Techbot Alpha

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  1. Quote:
    Originally Posted by TrueMetal View Post
    I like this idea, but I think it has potential to be OP. Especially now pets can travel through zones.

    Freak tanks, Shivans, Night Widows, Longbow Wardens, ... are all quite strong npcs, especially when buffed and healed by players. Now have 8 of them on a full team.

    So some restrictions should be in order. e.g.: mak them unbuffable, put them on a short timer, ...

    (On a note: I personally feel the Summon Shivan temp power is rediculously overpowered and wouldn't mind seeing it removed from the game.)



    The Devs obviously disagree with your take on the Shivans.
    Given what you have to do to get one and all...
  2. Quote:
    Originally Posted by Zombie Man View Post
    I lol'd
  3. ((Damn....can we get someone with high graphics settings to do the screenies next time?
    Krimzon's backpack was coloured white at the time of that, and it's even showed that up wrong. Etc etc. Also, some text other than green? That really blends into the Forum background.

    Ah, so, *thats* what happened in the aftermath of Sirens Prepare for War!))
  4. Quote:
    Originally Posted by TyrantMikey View Post
    I completely concur with everything you've said.

    I will freely admit that I left COH for 60 days to play AION. And one thing that struck me that was positive about AION compared to COH was the sheer volume of things to do in the early levels, and the free-form order in which you could do it. (Sure, you had the Campaign, which was story-driven and required you to complete it in stages, but you had just a mind-boggling array of things to do.)

    What COH really needs, and what would seem to be fairly easy to do at this point, is a revamp of the zones with a Meg Mason style contact in each zone. Yes, absolutely, GR is coming out Soon™, but we have no idea how soon Soon™ is. In the meanwhile, you have to think about what is going to draw and retain new subscribers. And five year old content doesn't seem to be doing the trick (anymore).

    Certain zones in the game seem to never get used at all anymore. Boomtown is a ghost town unless you have a mission there. Dark Astoria is the same way. Independence Port is dreaded because it's so large that travel times from one mission to another are often excessive (quick fix: move all contacts closer to the trains/gates/base portals and have them give out their numbers much earlier). I could go on but you get the picture.

    In my personal opinion, I'd rather see the zones revamped with new content added to them than a new zone. Yes, a new zone would be very cool. But it would only stretch the existing player population out over an area that doesn't really need to be made any wider.
    /Signed
  5. Quote:
    Originally Posted by Schismatrix View Post
    Corrected.
    Correction: Acceptable
    Either way: Outcome status: Inevitable
  6. Quote:
    Originally Posted by M_I_Abrahms View Post
    Well, that is if you can actually see that room.
    Heh, touche
  7. Righty, good to get some feedback, and nice to see my Mids fail seems to be less so. Thanks both
  8. Aha, fair enough. Literally trying to chain people to desks to get feedback for Heart of Steel
    Also, that was me who ran up to you in...RWZ AE, I think? Last night, either way, when in your Villain costume. DAYAMN that made me double-take. Fantastic bit of work on that.
  9. Blast/Armour AT, please.
    That is all.
  10. Are you still doing reviews, Tangler? I noticed the DC that Doc Aion gave ya, so it brought me here
  11. Quote:
    Originally Posted by Golden Girl View Post
    I'm not sure screaming your hate of marketing will make marketing give us anymore info any sooner
    No, but it helps aleviate stress.
    Sort of
  12. CA;

    I don't think I have enough Win in stock to give to you
  13. Quote:
    Originally Posted by Rial_Vestro View Post
    Your reasoning skills are flawed and so are your comprehention skills.
  14. Quote:
    Originally Posted by Lord Mayhem View Post
    Yeah I can certainly get behind the suggestions for more realistic building interiors and re-scaling NPC models to be more realistic compared to our heroes/villains. Both of those things do irk me.

