Zamuel

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  1. To my understanding, only one map that is half indoor/half outdoor actually works. All others are glitched. The biggest problem is that it's inconsistent. Sometimes they'll work like they should and other times they won't.
  2. -shines monocle and sips tea-

    Oh ho! I'm a complex man with complex tastes. My alias in this delightful online world is my first name...but with a "Z". Clever scoundrel, am I not?
  3. I think Dominators and Stalkers sort of suffer from the same two problems--"difficult" to use and content undermines their abilities. I can easily see the ability to switch to blueside as a massive "buff" to Dominators due to the decreased number of status resistant mobs.
  4. Zamuel

    NPC Dialogue

    -sigh- *pats Ukaserex on the back*

    Non combat options are...limited...in MA creation (arguably combat options are limited too but I don't feel like ranting). You can have multiple different patrols and I believe you can have an ally set to Wander when rescued and then having the surrounding spawn set to Empty. Essentially, you have to rig things up. LaserJesus's Made To Wave The Flag did some cool stuff with story pacing but one of the recent patches messed up one of the objectives (word of warning: the arc has Malta).
  5. Quote:
    Originally Posted by Biospark View Post
    set my mission slider to 1-54
    Ew.

    THAT is a "power" to avoid on critters. Do lvl 1 toons fight Malta? No? Then 1-54 makes no sense whatsoever. Level lock your arcs for the sake of improving the MA. Seriously, I wish 1-54 caused the system to regard an arc as an error and would not allow a publish until changed.
  6. Correct me on this, but isn't Energy Melee actually considered good for Stalkers due to the burst damage and higher stun chances?
  7. Quote:
    Originally Posted by Mental_Giant View Post
    ...the Stalker temp power has the AOE cap...
    Nuh huh. The Stalker, Dominator, and Corruptor do not have target caps. The issue is location. The Stalker power is a 80-100 foot (I forget the exact one) Targeted AOE with the focal point in the center of the room. The Dominator power is a 180 degree cone while the Corruptor power is a summon.
  8. Quote:
    Originally Posted by Satanic_Hamster View Post
    And the stalkers temp power is a moot point. M. Bison stands right next to the machine and has maxed out perception; he'll one shot the stalker near every time if he ties to get the temp power.
    It may not always be a one shot but it's incredibly annoying that he can simply walk into the room with you.
  9. Bah, I want dat 30%+ crit rate (actually, I want Dominators laying out controls so aggro is a non issue but good enough). Solitude is not the path for every master young grasshopper.
  10. Quote:
    Originally Posted by Test_Rat View Post
    I think the best recommendation is steer away from the stalker AT alltogether
    Funny, my recommendation is to be the one with the star.
  11. Quote:
    Originally Posted by Infernus_Hades View Post
    Let me relate a personal story to you.

    Running in a team doing +3 x 8 with my Electric/Ninja stalker.

    I would isolate one of the bosses hit him and kill him turn around and the team had killed everything else and had the other boss in the spawn nearly dead.

    My contribution? 1 boss out of what 16-17 foes in the group. I watched after that and let the team know I was going to test something.

    The next spawn I just watched - never attacked. It took maybe 5-10 seconds longer for them to defeat the spawn. It was demoralizing. I was contributing almost nothing - to add to it I then switched to my Fire/Dark corr and the team now was a steamroller and it cut the time in half from what we had been doing with my stalker. I then deleted my level 39 stalker.
    My curiosity is...what were you fighting? Enemy composition plays a huge amount into the effectiveness of a Stalker. That may also be a lot of the problem. There's too many enemies that are "easy" to the average group composition.
  12. Quote:
    Originally Posted by FredrikSvanberg View Post
    Due to undocumented changes in the MA that have destroyed certain scripting techniques I have used, thus ruining my arcs, I have unpublished the following arcs. You might want to remove them from the list for now.

