AzureSkyCiel

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  1. So, I've had this question that's been weighing on my mind for a while about various villain groups in Paragon and the Rogue Isles, namely the paramilitary groups and for some of them, their means of 'stealth' operations.

    The Council and Fifth Column are the most glaring example since you see them so soon.
    The Nacht and Penumbra divisions are supposed to be the covert operations branches of their respective groups according to text.
    What we see in game are guys who employ sub-machine guns, high powered rifles (okay), shotguns (what?), grenades, enormous chain guns, and rocket launchers. (WTF?!)
    On the note of special and stealth operation cells, there's Malta. They can be excused to some extent since they do have to fight metahumans, but it really goes too far when they bring out their Titans into a small office building or cave just to assassinate some CIA clerk who asked all the wrong questions when a simple backstab or poisoned cup of coffee should have done just as well. This fails to even go into the fact that both of these "covert operatives" can be seen WORKING OUTSIDE IN BROAD DAYLIGHT.
    The most mild of these offenders is the Knives of Artemis, they're big problem is mostly that their standard MO would leave messy blood stains and trails everywhere as well as conspicuous amounts of caltrops laying around and white, sticky substances from their web grenades. But they are at least only seen outside in Grandville where few, credible people, would be likely to see them and those that are vaguely credible already are aware of their organization's existence.

    Now on a lesser related note we have the Sky Raiders, who, despite a bulk of the units spending their time in the air, are often seen with close quarters flame throwers and using submachine guns. This is understandable for the basic Raiders who are explicitly mentioned to be equipped for situations where they're not expected to be flying, and for teleporters, but for Wing Raiders and their officers, there's no excuse.

    So who else has asked these questions before?
  2. Quote:
    Originally Posted by Street_Wolf View Post
    I'm feeling kinda iffy on introducing yet ANOTHER form of currency. Good info, though.
    You're not the only one. Trust me.
    But, I suppose it's better than the reveal of the incarnate system requiring you to never change alignments and does give some motivation for everyone to not all go rogue/vigilante beyond character concept/RPers.

    Sorry, I feel bad about being such a negative person about this.
  3. Quote:
    Originally Posted by Golden Girl View Post
    It's working just fine
    Stop sticking your tongue out, GG, you're not a frog and even if you were, now is not the time to catch flies
  4. I would like to ask for the Blood Widow Helm vet reward/preorder bonus costume piece be made unisex as well. I really like the widow helms and fortunata buckets for a "surreal head" piece.
    And hell, I don't even need the full borelo, but I would love to give a few of my guys the shoulder fur.

    Count me in on this.
  5. Quote:
    Originally Posted by Golden Girl View Post
    It's probably more likely to be part of a new Spy AT
    Nah, the spy AT's able to use ranged attacks, but her still uses stalker Stealth Strikes.
    He also has the ability to sap mechanical things and sleep with your mother.
  6. Quote:
    Originally Posted by BBQ_Pork View Post
    It's kind of a shame, though. I've seen your attention to detail and you seem to have a perfectionist bent.
    Actually, being a perfectionist can be EXACTLY what causes the most frustration with based editing. Like how I REALLY don't like it when you get the flicker from two merged item surfaces attempting to overlap one another with rare exceptions.
  7. Quote:
    Originally Posted by Bad_Dog View Post
    To me, all I hear is that this is all about making you feel better about playing CoV, I don't read in there any objective reasoning that I can agree with. Whine-y complaints usually doesn't get people to agree with you
    To play Devil's Advocate, I can say that Sam hits quite a few nails on the head about the problems with Redside, but to play the opposite side, new redside zone requests are NOT what this thread is about. It's about existing buildings and updating the look and feel of zones we already HAVE, this is also covering only buildings and not the mission contacts because this is AN ALL THINGS ART thread, and the Devs have already promised a review of old content and improving it like the Positron TF.

    Now, suggestions perhaps I could make for this thread and for Sam to liven up redside zones that exist (outside of where contacts send you because, as stated, that's a different thread) is that while the Rogue Isles are indeed Islands, they seem to be aggressively industrial, and the bodies of water between islands can be a lot bigger than what we often see.

    So perhaps what should be done is the islands being expanded one. "Madness!" you might say, but indeed, many coastal, island, or bay cities and so forth used landfills as means of artificially expanding the land surface, and I don't see why the people of the Rogue Isles might not do the same.