    Maybe I imagined it, but I seem to recall that around the time of Herocon there was something about instanced maps in Praetoria being linked logically to mission doors in the buildings of each zone, so that the building size/style/layout would match inside and out, and that the enemy groups outside of the building would match those present inside the building - and also that randomised doorways for instance missions would be a thing of the past for new content in CoH/V. I can't find the link now (admittedly I didn't spend long looking for it and my search-fu is weak) so did I dream it?
    You are correct.

    What concerns me, however, is how the Devs dont seem to ever go back to old content. Or if so (Hollows, Faultline, Cape mish) it's very, very rarely. This whole emphasis on 'New shinies!' often leaves a lot of the older content, literally, in the dust.

    Hell, even the New Cape mission has a HUGE error in it. The mission is meant to be in the same building "Just down the hall" (quote from the actual contact)...instead you get send across the park to some random, non-descript building. The door in the City Hall is THERE, its gets used in the Villain 5thSF, so....WHY in the name of common sense did they chose not to use it?! Oo
  15. Quote:
    Originally Posted by Dante View Post
    Union is also the EU's unofficial RP server so if that's what you're looking for, you'll find more on Union. Still not as many as on Virtue but probably more than on Defiant.
    ^ This
    Pocket D sees frequent use for RP, RP channels, SGs...etc etc.
    We're also about to start our own war so yeeeah
  16. Quote:
    Originally Posted by Dr_Mechano View Post
    A large group of friends is actually interesting in doing an ALL VEAT LRSF just to see how things would go.

    Even if the rule of "if an AV has 100% resistance to it, -res debuffs don't work on that resistance" an 'even split' VEAT team of 2 of each of the branches has enough non-smashing/lethal damage to usually make up for it (All night Widow claw attacks deal toxic DoT as do 90% of Bane Spider attacks, Fortunatas are all psi damage which almost no AV has any decent resistance to and Crabs deal Smashing/energy or have a toxic effect on their ranged).
    Join the Krimzon Guard! Lotsa VEATS, lota mass hitting!
  17. Well, thats the same model as the one crashed in the RWZ, just obviously lacking the bottom column bit due to..well, crashing. Although you do get to see it, minus a few chunks, on certain Rikti cave maps. So, not outdated.
  18. Quote:
    Originally Posted by The_Killbot_5000 View Post
    Oh, and you people and your cake / pie debate... we all know that all pastry-based treats are a lie, but did you know that Praetorian Clockwork is PEOPLE!
    Observation: Accurate
    Revelation: Unacceptable
    Your, open quote, rehabilitation, close quote: Necessary
    Resistance: Constitutes violation of: Praetorian Law
    Punishment: Death
  19. Quote:
    Originally Posted by Perfect_Pain View Post
    I dunno why Babs, is here? Perhaps he is trying to convert me?
    BLASPHEMY?!?!?!!?

    Castle is the awesome one, I know it!!! He is the little ray of hope I cling too... While the announcement may come from Positron, I know... Just like any good speech writer, it really came from Castle. He is the guy behind that other guy who really makes it all happen.

    /weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee eeeeeeee
  20. Quote:
    Originally Posted by Samuel_Tow View Post
    Because this was quoted. I have an excuse to dredge it up. I have two things to say about this.

    First and most important, those closed doors we see in office buildings are there to imply that there is more to the area, we just don't go there. For instance, where we find a corridor circling a large area of "blackness, there are doors to that to suggest this isn't a void, but rather it has rooms in it that we just don't go into. I don't really have a problem with that... Where it makes sense. Offices are a good example of it making sense. Warehouses... Not so much. They don't have any doors to suggest there may be other sections closed off. At most, they have cargo load doors to suggest there's a lorry parking spot OUTSIDE the building, which a review of the outside of any warehouse-holding building, there isn't.

    And then there are Arachnos bases. Who the HELL thought any of that made sense? Why are their bases essentially see-through mesh corridors hanging on the inside of a black hole. Does it strike no-one as absurd that the apparent intended look was that Arachnos bases were built inside some kind of titanic, pitch-black chasm just... Floating in mid air? That kind of thing wouldn't make sense even as an alien construct, and it just serves to make Arachnos all the more goofy. They're SO adamant about being bad that they excavated the inside of the planet just so their bases could float in darkness. Ugh...

