Atonement_EU

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  1. Hey guys! Thought I'd be kind in response to your aid and post my Claws/Fire build. It's built for +recharge so that I can get that gorgeous heal up ASAP.

    This gives 4s off Perma Hasten and a 12s recharge on the sexy 49% heal.

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    It's accessible through Mids Hero Designer. Just do a Google on it if you don't already have it.
  2. Quote:
    Originally Posted by HelinCarnate View Post
    Fire armor and dark armor are probably the sets that will require you to pay the most attention to your health bar and end bar.

    As far as the primary goes, brutes do not have anything that compares on the AoE side to spines. The one closest to spines in the type of attacks that it offeres is Claws. Eviserate and Ripper share the same animation. Both get a decent AoE attack early and both have a decent ranged and ranged cone attack. So far however, no brute primary gets to have fun with a damage aura. However if you mix claws with either dark, fire, or elec you still get to have one.

    Elec is probably the only primary that will have you hitting more than one target on most of your attacks. The trade off is that the secondary targets end up taking less damage most of the time.
    Perfect answer, thank you. I'll get to Mids-ing those sets and see which turns out best.
  3. Thanks for the replies, but I'm not really looking for a set which scrappers possess, nor a set which equates to Regen in terms of efficacy or function; I'm looking for a set which plays like a Regen i.e. requires a lot of attention. SR, for instance, requires no attention, it's just a case of hitting softcap and then totally ignoring it, the same for WP (although in that case it's not softcap, but +HP).

    Thanks for the suggestions so far though!
  4. Hi guys!

    You've always been knowledgeable on this forum (I lurk the Brute section constantly; it's my favourite Arch Type) so I was hoping that you lot could help me out here. My first ever 50 (back on the EU server) was a Spines/Regen Scrapper. I loved the fact that he had some serious AoE going for him with the yummy -rech and toxic DoT secondary damagers. I also loved the fact that Regen required twitch play to keep alive. Sure I couldn't take on half of what my SR friends could handle (even when I finally achieved perma Dull Pain), but playing a Regen actually requires attention. However, obviously, neither of these sets are available for we Brute players. So what do you lot suggest I roll as an approximation of that play style?

    I'm not looking for a character that will be 'oh ma gosh wowzorz' strong at endgame, just one that feels like a Spines/Regen i.e. requires a lot of player input. The closest secondary I can see is /fire, but what gives the same joyous AoE carnage as Spines?

    Cheers for the help!
  5. Well I'm personally a recharge wh*re, so here's something that's much, much costlier for you to shoot for once you're done with the cheaper build:

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    That keeps the softcap and adds perma hasten. It sacrifices a travel power, but this is fairly irrelevant on an /SR scrapper with the advent of Martial Arts Booster since Quickness+Swift+Sprint+Ninja Run works out very, very fast anyway and this build has stealth built into it.
  6. Wow, Fire Minded, you need to learn some self-control (which is ironic, given the Orc stereotype). You're unnecessarily rude to people who're trying to help you out. Seriously, not cool. See I could rant at you here and point out that your tenuous grasp of English, basic comprehension and self-control are all hilariously ironically similar to the stereotype of Orcs, but I realise that were I to act in such a way I would not only be hurting the feelings of another person, but presenting myself in a less than admirable light.

    So, even though I'll doubtless regret this, I'm going to try and help with this debate. You're saying that public misconception of Orcs is that they're brutish, feeble-minded beasts who lumber along and smash things, whereas, in actuality, the lore represents them in a totally different light. You're saying that you don't want to make a Brute version of an Orc because the lore for Brutes, rather than the public misconception, is that:

    Quote:
    Originally Posted by Paragon Wiki
    Brutes live to fight, and as a Brute, you will revel in hand-to-hand combat. With strong offensive power sets designed to inflict pain and impressive defenses to take it, you're the best there is in a straight melee fight. Protracted battles only make you mad, and the madder you get, the more damaging your attacks become. You do lack ranged attacks, which could leave you vulnerable to hit-and-run tactics without allies to cover you.
    And you don't want to create an Orc who'll be true to the lore of Orcs (not brain dead and bestial), but whose nature will contradict with the lore for Brutes (i.e. ANGREE MAN SMUSH THINGS!!!). You're trying to stay true to the nature, by the lore, of both Brutes and Orcs, yet their natures contradict so you cannot make an Orc Brute.

