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Quote:Even in that case I'll tend to start without them. I realize people can't help it if they have long load times and I don't hold it against them. However I don't feel any need to stop my fun just because they can't have theirs. Losing a spawn or two's worth of XP won't really hurt them and means the rest of the team is having fun rather than hanging around waiting for them to zone.I'm sorry, I may have not explained that right. I'm not talking about the guy or gal that's training or decided to stop by Went's to unload. I was referring more to that guy or gal that clicks the door and takes forever to load the map. I have one friend that at times, especially when the server is busy, will take 5 minutes just to load the mission map. When we play together, usually just the two of us, I always let them click the map first and go get a drink or take a bio break so I wait a couple of minutes before entering myself. For me it's just being courteous. I understand the some people are in too much of a hurry to get that XP and get to the next level, I'm just not one of them.
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There are plenty of backgrounds for blueside masterminds, some are just more complicated than others.
Thugs: The gang of toughs protecting their neighborhood and it's residents is an obvious (and classic) story or even a group of regular thugs who turned over a new leaf.
Mercenaries: Kitsune already pointed out the A-Team and in a game where a single hero can run around shooting people with an assault rifle I don't think a group of people doing so is really an issue, they could have almost any motivation for doing so.
Robots: You don't have to be evil to build a pack of robotic killing machines (although consulting a mental health professional may be advisable).
Ninjas: Ninjas in fiction have been portrayed as good guys almost as often as bad guys so no real issue here (plus they flip out and kill people)
Demons: Two basic options. First off Demons might not be evil, they could easily be aliens or inter-dimensional travelers who have stopped off in PC and just happen to look like demons. Secondly the hero might take a fight fire with fire approach and bind demons unwillingly to his service forcing them to do good against their wishes. (Also: Infernal)
Zombies: A little trickier, most cultures regard disturbing the peace of the dead as bad although potentially a hero who for whatever reason holds an opposite view could be interesting. Outside of that there are two obvious solutions. The first is that he isn't disturbing the dead, either the zombies are artificial vat grown/cybernetic zombies or they serve him willingly (such as ancestral spirits or the spirits of those who wish to avenge their own death so they can be at peace). Alternatively you have the fight fire with fire approach where the hero raises the dead (possibly dead criminals) justifying it to himself with the need to fight larger crimes. -
I agree with Square One. Ignite is almost useless without an Immobilize (except against AVs who are immune to fear) but if you mostly team with someone who has one then I highly recommend it. Ignite is a pseudo-pet power and they didn't update the pet for Defenders so it does Blaster level damage.
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I very much doubt it. It sounds like it's being reimplemented outside of the SG/base system. Of course I could be wrong.
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Quote:Nah, it just means he has experience. From what I've seen it's very rare for a highly placed executive of a company to screw up so badly he actually has to retire. Even if they are fired they normally manage to find someone else to hire them.Not saying this will or won't kill WoW, but 'what if...'.
I wonder how Kotick would feel about being remembered as the guy who caused/presided over killing what may be one of the most profitable games created to date.
I'm sure that would go over really well with the Board of Directors and on his resumé. -
Quote:Well a useful way to verify this is actually to check the page history over at Paragon Wiki.Well, I recently came back to CoH after a couple years of not playing and noticed that Conserve Power is now Energize on the new Elec Armor. Only problem is, I had that power slotted with some unique IO's along with others that were pretty costly...and now there's nothing in that power and my IO's are no where to be found :[
Here's the page as it existed just before I16:
http://wiki.cohtitan.com/w/index.php...r&oldid=142080
As you can see Conserve Power only accepted Endurance and Recharge generic IOs and no Set IOs at all so it would have been impossible for you to have any unique IOs in it. I guess you could potentially have slotted some HOs in it but since there aren't any HOs that would have provided benefits beyond what could be gotten with SOs I doubt you did. -
All I can say is... that was unexpected. I'm really happy to see the CoP returning. I love the Shard so even if I never do the CoP (and I'm sure I will do it) I hope this creates a resurgence of interest in the zones so that we might see new/revemped content for them.
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Because variety is the spice of life.
Honestly I've got an Axe tank and the set feels very solid to me (and I don't even have Pendulum yet). -
I can think of three reasons:
1. A mistake was made during proliferation
2. A mistake was made to the MM one when IOs came out but the devs don't consdier it serious enough to bother fixing since doing so would sort violate the cottage rule (change of enhancements)
3. The devs consider the chance to hold proc to powerful for MM acid mortars but not Defenders. -
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Yeah, unfortunately the mechanics of the game do mean that certain powers (primarily ones that are granted through pseudo pets or that actually give a temporary power such as Mystic Fortune) would be categorized under such a system. I was largely going for the 80% solution since that would benefit a lot of players whilerequiring significantly less work than the 100% solution (I assume it would anyway, it's impossible to say for sure).
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Yes, after all Triage Beacon is a heal power. The primary reason to have a Traps Defender on a team is so that they can spam that.
PS Traps rule. -
Quote:Except you're more likely to get 100% of the jerks staying regardless of how many constructive people stay or go.No great loss. If it were for this game, then yeah, I could see some problems. But for The Mighty Blizzard, there's enough of a pool of people to pull from that there would still be plenty of forum posters left after most leave. If 1% of the constructive people stay and 1% of the jerks stay, you'd end up with something much like the boards we have here, which is a good thing to aim for if you ask me.
And the constructive jerks, like me, will stay here no matter what, since we just don't care -
Generally either my AR/Dev or my Traps/AR. I tend to grab the Traps/AR for Teaming and the AR/Dev for soloing even though the Traps/AR actually solos better .
