Afterimage

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  1. Quote:
    Originally Posted by Lazarus View Post
    Yet the redside does this much less often. They only send you to talk to the first two PvP liasons, I don't remember ever getting sent to talk to the one for Warburg and I know you never have to talk with the one for Recluse's Victory.

    They never send you to talk to the Fateweavers, ever.

    There are no zone security chiefs in the Rogue Isles.

    Only one time do they send you to talk to a contact in another zone and like with Wilcott that can be avoided by talking to Seer Marino before you leave Mercy Island on your way to Port Oakes.

    The only time you have to talk to a Broker before getting papers is the first time you enter a zone with papers, after that it's automatic.

    All other times they simply use the "This contact has something for you" pop-up when you reach the appropriate level. Really all "go-talk-to" missions should be replaced with that system instead.

    Yes, Posi, please fix up the old busted **** already!
    Well, yeah, of course red side doesn't send you running off to all sorts of zones. Red side only has seven zones, plus shared pvp and cooperative zones. Blue side has over 20 zones.

    Both red and blue send you to the first two PVP zones, neither sends you to the third.

    The police radios blue side and the newspapers red side work the same way. You can't use them until you speak to your first detective/broker. After that you only have to speak to them to get a Safeguard or Mayhem mission. The only real difference is that red side you have to speak to them and win the Mayhem mission in order to get a real contact in a new zone. Blue side this is optional. I find the mandatory Mayhem missions really annoying.

    Difficulty levels and the mission to visit the NPC in Kings Row were added before City of Villains came out. They learned something from that. Yes it would be nice not to have to go to Kings Row, but at least they reward you with experience. It would be nice if they dropped that.

    I'm agree that the developers should make these kind of quality of life changes, but it requires resources. Someone has to track down the section of code, change it, test it, debug it, test it again. They do make these kinds of changes, recall when they moved a couple of the Kings Row contacts that were in really annoying locations? Its probably on their list, but on low priority.
  2. Quote:
    Originally Posted by Samuel_Tow View Post

    Actually, they're mandatory. Once a Security Chief mission comes up, ALL of your (regular) contacts will offer either that or a hunt. Some contacts may offer ONE mission before it, because they're coded to always offer a "first" mission, but you cannot avoid doing Security Chief missions unless you avoid the old contact chain entirely. For me to do that, I'd have to go Montague -> Faultline -> Mercedes -> Striga -> Croatoa and on. Any of the old contacts just loitering around Talos or IP WILL offer Security Chief missions until you take them.
    I don't think that you are right about that. Except for Atlas Park and Galaxy City (I'm beating up Hellions anyway) I quit doing the Security Chief missions a long time ago, and I haven't been locked out of any content whatsoever. They are not mandatory.

    If you aren't being offered a story arc mission, it means that either the contact doesn't have a story arc mission for you; or that contact doesn't want to offer his story arc to you until you have improved relations with him or her; or it means you already have the maximum number of story arcs open.

    If you don't want to do the Security Chief mission, then do the other mission the contact offers. Every contact has non-story arc missions in addition to story arc missions. Of course if you don't like the contacts non-story arc missions, you are screwed. But that has nothing to do with the Security Chief missions. Sometimes a contact will offer up two of his or her non story arc missions, even if there is no Security Chief mission up.

    I think that you are making a mountain out of a molehill. All you had to do was not pick a contact at the far end of Independence Port if you didn't want to make a long series of trips, for whatever missions, until the contact was willing to give you his call button.

    Now if wanted to ask the developers to change something, it would be for them to give me the contact's call button when I get the contact's name. This is the twenty-first century, not the eighteenth century. I don't need face to face with someone, I need a mobile phone number.
  3. Quote:
    Originally Posted by Techbot Alpha View Post
    Fully agree with ya Sam.

    This is why I keep facepalming when Posi goes on about 'New Content over Revamps'...
    Has he PLAYED some of the old carp blue side? Its bad. No, its not just bad, it sucks worse than Lusca trying to take someones face off after the big girls been on lemons for a few weeks.

    Hunts are BORING. Talking to PvP contacts and Security Chiefs is BORING. This is Emmert Legacy, back when people were expected to street-sweep to level up and suchnot.

    Posi, guys, I emplore you. I17, I18, whichever one, someone take out the garbage and give the game a much deserved revamp in the missions department.
    Your level 15 contacts will send you to Faultline and the PVP recruiter. The PVP recruiter sits at the same end of Skyway City as the door to Faultline. Plan ahead. Pick two contacts in Skyway City, visit them one after the other, complete the missions, no muss no fuss. Bang you are done.

