Techbot Alpha

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  1. If your US....if your EU, your shut out of the test server, thanks to the whole 'Sneak Peak' mechanic...

    Why can't they just open another bloody test server for us, huh?
  2. Quote:
    Originally Posted by brandx View Post
    techno's-
    There! Is! No! N!
    Khhhhhhhaaaaannnnnnnnnn!!!
  3. Quote:
    Originally Posted by The_Coming_Storm View Post
    Unresistable damage is a weak way to punish players for standing in the AoE. Instant death, pure and simple, is the way to punish idiots.
    Naah...
    Kill them as soon as they enter the mission. That'll teach them.

    Ooo ooo, and every time they touch the ground. Meaning everyone needs either group fly or a jetpack, increasing the liklihood of having to fight with a -25% ToHit Debuff too.
  4. Quote:
    Originally Posted by Jetpack View Post
    If you want to spend your time with SO's, more power to you.
    IOs are a hassle that I only bother with at 47 onwards. Simple as that. Given the game is still balanced around SOs, I don't think thats unreasonable.

    ((And I saw the other post before you swapped it out. /Ninja ))
  5. Quote:
    Originally Posted by Samuel_Tow View Post
    You don't need to wait for the combining screen to finish. You can exit out of it as soon as it pops up and skip the visual effect. You can proceed through upgrading enhancements based only on how fast you can click and drag.
    It's still a clunky and stupid system in badly need of an overhaul. I do skip all the crap, and it STILL takes a bloody age when everything needs reslotting at 32, 37, etc.
    And yes, I still use SOs. People can just deal with that.
  6. All it needs is for 'Stay' to do what it says on the box, not 'Stay until I feel like it, which is as soon as I hit my third attack, then lolololBRAWLlol!'
  7. Quote:
    Originally Posted by Samuel_Tow View Post
    Any time a henchman is Aggressive, that henchman will disregard follow, goto and stay commands if that henchman's AI chooses to close in for an attack. That's how it's always been. Henchmen set to Defensive will act as though they are set to Aggressive once engaged, though they will disengage if the enemy goes too far away from where the henchmen want to be. Trying to recall henchmen set to Aggressive or Defensive will not work, as they'll accomplish the order, then return to what they were doing, chasing enemies if they must.

    If you want to keep your henchmen in place, you need to use Passive and direct them via Attack My Target. Unlike when set to Aggressive or Defensive, henchmen will not remain in attack mode once that specific target is down, and will instead return to you or to where you ordered them to stay.

    Generally speaking, however, I can deal with ranged henchmen going into melee if it means melee henchmen going into melee. Robotics, Thugs and Mercenaries may be a bit harder to handle, but at least Ninja and Necromancy are not completely worthless.

    ---

    As for the original post, yes, removing clipping from henchmen for all players, not just the Mastermind, is a good idea. It would keep henchmen from blocking hallways forevermore.
    Except THAT doesnt work either! Passive, attack target; whats the second thing the little buggers do? You guessed it! THEY RUN RIGHT INTO MELEE!

    There is no way this should be considered WAI, especially since they were NOT this bad before Demons came out. Something tweaked around them has borked them...again.
  8. That'd work too.
    I mean, NPCs dont have theirs interupt...and some of theirs do ludicrous ammounts of damage. (And AoE...looking at YOU Nemesis!)
  9. Quote:
    Originally Posted by The_Laughing_Man View Post
    Ilya is my oldest non-50 (Illusion/FF troller) with all the anniversary badges and currently sitting at 44.

    Still like to give the not so vet "VOID!" screamers a scare occasionally!


    -H
    The shoulder pads, colour tone and aura are wrong for that.

    *Whistles innocently as he walks vast in Void uniform*
  10. Quote:
    Originally Posted by Suichiro View Post
    Oh look, a cute widdy sharkie! That's cute, using a funny epic power...

    *PVP mode on*

    OMG WHAT THE HELL?!?! *dead from a billion shark damage*
    HAX!

  11. Quote:
    Originally Posted by Eva Destruction View Post
    My MA/Regen Scrapper got the first mez badge and a significant chunk of the second courtesy of one single Sapper. I think I stood there doing the Sapper dance for about fifteen minutes. I passed the time chatting with my coalition-mates about how much Sappers suck.

    I still have to fight back the urge to laugh maniacally every time my DM/SD one-shots them. Neener neener neener, you can't hit me. Oh, you did hit me? DARK CONSUMPTION!

    Ha, I'm back to full end, eat Midnight Grasp, *****! Revenge is a dish best served with tentacles.
    That needs sigging, as of yesterday
  12. Surely the falling swords and BM should simply do unresistable damage?
    Why has this not been implemented yet?!?!?!?
  13. /Signed, except for what Xzero said. Theres little point making an event more appealing and upgraded and then kicking them in the nads if they happen to have bad luck/not enough people and fail it once. Nothing else in the game has that, so theres no precedence either.

    Still, love the suggestions made.
  14. Thats a novel suggestion for snipes that I'd never thought of before. I think they either need to do something useful like that, or simply have their damage ouytput boosted by about...a third? Something to make up for the long aim and firing time.

    /Signed in general, very good suggestions overall
  15. He's not the messiah, he's a very naughty boy!
  16. Quote:
    Originally Posted by ChaosAngelGeno View Post
    But before that fix the Pet AI's, for godsake.
    Mutha-fragging /YESranger
  17. Quote:
    Originally Posted by Furio View Post
    It its if you've got Rise of the Phoenix
    Fire/Fire/Fire blasters are the exception, when Death just becomes part of the attack chain
  18. Quote:
    Originally Posted by Furio View Post
    I remember when they said that... they're talking per capita, not just raw numbers of defeats.

    And defenders and corrs each have an entire powerset dedicated to buff/debuff. It's enough to keep them up more consistently. Blasters just get more damage 'cept for those /dev weirdos
    Rad/Rad Corrs, for example, can arguably be even more dangerous than a Blaster, due to increased mitigation (buffs and heal) and offensive tools (debuffs and damage)
    Sure, Blasters have better hitty numbers, but thats not much use if you're dead, now is it?
  19. ....
    I think the best way I can sum this up is; No. It's fine and balanced as it is. Anymore just....
    No.
  20. Is EU test locked while the 'Sneak Peak' stuff is going on?
    If so...ya, boo hiss and sucks
  21. Quote:
    Originally Posted by Leo_G View Post
    Uh, who's comparing the difficulty of the old Hollows with Praetoria?

    I was saying, dying a lot is not going to push away new players. A game that isn't fun will tho.
    I'm trying to make the point that dying a few times from high con enemies that you didn't watch aggro on in a Hazard zone is just a part of the game as it is, and WAI.

    Dying because you dared to fight an even con LT and minion, or got ganked by mass ambushes, all in a standard mission set to +0/x1 is not what I would call balanced OR fun.
  22. Techbot Alpha

    Apex SF sucks!

    I did love the bit where it went "Yeah...they kinda... fired Battle Maiden at us from orbit."

    Killing it from orbit DOES work!
  23. Techbot Alpha

    Apex SF sucks!

    Because I can't rule, exploit and steal from a wasteland, that's why!
  24. Except there are good points he brings up about games that people tend to gloss over a little bit, because they become dulled to the fact the industry as a whole has started to stagnate quite substantially over the past few years.