    Secondly, I completely agree on the notion of logical design over "dungeon offices." With or without the out of doors, locations simply look better when they make sense. I refer to Oni when I talk about these things, because the game has buildings that ACTUALLY LOOKED LIKE BUILDINGS, both on the inside and on the outside. That TCTF HQ you get to see from the outside? All of its internal space makes sense and actually fits snugly on the inside of what you see from down on the street. All, like, 10 floors of it, which is an amazing design. Even when you can't see the outside, even when you're underground, Oni's maps still manage to feel like real structures, rather than chaos architecture. And it's not even that hard to do. The University instance is a pretty good example. Instead of making odd-shaped rooms floating in blackness, just make rooms that fit together snug a are subdivided into smaller rooms within them. In fact, I wouldn't be terribly upset if each large office map were broken down to a grid of large squares, each as a predefined set of smaller rooms inside it.

    Or, heck, take a cue from UFO: Enemy Unknown, AKA X-Com: UFO Defence. That gave you outside locations complete with buildings with realistic insides, and it gave you inside locations (like attacks on your base) that had what I described above - large sections or "facilities" as the game called them, formed into large square blocks, each subdivided into basically a corridor and a few rooms. It made the bases feel a lot more realistic, even though the process of making them was so simplistic. Simplistic enough, in fact, that they were made by the PLAYER in a Dune: Battle for Arakis sort of style.