    Expanding the islands, updating their look, giving them a larger area for which things can be worked with, buildings can be spread out, oh, another thing that might be cool (though civil projects are WAY out of LR's character to have done) might include like an inter-island highway system and/or underground subway system (which could add EVEN MORE places to go, like underground slums and stuff)
  8. Quote:
    Originally Posted by Rush_Bolt View Post
    We could always just hire them so they can make some Meet the... vids for our ATs.
    Funny enough, I actually imagined something like these a while back for each AT, but no matter what, i could not get the idea of Scrapper's basically going exactly the same as Scout's, only replacing BLU heavy with Black Scorpion.
  9. Quote:
    Originally Posted by quincy_archer View Post
    mace/sr scrapper
    umpossible!
  10. Quote:
    Originally Posted by Ironik View Post
    The problems with bases are many and varied and I quite agree with Sam's post describing them. I find the base presented in the OP to be wonderful, but I also agree with Lord of Time when he says they are essentially pretty but useless.
    Well, on this point, Ironik, I think it kind of goes into base functionality needs/wants. That's another tricky one to balance since the Devs need to make bases functionality rewarding and appealing without making them feel like a player HAS to use it to be effective and avoid them being uninteresting and pointless. I think I might have gotten something decent in a post of mine in another thread a bit of ways back in the suggestions and ideas thing.

    Feel free to skip this, mostly my personal ramblings.
    -----
    My big list of (hopefully low hanging) suggestions for base functionality and new functional items-

    Changes to the existing:

    - Control and Power usage of teleporters, medical, and workshop items by half.

    - Power and Control buffs.
    *To make SGs a bit more appealing without them feeling required, I thought it might be interesting if each tier of power and control granted a 1% buff to certain general stats of all SG members with the third tier at 3%. The Power Systems would grant bonuses to damage and resistance, Control would grant bonus to ToHit and Defense.

    - Increase reclaimer re-spawn healing by 15% percent.

    - Change the Auto doc to include selling break frees and awakens too.

    - Have the Combat logs allow you to buy second tier Heals, end recovery, break frees, and awakes

    - Change Raid Telepad to work as a mission door transporter, even to get directly to outdoor missions.

    New functional items (and badges) I would like to see:

    - New aesthetic styles for all existing functional items to fit themes of Modern-Tech Paramilitary, Martial Arts/dojo (probably with blacksmithing themes for workshop stuff), Modern Office and Home (This theme does not need to quite cover every item), Bio-Organic/Nature, Rikti, and allow for all existing medical reclaimers themes to be usable. (Vanguard, Ouroboros, Arachnos, Midnighter/Cimeroran, Hero, etc.)

    - Large storage rack.
    *Requires at least Craftsman badge to create tier two workbenches.
    >Takes up twice the size of normal salvage racks, requires double upkeep, stores up to 50 salvage items.

    - Mega-Telepad.
    * Requires at least 4 zone Beacon Badges to be available for crafting at a second tier workbench.
    > Requires double the power and control to set down, Double sized(?), allows for up to six zone beacon hookups.

    - Ultra-Telepad
    * Requires 8 zone beacon badges, crafts at tier 3 workbench. (This was kind of a balancing idea since heroes have so many more zones they might need to connect to and while it's possible for villains to get it, it just means you'd need a coop-zone beacon)
    > Triple power and control requirements, automatically is hooked up to all zone beacons you presently have the badges for, no limit for how many zones it hooks up to.

    Purely aesthetic items, styles, and changes I'd want to see:

    -Too many to list.

    Other things I'd like to see:

    -Offline promotions/demotions

    -SG name changing

    -Prestige bonus for number of coalitions you've formed.

    -Multiple SG membership, sorta personal coalitions.
    * I think this could basically work with you having a Primary SG, and then secondary, third, etc. and however many the devs would want to cap it with. "honorary members"/"Liaisons" would be allowed to change their SG mode for one of their other groups to gather prestige and badge credit for them and leaders of the SGs would be able to decide just what privileges these folks have. They would not have access to SGs not Coalitioned to their primary SG.
  11. Quote:
    Originally Posted by Techbot Alpha View Post
    Problem is, AR ISNT interesting. In fact its one of the most boring to look at sets out there right now. Personally, it'd be more interesting for me if it was all shoulder shots, because thats how guns work. Hip firing doe slug and burst doesnt look cool, it looks pretty lame really. Buckshot is fine, because, hell its buckshot; you fire it and stuff in front of you gets hit, no questions asked. M30 Grenade bugs me a little, because those DO require aiming. Maybe something that looks like either flipping the second safety off, or flipping up the grenade sights? Then firing from a more shoulderly stance. That'd be cool.

