_Flitze_

Citizen
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  1. We did the Mo badge by first taking two terminals (usually C and D) and then clicking the other two (A and B) simultaneously. Seems like you can finish a building with only three terminals.
    As Generic_Past and Ineffable_Bob already said, pulling the Mobs away from the terminals is more effective. The according group disappears when taking the terminal.

    One (full) inside group doing terminals, 2 (smaller) groups on the telepaths and one small group to drive Maelstrom off during the telepath/terminal phase.
  2. Did another test now:
    - Created a toon on the testserver
    - Checked if this toon appears on the Freedom server: negative
    - Deleted another toon on the testserver, not the created one (good if you have surplus toons)
    - Checked if this toon still exists on the Freedom server: positive

    So it seems that this issue was only temporary.
  3. I know that there are other players with the same effect/problem. Or does this apply to all players at the moment ?
  4. When I enter the training room, all toons I can choose there are the characters of the Freedom server instead of the ones previously there. These toons are directly mapped, i.e. deleting a toon there will also delete this toon on Freedom.

    Deleted the whole CohTest folder and reinstalled the testserver but it's still the same.
    Character copying tool is also not working btw.
  5. Testserver is not working for me anymore, the toons are directly mapped from Freedom.

    I see that the testserver is the only choice, so I hope it will be fixed...
  6. I slotted this enhancement into the Repel (toggle) power of the Kinetics pool expecting that on every knockback done with Repel there would be a chance for +recharge.
    So to test it I've been harassing somewhat lower level mobs so I could easily do 50+ knockbacks in a short time.
    But I found out that the recharge effect is only applied once after switching Repel on then never again. Sometimes it didn't even occur at all.

    I tested this in Grandville, outside AE.
  7. Thank you very much !
    Are the winners ordered according to the entry of their mails/PMs ?
  8. Most difficult for me was #5 but finally made it now after I had to go to bed yesterday (Eurozone).

    Nice idea, I liked those puzzles back in Matrix Online.
  9. Rogue Nation

    A small villain group consisting of real-life friends. Though the toons of this group are our most active ones in CoH/CoV we are just casual players and therefore not recruiting.
  10. Harlequins of the Laughing One

    Founded in January 2005 by the "Great Harlequin" this SG is run by a small group of RL friends. Some may have recognised the Warhammer 40k theme by the name. But now this SG contains a variety of toons.

    Since we are only playing casually we are not recruiting. Just to complete this list
  11. Hero side:
    Use your temporary power on him in order to be able to damage Reichsman at all. His damage resistance seems to vary between medium and extremely high. I didn't notice any effect of this temp power later, damage resistance was changing independently of the temp power.
    Handling the secondary AVs is already explained above.

    Villain side:
    If you don't have access to the gun operating rooms then this is much harder then the hero version. Ambushes are spawning, filling the previously empty base with maybe 100 fresh troops. Most of them stay with Reichsman, some are in the tunnels, stationary and patrolling.
    Uttermost likely the team will be wiped by those ambushes. Regroup, make your way to the cave with Reichsman and stay in the front area of the cave to the utmost left or right and begin clearing the troops there then clearing the middle and other side.
    We finally cleared the vast numbers of 5th column troops in the cave and then Reichsman was the relaxing part