    I've heard tell that the buildings and instances in Going Rogue will "make sense," so I have my fingers crossed to see that.
    I concur
  21. Just messing with my scrappers build to try and get something decent out of him, given Im looking at respeccing him atm anyway, and could do with a second opinion.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Colonel Lyndon: Level 50 Technology Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Concealment
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Slash
    • (A) HamiO:Nucleolus Exposure
    • (3) HamiO:Nucleolus Exposure
    Level 1: Deflection
    • (A) Red Fortune - Defense/Endurance
    • (5) Red Fortune - Defense/Recharge
    • (9) Red Fortune - Endurance/Recharge
    • (15) Red Fortune - Defense/Endurance/Recharge
    • (46) Red Fortune - Defense
    • (46) Red Fortune - Endurance
    Level 2: Hack
    • (A) Mako's Bite - Accuracy/Damage
    • (3) Mako's Bite - Damage/Endurance
    • (37) Mako's Bite - Damage/Recharge
    • (40) Mako's Bite - Accuracy/Endurance/Recharge
    • (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (40) Mako's Bite - Chance of Damage(Lethal)
    Level 4: Battle Agility
    • (A) Red Fortune - Defense/Endurance
    • (5) Red Fortune - Defense/Recharge
    • (11) Red Fortune - Endurance/Recharge
    • (15) Red Fortune - Defense/Endurance/Recharge
    • (43) Red Fortune - Defense
    • (46) Red Fortune - Endurance
    Level 6: Slice
    • (A) Eradication - Damage
    • (7) Eradication - Accuracy/Recharge
    • (7) Eradication - Damage/Recharge
    • (13) Eradication - Accuracy/Damage/Recharge
    Level 8: True Grit
    • (A) Healing IO
    • (9) Steadfast Protection - Resistance/+Def 3%
    Level 10: Active Defense
    • (A) Recharge Reduction IO
    • (11) Recharge Reduction IO
    Level 12: Build Up
    • (A) Recharge Reduction IO
    • (13) Recharge Reduction IO
    Level 14: Swift
    • (A) Run Speed IO
    Level 16: Health
    • (A) Numina's Convalescence - Heal/Endurance
    • (17) Numina's Convalescence - Heal
    • (17) Numina's Convalescence - +Regeneration/+Recovery
    Level 18: Whirling Sword
    • (A) Obliteration - Damage
    • (19) Obliteration - Accuracy/Recharge
    • (19) Obliteration - Damage/Recharge
    • (23) Obliteration - Accuracy/Damage/Recharge
    • (29) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (31) Obliteration - Chance for Smashing Damage
    Level 20: Stamina
    • (A) Endurance Modification IO
    • (21) Performance Shifter - EndMod
    • (21) Performance Shifter - Chance for +End
    Level 22: Against All Odds
    • (A) Endurance Reduction IO
    • (23) Endurance Reduction IO
    Level 24: Parry
    • (A) Luck of the Gambler - Recharge Speed
    • (25) HamiO:Nucleolus Exposure
    • (25) HamiO:Nucleolus Exposure
    Level 26: Disembowel
    • (A) Mako's Bite - Accuracy/Damage
    • (27) Mako's Bite - Damage/Endurance
    • (27) Mako's Bite - Damage/Recharge
    • (29) Mako's Bite - Accuracy/Endurance/Recharge
    • (31) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (34) Mako's Bite - Chance of Damage(Lethal)
    Level 28: Phalanx Fighting
    • (A) Luck of the Gambler - Recharge Speed
    Level 30: Stealth
    • (A) Luck of the Gambler - Defense/Endurance
    • (31) Luck of the Gambler - Defense
    Level 32: Head Splitter
    • (A) Obliteration - Damage
    • (33) Obliteration - Accuracy/Recharge
    • (33) Obliteration - Damage/Recharge
    • (33) Obliteration - Accuracy/Damage/Recharge
    • (34) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (34) Obliteration - Chance for Smashing Damage
    Level 35: Shield Charge
    • (A) Obliteration - Damage
    • (36) Obliteration - Accuracy/Recharge
    • (36) Obliteration - Damage/Recharge
    • (36) Obliteration - Accuracy/Damage/Recharge
    • (37) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (37) Obliteration - Chance for Smashing Damage
    Level 38: One with the Shield
    • (A) Resist Damage IO
    • (39) Resist Damage IO
    • (39) Healing IO
    • (39) Endurance Modification IO
    Level 41: Focused Accuracy
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (43) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 44: Physical Perfection
    • (A) Endurance Modification IO
    • (45) Endurance Modification IO
    • (45) Regenerative Tissue - +Regeneration
    • (45) Miracle - +Recovery
    Level 47: Laser Beam Eyes
    • (A) Thunderstrike - Accuracy/Damage
    • (48) Thunderstrike - Damage/Endurance
    • (48) Thunderstrike - Damage/Recharge
    • (48) Thunderstrike - Accuracy/Damage/Recharge
    • (50) Thunderstrike - Accuracy/Damage/Endurance
    • (50) Thunderstrike - Damage/Endurance/Recharge
    Level 49: Conserve Power
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Accuracy IO
    Level 1: Sprint
    • (A) Run Speed IO
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Critical Hit



    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  22. Quote:
    Originally Posted by Scarlet Shocker View Post
    You can keep him as a very effective guy with a gun if you continue along the straightforward SoA path. Don't specialise into Crab or Bane.
    ^ This

    "Gun-Banes", as they are often know (Go with Bane secondary for the armour, cloaking device and survailance), are rather nasty customers. Even more efficient than AR/?? characters, because most of your secondary you don't need to worry about. SoA gun also has the killer combo; Wide Web Nade, Venom Nade, Frag nade, Heavy Burst. Anything standing after that gets a bayonet in the guts, and tends to go down for the count
  23. I definitely /sign fixing the NPC heights, across the board. It's just daft.
  24. Quote:
    Originally Posted by Westley View Post
    K that's wicked awesome D_R.

    I think the devs should find some sort of use for that room.... let us use it in like a mission or something.
    ^ /signed
    That thing looks awesome.
    Cutscene, anyone?
  25. Ever since my first Hero, I've never been able to pick up another Tanker. Invul/EM still feels kinda clunky atm (I blame EM. Something went wrong between when I first rolled him and now) and every other tanker set just...yeah. I guess getting one to 20+ would help a lot.

    I can't play Controllers or Dominators. I just cant. I dont know why.