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Because the game was originally designed around the trinity of Tank - DPS - Support. Over time the balance has shifted and Blasters are basically being left behind.
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One thing I was thinking about is the teammate buff bar and how crowded it gets sometimes. Turning off auto-powers helps a bit but even then you can easily get 10+ buffs per teammate which makes it very hard to pick out specific ones.
So, what I think would be useful is a "hide buffs from other players" feature so that your teammates buff bars can be set to only display buffs they are receiving from you along with enemy debuffs (so you can potentially see when someone is mezzed).
The game already keep track of the source of a particular buff so it should be feasible to implement.
What do people think? -
Quote:Personally I think this has less to do with the leader setting rules and more that someone setting rules is more likely to spend time recruiting a moderately decent team setup. For the most part you can run with pretty much any team setup but some combinations do work better than others. Personally I tend to take whomever wants to come and let the chips fall as they will but taking the time to recruit more carefully does yield more reliable results.I guess I was speaking specifically of PuGs in a way. I've noticed two things with PuGs.
1) If the leader does not set rules things either go really well or go horribly bad with near team wipe throughout the mission(s). There usually is not much in-between. Many times everyone knows what they should be doing, on the other hand, there are many times when it seems no one is even trying to work together.
2) If the leader of a PuG states some simple rules to anyone new that joins I rarely see these teams go south. While there may be one or two bad fights, as a general rule these teams are more fun to be on. I'm not talking about anything extensive, more like guidelines like:
Quote:a) Everyone follows X (whoever X may be, but a tank more often than not);
b) Everyone stays together (there are some exceptions, as mentioned by some that have replied)
1. People who will follow the Tank anyway
2. People who will charge off randomly and die
3. People who will outpace the tank because they are more aggressive than them and know their character well enough to survive (mostly Scrappers/Brutes and certain types of Defenders/Controllers)
In all of these cases saying "follow X" doesn't make a lot of difference. In any case CoX players are like cats, you can't herd them you can only hope they know what they are doing.
(My Traps Defender is a good example of number 3 by the way, if the Tank wants me to follow him he'd better be moving fast.)
Quote:c) We don't start a mission until everyone is on the map. I have to say, I rather like those that insist that everyone is there before we begin. I have a relatively fast computer and connection and am usually one of the first to get in. However, I know people that have slow computers and/or connections that are quite put off when they get in and find that the mission is nearly completed. (of course the exception is that if someone says it's okay to start without them.)
Quote:As soon as people start splitting of into two or three different groups then my job becomes extremely difficult if not completely impossible. -
Quote:Well lovely. I don't have a Facebook page and have no intention of getting one. I was tempted to go back to WoW when Cataclysm comes out to try the new stuff out but I don't think I'll be doing that now.The real reason? Apparently Vivendi has inked a deal with Facebook to "cross-pollinate" Battle.net with FB, supposedly to attract new subscribers by exposing player accomplishments and armory drops.
EDIT: For some reason the whole achievements linked with Facebook thing reminds me of the Apple TF2 comic where the heavy gets an iMinigun which fires bullets programmed to update his blog with his kill count.
http://www.teamfortress.com/macupdate/comic/ -
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Here are the base and max hit points for all ATs:
http://wiki.cohtitan.com/wiki/Hit_points -
Not quite. AV resistance means that even with Infridgidate a single col dom only gets them to about -25%, you need more people with -recharge to get them all the way. The upside is the benefit of -recharge increases very fast so a single cold dom increases recharge times by 33% but 2 cold doms double them.
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Side note guys, there's a multi-page thread about this already in the Comic and Hero/Villain Culture you might want to check out.
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Quote:While I would love to have FFG on a devices Blaster it would be so horribly broken Castle would need to get amnesia to even consider it. Upping the ranged defense on CD to a noticeable level (say 7% unenhanced and unsuppressable) would probably not be unbalanced but also probably is not going to happen. From comments the devs have made I don't think they're happy with people soft capping blasters as is so I don't see them making it easier.Cloaking Device - Sadly, a once set defining power has been replaced by an IO. So this power used to get 4 or 5 stars, but now I give it zero. For a brand new player who can't afford a celerity IO, this is fine choice, but for many, it's very outdated. The defense is negligible, however I have not tried to soft-cap a devices blaster, so perhaps someone has a use for it. This power would be better if it had defense increased to 10%-ish range and/or offered full invisibility and it did not require endurance. Replace with FFG from traps is my recommendation. 0/5 stars
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I have one rule: Everyone Fights.
Other than that I feel no need to act like a dictator and tell people what to do. I assume that you are a competent sensible player until proven otherwise and that I don't need to tell you how to play. If you're playing poorly and it's hurting the team then I will discuss it with you but otherwise as long as you're helping out and the team isn't struggling I'm not that bothered.
On TFs I will occasionally provide guidance as to what needs to be done in any situation where tactics more complicated than "get 'em" are needed but for the most part I find that simply pointing the team in the general direction of something they can kill and leaving them to it works just fine. -
Quote:Yes but most people slot with about 95% damage from enhancements so the +30% damage effectively increases overall damage by 15%. This means that solo Defenders and Corruptors have the same basic damage neglecting Scourge (also Corruptors get more benefit from other damage bonuses such as inspirations of Fulcrum Shift).Don't Defenders get +30% damage solo, now? (And 20% on a duo, 10% on a trio, 0% on 4+?)
Here's the actual math:
Defender: 0.65*(1 + 0.95 + 0.3) = 1.4625
Corruptor: 0.75*(1 + 0.95) = 1.4625