    Flamethrower gets away with it, as does ignite. You cant really aim them in real life, either, you just douse stuff with it. Full Auto bugs me again, because, despite what movies show, you try firing anything other than a minigun like that in real life and you'll be about as accurate as a fart in a whirlwind.
    Going into a crouch with the gun up to the shoulder and then opening up would look a lot cooler, IMO.

    Anyhow, just ideas. Since he asked
    Bery strong points, and I myself never exactly said that if this was a case of some old devs idea of style that I agreed with it... It definitely doesn't seem to be the case according to Sam's post.

    In response to both you and Sam, sorry, my post was made at 5 AM without sleep.
    Still, Sam's post is pretty cool an educational. As a random thought about AR animations, what about dropping prone for full auto?
  12. You know, Techbot, I was going to quote you, but there's no real need since I pretty much agree with everything ya said. A long butt time ago I made a series of posts about updating various villain groups... It sadly never caught on since I had wanted others to contribute to and no one did.
    Man... Crey just makes me think it should also be filled with Bioshock-like baddies.
    A Big Daddy here, a little sister you have to rescue, a horde of splicers of all types, then suddenly: "Mr. B, Big Sister doesn't want us to play anymore..."
    And possibly all manner of twisted but still weaponized experiments. (Afterall, the Council's willing to use uncontrollable Warwolves, so why can't Crey's standards be a bit lower?)

    Nemesis? Totally needs Super Sized Boss Jaegers, a human boss, get back their field medics, Possibly have the Lt.s and human boss stop firing their rifles when you close into melee and draw out sabers to cut you with.
    Oh, and change it around so that each of the tiers get kind of their own leadership power, like give the human bosses Vengeance, the minions give them maneuvers (but like Rikti comm officiers and Malta Engies, only one per mob uses it), Lt.s give Assault, and snipers give Tactics.
  13. Quote:
    Originally Posted by Sharker_Quint View Post
    see, here is where i have to disagree with you sam. while you may not like putting in the man hours to your base, others of us do actually enjoy it. when i13 came out i spent 3 days on just my villian base alone. most of it is still unfinished, but what i do have done is awesome. the only reason it remains undone is because i have several rooms that are empty. i just need themes for the rooms. RL has kept me busy and i just haven't spent time on the bases. i even know some people that base editing is all they do. they even offer their services to help other sg's build their bases.
    Quote:
    Originally Posted by Samuel_Tow View Post
    It's bases like these that only serve to convince me that the base editor is completely broken as an aspect of a game. Those rooms are beautiful. They're gorgeous. But I know what kind of effort and fidgeting is required to pull this off, and at this point I may as well just fire up 3DS Max and go to town. The editor is hideously complicated, badly uncomfortable and requires so much honest-to-God WORK to put out anything decent it's just not worth the bother.

    ...

    If anything ever happens to bases, I hope they introduce a modification to the editor that makes it easier to use for simpler people like me, or outright go into a compound editor that works like an RTS. In fact, you know what? I was just playing UFO Extraterrestrials, the X-Com knockoff of the 2000s, when aliens raided my base. I went about retaking it when I suddenly realised that... Hold the phone! I know this place! And then I remembered that, duh, I built this place! As in the original Enemy Unknown, bases here are built in large chunks of square facilities, but the actual arrangement of the facilities is still as I put it down. That's about enough customization for me, and I sincerely hope we get something simpler if bases are ever overhauled.
    And here we come to the painful dichotomy the Developers face in light of fixing the base editing system.
    In the end, I think we can all agree is that it needs to be fixed, but how?

    Make things too simple and you'll have people like Sam and even myself to a degree, quite happy, we'd finally be able to recreate those rooms from various instanced mission maps we've so sorely wanted and even customize them a bit.
    On the other hand, bases like the OP won't be so impressive, indeed they'd become ordinary and every day.
    For example, you'll notice just about EVERY SG BASE OUT THERE (built by those who made the effort small effort) have a bar or restaurant of some form, and quite a few have a pool, or pound, or body of water using the slow fields, which can make these things fairly unimpressive, because there's only so many ways you can throw down a bunch of desks, a few tables, chairs, and some cabinets to make a bar.

