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Posts
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Joined
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It's reasonable to expect participation and use of all available powers from team members for the benefit of the team.
First thing, if they were autoexemplared for the task force, they may be locked out of Fortitude or other powers, and unable to use them. (or they could be lazy, or ignorant of their abilities)
Frequent AFKs may be the result of real life family situations. (or lazy, or distracted)
How much you wish to tolerate, or even believe these reasons are valid is up to you.
A frequent AFK'er for Real-life issues should at least warn you.
Three strikes is what I usually go by. A private tell first, warning that you expect more from them.
Then a second private tell, last chance, buck up or get booted.
Then, if their participation is still poor, add some player notes, give them a one-star rating (or whatever rating system you use), boot them, and explain to the team why you did it. Expect any SG friends or RL friends to promptly quit as well.
Depending on the Task/Strike Force in question, your tolerance may be higher based on how difficult you think it will be to finish, or how badly you want the reward.
Don't get freaked. If their performance was making you angry, let them know, politely, you expect more from them, and you'll be willing to kick them if they don't measure up.
Ignore threats of petitioning or blacklisting. Let them foam in nerdrage. Keep cool, calm, and collected, and keep the team objective in mind.
If they weren't contributing much to the success, booting them may make your team more successful, as it will reduce the spawn count in following missions. -
Virtue is the 2nd most populated server, known for RP groups, and you may want to visit the "Virtue" forum near the bottom of the list to read about any RP Super-groups recruiting.
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Some EBs are tougher than others. Nosferatu seems to be a particularly troublesome EB.
Catwhoorg has soloed a lot of AVs with /regen.
Regen is one of the more popular secondary sets for scrappers. My own limited experience (level 35) shows it to be pretty good.
Given a lot of regen defenses are long-cycle click powers, +Recharge is very useful. Hasten, global set recharge bonuses, friendly kinetics giving Speed Boost, and lotsa Recharge Reduction enhancements in the power themselves, all add to those clicks powers coming up sooner.
And, Moment of Glory, (Tier 9) was recently revamped, and my level 50 friends like it more now. -
Yeah I'm tired of Nerf Games. We've moved from Nerf guns to Paintball and Airsoft. They actually leave bruises and welts. Manly!
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Jet pack from Mayhem/Safeguard missions or purchased
Jump pack from Mayhem/safeguard missions
Jet pack as mission reward (Villains only, infinitely renewable from Ouroboros)
Mission Teleporter from Valkyrie Pack
SG teleporters with Base Teleporter Vet Reward or Day Job reward
Wentworth Teleporter, purchased or Day Job
Pocket D Teleporter and zone shortcuts
Midnight Club zone shortcuts
Vanguard zone shortcuts
Pocket D Jump pack caps flight speed for 30 sec on any flight power
+Run from Swift from the commonly taken Fitness Tree
+Run from Quickness or Mental training (SR or VEAT)
+Run from Siphon Speed (Kin set)
+run from Commuter Day Job
+Run from Speed Boost from Friendly Kinetics guy
+Jump from Inertial reduction from Kinetics set or friendly Kin
All these add up to a travel power being less required.
I tend to use the safeguard/mayhem packs on characters where I am exploring the power sets. The Pocket D jump pack caps the flight speed of the jetpack, making it "good enough" for my purposes. -
Good point!
First saw it used on a speed STF, where the group jumped Arbiter Sands. As soon as he bit the dust, everybody jumped into the already-opened O-portal so we could jump right to Peregrine Island for the next mission. -
Got my folks a Dell Hybrid. Looks nice, small footprint, and I added a 3 year spyware/antivirus subscription, and set it up for automatic download/install updates. Only minor issues so far.
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Old account will have veteran time. New account may have bonuses from Architect edition/ GvE edition. etc.
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You are the only person at a given rank, and only that rank does not have permission to use any of the storage bins.
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I've played a "port" of CoH for the Atari 2600. Speak to Ascendent.
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Yup, I remember digging through my power screen, to put Brawl back into a slot were I could give Sally a little smack.
I also remember a team where we were waiting for someone to exit a mission and enter Croatoa, so we found Sally and coralled her to "swim" onto land. Have some screenshots. Weird. -
Superb.
Twisted, tortured, self-loathing, insane, yet still capable of sacrifice and love.
I'll have trouble doing the Synapse Task Force again. Dammit.
The alternate history of the Clockwork Kid reminded me of something that Stephen King has done a few times, where a character imagines a happier present, which ends up highlighting how much the present situation sucks!
Dumb Question time: Conscious = Awareness, Conscience = ethics. Do you have the title you wanted? -
Hehe! Got me until the last para.
Although it would be a cool option.
AR Blaster: KRACK! KAPOW! KABLOOEY!
Mace Tanker: THUD! WACK! WHOMP! (apologies to Disney's Recess)
Although, FREEM is pretty good too. May have to make an energy blaster if it happens. -
The Unstable Rad Pistol is common base technical salvage. It can be used to build base items, or fuel temporary buffs using the base empowerment stations. It seems to used to build a variety of specific base items, including some rare ones.
My first inclination, since it is base salvage, and technical salvage, is that it is not very valuable. However, a quick trip to Wentworths or the Black Market will tell you what other people think.
I'd do that myself, but I can barely stay connected for two minutes tonight.
Best of luck. -
InfamousBrad, you've hit several nails square on the head.
I have some friends expressing interest in Tabula Rasa, and I'm already wincing, thinking about the lack of sidekick/exemplar system. -
Put me down for not wanting to see loot, crafting and skills.
We already have enhancements, salvage, and inspirations.
When someone says they speak for the majority, my eyebrows immediately raise. Usually in suspicion. -
Don't know Unisystem, but over-detail turns me off now.
Had a lot of fun in Champions/Hero, once I made a very simple character. I would never want to run that one. As a player, you should know how your character works. As a GM, you have to know how all the villains work, and that would be a little too much reading for me.
Plus, whenever I hit someone, I was rolling 8d6, adding them up. I didn't enjoy that.
Original Marvel (orange and yellow books) was fun, simple, but it was hard to make something unique and unusual. You tended to end up with something pretty generic.
Played Palladium in a bajillion different incarnations. Never my favourite. Character creation too darn complicated, and a combat took too darn long. But it was all that was available, so I tried it, again, and again.
Mutants and Masterminds eliminates hit points, alignments, and classes which take the major deadweight out of D20, in my opinion.
The addition of flexible powers, hero points, extra effort, and the damage save (replaces hit points), add that heroic dynamic combat feel.
I've run three campaigns, played in three, and it's my favourite way to do superheroes.