Xenosnake

Apprentice
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  1. Got mapserved while using energy punch while in the middle of Ghost Widow's Shadowfall with all of the other Arachnos leaders. So it's an insanely delicate line to walk. To make things worse, smaller mission settings don't help at all, since the spawns are fixed.

    They really need to fix this. Maybe just change the AoEs to smaller numbers or something. Anything. Love to actually finish the blasted mission.
  2. Powersets tied to origins? Ahem...Necromancy, Robotics, Dark everything... This would just be one more of -many-. And the idea of a set focused on over-tiem effects is an interesting one. Can't comment to much ona buff set since I hate playing buffers most of the time. Heh.
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    After defeating someone like Frostfire, the Hellions don’t hold a lot of challenge for a hero and it’s time to move up to greater threats.

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    You meant to say Outcasts instead of Hellions, correct? Also, any chance of the Hellions actually getting their own AV/EB at any point in the future? And the Skulls too? It seems like just about every other group has some big-wig calling the shots except them (I'm not remembering every group right now, there's probably others without AV/EBs too, and I wouldn't be against them getting their own as well). Vahzilok have Dr. Vahzilok, Clockwork have the Clockwork King, CoT have quite a few, Outcasts have Frostfire, all of the higher level groups have at least one AV. Even if the Hellions and Skulls are just rival gangs in a never-ending turf war, it seems that there should be more than just a few named bosses running the show.

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    Hellions have 3K Kelvin, and Supposedly have a leader, and the Skulls have Brothers that lead it, The Hellion Leader is likely just a Fire/Fire Insert AT here, and the Skull leaders are probably a Dark/Dark corr and a Dark/Dark Brute.

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    If I'm not mistaken, the brothers (they are brothers right?) that lead the Skulls are just mundane Bone Daddies who have names. I think you fight both of them in game, in seperate missions, heroside. I might be wrong though.
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    The Willpower VFX are not suppressed by Suppress Close FX, even though other VFX are being suppressed. This happens on both Tankers and Scrappers, haven't tried it red-side.

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    It applies to Stalkers to.
  5. I've tried everything I can think of, but I always have the annoying flashing of Willpower's toggles. I prefer to play zoomed in to a 1st person view, but with Willpower's toggles, it makes my whole screen pulse yellow and gives me a hell of a migraine after a while. Enabling suppression in the options screen doesn't get rid of it and /suppressclosefxdist 999 and suppressclosefx 1 doesn't change it either. This may apply to all powers, but I notice it on my willpower stalker since it gives me a distinct headache to watch it.
  6. Is Ms. Liberty as huge an egomaniac as she seems? In Gaussian's arc, the longbow you fight state that Ms. Liberty has ordered Vanguard shut down. Does that mean she really thinks she outranks the U.N.?

    I know Longbow are supposed to be the good guys (more or less), but that seems like a level of overstepping authority that no actual hero would get away with. Especially since she obviously didn't investigate first since it was only some of Gaussian's men who went rogue.
  7. Beats the first arc I published. The player one-starred it and sent me a comment thing telling me they didn't even play through the first mish.
  8. Also, dike (a dam) is tagged as profane, whereas the differently spelled derogatory word for a lesbian is not.
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    Personally, I like the look of the Lost more than the Rikti. There's more variety. I would be happy to see level 50 Lost who have decided not to make the jump into becoming full fledged Rikti.

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    They're being converted against their will (see "Curing the Lost"). Thus, there won't be any decision point for any Lost to make.

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    Um, no.

    Not ALL Lost are being converted against their will.

    See the Angus McQueen arc, among others.

    Now there are SOME Lost who were converted against their will, but there are many who volunteered to become Lost.

