Zamuel

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  1. http://www.missionplanner.com.ar/

    While it's rather outdated, it should be a decent start to mess around with offline.
  2. Quote:
    Originally Posted by KarnasX View Post
    Oppressor

    My first impression upon reading this was 'here's a person who plays as a hero most of the time'. The Leader is a potentially uber build for heroes (quasi-scrapper with pets) and the Oppressor (a melee defender!), well, to me it looks like an uber squishy villain.

    Apart from...the inherent. A very cool idea, possibly too uber to implement (in teams) but almost useless solo (which is more common on the villain side).

    Again, the leveling issue comes into play.
    (an aside: it seems to me, you are focusing more on team play, while, obviously, my comments more reflect solo play)

    The Oppressor would have to wait a long time to get a decent attack chain going. While they would have a lot of buffs, forcing them to go melee for any damage dealing (esp. with cor level def mods) is suicide except with large groups of enemies (for the inherent to kick in).

    For such a melee character, it might be more interesting to build a new set of almost exclusively PBAoE buffs to complement the melee style. But that almost begins to feel like a form of leadership!
    I think the first buff available may have to be a personal buff in order to increase survivability. The inherant may need to have a built in to-hit buff (so that you hit more as more surround you). Also, taking the Stalker train of thought, you may want for each primary to have a set ST Fear at specific levels (similar to Placate) so that aggro is a bit more managable. Or you could add a chance to Fear in the Undermine power you created for the secondaries. When proliferated over, the melee sets may want to concentrate more on the control aspects (stuns, KB) to add to the needed survivability in melee.

    Leader really can't have Scrapper level survivability due to pets. However, one intriguing idea is to leave Bodyguard mode in but make the pets substantially weaker in HP than MM pets. This follows the "lead by example" concept by giving you a buff for having pets but not allowing you to rely upon them like a MM would since they'll be more squishy. Since it isn't a Dominator, you could easily add Assault Rifle to the assault sets.

    Instead of changing Thugs to Heroes, you should change Thugs to Freedom Fighters. Seems like it would be much closer in theme overall. Likewise, it seems like (benevolent) Spirits would be more in line with Necromancy than Vikings.
  3. Some hunts and cross zone travel is okay. The problem is when missions repeat themselves or when it really feels like there was no point. It just takes a little restructuring of the plot and the actual missions. Speaking of structure, patrols with ambushes need tweaks. The ambush placement needs to be where there is less chance for getting snagged on other players or enemies.
  4. Do you know when the archives for these episodes will be available?
  5. Quote:
    Originally Posted by Volken View Post
    I appreciate the respect instead of "Lol, just pixels dood!"

    Is the Arch realy worth it? Does it give as much xp at lower levels as reg missions and the tutorial?
    Recently, the XP gains on AE were deliberately lowered since the dev intentions were for it to be a storytelling tool and people found some exploits to blatantly powerlevel. However, you level up pretty fast regardless at lower levels. Main benefit is that heroside the low level stories aren't as well done (it's much older content than the rest of the game and hasn't been updated) and lowbie villainside has very few stories overall. And of course there's the storyline/RP choices of using an archetype that is good/evil for the opposite purpose.

    I'd argue that you should try out either a Stalker or a Mastermind for the sake of trying them out. Stalkers have Hide which is a built in stealth mechanic and wind up with their damage being front loaded bursts as opposed to more even amounts that Scrappers have. MMs are essentially their own team. You summon henchmen (up to 6 total when you get to higher levels) that fight for you and you can control what they do to an extent.
  6. Quote:
    Originally Posted by Commander View Post
    When I stopped and actually activated all my "Con" temp costumes, to show that the Arachnos costume was a temp power from the game, they were like "Whoah! 4 real? U can get costumes from playin?"

    It's so sad... they didn't even know you can have more than one costume slot, or didn't even know how to claim them!

    When I explained that you can earn costume pieces, merits, etc. from playing, just to earn other unlockables, one of them actually logged out to make a new character, just to play the normal way... just to earn all the temp powers and extras.
    Well, at least you got one.
  7. Quote:
    Originally Posted by Scootertwo View Post
    I think I need to make some changes to how this works.
    The "problem" is that I'm one of the few (only?) new people participating so most players have a "been there, done that" feel for most of these except maybe Reichman. I lack anything 40+ so I can't suggest everything and I have a feeling that I might lag out some of the higher level stuff due to some of the ambush waves.
  8. I think the main issue would be to make sure that enemies with increased AI are used in specific enemy groups and/or are spawn limited. The game already has the ability to limit how much of a specific enemy shows up in a spawn so simply adding a "smart" enemy here or there would make things interesting without being unbearable. Better AI alone would make certain parts of the game have more life to them. Individual smart enemies will help two specific player skills get more worth.

