a little difficult to get used to I guess.  Perhaps a AoC touch would make this game alot better.  The kind of system that lets you decide where to hit your opponent.  Allows you to chain combo moves.  IDK.  I know when this game first came out the lock on target combat system wasn't here.  Then SOE stepped in.  They should use some of the coding knowledge they have from swg(limited as it may be) and use that type of free range combat system mixed in with a AoC chain attack combo system. 

 

Just an idea lol.



Femme Fatale

Joined: Oct 27, 2007
Messages: 1223
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MxO is unique.  We like it this way.  Notice how we also don't have dwarves, halflings, chainmail, broadswords, longbows, lightsabres, wookies or spaceships.  There is a reason for that. 



Vindicator

Joined: Aug 21, 2006
Messages: 3158
Location: ALL YOUR AVATARS ARE BELONG TO ME
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"Lock on" target system? How is that any different from all the other games you mentioned? And if you mean the Interlock system, then that's unique in it's own and we like that, and per myself, I like it because it isn't like the other combat games where you just stand next to an npc and hack away at it.



Vindicator

Joined: May 17, 2006
Messages: 5113
Location: Vector-Hostile Faction: Morpheus'Legacy Organization: Zion
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Cydone wrote:

Well I just started playing this game again and I have got to say...........The combat system is a bit on the sucky side of things.  The "lock on" target/combat system is a bit, well, stupid.  Why can't we have more of a "free range" combat system.....IE...Star wars galaxies, AoC, even CoH/CoV has a better combat system.

 

Coming from those games to this one is a bit wierd and a little difficult to get used to I guess.  Perhaps a AoC touch would make this game alot better.  The kind of system that lets you decide where to hit your opponent.  Allows you to chain combo moves.  IDK.  I know when this game first came out the lock on target combat system wasn't here.  Then SOE stepped in.  They should use some of the coding knowledge they have from swg(limited as it may be) and use that type of free range combat system mixed in with a AoC chain attack combo system. 

 

Just an idea lol.

That's why we like this game...Because it has nothing to do with those mentioned!!



Veteran Hacker

Joined: Jun 10, 2007
Messages: 184
Location: Syntax
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Cydone wrote:

The kind of system that lets you decide where to hit your opponent.


After a while the appeal of both hitting, and being hit in the groin area will wear off I'd imagine.

And if you are referring to interlocking as 'lock on', we need that because we have both interlock and out of interlock classes...

And Cads is right. We don't have dwarves, halflings, chainmail, broadswords, longbows, lightsabres, wookies or spaceships, we have Zionites instead.



Jacked Out

Joined: Aug 28, 2005
Messages: 519
Location: Australia
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Cadsuane wrote:
MxO is unique.  We like it this way.  Notice how we also don't have dwarves, halflings, chainmail, broadswords, longbows, lightsabres, wookies or spaceships.  There is a reason for that. 
Not all of us like it the way it is.
I'd accept Dwarves, Halflings, Chainmail, Broadswords, Longbows, Lightsabres, Wookies and Spaceships (which you RPers think you DO have anyway) in exchange for a combat system that didn't replace awesomeness for bugged animations, wasted IS costs, unbalanced classes, generic ability chains to be effective, "I win" buttons, destroyed trees, abilities that have gone years without use, a 'D.P.S" system that makes no sense, a useless CQ count, things that make no sense like an Accuracy % as well as Accuracy points, bugged environment issues while fighting, NPC's not following simple and basic combat restrictions and no way of having any kind of indication why you're losing or winning rolls in interlock.

The recent thread about Sharpshooter and Multi Fighting was a classic example. No one knew either of those had any use, one of them still doesn't. It took Rarebit to say Sharpshooter reduces the penalty to firing targets in Interlock, without any visible (CT rolls) way of knowing just how were we supposed to know that?

Don't get me wrong I enjoy MxO very much and I'm a decent player, but there are LOTS of things wrong with CR2.0 still to this day.
The thing that irks me the most, is while the original combat system MAY have been flawed, it was more about class balance (which still isn't right) than what I would imagine is coding and/or scripting errors we get now, which ruin both PvE and PvP.


Jacked Out

Joined: May 9, 2006
Messages: 625
Location: Ontario, Canada
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Cydone wrote:

 I know when this game first came out the lock on target combat system wasn't here.

I haven't been here since the beginning but hasn't there always been interlock?



Systemic Anomaly

Joined: Aug 16, 2005
Messages: 1673
Location: Vector-Hostile
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Steelle wrote:
Cydone wrote:

 I know when this game first came out the lock on target combat system wasn't here.

I haven't been here since the beginning but hasn't there always been interlock?


We've had interlock long before SOE was involved.



Jacked Out

Joined: Mar 22, 2007
Messages: 391
Location: The Source
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We might not have broadswords but we have war swords >.>


Vindicator

Joined: Aug 16, 2005
Messages: 3118
Location: The Saltpillar
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If you don't like interlock, go ahead and use another class like hacker or gunman. Honestly, the fact that this game doesn't have a combat system as horrible as Star Wars Galaxies' is probably why I still play it.



Femme Fatale

Joined: Aug 15, 2005
Messages: 1193
Location: Vector-Hostile
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LOL!

Welcome to Matrix, way to get on most peoples bad side. No worries, you will be integrated soon enough.



Jacked Out

Joined: Aug 18, 2005
Messages: 583
Location: Louisiana
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As mentioned, interlock has been here since the beginning.  If you don't like interlock combat, there are several  out of interlock classes like hacker.


Systemic Anomaly

Joined: Aug 24, 2005
Messages: 1116
Location: Enumerator 2.0
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-Collbard- wrote:
As mentioned, interlock has been here since the beginning.  If you don't like interlock combat, there are several  out of interlock classes like hacker.
LIAR!!!   :*)   I luv IL with my hacker......done right and with hypers...ya can win a decent amount of your fights....




Coppertop

Joined: Jun 14, 2008
Messages: 11
Location: Chicago Illinois
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lol I came from Star wars galaxies to play this, I agree the first person shooter was awesome at first, but after awhile it got old, and you start realizing how fake it is. Like this you don't have to keep pressing power moves or whatever. I don't know 3 days on this game and i love it already! lmao


Ascendent Logic

Joined: Mar 24, 2006
Messages: 1344
Location: Still Standing. Still fighting.
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SWG?

gawd that combat system sux harder than a Black hole.

anyhow, welcome to MxO. It will grow on you.


 
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