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    Also, look at Kurse(sp?) of the Faultline 'super-arc'. The most powerful Lost in the game (being the sole Lost AV) doesn't even resemble the normal progression of Lost to Rikti anymore. And Kurse quite obviously works toward his own ends.
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    Doing Penelope Yin's arc today reminded me of this old problem I've had with the Lost. How the hell is it that they go from huge musclebound gorilla looking things, complete with tusks, to the spindly, mouthless Rikti? Sure, the Rikti are quite tall, but none of them have any real muscle mass, except maybe Hro'Dtohz and U'Kon Grai.

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    Based on there being 2 variants of Pariah (huge tusked hulks, and little Rikti-like guys in rage) I've always figured the drugs that change them don't work the same on everyone. Some get huge an muscly before their skeleton is reduced or they get denser, others shrink first, then get the knotty muscles. And we really don't know what Rikti teeth are like. They must have mouths since they talk and eat (or at least drink, based on that on mish for Serpent Drummer) and they could have big teeth in them. *shrug*
    I just want to know why they go from 5-toed as humans to 2-toed as lost, to like 7-toed as Rikti.
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    - War Wall Defender mission (point of the mission is to prevent the war walls from coming down and causing another invasion. As of Issue 10, the war walls regularly fall and invasions happen)

    - Ambassador Kuhr'Rekt's first story arc (villains sabotage the Traditionalist negotiations, which seems to conflict with the same villains helping to save the negotiations as members of Vanguard in the RWZ arcs)

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    These aren't plot holes. Blowing up the physical wall is probably a lot owrse that the energy part going down since the physical wall stops ground troops from rushing in.

    And you expect villains to be consistant in who they screw over? Sure, I'll help Vanguard...but Kuhr is paying me more, so...
  12. Xenosnake

    Issue 15 today!

    Blarg. And I had to reformt my PC and lose access to Training Room. Guess it's time for a several hour DL again.
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    I haven't done a whole lot of PvP, but my experience of it was large, seemingly empty zones, then ZAP! Assassin Strike! Placate! Critical hit! Dead. Two seconds.

    Satisfying as that may be for the Stalker, it's not very competetive. If the pendulum has swung, then it's not an improvement.

    Unfortunately, that's a failing in the concept of the Stalker class. Giving a class the ability to appraoch attack and defeat an opponent with little risk of retaliation is a recipe for PvP disaster. PvP has to be a competition, or it's worthless.

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    Thing with an AS is, you have to keep still to use it. If an enemy was constantly moving, it makes getting that AS off VERY difficult. In the off chance that they did pull it off, if the target kept moving through all 3 seconds of the animation, they'd be far enough away to be able to heal up/recover before the stalker got close enough to follow up.

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    The thing is, for people who want to get Shivans or Warburg nukes, they have to stand still a LOT. So they make perfect AS and sniper targets. Which makes me maybe wonder if that wasn't the whole reason for putting them there, so people would have to hold still for something, giving snipers and assassins clean shots.
  14. What strikes me as the biggest flaw in PvP in CoX is that it was added as an after thought, then continuously tweaked by the same popel who only considered it an afterthought. It almost calls for it's own seperate Dev sub-team.
    As it is, PvP being redesigned by PvEers to appeal to PvEers; is like putting Lance Armstrong in charge of designing SUVs to appeal to cyclists. That's all well and good for the cyclists...but the demographic for SUVs is people who want gigantic trunk-like vehicles.
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    And yes, as a private company, they get to have a double standard, and create homage characters and have them in the game themselves. File it in the "it's good to be the king" folder.

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    Well, apart from Marvel suing them over 'Bastion' who wasn't overly similar to Marvel's. And even CoH Bastion was less of a copyright problem than I see Nexus Ar'gos being. Hell, CoH's big robot being named Bastion makes more sense than Marvel's killer robot being named Bastion.
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    Yes I was just using villains as an example. I still think villainside will become even more empty. Even if it's not as bad as I think it will be, I still really hope this is a temporary side switch or a zone only kind of thing, rather than combining so much of what was so unique.

