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Quote:This is somewhat team dependent really. A lot of teams don't really need a tank or at the very least can manage a spawn or two without him by firing off their long recharge powers and so will continue to the next spawn while he's resting. For example on my TA/A defender if EMP Arrow is up then I really don't care if the Tank is resting or not, I'll lock the entire spawn down rendering a Tank unnecessary (unless it's Romans or something with else with mez protection).When I try to take the time to message the team.. well with the pace that is usually set with no one waiting for anything, including giving the Tank a chance to catch their breath ("REST") this gets a little difficult.
Quote:Also, when I talk about tactics, I'm not saying that every step needs to be planned out bringing everything to a gruelingly slow pace. Simple things like knowing who the point man is. If there is only one tank then the tank is point, simple as that, if there is more then one then they need to decide who is point. No tank, then the leader needs to state who the point man is. No one but the point man or the leader makes a decision on what direction to go, the leader defers to the point man (if not the same person) unless the leader knows better for some reason. The point man sets the pace. Simple things like always turning in the same direction at intersections rather than choosing a random direction. If the point man stops at an intersection to look around, give him/her a minute to choose a direction before you run off in your own direction (really it's only a second or two to pan around and look at the choices, are you that impatient that you can't wait a few seconds more to bash the next mob?) The squishes should stay several paces back, let the tougher members meet the enemy first, and everyone stays behind the point man until the enemy is engaged. As a tank, I expect to be at the front leading the way, not trying to catch up with the others. As a troller, I don't want to be in the front and I will gladly follow whoever the point man is and let them make the decision on direction and wait for them to do so. These, to me, seem like very simple things that would be good for any team, no matter what its makeup or how quickly they want to reach the objective.
Quote:First the good news, there are options if you like a more tactical controlled style of play. /Dev blasters, Traps defefenders, /traps corrputers, /traps masterminds are all very strategic in their play. The /dev blaster may be the most strategic of the lot. With a little prep time you can easily wipe out just about any normal spawn with these.
The bad news you are going to go slower than the run around willy nilly people. Teams won't stand around for the setup, your minefields will be left behind spawns will be dead before your time bombs go off. You will be an excellent soloer though and that is really the only way you can go at the pace you want.
Single target blasters such as ice might also be your cup of tea. Once again though its a solo thing. -
As another data point, a few months back Westley had a look to see what ATs people were actively playing. Obviously this is extremely unscientific since it only counts people who were on at a particular time and were un-hidden. But still, it's an interesting data point.
http://boards.cityofheroes.com/showthread.php?t=185819 -
Quote:You are correct that players did not request the Supreme Leader rank. The reason that it was implemented was for the benefit of the GMs and the NCSoft customer service team. Having a single clear leader for an SG makes it much easier for them to solve any petitions related to griefing in an SG.When they introduced the new "Supreme Leader" rank for supergroups, alot of folks were left scratching thier heads. From the player standpoint, there was no real reason to do it. It wasnt something that the players had been clamoring for or really seemed to need. (Granted, CoH dropping stuff on the players out of the blue is nothing new.) There was a very vague reasoning given by the Dev staff for the change, but it all seemed sorta not needed. There was some players that weren't happy with the socio-political ramifications, but most folks just sorta shrugged and moved on.
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Sounds good to me. Maybe give it a 15-20 second recharge? I'm not sure what would be abusable about giving it a 0 second recharge, but I'm sure soemone will think of something so I'd say don't eliminate the recharge entirely .
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Because I have to believe that my combination of wit, sarcasm and intelligence will magically cause trolls to realize the truth and acknowledge the error of their ways or else I would lose all hope for humanity.
Quote:OP, here's a Mids map that may help the development of your build.
Also, I find that Recall Friend is wasted on a Troll unless you're using it as a mule power for set bonuses. In general though you'll probably find Flee from Thread to be more useful. -
Ok, for the heck of it, here are the serious questions to it.
Quote:I do not recall ever seeing someone respond this way to a post asking if a powerset was fun or not. The only times I can recall seeing it are when people asked how powerful a build is.Ok,what im wanting to understand is why people respond in very few ways when a players asks a question?
If someone asks of the "Fun Factor" or a particular build and AT....they get the following...
"Its not good at soloing AVs."
Well,if that was my focus,wouldnt i have mentioned that when i asked about how fun the build is?
Quote:"Heres a Mids map that may help the development of your build."