    On the flip side, if you make it more complex and involved to make customization greater, you'd be able to create truly unique wonders that could potentially make Nova Praetoria look like Darwin's Landing during a Tarantula mistress bikini contest. (This would also make me happy)
    But then you lock out people like Sam and so forth.
    And worse, the copycat problem might only worsen when a bunch of people find something they really like, and we have the Television Programming and JRPG character/plot problem (all the same jar of Jarate in the end), I myself would likely end up guilty of this.

    Finally, we have the third problem, any changes made to the base editing system itself risks invalidating all present bases and hours, days, weeks, months, even YEARS of hard work and flushing it all down a binary drain along with countless billions or trillions of prestige.

    And so, the problem the Devs face is that they are caught between a rock, a hard place, and have something sharp and pointy hanging over their heads.
    And this is all just on aesthetic levels, taking in functional aspects adds an angry mob to their left and a rabid bears to their right.
  14. Quote:
    Originally Posted by Techbot Alpha View Post
    I'd like to see alternate stances for weapons, personally. Right handed katana
    This is tragically impossible in the current engine to my knowledge, it was attempted when they gave katana its own animations, but it didn't work because ALL COMBAT STANCES IN THE GAME ARE LEFT SIDE FORWARD. I don't know why that's the case in the first place though...

    Quote:
    Originally Posted by Techbot Alpha View Post
    two handed swords and axes, and stances that arent just all boring carbon copies of the sword idle stance which, t'me anyway, isnt even that good. I dont think Id ever hold a sword like that, for starters.
    This is, sadly, highly unlikely, as I believe BAB or Castle once commented that they don't like making two handed weapon animations and feel the reward is too small for such a large task.
    Also, what is likely to further impede this from ever happening is that there's quite a few weapon customizations with the weapons you described that would only allow for one hand. I heard a second hand mention from someone that BAB's also stated you cannot have both Weapons Customization and Alternate Animations, but that's only hearsay.

    Quote:
    Originally Posted by Techbot Alpha View Post
    And some assault rifle animations based on shortened version of sniper rifles 'bring to shoulder and fire' animation for Burst, slug and the others would be prime. I really hate the firing from the hip, which works fine in movies, works 0% in real life.
    This might be possible, but I think the sad fact is, I believe the animators try for the most visually interesting and diverse ways to make a power, and there's only so many different ways you can fire a rifle, and apparently, firing from the hip was ruled as cooler unless it was a formal sniper shot.

    In short, I agree with everything you say AND would fight to the death your right to say it, but it all it means is just another voice echoing off to an empty hall or another martyr for a lost cause.
    Sorry, I'm feeling poetic and ranty.
  15. Quote:
    Originally Posted by Techbot Alpha View Post
    Nemesis I expect to just get frustrated unless I take it slowly solo, or am on a well matched team of friends, because they all mimic their boss and cheat. (Whoever thought mass AoE, Snipers and multiple, stacking Vengeance was a good idea should be shot...)
    Personally, I must admit that Nemesis' soldiers are very much equipped like how I might expect an open field army (the style of army that would have been common in Nemesis' time) would operate if they had the technology, lots and lots of AoEs to shred apart the ranks of opposing soldiers... The stacking vengeance is indeed cheap, namely because it just works far too differently from the player version.

    Quote:
    Originally Posted by Eva Destruction View Post
    For Malta, they expect you to have the ability to deal with these tough enemies, because you're level 40 and should have chosen your powers appropriately.
    Which in of itself is a horrible Jarate-er, I mean I can practically farm malta on my /sr scrapper, but I've seen the pain countless others deal with because of them, and I've eaten it from them more than a few times on my not-/sr toons.
    I mean, shouldn't this game be done with the concept of the "gimped build"? In the thread of mine I link in my Sig, Sam points out that one of the problems with the game is that sure we have diverse options of powersets, but in the end, one fire blaster will play no differently than another, and I don't think enemies that require you to "select your powers carefully" is conducive of that.

    Quote:
    Originally Posted by Eva Destruction View Post
    No excuse for having such high debuff values with such a long duration on a minion that shows up in every spawn at level 25. None.