    However, Scrappers possess no such limitation in their description:

    Quote:
    Originally Posted by Paragon Wiki
    The Scrapper is a fierce melee combatant. In hand to hand, no other hero can compare. But the Scrapper is not as resilient as the Tanker, and might find himself in a little trouble if he heedlessly wades into combat. The Scrapper's aptitude for melee is countered by a total lack of distance attacks. Scrappers possess Critical Strike capability. Their melee attacks have a chance to sometimes do double damage.
    So you could play an Orc Scrapper yet still remain true to both the Orc lore and the Scrapper lore. But here we hit a problem, namely, there's no clear cut lore definition for Orcs' behaviour and traits:

    Quote:
    Originally Posted by Wiki
    Orc (pronounced /ˈɔrk/) is a word used to refer to various races of tough and warlike humanoid creatures in various fantasy settings. Orcs are often portrayed as misshapen humanoids who are brutal, warmongering, and sadistic. Conversely, some settings and writers describe them as a proud warrior race with a strong sense of honor (for example, Morgan Howell's Queen of the Orcs). They are variously portrayed as physically stronger or weaker than humans, but always high in numbers. They often ride boars, wolves and wargs. In many role-playing and computer games, though not in Tolkien's works, Orcs mainly have green skin (earning the name "Greenskins" in such games as Warhammer Fantasy).
    So we could suggest to you any combination of powerset and still be correct by someone's lore. So who's Orc lore are you going with? We cannot suggest a powerset for an Orc until you've clarified what you actually mean by an Orc.

    Lastly, I'd just like to point out that when someone breaks a higher level concept down to its smaller constituent parts in a debate they're not 'acting like a politician' or trying to pull one over on you, it's the only way to debate higher level concepts:

    John: The soul exists and we survive our physical death as a soul
    James: This presupposes substance dualism
    John: So?
    James: In order for the soul to survive our physical death, it must be a non-physical substance
    John: So?
    James: Non-physical substance is a contradiction in terms

    In this mock-debate, James wasn't being sneaky by breaking down John's larger argument, it's simply impossible to debate very highly evolved concepts like John's initial statement without breaking it down into its constituent, individually disprovable factual statements.
  7. Thanks for the warm welcome!

    I have to say that the population is bewilderingly large in contrast to our EU servers, but that's a great thing. I also like the sheer volume of RPers. But what's ERP? Erotic? I'm guessing MRP is Mature.
  8. Quote:
    Originally Posted by Carnifax View Post
    Gotta agree with Rent and Atonement to some degree. 135 people on-line at 9pm on a Friday is frankly rubbish. And 140 at the same time Saturday night. Blue side (red side is even worse at the mo).

    Think it's time to vote with my feet and switch accounts again as at the moment playing City of Soloing isn't that much fun. All I'm doing at the mo is farming AE arcs because solo play pre level 20 is so utterly dull.
    Got a solid team right off the bat on redside on Virtue server at roughly 9AM server time. It seems a far cry from my recent redside experiences on Union. I had great times with union, but it's been dying ever since the mission architect. I left and almost never returned after the whole 'level 50 in a day' fiasco. Seems a number of people just never returned.
  9. Quote:
    Originally Posted by Rent_ View Post
    You are correct about being the only seller. But that's not a problem as there's lots of low level recipes with just one for sale, which you buy on your US account.

    You then list it again for 5 inf, then buy it from your EU account for 1bil or whatever you want to transfer. Just bare in mind you do lose a bit because of the market fee.

    Most US servers are busier than Onion no matter what the time. And if you're just after population, Freedom or Virtue are your best bet.


    There's no way to apply a US code to your EU account so you literally have to start from scratch in that sense but it's a lot easier when you have the inf to fund yourself unlike when you first started on the EU.

    To get a US code go to the PlayNC store, click on the CoH tab and pick your choice of game (GvE, Mac or Architect) which will be listed in Pounds/Euro's depending on where you're from. Just below the "Buy now" button there's a link for "US version also available".