    ST specialists. Enemy X is a threat and you can concentrate on taking them out while the rest of the team focuses on the rest of the spawn.

    Stealth. Players can mount an alpha stike or simply bypass problematic enemies.
  9. Martial Arts actually has a decent number of stuns and immobs in it so while Doms are squishy, Domination could make staying in melee range ideal. My concept for it would be:

    1 - Shuriken
    2 - Storm Kick
    4 - Cobra Strike
    10 - Crane Kick
    16 - Tiger's Gaze
    20 - Crippling Axe Kick
    28 - Dragon's Tail
    35 - Eagle's Claw
    38 - Master's Insight

    Most of this would be like the Scrapper version but with adjusted scaling due to AT. Shuriken would be just a sort of required projectile. Tiger's Gaze would be a ST fear similar to the Intimidate move from the Presence power pool but with tweaked values and the ability to be affected by Domination.

    The main difference would be Master's Insight. On it's own, it would just be Aim with an additional perception buff. However, it's main use would be as a Dual Blades style combo filler with Master's Insight as the second part of the combo. Master's Insight can not be affected by Recharge buffs/debuffs. My suggestion on the combos themselves would be:

    Eagle's Claw -> Master's Insight -> Tiger's Gaze = Focus Chi (same as Martial Arts version)
    Crane Kick -> Master's Insight -> Shuriken = "Pursuit" (self +Speed, +Recharge)
    Crippling Axe Kick -> Master's Insight -> Cobra Strike = Weaken (same as Dual Blades version)
    Storm Kick -> Master's Insight -> Storm Kick = Power Boost (same as the version in most Dom secondaries)
  10. Quote:
    Originally Posted by Volken View Post
    The part that gets me is that you gotta beat up cops and Detention Officers right from the start, kinda strikes a bad note with me for personal reasons.
    I can respect that. One way around that is skipping the tutorial and only doing custom missions in the Architect Entertainment building. Still, it might be best just to wait until GR to see how sideswitching works out.
  11. I was more of meaning the percentage bar at the top. Has there ever been a time where heavy fighting (or the zone being empty...) the bar has swung all the way to one side?
  12. Sorry to dig up an "old" thread but the topic has really been weighing heavily on my mind. I'm seriously thinking that the below idea might be the best solution.

    Quote:
    Originally Posted by Jade_Dragon View Post
    How about this? Alter the effect of Intangible so it has the current effect, but if you hit an effected foe with another status effect it breaks, like Sleep. The attack must be a status effect, though, normal damage has no effect, and further the attack must be a single target attack, an AoE will have no effect either. So you have to target that foe directly, and won't "awaken" foes accidently with an AoE.

    My original thought was knockback to break the effect, since Gravity could use either Propel or Lift to knock foes out of the Dimension Shift, and Force Field could use Force Bolt to break Detention Shield. Sonic doesn't have a single target knockback, though. If we just make it a status effect in general, the Sonic Def or Corr could use Screech from Sonic Attack, or any other status affect power from their other set, while Controllers would pretty much be able to break it with any of their Primaries.
    Seems like it would stand up to the Cottage Rule yet would make Dimension Shift much more usable both for teams and solo play.
  13. Is it possible to completely overtake the zone control for either faction?
  14. An online game company wants you to play the game as long as possible. It is generally a consensus that speeding to the cap will either cause players to be burned out along the way or get bored when they reach the cap and there's nothing to do. Boredom and burnout can lead to cancellations. The key argument is finding out how many people who it actually applies to. Some players will be fine when they hit the cap and keep playing but it really depends on the player.

    Inexperienced 50s do have an affect on the game. Many are entering TFs/SFs with no clue what is going on which can hurt the team. Granted, many don't know any better and will improve with guidance but most players would rather not go through the hastle. An AE specific powerleveling problem is that 50s were wanting to get things from the market (mainly purples and specific types of salvage) but not actually producing it so prices skyrocketed.

