Symmetric wrote:Alphaea wrote:Is there anything that influences the length of upgrades? Been running around with UM for a bit and it's hard to keep a full team all upgraded all the time.As far as I know, no. The only influences that increase timers are ones for downgrades like Stun and Blind. Upgrade influences appear to only affect the actual percentage bonus granted by an upgrade, and that's dependent on the target's stat points, and not the buffer's.
Alphaea wrote:Is there anything that influences the length of upgrades? Been running around with UM for a bit and it's hard to keep a full team all upgraded all the time.
Message Edited by Cal on 04-19-2006 04:07 PM
Alphaea wrote: Interesting, so that's why all those MA's can string together 462 specials in a row in interlock...aha!Is there anything that influences the length of upgrades? Been running around with UM for a bit and it's hard to keep a full team all upgraded all the time. Message Edited by Alphaea on 04-19-2006 11:52 AM
Message Edited by Alphaea on 04-19-2006 11:52 AM
Prior to CR2.0 there was a shirt that gave a 5% bonus to upgrade durations... I don't know if it still does.
Also that shirt was male, I don't know about female clothing
Symmetric wrote: hiperborejai wrote: Hello, Symmetric.I have two questions for you:1) what does the "initiative" attribute do? (Yes, I read all FAQ's and forums, and "Initiative affects the Accuracy of all Interlock Abilities." still doesn't explain anything to me).2) what do the Combat Tactics boosters do now? I tried using them, and it seems that none of the attributes/influences/stats change (at least nothing changes in status>bonuses window). 1. Initiative determines how successful you will be at landing a special ability in Interlock when your opponent also has a special ability queued. For example, if both you and your opponent have an Extreme Flying Kick queued for the next round of Interlock, the player with the higher Initiative bonus is going to successfully land their attack. Special moves are still zero-sum, so Initiative determines who attacks and who gets hit in that case.2. As far as I can tell, Tactic Boosters give a bonus to both your Accuracy and Defense scores. I haven't found TBs to be that effective anymore, though.
hiperborejai wrote: Hello, Symmetric.I have two questions for you:1) what does the "initiative" attribute do? (Yes, I read all FAQ's and forums, and "Initiative affects the Accuracy of all Interlock Abilities." still doesn't explain anything to me).2) what do the Combat Tactics boosters do now? I tried using them, and it seems that none of the attributes/influences/stats change (at least nothing changes in status>bonuses window).
You can see the effect of Tactic Boosters in the Status window under the Combat tab. Check the C.T. column (Average Combat Tactic Roll). For a level 50, the effect of TB 4.0 (+20 CT) is about +10 pts on the average CT roll. [TB 1.0 (+5 CT) adds about +3 to the average CT roll.] Since combat rolls are far more random in CR2 (50-150 as Symmetric pointed out earlier) +10 points doesn't have the impact that +20 Combat Tactics had in the old system .
I don't see any effect on the average range and melee defense tactic rolls (M.D.T and R.D.T) so I'm not sure it does anything there.
Message Edited by r3spon5e on 05.19.2006 04:25 PM
I edit everything
whats the deal with the fighting system. its really lame how you have to use the hotbar. what is the best and most efficient way to fight? and whats the best way to fight if you use mutliple styles (i.e. hacker&MA)