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Posts
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An excellent set of screenshots for a great arc.
Quote:I'd argue that if Mako could be recolored, you could argue for him being some sort of oni that Kumo had captured/bargained with. But sadly, he can't. However, while Mako and Black Scorpion can't be made differently from each other, perhaps some minor embellishments could be made to make them more different from the troops they lead.I wish I had enough room to do this, but with the number of custom models I have already, I felt I needed to skimp somewhere and ended up giving Mako and Scorpion the same AV model. I thought about using Mako's "real" model, but didn't think he looked "in-theme" enough to use (and Black Scorpion's armor definitely was too techy). -
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A belated Happy Birthday from me. The Clamor and Bile art certainly looks nice. I think I'm the odd man out since I like the original Cashoo costume more than the newer design. However, I agree that the peg leg had to go and I think the artwork for the new outfit looks good.
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Quote:http://boards.cityofheroes.com/showthread.php?t=187925As far as adjusting your hide (ie. with a stealth power or proc), it won't
matter for targeted ambushes. As for positional, it would only help if there
are mobs having perception better than simple hide, but less than capped
stealth. I can't recall if there are any such, but I'm sure someone will
chime in if there are. In PvE, hide by itself covers pretty much everyone
except snipers, drones, Rularuu Eyeballs, etc. All of those (I think) also
see through capped stealth, so it mostly won't change anything. Capped
stealth is really only vital for PvP.
Was curious about this myself a while back. Snipers actually have enhanced perception (they can see regular players from farther distances). -
Illusion for doms and a modified Traps/Devices as a secondary for Stalkers.
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Has anyone here heard of Genetic Alteration Enhancements or Gadget Enhancements? My current contact, Merisel Valenzuela, made reference to these being the types of enhancements being carried by the contacts she was introducing me to.
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Something I'm wondering is if this contest will have a positive effect on how MA developments are handled. Since we aren't just showing them arcs--we're giving them our actual .storyarc files, I'm wondering if it'll help get some of the more blatant MA bugs smoothed out such as the misplaced Back/Middle spawn points, weird mob behavior, and enemies in groups who won't spawn.
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A combination of forum purges and the forum migration seem to have removed a number of these resources.
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This is one of those "good ideas with too many inherant problems" and thus will never happen. First and foremost, due to the people who have acted like jerks, everyone with an interest in PvP is painted as a criminal by 90% of the community. I've been mercilessly ganked in PvP but I've actually never experienced real insults in zones other than being taunted into what would have been an obvious trap if I would have fell for it. I've actually received tips after being killed.
Perhaps it's just my server. *shrug*
Something needs to be done simply about the perception of PvP but the actual suggestions made here sound good. Having the the Devs show up to PvP in the actual game (NOT Test Server) would help simply by their presence. As far as rewards are concerned, one suggestion that would be interesting is connect Merit drops to the actual rep timer rewards. Also, the current PvP recipes are more or less the equivalent of purples--there needs to be some new ones added that are more on par with common IOs and subsequently much less rare. -
Sadly, I think I'm going to miss this. Might be for the best since I hadn't gotten to run one during the week and with this being my first time I probably would have been a liability.
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From the Tsoo entry in ParagonWiki
Quote:Empasis mine. They may not be common, but it seems like female Tsoo are valid if strong enough to hold their own.When the war finally ended, Tub Ci consolidated his forces in the regions of Talos Island, Independence Port, and Steel Canyon. They basically own the drug business, gambling dens, and protection racket in those areas. They celebrate their domination regularly, with loud, raucous parties held throughout the month. These parties are usually held in abandoned warehouses or empty lots in bad neighborhoods deep within Tsoo territory. Sometimes the parties devolve into blood sports, where both men and women participate in no-holds-barred scraps, earning prestige and glory among the streets. Offering a heady mix of drugs, flesh, and violence, the Tsoo gatherings act as magnets for those drawn to their dark lifestyle, and Tub Ci craftily uses them as a constant recruitment drive to bolster his ranks. -
Thursday evening I won't be available so good luck for everyone who will be available.
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Quote:The Agincourt hunt is the most annoying part of what it otherwise a fun SF. For story reasons it does make sense (you are distracting them so you can get in/Barracuda can sneak by) but for gameplay it is backwards since right after that you get another LB hunt that allows you to kill ANY Longbow in Nerva. However, I discovered that the "Agincourt" area actually extends a fair bit down the bridge away from the base so in rare occassion you can see enemies as far down as lvl 27.The hunt mission is actually what ticked me off more than the indoor mission, because we at least managed to get through the indoor mission. For the hunt you have to specifically kill the Longbow at Agincourt in Nerva, but all of these Longbow are level 33, which even if you are at the cap for the SF is still +3 that you can't adjust, not that +3 would be impossible or even that difficult but I think it's still a stupid way to design the TF, to force you to have to hunt higher level mobs that are at a fixed level, which also manages to almost force you to make sure you have someone in your team at the cap for the SF.
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http://boards.cityofheroes.com/showthread.php?t=193524
Forgive me if I don't surface for air for a while... -
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Pretty sure that was in the works for a while before the Disney/Marvel deal. Plus it intrigues me that it's airing on Cartoon Network and not Toon Disney/Disney X.D.
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Just listened to the archive and I think you may need to equalize the volume between the speaking portions and the musical interludes. Sort of has that quiet -> LOUD effect going on. Otherwise it's good.
