Zamuel

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  1. What's everyone's experience with this? Thinking if getting it and I really want the Missle but I'm wondering what people's opinion is on the rest of the set.

    For an Elec/elec Blaster BTW.
  2. I'm disappointed that I spent most of my time with Lord Winter and Baby New Year because despite the fact that I'm not specced for it, Ski Slope is really fun. I commend whoever originally designed it and look forward to trying it again next year.
  3. Zamuel

    New Vet Rewards

    Quote:
    Originally Posted by PennyPA View Post
    A quick question for you slightly older vets (since I am at 66 since December), last night while playing, I was debating on starting a new toon with the least I can make from vet rewards and only TO/DO/SO until 50. So no wand/staff/base TP, etc. I won't even take from the SG bins. Just to get that "new" player feel again.

    Worth trying? Am I crazy?
    *raises hand* New guy requesting permission to speak...

    I say it would simply be something interesting to look at to compare playstyles from what advantages there are now and "normal" play.
  4. I guess I can also suggest Rider's Ribs Restaurant Rescue since it fits the criteria *points at sig*
  5. Defenders, Controllers, Corrupter, and Masterminds seem immune to the Inverse Law of Ninjitsu. Any problem can be solved by simply throwing more of them at it. From a "gotta get dem badges" mindset I should have brought one of my Dominators since my Stalker, MM, and corr already have it but I figured no one would complain about bringing a kin.
  6. Quote:
    Originally Posted by Dispari View Post
    Dodgeball with our current "hit is determined at time of cast" system would be really amusing. Someone with superspeed running across the city, leaping over a wall, and hiding behind a building would still be pegged with a heat-seeking ball and have to sit out.
    Code the ball into a snipe...
  7. Activating a clickie will break Hide. However, one with a long enough timer will allow stealth to reactivate while the timer is still going.
  8. Quote:
    Originally Posted by Scientist View Post
    How many people stop to fight fires in Steel Canyon, for example, once they have the badges for it?
    It's something I like doing but it's not an activity I can do solo. The issue isn't not wanting to team (I love teaming) but that there's a unique difficuly to it that most people would rather bypass because they are so blinded by badges. I also like ghost hunting in Port Oakes which adds a twist to kills that actually makes it intriguingly harder for many high level toons.
  9. It's a pity that you've missed out on the successful lagfests, erm...successful runs. Lord Winter has simply melted on some of these so it's possible that it's just a timing issue of when you're on.
  10. To my understanding, Arena kills do not officially give reputation. However, they still check rep timers for the means of PvP drops. I wonder about the presceduled Arena matches set by the system though it's annoyingly hard to actually get enough people for those.
  11. Also confirmed against Lord Winter. While phased he will not activate a Trip Mine until the phasing ends.
  12. One of the...annoyances...with badges and this game is the number of people who will refuse content because they already have the badge or will trudge through content they don't like because they have to get the badge for it.
  13. Quote:
    Originally Posted by Sigium View Post
    Just a quick thing... Is there ANYONE with a practical use for Group Fly?
    Masterminds...
    Being a ferry for lowbies.
    In a highly coordinated team, explicitly opting to be the travel minded one while everyone else has either a non-Fly power or no travel power at all.
  14. I'm intrigued that for the most part they don't get bothered.
  15. Quote:
    Originally Posted by SaintNicster View Post
    Incorrect.
    My /traps corruptor runs with a /sonic corr who likes to use Sonic Cage. A lot.

    If there is only the one enemy around (caged), and I place a Trip Mine at its feet, it will tick and display "UNNAFFECTED" for the duration of the cage. Once the cage drops, the bomb can be triggered.
    Awesome. In theory it means that the generally hated foe captures actually have a fair amount of synergy with Traps, Devices, and maybe even Trick Arrow (not sure on the last one).

    Quote:
    Originally Posted by Rajani Isa View Post
    I could of sworn Phase Shift hits you with "Affects Only Self" - apparently, it doesn't. Either it used to, or I am thinking of a phased shift clone that also hits you with AOS. Just used my Bots/Traps second build (don't have trip mine yet, but did take everything up to Seeker Drones) and was able to place everything, pretty much.
    MMs have an intriguing quirk with phasing that I noticed when I used my Warburg temp. Phasing self will affect all henchmen but not teammates, effectively making it Affects Only "Us" in a funky symbiotic sense. This is probably done as a balance point so a MM can't make themselves INVIIIIIINCIBLE (twirl mustache and cue evil laugh...) while pets with damage based abilities reek havoc.