Great,awesome,cool....not only did you throw a outside program at me,that not only is impossibly useless in anything but telling you maxamized numbers for a power set,it doesnt tell you how your going to perform vs the things youll face in the game,like villian/mob resistances,def %,do you need massive support from a team to do anything?Or if youll even like the build,or if youll be the type to play that particual build correctly.Plus,i didnt tell you that i wanted to make a toon that i wanted to try out for the olympics.
Quote:"That build is meh...but with IOs,it could be halfway decent."
I see...so nothing but IOs is a contributing factor in how well you can build and play a character?My only response to those who belive you have to be IOd to be decent..is...Your limiting your self on what the game offers,your playing the same thing as the next guy because its a exsplored set...that by no means makes it a "Better" set then one less used.It simply makes you ignorant,hence the response on IOs making it decent.(NO,mids does NOT work correctly,its a insufficient program)
For example, Devices is commonly regarded as a poor Blaster secondary. It's actually reasonably decent BUT the place where it shines is when you're soloing and even then it's slower than other sets that offer similar mitigation. In team play Devices offers very little to help the team.
Quote:Then this last one is the one that urks me..because its the more seen,in the forums,and in the game its self,and its the most ignorant thing i can think of pertaining to this subject..
"Thats a horrible set,and the reason is because of....."
The reasons that follow the beggining of this comment are usually from ignorant people,from every corner of the Earth,that play this game.
From "Mids numbers arnt very high." to "Because i had a friend that had a level 50 of that build!And erased it!Cause it Sucked!",and we both know thats a cop out,to talk trash on someones choice in a less travelled,or less understood set,just for the sake of talking trash,when they never seen a player do it,or just couldnt cope with a diffrent playing style,or never tried it at all.
Quote:I also dont understand why people would suggjest there build...to everyone else...for me,and many other players,i find Cookie Cutting and copying a build that is everywhere annoying.
Quote:Some of you dont like me,and some of you know exactly what im talking about,but its those of you that dont like me,know i speak truth. -
My general opinion is not unless you're doing a high defense IO build but at the same time if you don't have anything else you'd rather take then the extra survivability can help.
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My interest in Day Jobs is purely for the badges so I don't really consider the power at all. I tend to pick which badge to go for based on two factors. The first is the character, for some characters I want a particular badge or accolade to sue as their badge title and so I'll prioritize getting that one. After that it's a trade off based on how convenient the location is versus how often I play them. For the characters I play frequently I tend to focus on the day jobs that are easily found in a lot of zones or are easy to get to (commuter, monitor duty, the ouroborus one etc.). For characters that I rarely play I focus on getting the ones in inconvenient locations (mortician, Cimerorian, dimensional explorer etc.).
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Quote:Primarily the ones that people want are the ones that provide PvE bonuses that aren't available elsewhere. The obvious one is the +3% defense IO from Gladiator's Armor, since that's a lovely bonus for anyone trying to softcap multiple types/positions. Panacea is also popular because it has both a useful proc and a combination of set bonuses that aren't available in the other healing sets. Javelin's Volley is nice because it's a relatively high recharge set compared to the other options in TAoE although IMHO Positrons Blast is still a better choice.This sorta surprises me. I mean, if someone doesn't PvP, what's the point of paying that much for a set that doesn't provide all of it's bonuses in PvE?
Unless it's PvPers that don't want to PvP without getting full sets of the bestest, most top of the line equipment BEFORE they go into the one/arena. But before we got PvP in this game, the proponents of PvP said that they wanted it implemented "for the challenge" of fighting non-AI foes. So going into PvP without a full set of top-tier IOs would be more challenging, wouldn't it?
Yet you don't see "Hey, check out my all-DualOrigin PvP build!" posts.. -
Quote:Well technically they could increase the supply by making them drop through activities other than PvP although I guess they wouldn't be PvPIOs if they did that.The devs still have no way to guarantee this.
They can TRY to offset the problem by upping drop rates.
HOWEVER, ESPECIALLY for PVP IOs, the number of people desiring them is larger than the total number of people actively PVP'ing by at least one order of magnitude, if not more. As such, unless the percentage rate for drops is DRASTICALLY increased, the prices aren't going anywhere but up and off-market.
And I'm not sure the devs want to make highly valuable IOs such as those THAT common. -
I haven't heard of any dev being assigned specifically to handle NPC creation although there may well be one. As you say though the creation of NPC groups is going to require work from most of the different departments.