    The level 20 contacts send you to Striga, and a PVP recruiter in Steel Canyon. No way to lump these two together, but you can minimize the pain by taking missions from contacts in Talos Island instead of Independence Port.

    As someone else has already pointed out, these missions have a purpose. It is to direct new players to zones that aren't accessible from the train stations, once they are of an appropriate level to play in those zones. Just because you are already familiar with those zones does not mean that the missions should be removed.

    The Security Chiefs are completely optional, you never have to take their missions, and not taking their missions won't block you from any other missions. If you contact only gives you Security Chief missions, then he or she is out of other missions.

    The developers are well aware that experienced players are tired of the old content. That's one of the reasons behind Mission Architect, and why they have twice increased the rate at which players level in the lower levels. Once with experience smoothing, and once by giving more experience for levels 5-25.
  4. Quote:
    Originally Posted by Steel_Shaman View Post
    Afterimage, my experience was almost the complete opposite of yours. When I made my first VEAT, all I wanted was to play a Crab Spider. I did NOT want to be an AR corruptor. I agree that once you branch a VEAT feels like a totally different character. However, unlike you, I detested the first 23 levels and got them over with as soon as possible.

    Same experience on my Fortunata. I didn't want to be a Claws scrapper/stalker, yet there I was, stuck with a totally different playstyle for the first 23 levels of the character's life.

    I agree with Memphis Bill. The branching mechanic needs to come earlier. MUCH earlier.
    I've no love for Claws either. I think that is why I haven't been able to level a Widow to 24 yet.

    Sooner would be better.
  5. Quote:
    Originally Posted by EvilGeko View Post

    Again, you didn't read my comments in context of the discussion and the point I was responding to. The point I was responding to, was that Kheldians are not needed to SPEARHEAD a team. And they aren't. No one is. Perhaps Tankers for some content, but
    You are right about that. I was responding to your comments without the context of the comment you were responding to. Still I think you are too vehement in your dismissal of the HEATs. I was in large part responding to your tone.

    I do agree that HEATs are middle of the road. They are neither awesomely bad nor awesomely powerful. Frankly, that doesn't 'feel like fail' to me. That feels like the right place to be.
  6. I like your ideas, especially about building on the original powers and about getting to branch earlier.

    I really enjoyed my run from 1-23 with my Wolf Spider. Then at 24 I respec'ced into a Bane Spider and I enjoyed that too. My two problems with branching were these: First, I missed the Assault Rifle style of play from levels 1-23. Second I felt like I was playing a completely different character from 24-30. I felt like I had lost something. The discontinuity between what it had been from what it became was much too drastic.

    Your suggested method of branching would have been much better for me. I wouldn't have lost my early abilities, and I would have felt I was playing the same character.
  7. Quote:
    Originally Posted by EvilGeko View Post
    Scrappers, don't need anyone to spearhead anything for them. The best of them can do on their own, what a team is expected to be able to do. There's a reason they specifically mentioned Scrappers when talking about the new difficulty slider.

    Tankers, don't need a spearhead. THEY ARE THE SPEARHEAD!! They can walk into situations that even the most well built Khelds can't.

    Controllers and Defenders united grant themselves and their minions the power to do anything.

    Blasters can melt most things so long as a real Tanker is there to handle what's left.

    Where's Kheldians in that picture?
    Where are Defenders in that picture? Controllers can do anything a Defender can do. Not as well, but well enough that a Defender is redundant if you have a Controller. Once Going Rogue goes live, Defenders will be doubly redundant, as Corrupters will be crossing over with the same power sets and more damage.

    For that matter where do Scrappers fit in that picture? A Blaster and a Tanker is better than two Scrappers if you are leveraging AOE damage and aggro management. A team composed of one Tanker, multiple blasters and controllers will cover every required role. Aggro management, damage dealing, control, buffing, debuffing and healing. I have even seen some people put forth the argument that Tankers aren't needed either, since Controllers can completely lock down a spawn.

    I'm not trying to disrespect Defenders or Scrappers. I'm trying to show that your analysis is biased against the HEATs. If you are going to treat archetypes as nothing but cogs in a combat machine, then pare out HEATS, Defenders and Scrappers. They might bring something to a team, but they aren't needed. I'm not necessarily refuting your argument, but I disagree with your conclusion, because you specify only the HEATs as being unneeded.

    The original hero archetypes were designed to be parts of a whole. Tankers, Defenders and Controllers were all designed to do low damage, so that they would be discouraged from soloing. Blasters were given no defenses and low hit points for the same reason. Scrappers were the only AT designed for soloing, an acknowledgment that some people want to solo in an MMO.