    As long as what ever you chose to buy is displayed in Dollars, it's the US version.
    Thank you very much for your help, you've been grand.

    Quote:
    Originally Posted by Diggis View Post
    Rent, while I accept that there are less people over here posts like yours really aren't helping the situation.
    He's accepting reality and educating others as to the true nature of it.

    Certainly it doesn't help Union to lose players to the US, but I value my own welfare over Union's. And so should any right minded person; it's a game, a game we pay for. Monthly. Why should I stay in a dead server just out of some misguided loyalty?
  10. Quote:
    Originally Posted by The_Coming_Storm View Post
    IMO, the team formation in this game is one of the smoothest in any game. Our LFG tool rocks. It is not my fault if you (collective) don't take 2 seconds to set your LFG status and complain about not finding teams.
    Yeah, agreed (although I'd have said it in a less bolshy way, admittedly).

    I've played numerous MMOs and this has by far the best pick up group system that I've played. It's why I keep coming back.
  11. Hi Folks,

    I'm currently an EUer, but our side is dying fast. I'll be moving over to the US side ASAP and I wondered what I should expect from Virtue server, what's its vibe?

    Atonement
  12. Quote:
    Originally Posted by Rent_ View Post
    I've done it my self, so have a fair few others. You use the markets as they are cross Atlantic


    p.s Sorry it's a late reply... Forgot about this thread.
    And how would one do this?

    Let's say I have 1b to transfer and I place a recipe on the market for 1b then bid for that amount back Euro side then unless I'm the only person selling there's a chance my money will go to someone else, isn't there? So one'd have to find an item for which they are the sole seller.

    EDIT: Just rolled a US trial account on Virtue. It's 4AM there and they're significantly busier there than Union at its peak time. I'm leaving Union.

    How do I get a US code for the game and is there any way of getting a US version on my current EU account so I don't have to re-purchase all of my Booster Packs?
  13. Cool, sounds fun, although a regular schedule will be very tough for me. If you just feel like teaming on redside throw a tell to me @Atonement and I'll come running with my Dark/SR Brute.
  14. Quote:
    Originally Posted by _Klaw_ View Post
    April bummer.
    Hey, that's what the police have me down as on my record!

    Yeah Demon Summoning looks really, really dull to me. Each one just looks like a bigger version of the last. They're like fire-spewing Matryoshka dolls.
  15. Quote:
    Originally Posted by Thirty-Seven View Post
    The closest I can find, are comments made in reference to Granite Armor: Here and Here. What, you may ask, does Granite Armor have to do with Mastermind Pets? Well, as you know, the Mastermind pets are pre-defined NPCs, in fact each pet is actually several NPC (one regular, one with Tier 1 upgrade, one with Tier 2 upgrade, and one with both Tier 1 and Tier 2)... each of these is called by the game when appropriate (which is probably the problem with MM pets "losing" upgrades when they zone, or appearing as just unowned NPCs ).

    So, the relation here, is that the game would have to somehow be able to call a dynamic model each time a Matermind Pet power was used (or a MM pet zoned)... and as stated in BAB's post re: Granite, that is simply not supported. The game calls a given NPC and only that NPC. How hard that is to change, I have no idea, but that is how it works at present. Sorry that I couldn't find anything better than that, and I will try to locate a dev post describing how a mastermind pet is called, so that that too, has an official source.

    Edit: I looked and looked and simply could NOT find the comment I remember describing MM Pets as NPCs... grrr.
    That's good enough, it's a shame, but it's pretty much what I expected. I guess it handles naming outside the power on some form of higher level.


    Quote:
    Originally Posted by Thirty-Seven View Post
    That doesn't follow... and isn't what I said. Fire is fire. Ice is ice. A character can do whatever it wants. And that is my subjective opinion. Besides, since when does clothing, in this game, impact powers?