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Quote:Unfortunately there are apparently clipping problems with having permanent jetpack costume pieces . Regarding ray-guns what I'd like is for the pulse rifle's that robotics MMs get to be expanded into a full blast set and add a few classic ray-gun style skins to them.2) Retro Powers and Costume Pieces: Ray-guns (Alt animations for sets like energy blasts, cold blasts, etc), Bubble Helmets, Jetpacks (not a temp power just an alt animation or costume piece that works with fly), Retro costumes (space suit, "Ming" robes, Super/Bat brief/shorts, Wristbands). Put it in a "Retro Booster" and I'll even pay!
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I agree with Fleeting Whisper regarding generic-ing policies.
Regarding your comments on Flashbacking, I agree with you it would be extremely nice to be able to change teams mid-flashback (even if it would make no sense story wise ). However I see two problems: levels and merits. Currently flashbacks are level restricted so inviting new members is problematic. The second is that flashbacks award merits to the entire team and it's obviously not fair for someone who joins a flashback mid way to get as many merits as someone who joins for the whole thing.
My solution to this would be to radically change how flashbacks work. Currently it puts you into TF mode where you only have a single contact available. Instead I propose that when you start a flashback you don't get level locked but instead get given a "flashback contact". These function exactly like normal contacts with three differences:
1. They only give you the missions for the badge or story arc and once you've completed it they are removed from your list
2. The missions are at the maximum level for the contact rather than your level and you automatically get exemplared down when it's your active mission
3. You can only have one "flashback contact" at a time but can drop them (and the current mission from them) at any time for no penalty (or reward).
This would make it much easier for people to join and leave flashback teams with the understanding that as with regular story arcs one person "owns" the mission and if they quit the team you can't continue. Regarding merits as with regular story arcs only the mission holder would get them (and the arc XP bonus) but you can use the auto-complete feature to allow everyone to follow along with the mission progression and get the final reward if you do have a team that sticks around for the entire arc. As another advantage if you're playing through a flashback and your frineds log on and ask you to do something else (say a TF) with them you don't have to quit your flashback, you keep your progress while doing other missions. -
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I really don't see this as being a particularly useful feature. People who want to spend some downtime hanging out with other players (whether RP'ing or just shooting the breeze) will generally prefer to do in a convenient location rather than going somewhere special for a minor bonus. It basically feels like an attempt to bribe players into participating in an activity that they wouldn't normally engage in and we all know how well that worked for PvP.
I wouldn't mind some sort of active day job system but I'd prefer it to be something you actively play rather than getting a bonus for going AFK in a particular location (and yes if the bonuses are at all useful people will do it, trying to prevent it is almost impossible). -
Quote:I think that you're slightly mis-interpreting my post. By catering to min-maxers what I mean is that the devs should set things up so that builds have viable trade-offs where you get better at one thing at the expense of another. This doesn't have to lead to cookie cutter builds (although done poorly it can). Min-maxing is about optimizing a build given the trade-offs. Conversely if the devs catered exclusively to concept players you'd end up with a situation where all builds are identical and the only difference between characters is the concept, the costume and the animations.No. I strongly disagree. Devs should never cater to mini-maxers. There's no game balance, variety, or challange. Just the same cookie cutter characters that you get bored of playing after a few days. Then you move on to more balanced and entertaining games.
Some people want to play a character that appeals to them and as long as it can handle a basic level of challenge don't care about anything else. Some players only care about character power. Most players of course fall somewhere in between. To some extent the devs need to cater to the whole range to keep everyone happy. This means that things need to be set so that a character has a decent enough basic power level that someone who never pays any attention can follow. But at the same time there needs to be trade-offs between build choices so that those who enjoy min-maxing can spend time tweaking their character to eke out that extra 1% performance.
To use the travel powers as an example there is a trade off in speed versus utility/convenience. Concept players will pick the one that appeals to them for the character. Min-maxers will pick the one that appeals to them based on their preferences and playstyle. -
Quote:That definitely sounds like they're blocking it. As for your question, I would assume you will be fine once the land line gets setup (assuming your contract includes a sufficiently large bandwidth allocation) but that is really the sort of question you need to ask them (I'd also have recommended checking that before you signed the contract ).Hi there,
Yes the data blocking thing is kinda what i thought,do u think i'll be able to connect once i have the router and my own line set up with Neuf.
As for the French,all i can do is order coffee,dam hard here,swiss/French/German border ,i dunno if i am coming or going lol.
As for the error i am getting,i'm not,the Launcher just sits there and tries it heart out .