  16. Date: January 22, 2009
    Time: 9:30PM EST
    Location: Pocket D Arena
    Host: @Zamuel


    Format: Random Draw 2v2
    Weight: SHW (47-50)
    Match Duration: 10 Minutes
    Match Options: Travel Suppression On, Heal Decay Off, Diminishing Returns On.
    Maps: Random. All maps will be in play.
    Additional: Tier 1 Inspirations and Arena temps are permitted. One reset is permitted within the first 60 seconds of the match if a player disconnects. Sudden Death Mode does not count.

    • This event will consist of 4 preliminary rounds to determine four finalists.
    • Preliminary rounds will be 2v2 format with random partners.
    • New partners will be drawn after every round.
    • New opponents will be drawn before every round.
    • Scoring will be as follows: 3 points for a win, 2 for a tie, 1 for a loss.
    • In the event of odd numbers, one player will have a bye round. No player may have more than one bye round.

    • Partners selected for the finals will remain until a winner is decided.
    • Finals will be in a best 2 out of 3 format.
    • Ties count as a win for both teams.
    • Additional rounds may be played in the event of a tie.

    • Winners will receive their choice of a costume code, an in-game Gold Title(Duration TBD by NC) and a custom signature banner detailing the event that was won!
    • All participants will also be entered into a game-wide raffle with a 500 million Influence/Infamy prize! Everyone has a chance to win!
    Costume Code Selection is as follows:
    • Carnival of Shadows Ring Mistress - PAX '09
    • Carnival of Shadows Harlequin - Hero-Con '08
    • Knives of Artemis - Comic-Con '09
    • Freakshow Tank Boss - Comic-Con '08
    • PPD Hardsuit - PAX '08
    • Praetorian Clockwork - Hero-Con '09


  17. Quote:
    Originally Posted by Westley View Post
    By the way Zam, who's your avatar? I've always wondered and it looks VERY familiar... like from a 90s cartoon I used to watch or something.
    Baldwin P. "Bulletproof" Vess from the cartoon series C.O.P.S.

    http://en.wikipedia.org/wiki/C.O.P.S.
    http://www.youtube.com/watch?v=6KmGtW6kQt8
  18. Quote:
    Originally Posted by Neuronia View Post
    - You can cage the Arachnos Flier in STF, towers too IIRC.
    "Cage" as in Detention Field, Sonic Cage, Black Hole, and Dimension Shift? That said:

    -Intangibility enhancements do not affect Dimension Shift's duration but rather it affects the magnitude. Since Purple Triangles do not protect against Foe Capture moves, Dimension Shift can effectively cage any EB or AV in the game if it passes the to hit roll and is slotted to do so.
  19. Is this being resceduled for next week?
  20. Quote:
    Originally Posted by Rebel_Scum View Post
    Personally I would propose removing the tohit debuff entirely.
    I'd love to see that but I'm having a feeling that the devs might not go for that so I simply proposed a reduction.

    However, I think there is also a mechanics issue that should be tweaked too though I don't know how feasible it is in the coding. Either the ability to decline (which some have suggested but I don't think it'll work since it's a toggle and not a click) or make it so that the power simply does not affect players who are less than 5ft above the ground. Some powers in the game already have a "does not affect airborne opponents" restriction so this would make it that teammate will have to actually jump for the Group Fly effect to affect them. People who jump in it accidentally can simply use the X button (or whatever they have set to "descend while flying" to simply negate the effect.
  21. I think updating the current Frequent Suggestions would probably be a good start. Som of the other things may not be feasible due to setup/people.
  22. The "after rescue" spawn placement is wonky (sometimes you get a straight shot and other times it's "Eek villains!") but very glad you enjoyed it.
  23. Should be everyone. I've heard that there's ways to cheat to get this but that's no fun.

    Still unsure on exact time (probably going to run this twice) but it will be held in the RWZ AE building so this can be coop.
  24. Quote:
    Due to the fact that it's rediculously easy to get flight of some form or another, this move's use is greatly diminished on top of the already large team debuff. I propose lowering the -tohit to -8.5. This is so that it still has a bit of a tradeoff yet is not as stinging as it is now.
    I left the original proposal up for honesty/archiving but my thought process has changed a bit.
    • Remove the to hit debuff altogether.

    It's one the strongest to hit debuffs in the game but it affects your own teammates. Since Group Fly is already both slower than Fly and has a higher endurance cost it seems like those would be balancing points in their own right.
    • Add code that makes it only affect airborne allies.

    Well intentioned Group Flights can still interfere with Grounded, Assassin's Strike, and Super Speed. Plant Control and a few other powersets show that the game can differentiate between airborne and grounded enemies and players. Therefore, by making Group Fly not affect allies on the ground, it will have vastly fewer negative affects on their gameplay. If they want to fly, they can simply jump and the GF cloud will take effect while flying downwards to the ground will cancel it.