-
Posts
2194 -
Joined
-
The server might have been laggy but I have to ask what enemies did you have and what map did you use. Outdoor maps have a tendency to lag if enemies have capes or auras.
-
I know there are powers that buff your own or your ally's max HP. Are there any powers that lower an enemy's max HP?
-
Well, it lends more weight to carrying Breakfrees. It seems a little broken when the only insps people seem to want to carry are purples and reds with the occasional green. Plus, taunts don't have to be designed to look like taunts as far as RP is concerned. Enemy "taunts" could come from a telepath or a mystic rune.
-
Nope. I'd love to see one though. It would help when you want to use canon mobs outside of their base groups, such as using Sappers outside of Malta.
-
Quote:Last time I checked, the critter creator lacks taunts. It does have confuse though.Quick question since I have not worked on designing custom mobs in AE in quite a while, but do any of the sets have taunt in them that you can add to a critter? At least it would show if that power works.
I'd say that a few more enemies with taunt would spice things up and those that have it should gain the effects from the player versions. -
Ignoring paper missions, what missions or arcs do Stalkers seem to have the most advantage on?
I'm thinking that missions with a timer, as long as they aren't defeat alls, work in a Stalker's favor since it focuses on the objective as opposed to just aimlessly smashing things. Efficiency Expert Pither's arc and the corresponding badge seemingly would work best with a Stalker. While it's blueside, the Cavern of Transcendence trial probably favors an all Stalker team more than any other TF in the game. -
Forgive me for not fully reading everything, I do plan to eventually. One of the things that sticks out about some of the current implementations of the Phalanx TFs is that the base plotlines for some aren't half bad but there's too much filler and not enough wow factor in the finales. I think Psyche already is decent at the core but needs a trim and perhaps a cutscene during the sonic bomb portion to show how it is affecting people.
What might add a bit to your suggestion is attempting to craft one or two of these in the MA. Granted, our resources are still vastly limited but it can be feasible. While it was a bit flawed due to having a bit too violent way of describing things, someone had done an otherwise excellent revamp of Psyche that maintained all the major plot points. I'll try to find the number for it. -
Only one day left to get in on the action!
-
Well, I'll try to be here until 2PM. Hung out with Fred some.
-
There's also the actual Phase Shift itself and the matching temps that run for a while and then turn off.
-
-
It's by design. Takes a bit of setup to leverage them though they can run out. Despite playing a Stalker, I like the ambushes. My problem is the ridiculous amount of HP Reichsman has.
-
To my understanding the Korean release of CoH had an offline character creator. Does anyone know where this might be accessed?
-
Of note, rep is weighted by giver. So one or two "popular" people can easily bomb your rating.
-
If this is slotted in Sonic Repulsion or Repulsion Field who gets the recharge bonus? You, your teammate, or nobody?
-
Quote:I believe two problems were caused with I17. First, I think Ultra mode did have an effect on graphics processing even if you have your settings turned down. Second, ambient noise adds to the zone's load. I noticed specifically that when I time out on loading into a zone, it's always right before the large dump of ambient noise pushes through. If I clear that hurdle then I'm generally free and clear if there's not a major zone event. Intriguingly, areas with a large amount of water usually run the smoothest for me but I also have water settings way down.Since I17, zoning into zones/missions take far longer and a lot of the time, not at all; I time out a lot now in these transitions, teamed or solo. While in missions, I don't really have any issue except for the usual maps (arachnos mainly.)
And in most zones, just while traveling to and fro, I'll bog down for large chunks of time and people will see me just floating in the air as I'm waiting for the graphics/info to parse along to me. It's worse in water areas.
Yeah my machine isn't beefy anymore but the graphics hit has been beyond noticeable *shrug* -
While I've never been kicked from the team for using a Stalker, I have heard negative comments about them though it's mostly from the same guy on our server. Stalkers DO have a bad rep but it varies on how much that actually affects team recruitment.
-
Quote:While I probably wouldn't say no to a Stalker buff, for the longest I've felt we need a bit more mission and AI variety so that things can be handled different ways. Because as you said, grab aggro then AOE is way too prevalent of a strategy.What needs to be *changed* is the game itself. And by change, I mean added to. Rather than always a 'herd the dumb AI into a pile and blow it up', I'd enjoy it if the enemies didn't fall for those tricks all the time and used some of their own. You know? A game that requires various differing tactics...
-
While unlikely, I actually think it's feasible. The Arena allows observers so possibly they could use a variant of that code.
-
An Arachnos Slumber Party and Dhahabu Kingdom and the Indelible Curse of Hate have also been set to final. Really hope we get some useful features come I18 for tightening up our arcs.
-
Glad to participate despite constant DCs. I'll have to upgrade my computer before I join another one but I look forward to the time when I can.
-
- The pace was way too slow. We were following an NPC using Walk. I get what he was going for since it was through the graveyard (first time I saw he actual entry gates for Moth Cemetery) but it just wasn't working. It felt like it was dragging rather than cautious. The RP reason was that he had previously been injured but it could be argued that regular non-Sprint movement would have worked, especially if he didn't have Swift.
- The ending. After the event was over he found her and she claimed it was too late and had already been bitten by one of the zombies. He made a comment on how that there are vampires that hunt other vampires so there could be zombies who hunt other zombies. They'd work things out and be zombies together (I forget the exact wording). There's any number of ways it could have been done differently. Having her simply not get bitten, getting bitten but ambiguously commenting about finding a solution/cure, having her bitten and then attacking.
-
Which one? I have entirely different opinions about the two versions of his fight. While I admit that Reichsman has way too much HP, the redside version is an engaging experience overall that attempts to promote real teamwork. Then again, my constant runs through the Abandoned Sewer Trial show that requiring coordination is sometimes a lost cause. With the exception of the MM power, I think the complaints about the temps are vastly overblown.
The blueside version is...dull. I see what they were going for (individual AVs as opposed to massive waves) but it doesn't work out and simply magnifies how dull Reichsman himself is. Also, pending on team makeup it can be harder since the the redside temps also come with autopower buffs.
---
I definitely agree with BioSpark on the need for more alarms with ambushes attached. That's another thing that is surprisingly rare in this game despite having super heroes and super villains. I also agree that death is TOO trivial but I don't know if that can be changed without causing an uproar. -
A few times I've heard that Patron Pools are worse than Ancillary Pools. Not due to theme (which opens up a different argument) but actual strength. I'm curious about the reasoning. Well, Primal Forces is sort of Fitness 2.0 so that probably affects views by default. Still, I'm curious about the reasoning overall.
-
I think a variant of MM controls would be the key. There are already non MM entities in this game that use MM controls. On a connected note, I'm really impressed by the Warburg scientists. While they lack combat function, they have noticeably higher perception and you can tell them to stop and wait for you.
There's other concepts that could be attached to this. Have a multitude of civilians instead of just one and tie survival to a score. As long as you save X number of people you succeed while saving everyone is a bigger bonus. A kills based version of this already exists with the 30 Fir Bolg mission. Circumvent the whole AI issue and protect an object like the power source to your villainous lair or the computer network for the research lab's firewall.