    For that matter, what sadistic creep decided to give Mu -recovery before you have access to Stamina?
    One can admit one thing, the PPD SWAT are as capable as you might realistically expect such an organization to be when faced with their odds.
    ...
    But also a long time ago I learned that reality =/= fun.
    we play video games for entertainment, and while it make sense my lethal damage dealing toons will always deal Jarate poor damage against everything (comparatively, even things that are weak against lethal (5%-10%) compared to how weak things are to other damage types (20%-50%)) it is NOT fun, because it makes me realize that for damage, I'm always going to be punished for following a character concept (as well as there being no warning in the character creation screen that lethal powers are commonly highly resisted) compared to the guy that carefully selected his powers to where he can go the whole game without once fighting anything nearly as highly resistant to the the damage type he uses compared to mine.

    Sorry, that really went into a rant.

    But in summary, yes, I think NPC enemies sorely need their powers looked over.
  16. Quote:
    Originally Posted by Golden Girl View Post
    There are plenty of un-needed warhouses in Atlas Park that could be replaced with the Paragon City Museum and its landscaped gardens.
    I think something in the same style as City Hall would look very grand.
    Well, I think Atlas park would be a good place for a natural history or historical museum, but for if we got multiple museums and so forth, I've always though Skyway would definitely be the one to get an Art museum, maybe not one we can always go into, but it would be a great alternative thing for mayhems and safeguards.

    And for some reason, if the resources could be spared, I'd love to see a Galaxy City Air and Space museum.
  17. Quote:
    Originally Posted by bAss_ackwards View Post
    Well there you have it. The developers love Villains.
    Perhaps the devs are tsundere for redside?
  18. Quote:
    Originally Posted by techbot alpha View Post
    ooo, just thought of one;

    rikti trainer: Name choice: Invalid. Confirmation: Sq'aull li'onhea'rt: Not valid! Exclamation: Weapon definition: Not a gunblade!
    YES!!!

    Also, they're right, it's clearly Multipurpose Beam Launcher.
  19. Quote:
    Originally Posted by BrandX View Post
    As already said, and as said in my original post (did you even read it?), claws does have -Def in one attack.

    Maces are blunt force, not the bladed action of Axe.

    I was really thinking only melee with the suggestion as well. And why doesn't Archery have a -Def attack?
    Because -def is not exactly a promise with lethal weapons, it's literally to compensate for a melee blade's BLANDNESS in abilities.
    Claws has -def in one attack, it also has three AoEs, is the fastest melee set, and two ranged attacks.
    Dual Blades has it's combos with their varying effects, three AoE attacks, and something else I think.
    Katana and broadsword... have a +def for one attack and a tier 9 with a higher crit than other sword attacks.

    Archery wouldn't have it becase it's not just a lethal damage set. It also deals fire, smash, can stun, and has some good AoEs and a non-crashing nuke.
    Assault rifle has a -def, deal fire damage, no crash (crappy) tier nine, can stun, and is AoE intensive, but the -def was probably because it lacks an aim or build up power and is, by default, hideous. But that's my opinion.
    Dual Pistols has a -def, a hold/stun, multiple damage types and effects, no aim/build up, a -res, and a crashless nuke.

    So, battleaxe makes up for it's lack of -def with being a simple, heavy hitter.
    Though if it had to have a secondary effect, I'd say additional special damage over time (you know, from copious bleeding), -damage (since it's a little hard to raise your arms to attack with a HUGE gash in them), or -recharge (same logic as the last).
    Also, if archery had to have a secondary, I'd say it would be -move speed since they've got those HUGE arrows embedded into their character model when they're hit with them.
  20. My big list of (hopefully low hanging) suggestions for base functionality and new functional items-

    Changes to the existing:

    - Control and Power usage of teleporters, medical, and workshop items by half.

    - Power and Control buffs.
    *To make SGs a bit more appealing without them feeling required, I thought it might be interesting if each tier of power and control granted a 1% buff to certain general stats of all SG members with the third tier at 3%. The Power Systems would grant bonuses to damage and resistance, Control would grant bonus to ToHit and Defense.

    - Increase reclaimer re-spawn healing by 15% percent.

    - Change the Auto doc to include selling break frees and awakens too.

    - Have the Combat logs allow you to buy second tier Heals, end recovery, break frees, and awakes

    - Change Raid Telepad to work as a mission door transporter, even to get directly to outdoor missions.