    HEATS were introduced early, and followed the same team design concept. Since all roles were already taken, they were made to be the generalists of a City of Specialists.

    The current developers have abandoned that design philosophy and have buffed several of these ATs. They encourage teaming, but don't try to force players into teams. They have shied away from complete redesigns, preferring to tweak the existing designs. They aren't likely to go back to that design philosophy, to create an artificial role for the HEATs.

    The VEATs on the other hand were designed recently. The VEATs were designed to augment a team, to encourage teaming, rather than be buffed up by a team, as a penalty for not teaming. And all Villain ATs were designed to be more independent than most Hero ATs.

    Some players cling to that system of reducing ATs to cogs in a combat machine. It is undeniably efficient. I find it boring. I'm glad that I can solo my blasters, or find a team. Likewise I'm happy that my Tankers can scrap or taunt.

    A team can play and have fun with any players, or they can focus on efficiency and spend the extra time and effort to build the most efficient specialist team.

    I like my HEATs more than I like my VEATs. I won't try to justify my preference with any arguments that the HEATS are better. I just like them better. I'm well aware a specialist can outperform a generalist in the specialists' specialty. But sometimes I prefer to play generalist.
  8. Quote:
    Originally Posted by Golden Girl View Post
    You look like you're implying I gave you bad rep
    First, I don't give anyone rep for anything, becuase it's just silly, second, I have my own rep comment window closed, and third, I'd put a "-" between "over" and "reactionary", because the 2 "Rs" together doesn't look so good
    It doesn't look to me like she was implying anything. She stated a fact. Her use of the word 'you' wasn't directed at you, it was directed at the anonymous person who gave her the negative reputation. In fact her usage of the words 'somebody' and 'you' neatly avoids using gender specific pronouns. She could have said 'she gave me a negative reputation', but that would have implied that she knew that the gender of the person was female.

    By the way, what is this 'reputation' stuff good for? If you get enough can you trade it in for something good? If you lose enough, do they take something away? I never noticed it until the last couple of days.
  9. Quote:
    Originally Posted by Radionuclide View Post
    You are correct that there are no standard guidelines.

    However, it not quite accurate that it does not matter who clicks the glowies. Several missions have glowies which grant temporary powers. IMO, it is polite to give the mission holder the opportunity to say whether they wish to retain that power. YMMV, however.

    --Rad
    I forgot about glowies that grant temporary powers. They are pretty rare. Still, most of the time, clicking on a glowie does not help or harm. The original poster didn't specify such glowies, so I still assume that he meant any glowie, not just a glowie that grants the clicker a reward.

    There are no standards of behaviour that determine 'team etiquette'. Every person who responded to the OP, has slightly different opinions about courtesy, politeness and etiquette. And until a 'Miss Manners' steps forward to write such a guide, and gets the majority of the players to adhere to it, people are going to disagree about what is 'team etiquette'.

    IMO, the best way to handle these kinds of situations is through communication. Talk to your teammates before a conflict occurs. Don't assume that anyone looks at things the same way that you do.
  10. Quote:
    Originally Posted by Klatteja View Post
    We all know that teaming with other players, especially with those you haven't played with before, brings together different playstyles. I'm sure most anyone on these forums can recall several bad PUGs they've been on. Hopefully they would also recall really good teams. I mostly solo myself, so I consider myself leaning towards the "hermit" side of the game. Even so, I thought I had picked up on a few "rules" (guidelines, more like, I'm sure) of etiquette when teaming.

    I'll throw out an example of what I'm talking about. If it isn't your mission specifically, you don't click the glowie or otherwise end the mission without the mission-holder/team-leader's okay. There are others, to be sure, but they're probably not universal. It frustrates me when others on the team act differently than I expect them to. Not that everyone has to play like I do, but I think I try to mix courtesy in with my play when teaming, and I think I see other players not being concerned with such nonsense lately.

    The real question is: have I misunderstood the way team members interact with each other? I think I've gotten "team rules" mixed up with being polite, but maybe that has no place in the middle of a fight?

    I am indeed an old man with kids on my lawn, but this post isn't intended to be a whiny screed. Am I completely off-base? On-base and need to get over it already, Pops? Both? Both and something else, too?

    Geez, I need my pills.
    Yes it is your misconception.

    Without some kind of etiquette guide, there are no standards of behaviour to follow with regards to the items you brought up. Each person approaches such a situation with his own preconceptions and experiences. There is no right or wrong where there is no help nor harm.

