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Short answer is they're having a bit of fun hanging out on different servers as rikti.
http://boards.cityofheroes.com/showp...5&postcount=14
Beyond that they might be up to something, we don't know. -
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3 point penalty for doing the followup to your own joke. You can't be both the straight man and the comic
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Get ahold of yourself man *slaps Goliath Bird Eater*
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Quote:In general though a TA Defender will increase the teams overall damage more than the Blaster would. The Blaster will do more personal damage but the one thing TA does do well is debuff Resistance which increases the teams damage.See thats the thing here, the TA defender is doing almost nothing to help keep you alive as a tanker. Its pretty much your defenses that are doing it, which means that slot could have just as easily been filled with a blaster. When a blaster can pretty much eclipse everything you do you know the set is broken period.
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Quote:We showed them, we showed them all. *maniacal laughter*Not much of a constructive answer, but I have a hearty "Ell Oh Ell" for all those people who have crapped on my posts re: a legitimate black market emerging for items that exceed the inf. cap.
I said it would happen. So did most Marketeers. Now, that TP protection IO is selling for 3.8B off the Market. A cap isn't going to magically reduce demand.
For the OP, yes, apparently this is WAI for now. -
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The only way that the devs could lower market prices would be to increase the supply of desireable recipes.
Price caps would be utterly pointless for the reasons Roderick mentioned (in fact they would probably increase prices due to reduced visibility and increased seller inconvienience).
http://en.wikipedia.org/wiki/Price_ceiling -
Quote:It's very unlikely that your ex-teammates would've cared. Staying in should keep the mission open for you but marked as complete for the team.I did not realize that the team cannot move on if all members do not exit the current mission. I will keep this in mind for the future. How do you think it would have been taken if I said, "I feel like sticking around" and quit the team? I'm guessing, not very well.
Quote:I have not been lucky enough to get on any teams where the leader asks questions or sets any type of ground rules. Knowing what the leader expected ahead of time would be a huge benefit. In the one case where I stayed behind, to be honest I did not realize that I shouldn't be doing the side missions (sometimes I find it difficult to keep track of everything going on) and I just ran off to find them. Next time I'm standing at a door waiting on a team member I will ask questions. I've tried asking questions like -> "What's your team doing" and I get "Missions" like that explains everything, I don't generally find out until I open the door.
A good example is if I'm on a team that has two tanks most of the time someone will ask who the lead tank is. My general procedure is to select one almost at random and say that they're lead but the only reason I do that is it seems to make people feel better that we have a Plan (with a capital P). The truth is that the lead tank is the one in front. Pick any team with two tanks and you will invariably find that one is more aggressive than the other. They're the one that slams into a new group first and picks a direction at intersections. The thing is that on a new team I have no way of knowing which tank that is (baring the occasional case where I'm familiar with one or both of them). -
As far as I know characters are never deleted.
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Quote:Safeguard missions (and probably Mayhems as well) are in my experience the number two killer of teams (the number one is the leader quitting). The problem is that there are a lot of different ways of doing them and everyone has their own preference. I enjoy doing the side missions but I also use maps so that I know ahead of time exactly where they are and can limit the street sweeping required. Some people like to street sweep the missions to get to the sides and others like to skip the sides entirely. At the same time when on a team it's important to consider the opinions of everyone not just the leader. I'll generally ask if people are ok doing the sides and go with the majority opinion. In the case you stated if I was the team leader I would have sent you a tell asking you to exit the mission and then kicked you if you didn't. The team can't move on until everyone exits the mission so if the decision of the team is to not do the sides if you aren't willing to go along with that then you don't belong on the team. It's not a matter of right or wrong it's a matter of not fitting with the team style.Take for instance a protect or mayhem mission (not sure of the exact term, the one where you're protecting the banck). When I do this in a team everyone rushes in, defeats the guards and rushes to the vault. However, when I'm alone I pull the group in the first room to the door and I position myself there. 1) The boss in the vault has to go out the front door 2) the 15 minute timer does not start until I've defeated the boss. I simply need to wait a moment till he/she comes to me and keep him/her from leaving. 3) I also like looking for those side missions which most teams do not do, at least not in my experience. I even stayed behind once to do them on my own and got begged by the leader to please exit because they wanted to rush to the next mish.
Quote:The only thing I can suggest to avoid this would be to start and lead your own teams. As a team leader, you'll have more weigth to set ground rules and be picky about who you'll play with. Of course, try not be a tyrant about it. Have you joined Virtue's global channels for team recruitment? You could state that you're recruiting for a laid back mission team doing a story arc, no speed runs, etc. -
Stabilizing prices wouldn't destroy the market's capability as an inf sink. it might decrease it a bit since fewer items would be flipped but it wouldn't be a huge impact.
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Quote:Unless they've changed something Gun Drone can only take Ranged Damage sets, I'll admit I haven't checked this recently in game but the wiki agrees with my memory.Personally, I prefer Expedient Reinforcement. You get .62 less ranged defense, BUT you get a 6.25% to recharge times.
http://wiki.cohtitan.com/wiki/Devices#Gun_Drone -
Quote:As others have said this simply isn't the case. While we don't have a full list from the Devs on what constitutes a Blaster Secondary there are some obvious design decisions that make them VERY different from melee sets. For example the Tier One power is always a low damage power to keep a target out of melee range. In most cases it's a single target immobilize stolen from a control set although Energy Manipulation has a high magnitude melee knockback power instead. Thunder Kick doesn't really fit the profile, you could probably make a new power that's a re-skinned Power Thrust though (basically Crane Kick with much lower damage and a 100% knockback chance).But there is nothing stopping MA from being a blaster secondary AS IS right now, except for Confront. There is no single power in the set (besides Confront) which couldn't fit in a blaster secondary. Even if no OTHER blaster secondary would be equally melee focused, it doesn't mean that MA couldn't be that melee-focused set.
