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Rollout.....does it even work?
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Systemic Anomaly

Joined: Aug 16, 2005
Messages: 3113
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Well just interested in other peoples experiences with roll out, as a spy I already have passive buffs to combat evasion but my recent experience have been so consistently poor I decided to code and use shifty technique (is that the one?) which boosts evasion by 80%.....

 

Last night in pvp using block with shifty technique activated I failed to roll out 4 rounds then died.....in the next combat 3 times it failed before i died.....in the past 3 days, the only way I have found to escape il is to either kill my opponent or die.....is this how it is now or am I missing something vital?



Systemic Anomaly

Joined: Aug 15, 2005
Messages: 8893
Location: The Indutiae Faction: Fallen Horizon Organisation: Zion Server: Recursion Operative Level: 50
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Well to be honest the important quetions is against what loadout were you in IL


Since they modified the roll out abilites its given loadouts in MA and good chance to keep you in IL.
Cant say ive expereince any major issues with this. Kung Fu is obviously the hardest to roll out against. All other trees seem to be ok. Are your stats buffing your contested rollout too?




Virulent Mind

Joined: Apr 17, 2006
Messages: 129
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Aquatium wrote:


 Kung Fu is obviously the hardest to roll out against. All other trees seem to be ok. Are your stats buffing your contested rollout too?






Really? 'Cause folks seem to roll away from me like they was the ball at bowling league night. ::Snicker:: Note to self: Check contested rollout score.



Transcendent

Joined: Aug 16, 2005
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Location: Brisbane, Australia
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As a Hacker I've noticed that withdrawl dosen't go through all that much, i'd say its about 60% miss.



Systemic Anomaly

Joined: Aug 15, 2005
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I thought combat evasion was for the "evade combat" ability and not rolling out of interlock.  Am I wrong here?



Systemic Anomaly

Joined: Aug 15, 2005
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Renesis13B wrote:
I thought combat evasion was for the "evade combat" ability and not rolling out of interlock.  Am I wrong here?






It is.  Yea that could be the confusion for the OP.


Contested rollout buffs controll your chance to roll out only.




Fansite Operator

Joined: Jun 17, 2006
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yes... yes it does ... only sometime tho :/ and only when u really didnt need to role SMILEY



Systemic Anomaly

Joined: Aug 16, 2005
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Indeed I am guilty of confusion between combat evasion and contested roll out.....I will have to investigate further thx for the advice.



Perceptive Mind

Joined: Aug 15, 2005
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Location: 666 Lucifer Lane, 7th Circle, Hell
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in response to the thread topic (not the post): NO.








Mainframe Invader

Joined: Feb 16, 2006
Messages: 556
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Honestly, before they decided to "nerf" (don't know a shorter way to put it) the roll outs (especially for spies), they could've at least made sure Vanish and Canny Srike (for example) worked properly first.  The better rollout abilities don't work and now one's like Cartwheel Escape and Sideroll Escape hardly work at all.

 

During the huge PvP thing in 01 on Recursion a couple days ago, I counted Cartwheel succeeding 4 times out of a possible 15.  As far as Combat Withdraw...that doesn't really work til about your 6th try at it anyway.



Perceptive Mind

Joined: Aug 15, 2005
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timeframe01 wrote: 
During the huge PvP thing in 01 on Recursion a couple days ago, I
counted Cartwheel succeeding 4 times out of a possible 15.  As far
as Combat Withdraw...that doesn't really work til about your 6th try at
it anyway.


which, as ive said before, puts the PvP power even more into the hands of the zerg.



fr be it from me to suggest that one redpill take out 8-10 enemies. i
just want the opportunity to get away if it gets too hot. when 6 people
all try to IL you at once, its guaranteed that a) you will be
interlocked and b) you will die, even if sideroll or cartwheel works
the second time.



im for giving these two abilities an obscene IS cost (60-80 IS) and a
huge re-use timer (90 secs at least) if they would only hit as well as
neuro-dart.



Jacked Out

Joined: Feb 13, 2006
Messages: 962
Location: NY
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yeah, well, im not. it should not 'cost' you so much to get away from the zerg if you have to. no one is required to pvp in the matrix. this thing about the devs making changes to the game which then affect how we must play it.. not good.

 

its no deep mystery why everyone uses MA, with a few ppl using SMG cuz they get off on FAR.

 

..which isnt that great since it requires dazed but an MA special such as efk (yep, no state) can do virtually the same dmg if buffed.

 

this is just waht attracts ppl to these loadouts. then they see that once their zerg gets hold of you, you cant get away.


Systemic Anomaly

Joined: Aug 19, 2005
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Does the Withdraw keep trying every round like the description says or does it just try once? I can never work it out and just end up constantly pressing it because there is no indication.

Jeffers



Jacked Out

Joined: Aug 17, 2005
Messages: 720
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Welcome to the Bane of hacker! Enjoy the ride!

I found roll out works better if you spam the button... not sure why, but clicking that critter alot does the trick.

In addition always use desperation if you are trying to roll out, otherwise you get the exact results you have now.


Jacked Out

Joined: Feb 13, 2006
Messages: 962
Location: NY
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heh yeah i guess the answer is that rollout works most of the time, unless youre a hacker. in which case its an exercise in giving your opponent more time to stomp yer head into the ground. w0ot
 
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