    "A Taste For Evil"

    "The Warburg Connection"

    "Arena"
    Quote:
    Originally Posted by FredrikSvanberg View Post
    This change wasn't in the latest patch, I just had forgot about it. I was reminded when I loaded up some arcs to put back AVs that I had pulled out before, and discovered that my awesome betrayal-triggered dialogues also caused my non-combat allies to become aggressive, able to attack and be attacked. Very irritating, and there was no way to fix it to my satisfaction.
    Seems a smidge hasty to do a full delete as opposed to bugging the situation. At the same time, this is why we need some actual scripting options as opposed to trying to jury rig everything since a small change in the background can cause it to all come crashing down like a house of cards.
  13. Quote:
    Originally Posted by JD_Gumby View Post
    Hmm. So, has anyone done all-Stalker teams before?
    A while back some people on my server did an all-Stalker ITF. Pity I was rather new then so I didn't join them: http://boards.cityofheroes.com/showt...hlight=stalker
  14. Quote:
    Originally Posted by Deus_Otiosus View Post
    Forming a PUG, you basically have to assume player skill is equal when you've never grouped with the other players before.
    Thus, I tend to invite MMs and Brutes last. There's some awesome MM and Brute players out there but as said I expect the bad ones to get me killed.
  15. Quote:
    Originally Posted by Infernus_Hades View Post
    A bad corr may not aplly speed boost enough - a bad Stalker is often dead.
    ...and a bad MM or Brute gets everyone else killed while they can get away with not knowing what they're doing and surviving. Which is probably another thing concerning AT popularity--Dominators and Stalkers generally have to pay for sucking (though I'll admit that some stalkers can literally hide away from the action). Brutes and MMs have a huge margin of error for the player not actually being good.
  16. It's bugged. Sort of infamous amongst the MA community because it's been bugged since release but would otherwise be an excellent map for a lot of people. File a bug report and I guess cross our fingers that it'll get fixed in I18.
  17. Zamuel

    Excellent Arcs

    I'm assuming this is sort of movie quote or internet meme that I'm the last to know about.
  18. I guess it's better to have it working smoother than release it and turn people off. Oh well, hopefully the other stuff in GR will be up to snuff.
  19. Zamuel

    Excellent Arcs

    Intriguing. Any particular reason why?
  20. Zamuel

    Excellent Arcs

    GASP!!!

    Liketotallyomigawd no one mentioned Becky's Revenge (#60197) by New Age Ronin??? It's so full of awesome even Arbiter Daos has a smile on his face and he like...totally never smiles. Check it (and the sequels) out today!

    AND

    If you're up for more spider shenanigans there's An Arachnos Slumber Party (#335317).
  21. http://boards.cityofheroes.com/showthread.php?t=205061

    A good discussion from a while back. A few things have changed since that time such as lowering the strength of Aim/Buildup. In the end, repeatedly test with different ATs and try to test both on a team and solo.
  22. Seems like this would be a bit more feasible if you had the extra slots. One suggestion is to use the arcs themselves for the "bad endings". Things such as running out of time or having an escort die require failure text. If you make that your last mission in the arc, it could work for that.
  23. Zamuel

    Custom Critter

    The MA allows you to have two primaries if the first one selected is an attack set. War Mace + Fire Blast is one I use in an arc. The system prevents you from using two weapon sets (redraw), having defense shields as your first pick, or having MM pets as your second pick. I think it also blocks most Blaster secondaries from being a first pick.
  24. Quote:
    Originally Posted by Biospark View Post
    First, I have a collection as my main mission objective, but after the team collects the glowie I want to spawn an ambush. The problem is that the Collection has to be set as a mission complete since it is a single collection. Everything works, but the mission complete and exit button appear at the same time as the ambush spawns, allowing the party to leave the mission without facing the ambush. I could add more objectives and chain them, but was hoping there was a simple way to do this.
    Go to page one of the mission and set it to require the team to manually exit the map. This will prevent the actual exit button from popping up though some people could cheat and use an O-portal to exit.

    Quote:
    Second, Is there a simple way to make the boss versions of my custom group NOT appear when you have difficulty set to "No Bosses". They are appearing as Lts instead of bosses, but I would rather they ONLY spawn as bosses depending on the person's settings running the mission. Related to this: If I pull the bosses out and set them to their own custom group, do I penalize the mission as far as ticket rewards for having 2 custom groups (1 lacking Bosses, and the other lacking Minions/Lts) ?
    Completely removing bosses will lower the xp for the whole group. However, if you have a regular boss and a different "main" boss you could set one to Do Not Autospawn in the custom group settings.

    Quote:
    P.S. If anyone knows a good map that is very "watery" I would appreciate that as well. Closest I found was a couple outdoor maps which are more "forest" than water.
    Either Nerva -> Primeva, Cave of the Shaper, City Map 02 (Ruined), or Green Fog. Word of warning, Primeva and City Map 02 (Ruined) are outdoors so you have no spawn control.