If we absolutely necessarily have to change things (which we don't), then we should at least try to stay close to the original MA theme of unarmed combat, not adding a weapon for no good reason. I could go with having web grenades, caltrops, smoke grenades and stealth as a "natural" form of Devices with some melee attacks, but I don't really think that it's necessary.
Regardless of what the other blaster secondaries are like. -
Quote:Stop and ask yourself though, would a Blaster support set actually get any of the Traps powers that aren't already in Devices? Triage Beacon and Force Field Generator are both team buffs so I can't see them getting included. Poison Gas Trap and Acid Mortar are both extremely powerful debuffs which seem outside the scope of Blaster support sets. Seeker Drones might be viable but they fill the same basic combat role as Smoke Grenade (overall I'd say Seeker Drones are better except for the rare occasions when you need a perception debuff without drawing aggro).Traps, not Devices. The two sets do share powers, but only tangentially. To be specific, Traps and Devices share Time Bomb, Trip Mine, Caltrops and Web Grenade, but Traps also brings a few new things to the table, namely Poison Gas Trap, Acid Mortar, Forcefield Generator, Seeker Drones and Triage Beacon. Then again, those are actually MORE technological than anything in Devices short of Auto Turret, and as such even less likely to mix with Martial Arts in a consistent way, at least in regards to theme. They'd likely be more easily combinable with some kind of more technological melee solution, like stun baton, power glove, vibroblade or Saotome Dynamite and I'm going to walk out of the thread before I make even more of a fool out of myself.
Finally I'll note that Devices is the support set based on Traps; yes I realize that they were created in the opposite order, but thematically Devices is the "Traps Manipulation" set. Using Traps to make a second manipulation set would be like making a second Energy Manipulation set, sure it might have different powers but in has the same basic theme. -
I tried that for a while, it was ok but the target selection was to erratic for me to really feel that ti was worth it. I ended up sticking in a Thunderstike set for the defense.
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Quote:Well Dark Melee and Traps doesn't (to me) make a whole lot of sense, especially when you could do a Dark Manipulation set using Dark Melee and Dark Maisma pretty easily.to get around the redraw issue: ma/traps mix or dm/traps mix.
Martial Arts and Traps would make a reasonable combination except that Blasters already have Devices. As I mentioned above you could do a set that combined Martial Arts with powers drawn from Traps/Devices and Weapon Mastery bit you would basically end up with Devices with the explosives replaced with Kicking. Basically replace Taser with Cobra Strike, replace Trip Mine, Time Bomb and Gun Drone with three Martial Arts powers and reorder everything for a more sensible progression. The problem is that still would feel like a minor variant of Devices rather than a unique set. In fact if you made a /Devices Blaster skipped the last three powers and instead Kick and Boxing from the Fighting pool you'd end up with something very similar to what you're proposing.
If you can see a way around this please suggest a power progression but I don't see it. -
I actually wouldn't mind the ability to switch genders on costume parts. Specifically I'd love to be able to use female heads on male bodies. I have a female character who uses the male body for her power armor because I don't like the armored female costumes (especially the fact that they have a bullet trap on their center of mass). However because it's a male body I can't do a power armor without helmet costume, I have to either go fully armored or fully unarmored.
EDIT: I spel gud -
Quote:I agree it would require quite a bit of animation work (at least if you want to avoid redraw issues). But the question is if you aren't going to combine the two what would you combine them with that doesn't involve new animations? Manipulation sets are a mix of melee attacks, control powers, self buffs and weak debuffs. Not all sets have all four power types of course but to make a manipulation set using either Martial Arts or Trick Arrow you've got to bring in powers from somewhere else to flesh out the set.martial arts: yes
trick arrow: yes
martial arrow: no. way to much animation work needed to be done. and i don't really think a set like that would be all that hot.
I proposed combining them since I think they make a logical pairing and while animation work would be extremely desirable to deal with redraw issues it wouldn't strictly speaking be required. In fact the only primary set where alternate animations would improve the capability of the pairing is Archery, for everything else you'd want the default kick animations anyway and only have to deal with redraw on the debuffs.
So the question is what where would you draw the filler powers from to avoid additional animation work? -
The only difference is in the freebies. If you hang around long term you may well want to purchase all three versions (GvE, Mac and AE). They each come with a month of game time so you're basically paying $5 for the freebies. And no, you don't need a mac to add the mac edition to your account.
In general I'd say the GvE version has the most useful freebies, the Pocket D teleporter is useful for getting around and the Jump Pack is handy for vertical movement both prior to getting a travel power and if you choose to take Super Speed. The costume pieces are nice but (IMHO) not great.
The AE version is probably the best value for money since you get a $10 super booster with it. If you could select the martial arts booster I'd say go with that for ninja run unfortunately you can only select Cyborg or Magic. Of those two I'd recommend the Magic one, it's got some very nice costume parts.
The Mac version is probably the least useful, the mission transporter power is nice but not great and opinions on the Valkyrie costume vary a lot. Personally I love certain parts of it (particularly the shoulder pads) but a lot of people hate it.