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Quote:The problem is that Longbow is too backloaded in their strength. Wardens and Ballista actually have a fair amount of strength and variety but they are bosses and only show up so much in missions and rarely outdoors. It's interesting that when asked during I15 about who would win in a fight between a spawn of 1000 Longbow vs 1000 Arachnos Castle point blank said Longbow since a spawn that size would have enough Warden Controllers and Defenders to have enough of an multiplier effect against Arachnos. Arachnos has much more interesting and varied minions and LTs but seems sorta meh with its bosses. Tweaking Nullifiers so that only the higher level ones with actual nullifying skills show up and switching out a few of the minions at higher levels would go a long way towards making Longbow more interesting.Actually, the PPD are a perfect example of how a faction should evolve through the levels. They start out with beat cops in uniform up through the rank, proceed to undercover cops and detectives, then go up into SWAT troops. From there, they start branching out into the Hard Shells, eventually getting help from the out-and-out police robots. And when conventional arms aren't strong enough, step in the psy ops and actual Police Drones. And when even that isn't enough, Kheldians move in.
Now compare that to Longbow. They start out with men and women in tights armed with guns and progress through... Men and women in tights armed with guns. Finally, they get serious and bring out... Men and women in tights armed with guns. Seriously? Who designed these guys? It's like they just grabbed the Hero Coprs Trainers from the various zones and stores, gave them 5th Column powers and washed their hands of the whole thing.
Let's review. What do Longbow have?
Newbie: fists and handgun
Rifle
Minigun
Flamethrower
Eagle
Spec Ops
Nullifier
Officer
Rare, rare Wardens
Ballista
And that is ALL! Oh, right, there are also Sergeants and Chasers, so add two more. -
As much as I use the MA, I never knew this badge existed. Look me up in the game and I'll be glad to help out.
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I'll have to try to find a time to run it at least once beforehand (I've never done an ITF at all plus unfortunately I'm a bit more story minded) but I'll gladly join if I'm available.
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Quote:First off, the XP changes are currently temporary so while we may not know when, eventually it'll get tweaked.Originally Posted by Non existant forum memberDear Zamuel,
I'm sort of bummed out by some of the changes to Mission Architect XP in Issue 16. Is there any good news?
However, I16 did add some nice things to use. Escort and Ally betrayals can now be triggered off of nearly any objective which gives players more flexibility than before. This is accompanied by the option for special Betrayal text when they make the switch. The heroes and villains from the end of mayhem and safeguard missions are now available again. Finally, the generator destructable/defendable object is once again available for use. -
Quote:Try out the Operative Renault SF.Coralax
The Coralax seriously got the short end of the stick for content. After reading the backstory behind them, I'm wondering why these guys don't have a T/SF! The plot is awesome, but all we ever see of them are a couple washed up fishmen being prodded by Arachnos in Cap. Come to think of it, I can't remember a single mission where the Coralax were the main enemy group. (Insert arguement for Coralax-themed underwater zone here).
Someone elsewhere made a good point that both Wyvern and Legacy Chain need a greater prescense. -
While I may not agree with everything Samuel_Tow said, he does bring up good points and it's good to have a disenting opinion on an idea to work out the kinks. The main things I see and agree on are that the actual pets may need to be slightly more buff based than the current MM henchmen are and there are some issues with the inherant.
Tweaking the henchmen some makes sense so that more of the weight of the AT is actually on the Leader themself. Possibly going as far as to remove the third level henchman so that more effort is put into the others and to better separate it from MMs. Making the henchman less damage based actually opens things up for "Medics" or other sets that don't fit with current MMs.
While I like the concept of Charisma, I can see where it seems too much like support than leading and adding the inverse Bodyguard concept should help it. Buff the Leader based upon his proximity to those he is leading. Also, give him a stronger benefit to his own insps due to this. -
Quote:Actually, Bodyguard is not included in Supremacy though it is affected by it. Bodyguard is created by putting your henchmen on Defensive and Follow/Stay, it's just that it only works within Supremacy range and that's their default stance when summoned. http://paragonwiki.com/wiki/Mastermind_Strategy I think that Bodyguard could work but it may need to be some sort of tradeoff like lower damage values during Bodyguard as opposed to standard Attack formation. Still, I can see the concerns over it. The sheer aspect of having the pets and being able to feed them inspirations is powerful as is.- Pets WOULD be weaker than MM pets. As you noted, you get them later, and you do not have access to Supremacy. That means they're hitting 10% less and dealing 20% damage right out the gate, and as a secondary set they would further be reduced, as a common sense thing for how secondaries are for every class except Dominator.
- Leaders do not have Bodyguard mode. It says this right in the original post (it says specifically they lack Supremacy, Bodyguard is part of Supremacy.)
Hmm...rather than true Bodyguard mode, perhaps something could be done with the inherant itself. When in Attack, specific insps like reds affect your pets more, Defense would have different preferences, etc. This way, you get a bit more out of the pet stances than just the default AI.
I suggested Assault Rifle for Leader since I think it actually wouldn't need any changes from its current form to work. In fact, I almost feel like going off to argue the case of proliferating AR to Doms.
While it can vary per hero (like specific honorable shamans) I can see the reason for picking Einherjar. -
Out of curiousity, which way are you attempting to open it so can be editted? In other words, are you not seeing the Edit option or can you see it and the option simply isn't working?