Originally Posted by
Celt
You assume that skill only relates to ability to aim. Aiming skill relates to ability to aim, Neocron has (had) many systems that made pure ability to aim not the only skill necessary in order to PVP effectively.
No, I don't make that assumption at all. You lack the IQ possible to understand what I"m saying. Player movement, aiming, stat management, and spatial awareness all fall under what would be categorized as "skill". The difference is, with leg crippling being re-introduced, and with a lack of counter play, aiming will inherently be far more valuable than any other skill, as out-aiming your opponent initially and crippling his legs will render him unable to move(thus impairing movement) limit his ability to use his environment to defeat you (spatial awareness) and completely negate any stat management because he'll be a sitting duck.
With crippling legs, it no longer is an Aim/movement/stat management/spatial awareness game, it becomes simply Aim> every other skill
I played when freezing/crippling worked correctly. You are 100% wrong in your assumption that working movement impairment reduces PVP to 'who cripples who first wins'. The rest is your lack of imagination in foreseeing how adding another (correctly balanced) tactic actually makes PVP more complex, dynamic and unstable.
Please, explain another correctly balanced tactic that allows for more complex, dynamic, and "unstable" (lmfao) PvP. Crippling and freezing are garbage tactics in any game where part of the "skill" set (see above) relies on players actively having to apply damage and actively having to avoid it. Freezing/crippling your opponent, with ZERO counter to it, instantly renders almost all "skills" ineffective, because you cannot use said skills to your advantage any more.
Pro-tip: People who speak in absolutes tend to not be able to offer pro-tips ;)
Pro-tip: Don't trash talk absolutes, then make an absolute of your own. Gso.
Again you show your lack of imagination. Freezing was used less the bigger the fight was, it was more useful in small engagements. I remember using freezing/crippling most on enemy monks performing hit and run attacks before running to heal/buff and re-engage. As a HC tank, while I could out-DPS my enemies, I was much slower while doing so.
You simply just prove my point here. You cripple the legs of the enemy monk. There is nothing the monk can do to counter said "crippling" effect. You walk away briefly, then come back and smoke him because he has no retaliation techniques that will save him. He can't move quick enough to stat back up, hide away from you, or even out damage you at this point, because he's an almost stationary target and you're moving full tilt.
Thanks for making my job easy and dunking yourself in the same post. Never seen that one before.
Don't use flawed analogies, they only ruin whatever point you're trying to make. In this case, how does rock beat scissors? :roll:
Fight starts
Player A uses Paper (Crippling legs) to disable Player B's Rock (Movement)
Player B uses Scissors (Nanite tool) to counter A's Paper (Crippling legs)
Player A uses Rock (Movement) to counter B's scissors (Nanite tool); I'm not sure if you've played the game, but punishing someone with your movement/positioning when they decide to stat is absolutely a hard counter.
So, again, dunking yourself. lol.
More lack of imagination. Why aren't you including movement speed, aim speed and particularly how movement speed+aim speed interact? Oh, because it would ruin your point!
Again, these are all part of my ACTUAL point. If you possessed the reading comprehension available to process it, you'd understand that the system I'm advocating for balances these required "skills" far more than the one you're fighting for, where pure aim is head and shoulders more valuable than all the others combined.
More lack of imagination. Neocron is not, never was and never can be a pure aiming skill based shooter. Indeed, I'm aware of very few people who ever did want it to be.
For someone who claims that I am unimaginative, you clearly possess a vast, inadequate understanding of what makes a balanced, yet skillful game. The system you're vehemently advocating for is closer to a "pure, aiming skilled shooter" than the system I am proposing.