    With the exception of farm missions which are never completed, it does not matter who clicks on glowing items. The mission owner is not injured by another player clicking on a glowie. The mission owner may have a perception that it the glowie is its personal property, and that by clicking on the glowie, the other player has somehow robbed it. But if the other player doesn't share the perception that a glowie is property, it has no idea that the mission owner would be offended.





    (BTW, English has a neutral pronoun: it. It is usually not used to refer to a person but to a thing. But we can change that if we like. This is conversation, not a grammar class.)
  11. Take hover and hover-blast out of their reach, provided the ceiling is high enough.

    Every blaster secondary, except Energy Manipulation, has a single target immobilize with a long duration. Target a foe, immobilize him, switch targets, immobilize number 2, move away from number two, target number three, immobilize number 3, back up again, blast number 1 before he gets free.

    Since Electric Blast has Tesla cage, alternate Tesla Cage and Electric Fence.

    Or, hit build up+aim+Ball Lightning, Tesla Cage the Lieutenant, hit the minions with single target attacks. Finish off the Lieutenant. Do it right and you've defeated all three before they have time to get within melee range.
  12. Quote:
    Originally Posted by Techbot Alpha View Post
    Now, I'm not saying 'OMG HEATs suck'. A lot of people seem to swear by Tri-form Warshades, and a number of people obviously enjoy playing them.

    This is more a question to see if I'm doing anything majorly 'wrong', or wether they get a whole new meaning of 'awesome' at a certain specific point.

    Tried both PB and WS to around 20s, got a lil' PB at 19 right now. Just...I don't know what it is. The endurance costs dont seem to help but, then again, no Stamina yet. The damage taken seems extreme, but then this is on DOs.

    Anyone else feel burnout come along very quickly on PBs and/or WSs?
    HEATS - Designed very early in the game, by designers who expected them to always group. They have an inherent ability that buffs them, but only works in a group. They originally had a group of arch enemies whose weapons did triple damage, unresistable damage, and included both stun and knockdown status effects. (This has been toned down somewhat.) They were designed to fit the tanker role in Dwarf form, the blaster role in Nova form and in human form, a scrapper/defender role (Peacebringer) or a scrapper/controller role (Warshade). Jack of all trades and master of none. They can fill out any gaps a team may have.

    VEATS - Designed much later in the game, by designers who expected them to be played solo, as well as on teams. Instead of being buffed by a team, they can buff the team.

    HEATS have a well written series of story arcs, with a new one every five levels. These story arcs serve to give HEATS an interesting history. VEATS have a not very interesting series of missions that don't really do much more than justify inserting them into the Project Destiny story arc in Grandville.

    I don't think that HEATS were intended to be a challenge to play. I think that they were intended to make teaming more interesting. I think that failed, as people prefer to team with specialists, and there is no shortage of specialists hero side. So HEATS solo more than intended, and that became a challenge. And the only people who maintain interest in the HEATS are those who enjoy the challenge. And VEATS are not as challenging to play, as they are very powerful. Some of those people who enjoy the challenge of HEATS, seem to find the VEATS rather dull in comparison.
  13. Quote:
    Originally Posted by Lazarus View Post
    You are aware that the really fancy and colorful Peacocks are male, right?
    All Peacocks are male. The females are Peahens. If you remove the 'Pea' from the name, you get the traditional fowl genders. However don't try this on the forums or you will be bitten by the foul language filters.

    Anyway, one more vote for Clamor. I find a lady with an interest in recreational surgery, fascinating.
  14. Afterimage

    Hows Gravity?

    Quote:
    Originally Posted by Weatherby Goode View Post
    Without any taunt effects, Singy has to rely on damage output to gain aggro. And he doesn't put out enough damage to steal aggro from a decent Grav Troller. He also hangs back, unlike, say, Stoney who runs right in and starts Punch-Voking everyone.

    Hard data: http://coh.redtomax.com/data/powers/...ts_Singularity None of the Singularities powers accept Intan Boosts.
    Just summon Singularity in the middle of a group of foes if you want him to tank for you. He starts out with aggro, so he doesn't need to steal it. Pick out the one you want to defeat, slap that one in a gravity distortion field, then launch Propel.

    Personally, I only did that with Elite Bosses. Most of the time its simpler just to use Wormhole to stun, and whack 'em before they come out of it. But I was playing a Dominator, not a Controller, it may take longer with a Controller.
  15. I would go with Mind Control on the primary. With a long duration sleep and a hold, you can totally control enemy groups of three or less even in the low levels. Holding one and immobilizing two others is the best most control primaries can do in the early levels. Additionally Mind Control doesn't get a pet, which would undermine your scrapping in the higher levels. Since you will be scrapping, you won't have as much trouble with robots and other psi-resistors.