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    This varies a LOT by server. Apart froma constant glut of people in Atlas and a total lack of people on Monster Island, hero and villain zones in Virtue are pretty even.
    The biggest problem I see is that -both- sounds will be drained to fill Praetoria at least for a month or two, and then each will probably stabilize to have about 1/3 of the population.
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    Ahaha there goes the rikti... bet ya boss farms will be the next on the list to go...

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    Boss farms probably aren't going anywhere. Lvl 42 Rikti Comm Officers gave above boss XP while being crappy by minion standards. Making it pretty much the most needed nerf AE could possibly get. By comparison, bosses can actually -hurt- most people. They aren't an unreasonably easy way for most people to get XP, just for really tough characters/teams.
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    Unless you plan on putting new effects and maps into the game SOLELY for the Mission Architect -- and I mean a LOT of them -- you are just going to create bad blood by arbitrarily preventing us from using the small amount of available content that isn't already heavily overused.

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    No kidding. Already lost an arc because the last map took place on the Crey Revenant lab map...which was pulled. And the map was perfect for my arc since it involved a crazy geneticist working with Crey to make a bunch of freakish monsters by cloning an original.
  19. A lot of things people want, I totally get when the devs are opposed to. Placing spawns is neat in theory, but it's sooooo exploitable.

    Individual room placements: good in theory, but a LOT of care would have to go in making what placeable. A string of CoT Portal rooms would be the ultimate farm. If you think Comm Officer farming is bad...wait till a map is made of 80 Behemoth portals.

    Expanding all groups to 50 levels. Just...no. Besides the fact that a lot of stuff would be laughable/lethal at different levels (Level 1 Wisps -will- kill level 1 players easily), the spread also doesn't make much sense. Skulls suck, skulls being on par with Malta is laughable. I am however an advocate of spreading stuff a bit. Since there is a 5-10 Warrior block, fill in that next ten levels to the 20-29 warrior block. Do the same with Corralax. For others, up the caps. Vahz up to 30, Heroside Tsoo up to 40, etc.
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    I wonder how many of you praising i14 are just in it for the farming and showing 1 vet badge each. This has turned the game into Farming gone wilder than ever. No high level players running any skills. This is sad.But whatever. I canceled 2 accounts just like that guy you flamed and griefed earlier. Farm on. But this is sad Bye

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    Honestly, I take that as DEEPLY insulting. I love MA and I hate farming. Thanks to MA I've been able to tell/participate in stories with my SGs that were previously impossible. Villains from a PC's past? Check.
    Foreign Villain groups that aren't Russia/WW2 AXis? Check.
    Aliens that aren't Rikti/Khelds/Snot? Check.
    Getting to beat up Doc Vahz with a villain PC? Oh, you f'ing know that's a check.
  21. Man, I didn't see a damn thing other than a lot of yellow titled MMs all over the place.
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    In response to the proliferation, I believe it was Positron who said there wouldn't be anything other than the MA in this issue.

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    I also believe, when Posi had stated that, it was before they had actually gotten around to planning other stuff for i14. They were still polishing the stuff that got it bumped back from being part of i13.
  23. The thing with the villain vs. hero zones...Villains are never actually sent to their hazard zones. So access to them being more difficult is meaningless since you may never go there anyway. (Honestly, is there even a point to Monster Island?), but eventually, almost ever hero contact sends you to a hazard zone at some point.

    A possibility I see for that is you end up at the PPD jail instead...with your lawyer meeting. Instead of being debt to the city or Recluse for dying, it's debt to a lawyer for getting your butt out of trouble.

    Actually, I have an idea for the new sewer layer. Don't make it a sewer. Could make it like 'Snake tunnels' or something. Some groups, not necessarilly snakes, excavated tunnels to sneak around paragon, and vigilante's happen to be able to benefit from it. Could even make it like 'Igneous tunnels' and add them to some other zones besides the Hollows.