    What I did say, and what I do mean, is that possessing the Thugs set, for example, should not allow you to create Robots or Zombies or Bunnies (actual bunnies)... because those things are not Thugs. A character can do whatever he wants with his character and his concept, but a thing is a thing is a thing. A rock does not get called a telephone, because, well, it's a ROCK!
    Okay, I believe I misunderstood you. So let's rephrase it. If I had a character called 'Arsonist' whose back-story clearly stipulated that he uses firebombs and nothing else, yet I was an Ice/Ice dominator then this violates your point.

    Furthermore, I don't see what relevance the appearance of an entity has to its actuality: If I had a rock in real life and I perfectly 'dressed' it as a telephone so as to make it indistinguishable from a telephone and then named it 'telephone', this doesn't make it a telephone and bears no relation to its true being, but no contradiction appears; it hasn't actually become a telephone, it's not doing anything that a telephone does, it's just become a telephone's likeness.

    By the same token, were I to dress my thug as a bunny rabbit and call him 'Bunny Rabbit', no conceptual paradox follows; he's not actually a bunny rabbit, he's a renamed thug dressed as a bunny rabbit. Even within the logic of the City of Villains universe all I, as the mastermind, have done is instructed him to dress a certain way and started calling him by a different name. Sure, on the surface it makes little since, but we've got a bunch of very creative people out there and I'm sure any number of our ardent roleplayers could easily come up with a back-story for this scenario.

    If I'm still missing your point then let me know.


    Quote:
    Originally Posted by Thirty-Seven View Post
    However.....

    There is one alternative that I WOULD support. Getting rid of ALL of the Mastermind pets, and simply having a Primary called "Pets" and the whole thing is customizable... what the upgrades are, what the Level 18 power is and how the Pets look... all the way down to name, if you want. That way, the player is in charge of what the concept is. Forcing a concept onto something that isn't that thing, is wrong to me.

    (And of course there would be Ninja, Robot, Thugs, etc. themes that would give that set the exact look of one of the existing sets, for the purists out there...)
    This is a nice idea, but harks of CO and would require a massive game change in order to work. In order to genuinely recreate ninjas, for instance, emanation points would need to be open for us to edit (at least in part) so that the 'pet' with the ninja 'skin' deals damage from his hands at melee, unlike the 'pet' with the 'thug' skin who's dealing damage with his hands at range.

    I guess we could have it so that a certain number of attacks are chosen for the pets i.e. we could pick if our pet got Dual Wield or Divine Avalanche etc, but this re-opens your theme continuity problem; a pet with both Dual Wield pistols and a Divine Avalanche katana is just odd. Not to mention that, if our presumptions about how pets' animations work are correct, this would require a brand new NPC for every possible combination which would become exponentially unmanageable.
  16. Excellent thread, thank you for the theorycraft.
  17. Quote:
    Originally Posted by Thirty-Seven View Post
    I am opposed to offering full customization of pets. I think that pets should look like what they are supposed to look like. Giving full customization, in my mind, would be like allowing a Fire Blaster to make his fire look like a bow and arrow. A thug is a thug is a thug, and so it goes for zombies and such.

    Now, PARTIAL customization I am all about, because the designs would be predetermined, or part of a selection set. Just giving us the ability to set a given pet to always spawn as a given model would be cool. I could make my "twin" Enforcers always look the same.
    I disagree with you. By the same logic we shouldn't have full customizability for our own characters since it makes no sense for certain powers to be wielded by a certain hero/villain in your subjective opinion e.g. if an Ice/Ice dom was dressed as a fire wielder with the fire design all over him/her.

    Furthermore, part of the greatness of CoX is the inventiveness of some of the player base. Sure there's some people who just hit random or go with a preset, but there's others who create some really cool and unique stuff and I don't see why it should be any different with pets.

    Lastly, it is not the case that 'a thug is a thug is a thug'. There are many, many different criminal organisations in the real world and the thugs set really only caters to an unorganized rabble. For instance, I cannot make a mafia themed mastermind because the thugs just don't look anything like Sicilian mafioso.
  18. I'd like to see some reason why this cannot happen. The 'reskinning requires reanimation' argument just sounds like nonsense, if it's true I'd like a link to a dev post confirming it; were that argument actually valid then every single possible combination of player hero/villain cosmetic and powerset would represent a new animation set under the same logic.