    New functional items (and badges) I would like to see:

    - New aesthetic styles for all existing functional items to fit themes of Modern-Tech Paramilitary, Martial Arts/dojo (probably with blacksmithing themes for workshop stuff), Modern Office and Home (This theme does not need to quite cover every item), Bio-Organic/Nature, Rikti, and allow for all existing medical reclaimers themes to be usable. (Vanguard, Ouroboros, Arachnos, Midnighter/Cimeroran, Hero, etc.)

    - Large storage rack.
    *Requires at least Craftsman badge to create tier two workbenches.
    >Takes up twice the size of normal salvage racks, requires double upkeep, stores up to 50 salvage items.

    - Mega-Telepad.
    * Requires at least 4 zone Beacon Badges to be available for crafting at a second tier workbench.
    > Requires double the power and control to set down, Double sized(?), allows for up to six zone beacon hookups.

    - Ultra-Telepad
    * Requires 8 zone beacon badges, crafts at tier 3 workbench. (This was kind of a balancing idea since heroes have so many more zones they might need to connect to and while it's possible for villains to get it, it just means you'd need a coop-zone beacon)
    > Triple power and control requirements, automatically is hooked up to all zone beacons you presently have the badges for, no limit for how many zones it hooks up to.

    Purely aesthetic items, styles, and changes I'd want to see:

    -Too many to list.

    Other things I'd like to see:

    -Offline promotions/demotions

    -SG name changing

    -Prestige bonus for number of coalitions you've formed.

    -Multiple SG membership, sorta personal coalitions.
    * I think this could basically work with you having a Primary SG, and then secondary, third, etc. and however many the devs would want to cap it with. "honorary members"/"Liaisons" would be allowed to change their SG mode for one of their other groups to gather prestige and badge credit for them and leaders of the SGs would be able to decide just what privileges these folks have. They would not have access to SGs not Coalitioned to their primary SG.
  21. Quote:
    Originally Posted by BrandX View Post
    Statesman: One shall stand. One shall fall.
    On this note...

    Lord Recluse: *In low, somewhat metallic, hissing voice* COOOOOOOOOOOOLE!

    Any Kheld leader when dealing with a team of other khelds: Kheldians, TRANSFORM AND ROLLOUT!
    (Seriously, is it just me or do the Nitcus/Kheldian thing seem oddly similar in a lot of ways to the Transformers thing?)

    The Countess Crey: SCREW THE RULES, I HAVE MONEY!

    Statesman: ... IN AMERICA!!!
  22. Quote:
    Originally Posted by Qurios View Post
    Also, didn't females have nipples at one time? Pretty sure they do in real life.
    Not in a rated 'T' for Teen game.
  23. Quote:
    Originally Posted by Power_NA View Post
    It's not very fair.... Dr. Aeon is level 52, you can have level 52 buddies lol

    Statesman VS Dr.Aeon-Dr. Aeon WINNER
    Lord Recluse VS Dr. Aeon-Dr. Aeon WINNER
    Master At Arms VS Dr. Aeon-Dr. Aeon WINNER
    Kronos Class Titans VS Dr. Aeon-Dr. Aeon WINNER
    Achnos' Flier VS Dr. Aeon-Dr. Aeon WINNER
    Statesman VS Kronos Class Titans-Kronos Class Titans WINNER
    Mirror Spirt VS Dr. Aeon-Dr. Aeon WINNER
    Foreshadow VS Dr. Aeon- Dr. Aeon WINNER

    I think War Witch and the others hate Heroes :P Dr. Aeon is so powerful! Hail Dr. Aeon. Lol not even the mighty Statesman can kill a Monster! Where are the god like heroes someone must be though enought to kill Dr. Aeon!
    This is why I have always believed that if Dr. Aeon weren't so scatterbrained and genre blind, he'd obviously curbstomp Lord Recluse, Statesman, and anyone else.
  24. Quote:
    Originally Posted by Necrotech_Master View Post
    seems decent, but some of the powers seem a little overpowered, specifically adrenalin shot, that power would be good tier 9, but reduce or eliminate the 300% rech bonus

    theres a few other powers that i think need tweaking, but the overal design isnt bad
    I agree with this.
    I'd say reduce the recharge buff to maybe 30% and then give the Stimulant patch another 15% rech buff instead of the +tohit.