    One final problem with AE farms is clutter. Everyone wants to make their own farm map instead of playing another one that is exactly the same but published by someone else. This makes searching through available arcs in the AE more difficult than it should be. With less clutter and the true exploits being removed, I could actually see a Farm search tag making sense so that things could be better filtered for both farmers and people who are in it for the story.
  15. Quote:
    Originally Posted by Volken View Post
    I have 1 Villain character that I tried out. Just not my thing. Can I still have waffels? ;-)
    What did you try out? Your answer determines what is (or isn't) shared...
  16. Quote:
    Originally Posted by Vivace View Post
    NO ******* DUH!!! It's a JOKE mission. FFS, Virtue, grow a pair and quit being whiny ******* that need their ***** wiped.
    They are merely disappointed that with your friendly jab to them, you only pat them on the shoulder instead of punching them in the mouth.

    Technically, that's sort of my primary issue--as a joke arc it doesn't seem to joke enough. The flavor of the arc description should be applied to the contact text. The enemies are lacking in custom descriptions (missing a chance for jokes) and the contact is just the generic hologram. However, I loved the "You haven't saved her yet? Poor cowgirl." line. I'd almost argue that you could set the contact as the desk with the computer on it (since you can use objects) and play it up as people reading about the incident on the forums. Also, I only saw Ninjas, Pirate Ladies, and the Catgirl boss. Perhaps you should add a few more enemies for variety.

    There's a few nitpicky MA issues. While defeating everyone in the last room is pretty valid and shows up as such when you are in the mission, when searching for the arc it looks like the infamous Defeat All. However, the "last room" option is occasionally wonky since the last room can vary greatly between maps. Sticking to just defeating the boss + spawn is usually better in most situations and saves you from people griefing your arc's rating for being a Defeat All (though most of those types have thankfully moved on).

    Vivace merely runs off without saying anything. A quick thank you text and emote will add to the rescue. However, I can understand the desire to escape the catgirl horrors. I marched right up to that catgirl and let her know that I know that: The cake is a lie, the pie is a fake, and I don't need cookies because I have waffles.
  17. Quote:
    Originally Posted by Volken View Post
    I would try a villain, but I'm afraid I'm too much of a Hero at heart. :P
    Give into the darkness...we have waffles.

    Also, I'd say it would be good to experiment with some of the villains to see their playstyles since some are quite different. In the upcoming Going Rogue expansion (release date unknown) you'll be able to switch sides between good and evil so it wouldn't hurt to get a head start. Also, the zones are a bit more linear which can help you find your way a little easier though there's also a little less content overall.
  18. Actually, I've been badly wanting a MA set for Dominators but I haven't figured out the right way to set it up. The OP may have opened himself up for grief due to making a goofy opener as opposed to presenting concepts for the moveset but I validly think it would work. We need more unique primaries and secondaries within sets rather than homogenizing things. Earth Assault shows that we can have a rather melee heavy assault set.

    I'll try to find time to help him out with something constructive to the concept when I find the time.
  19. If you post the type of character you used over in WoW, I'm sure someone here will be able to give you suggestions for over here. However, it might be best to simply try one of each archetype to see what feels best for you.

    As far as chat, you can generally just hit Enter and it'll put the cursor in the chat box or you can click it with your mouse. If you accidentally closed your chat box, just hit 'C'. There's some tiny squares in the bottom of your chatbox that allow you to switch between Team chat, Local chat, etc.
  20. I'll suggest a Silver Mantis to see how this SSK will work out.
  21. Quote:
    Originally Posted by MajorPain_EU View Post
    ... it actually several destructable objects placed in the exact same location. The mobs will try to destroy these as you approach them but their attention will usually change towards you quite swiftly.
    Defendable objective.

    Nice to see that it seems like the AI might have been fixed somewhat (usually they don't attack the object even though they are supposed to) and it's also nice to see it in an actual mission instead of someone using it to powerfarm the ambush. Emptying the level could simply be done by setting the default enemy for the mission to Empty and custom setting the Defendable guards and ambush.
  22. Quote:
    Originally Posted by Heraclea View Post
    I'm fairly certain that I've seen arcs that turned up invalid without an intervening patch; I have no idea how or why, though.
    I15 broke any published arc that used a destructible if the author didn't manually fix it.
  23. Hope you feel better soon. If it's okay, I'd like to add Rider's Ribs Restaurant Rescue (#163967) to the list.
  24. Quote:
    Originally Posted by Dalghryn View Post
    I ran Calash's "End Game" (17006) last night. Some intriguing use of MA tech and a great villain group, folks. Bring help or a heavy hitter for the final mission
    Or confuse

    I think airhead should run my arc, Rider's Ribs Restaurant Rescue (#163967) because who other than an airhead could get more hyped up for a fun arc of delicious awesomeness?