I wanna come home lol! -
Quote:I'm aware not everyone min-maxes, that's why I mentioned concept. However I also feel that when possible the game should attempt to cater to both sorts of players. Players who choose travel powers based on concept will do that no matter what speed fly is set to, and keeping it as a trade off appeases the min-maxers who like to feel that choices have consequences.You're assuming here that every player is a min/maxer who will go for brute speed over character concept for every toon they roll. That assumption is patently untrue. And as far as the "it's the safest travel power" thing... in 5+ years of playing, I've never ran at super speed or super jumped into a mob and died. If you are running or jumping into mobs and dying with SS and SJ, you're doing it wrong. I would like to see fly have it's speed increased.
As for the trade off itself, it's not a matter of safety it's a matter of convenience. Fly allows you to go anywhere you want just point your character in the direction and go, the only restriction is the need to steer around obstacles. Super Jump characters need to make sure they have somewhere to land to start the next jump while Super Speed characters have minimal vertical movement unless they use other powers (or temp powers) to supplement Super Speed.
I guess that was directed at me. I stand by my statement, that particular idea is stupid. -
What sort of error are you getting?
EDIT: Based on your description of the service it may well be that the wifi portion blocks all gaming to save bandwidth. Unfortunately their site is in French and the only French I remember from high school is "Je n'parle pas Francais" -
I haven't really looked into it in depth, but your power and slotting decisions for Assault Rifle are very questionable to me.
1. I'd really recommend Buckshot over M30 Grenade. They do the same damage but Buckshot is cheaper to use and recharges faster so it offer's much better damage. It's the same cone size as Flamethrower so you can use both at the same time without re-targeting.
2. Garent has got pretty good slotting for Flamethrower, but I'd recommend the Acc/Dam from Posi rather than the Dam/Range. The range doesn't help as much as you might think and with just the Acc/Dam/End you're a little light on Accuracy. Additionally if you can squeeze an extra slot from somewhere a regular generic Recharge in there is useful.
3. Why on earth have you skipped Full Auto? The primary reason to take Archery and Assault Rifle is that fact that their T9 is on a 60second recharge and has no crash. Ok fine, you want to solo AVs, but by skipping Full Auto you're really going to hurt yourself in any situation where you aren't soloing AVs. -
Element of surprise: key to victory
Rikti troops: surprised! -
Most of them I'm relatively ambivalent about but there are a few I'd like to comment on.
Quote:This is a deliberate trade off, fly gives you perfect 3D movement so it's the slowest travel power overall. Super Jump gives decent 3D movement and is the middle in speed. Super Speed is the fastest but offers no 3D movement. If Fly was as fast as Super Jump there would be no reason to take Super Jump as a travel power except for concept reasons (or if you really, really want Combat Jumping rather than Hover).1.) Fly is too slow, it should be at least as fast as Super Jump or Super Speed, please.
Quote:9.) Contact cell phones need to be issued after the first mission, almost every contact you have is a referral or has already asked to work with you, why on earth would they not trust you enough to give you their number up front, isnt time supposed to be of the essence ?
Quote:13.) Archery Set, animations are too slow, range at 80 is ridiculous, speed up the animations, increase the range to 100 and give the snipe some damage, its remarkably weak compared to other snipes.
16.) The Archery set desperately needs a bow based melee attack, and I dont mean a pansy Stun, I mean a swing-your-your-bow-like-a-staff-whack-attack that does decent damage maybe even some knockdown or knock back. ( if youve seen the movie Avatar, you know what I mean).
Quote:14.) Why do none of the Ranged Damage IO sets have any Range in them?
Quote:15.) The Devs need to monitor the Market better, there are whole segments of the market that have ZERO product available. When this happens for an extended period the game should automatically dump some product into the market, or better yet the game should increase the drop rates on the recipes that have depleted themselves. What good is an Invention system that offers nothing to invent?
Quote:20.) Now this one might be controversial but, characters power should scale with age, I know it kinda does, but what I mean is, a level 50 scrapper thats got 4 years of crime fighting under his belt should be more powerful that a relative nOOb whos only been a Hero of the City for 1 year. I dont know numbers, but say a 1 or 2% increase per month after the 1st year of becoming level 50 would be the best Veteran Power benefit I can think of, these percentages could go into a bank that you redistribute to specific attributes of YOUR choosing, ie: Hit Points, Defense, Resist, Mez Protection, To Hit, Recharge, Endurance, you get the idea. -
Another good option is to make a solo SG unfortunately it takes a lot of work to make a decent sized solo base but even a small one has room for a enhancement table which will allow you to store 100 enhancements (so you'll have to craft them first).
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Idea: Good
Probabiltiy of Happening: Low