    I can see that perhaps the game is currently treating pets not as an entity but as a power and that there'd be some fiddling around to be done if the pets are going to have any kind of persistent cosmetic look like players have because, in their current state, they only exist in the game for as long as they're active. However, even this argument seems flawed because the naming system for pets doesn't reset every time I recast my pets.

    I've done a bit of sleuthing and I can't find any dev post discussing the problems with customizable pets. Admittedly my search-fu is hella poor, but I'd really appreciate a link.
  19. Atonement_EU

    falied to rename

    Quote:
    Originally Posted by GhostRaptor_EU View Post
    You should be able to fix this problem by deleting all CohUpdater.EU.??? files, and then downloading a fresh copy of CohUpdater.EU.exe from here: ftp://client.coh.com/EU/

    Pleace it in the same folder you deleted the existing one from.
    This worked for me, thank you. I was having troubles getting the test server to work (it kept whining about renaming files) and this solved it.

    So cheers!
  20. Quote:
    Originally Posted by Muon_Neutrino View Post
    Ninjitsu for scrappers, simply because I'm tired of trying to make SR 'work'. 'Soft cap or bust' as the only real option gets really annoying after a while when you're poor. Ninjitsu is a much more well designed set in my opinion.

    I never thought I'd say this, but spines for tanks, simply because the idea of an ice/spines with three aggro auras sounds hilarious. Now that you can customize the looks, I might actually consider making a spines or thorny assault character someday - once animation customization reaches the set and you can change the ripper and impale animations, anyway!
    I second both of these, especially since a spines tank's aggro would just cap out in seconds with the number of possible PbAoE taunts.

    However, Ninjitsu would require some changes for scrappers in order to make sense in that AT. To me it seems that Smoke Flash would have to disappear since Placate isn't useful for scrappers.
  21. Quote:
    Originally Posted by ClawsandEffect View Post
    Other than that I'd like to see scrappers get Energy an possibly Super Strength, though Rage would need to be tweaked in the latter case. Possibility of a permanent 200% damage buff seems a little overpowered. (Double-stacked Rage)
    I'd like to see this too. However, since scrappers have a higher base damage the developers could just lower the damage buff of rage to keep it in track.
  22. Hi guys!

    The Powerset Proliferation was the i16 decision to make many previously exclusively blue/red sided sets available for the other team, an example of this is the inclusion of Claws as a Brute move. Now I seem to remember reading somewhere on this forum that more PP's would be on their way at a later date, so the purpose of this post is to ask what sets everyone would like added and the classes to which they'd like to see them added.

    To clarify, please state which existing sets you'd like to see added to a class that doesn't currently have them.

    I'd like to see spines added to Brutes. It's very chaotic and uncontrollable so it just makes a lot more sense as a Brute power (where unintended casualties are no biggie) than it does as a Scrapper power (where the good-guys would feel awful if a civilian took a Quill to the throat).

    Have at it!

    Atonement
  23. Hi guys, unfortunately I'm going to have to skip this month's subscription to City of Heroes as I'm trying to be a prudent saver in light of the recession. If I get a job and resubscribe I'll let you all know.

    Sorry about this! I guess you'll have to choose a new leader.
  24. Personally I'd like a global server merge if the devs could figure out a way to do it lag-free (which seems very improbable).

    I liked bits of the OP's suggestion. I liked the idea of giving villains access to some brighter zones. For me the villains zones are comparatively laggy and extremely ugly. As soon as I hit 35 I'm out of them and on to greener pastures. I'm not really sure about the idea of giving villains straight access to Paragon due to the lore issues that would arise if we didn't have open PvP - and I don't want open PvP. Games using open PvP have to be literally built around that idea. Matrix Online is a brilliant example: there were no classes, one simply unlocked powers and mixed and matched them as needed. It was also possible to 'jack-in' to a hardline and instantly change all your character's powers for free. Hardlines could also be used to teleport from hardline to hardline, so if a PvP fight broke out in one area and the Merovingian players were heavily outnumbered they could get pretty much instant backup from their clan. Given that CoX hasn't got these features open PvP wouldn't be feasible.

    But still, partially /signed.