    I know I'm not following the rules you laid out, but I'm not good at playing by the rules. Here are some other suggestions:

    Have you tried a dominator? What you describe fits dominators better than controllers. The new Earth Assault secondary is melee oriented and has a much more satisfying smash effect than Boxing or Air Superiority.

    Are you set on Kinetics? Other secondaries might suit the style of play better. Force Fields or Sonic Defense provide mezz protection with their area effect bubbles. Radiation's Accelerate Metabolism will help complete your attack chain, Siphon Speed wears off too fast and uses too much endurance in comparison.
  16. Time traveling EAT that starts at level 50, and then grinds backwards to level 1. Then forward to 50, then back to 1, etc.
  17. I just heard about this new expansion called City of Villains. Its going to have PVP! That means we will see super villains mugging grannies in Atlas Park for their purses, until a super hero shows up to fight for it.
  18. I vote for the change.

    I love the new I16 power customization options. Perhaps you can have one granite option that resembles the current granite look, not necessarily identical, but close.

    If you can do that, then maybe you can have an option for the old 'poo-man' look too.
  19. I think that arc designers who fail to warn their audience about elite bosses, arch villains, or custom minions that are much harder than normal minions are only hurting themselves.

    A couple of nights ago, I played an arc that was clever, funny and well designed. Then I reached the final room in the final mission. That one contained an Elite Boss who kicked my stone/dark brute to death twice. Even using a full tray of inspirations I couldn't get that EB below 2/3 full health after two minutes of fighting. Once I ran out of defense buff inspirations, it took only 3 martial arts kicks from the EB to defeat me.

    That arc dropped from a potential 4 or 5 stars to 2 stars when I rated it. If the designer had warned me that it had an EB in one of the missions, it would have gotten 3 or 4 stars.
  20. [ QUOTE ]
    (copy of previous reply)

    Thanks to a few irrepressible beta testers who don't sleep, the Mac version is very close to on-par with the Windows one.

    There are still a few small issues, but they're being worked out. No FSAA, and some occasional texture related lag and crashes, but ironically running in Vista has its problems too (pausing and occasional crashing).

    I think you'll be happy running the Mac client.

    [/ QUOTE ]


    Thank you oh irrepressible beta tester!
  21. I bought a new iMac, the one with the GeForce GT 120 video built in. It runs ok at 1920x1200, but is a bit laggy. I turned it down to 1600x1000 and it runs fine. Loses some sharpness doing that, since LCD monitors work best at only one resolution. Switch to windowed mode, regain the sharpness, but your window is smaller than the full display. I normally run it in full screen mode.

    Overall the only problem I have seen on the mac, have been occasional video flickers. I haven't experienced the zone crashing bug that some people have.

    I have no idea of the performance of the less expensive model that uses the nVidia 9400 graphics. There was a thread in the forum somewhere about using a Mac Mini for COH, which uses the same 9400 graphics.

    Overall, I think it is great. I abandoned Windows at home about the time that COH was released, except for my game machine, and until recently, the only Windoes game I still played was COH. That machine was retired as soon as my new iMac was unboxed.
  22. Bugs:

    Inky Aspect is suppressing Orbital Death's damage.

    Inky Aspect and Orbital Death are offensive toggles. Neither is detoggling when stunned. Only defensive toggles should stay up while stunned. I can't attest to the behavior under holds or sleeps.
  23. Afterimage

    Changes to Rage

    [ QUOTE ]


    The real issue here is information.

    The hardcore players do the research and experiment, and probably take the time to test things. They become informed, at sites, boards, forums etc.

    The casual player "plugs n plays", takes powers that sound "kewl" or base decisions on the very brief,and oft-times vague power descriptions. They take the names and descriptions of the powers at face value, without really considering consequences, power combinations, etc.

    Without a way to test a power before you lock it in, a player needs to be informed before he/she makes the choice for a power.

    Some players don't want to have to sift through countless posts (hardcore), they want to put on the spandex, toss on the cape, and fight bad-guys (casual). They have everything in the game except information about the powers they need to choose. They reallt shouldnt have to go out-side the game to find the information.


    [/ QUOTE ]

    I second this motion, off topic or not! The information you need to play the game should be in the game!

    One reason I got burned out on Everquest was the necessity to share information on the Internet, just to complete a quest. No one person had the time or interest to kill every single mob in the game 30 times just to see what rare quest item it might drop.

    One thing I love about this game is that I don't need read these forums to play. I read them because I like to! I don't want to see everything re-balanced to make things difficult for the "hardcore players". That will force "casual players" to either give up or become "hardcore".