Basilisk

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  1. The issue that I have is that while tanks definitely have better survivability and aggro management tools, the toolset that brutes bring to the table is good enough for most of the situations that I've faced. While there may be more work involved in keeping a brute alive, a competent player can bring the same level of team support with a brute as with a tank and kill things faster to boot. Moreso when there are buffs available.

    One idea that I've proposed occasionally is the modification of Gauntlet to make for an aggro cap boost. Essentially, each of a tank's attacks would give a boost to their aggro cap for a short time, similar to defiance with damage for Blasters. It probably wouldn't be much, like +1-2 to the cap per attack for 5- 10 seconds or so. This way, a tank would be significantly better at holding aggro than a brute, and would be better able to make use of their higher defences.

    Because the Tank would need to be throwing out attacks to be able to keep up their cap boost, they wouldn't become significantly better at room-pulling, but if a stray group came by, or if two groups were close to one another, then the tank would have a clear edge in aggro maintenance over the brute.
  2. Not going to say anything here that hasn't already been said, but there's definitely fault on both sides.

    Generally, I have all of my characters hidden from searches. I don't care for tells asking for a team or begging to join mine, so I avoid it where possible. I'm not going to go so far as to call it rude, but I definitely see it as the CoH equivalent of the telemarketer. I certainly wouldn't go so far as to tear a strip off the OP for asking to join a team, but then I probably would simply ignore (not /ignore) him and move on.

    I'm not a big fan of teaming to begin with- things tend become nothing more than a big blur of coloured power effects and noise when there's a lot of people on a team, and generally goes faster than I like, or slower than I like, but never really the right speed. I stick to soloing or to small teams, no larger than 4, and almost always comprised of SG members. I know what I'm getting into, they know what they're getting into, and it's generally good fun for all of us. Inviting from outside just ruins the dynamic when it's just a group of 4 friends, all in it to mess around for a little while, and I do resent it when people try to shoehorn themselves into it.

    That's not to say I don't play the game with groups. I will, on occasion, grab a pick-up TF or join a group on the Victory Forum channel, but even then it's mostly not a situation where begging to join my team will help since they're largely either TFs, or full up. Or both. Team begging just doesn't make sense to me, since even assuming every single player in the game were on a 7 man team, you only have a 1 in 7 chance of getting the leader, meaning that the odds are that you're pestering the wrong person. Factor in the fact that a lot of players prefer soloing, that some players prefer to stick with the tried and true, and that some teams are going to be full or TFs, just makes me feel like a team beggar is a person who would rather grind at the odds that spend a few minutes to build their own team.
  3. Seems to me that it's the issues that have been released up until I13.
  4. Quote:
    Originally Posted by Aett_Thorn View Post
    Controllers shouldn't get any secondary that doesn't have a control in it. Empathy, Kinetics, Storm, Trick Arrow, Thermal? You're out.
    Emphasis mine

    Just to nitpick, /Trick Arrow is one of the controlleriest secondaries there is. There's Entangling Arrow, an immobilize, Ice Arrow, a hold, Poison Gas Arrow, a sleep, and EMP Arrow, an AoE hold. That's not even counting the control value of movement slow in glue arrow, knockdown in Oil Slick Arrow, and -perception in Flash Arrow.

    Your point is taken, but this was a bad example.
  5. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I was just looking through the traps set and noticed that Poison Gas Trap can take Slow enhancements. However according to both Mids and RedTomax it doesn't have movement slow just a recharge slow that is unaffected by enhancements. Therefore it seems pointless to slot slow enhancements in PGT. Is this correct?
    Pretty much, yeah.
  6. Quote:
    Originally Posted by Dr_Mechano View Post
    Giovanna Scaldi and the monk Brother Abelard Vernoux were both mutants before the 'official' explanation of mutants says there were any (Sister Psyche claims that there were no super powered mutants prior to the invention of the Atom bomb...mind you she also claims to be a special class of 'psychic mutant' all her own so the words of the vain are not to be taken seriously)
    Unless she's actually right. Giovanna Scaldi is psionic, and the profile of the Carnival of Shadows lists Abelard Vernoux as "...[has] the ability to read emotions and absorb the qualities of people, animals, and even objects around him." Which sounds much like he could be psionic as well.

    There's nothing about Nemesis which specifically points to him being a mutant other than his advanced age, which could be the result of good genes coupled with technology or science, or even magic.

    I'll admit that it seems a bit strange that the Origin of Power arc just drops that "psionic" origin from out of left field, particularly since most of the game seems to hint that if there's a 6th origin, it's probably the Incarnates (plus references to the Avilans in the Hollows), but I don't think there's necessarily anything that precludes it. If she's right, then there's the possibility that mutants didn't actually appear such as they are until the bomb.

    The one hole poked into this theory, of course, is Lady Gray. She's supposed to be older than Statesman and from all I can tell, is supposed to be a mutant. So either the Psionic AT is much more expansive than just mental powers, or she isn't a mutant origin, or Sister Psyche (and I, by extension) is blowing hot air.
  7. Quote:
    Originally Posted by Windenergy21 View Post
    Just like they "can't" give us customizable power colors? It can DEFINITLEY be done. Really, if they can do auras on body parts, there is no reason it can't be done on weapons.
    Do what I do: Any time you see the word "can't" replace it with "the amount of effort and coding involved in the implementation of this would be such that it is unfeasible to do it with the budgeted time and resource that they have."

    It's not that they literally can't do it, it's just that there would be several major changes that would need to be made to the underlying way that the characters are modelled, and they would basically need to take it down to zero before they could implement it is just not cost effective at this time.

    As an aside, I'm beginning to think that they shouldn't have gone through with power customization. It seems it's becoming the justification for every idea that bounces through here. "They said they couldn't allow us to customize our powers, and now we can, why can't CoH make my computer print money?"
  8. A few off the top of my head:

    David Spade as Willy Wheeler
    John Noble as Peter Themari
    Rade Serbedzija as Boris the Russian
    Brad Garrett as Dreck
    The Pyro as Terrence Dobbs
    Jason Momoa as Gaussian
  9. Some of the options for male characters:

    Warrior:



    Warrior Fire:



    Terra:



    Please note that colours are chosen for visibility and not for style.
  10. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    There'd damn well better be some Katana options included as well, even if it's only the first and third swords posted above...

    Ehhhh. That comes across as angrier than I intended to sound... maybe this instead?

    Yeah, that's about right... Please Mr. BABs, Mr. Sexy Jay, give the Katana users some lovin' too?
    It's likely they are available to Katana, but I don't have a Katana character to check. I do have a Broadsword user, that's why I posted the Broadsword pics.

    *edit* Since I'm a nice guy, I went and made a Katana Scrapper to check. As far as I can tell, the only option for Katana is the Chinese Broadsword:



    *edited edit* Also, it seems that Ninja blade is the same, for stalkers. Dual Blades get all three choices for either hand.
  11. Here's the Broadsword options:

    Chinese Broadsword


    Chinese Jian


    Chinese Dao
  12. At level 50, it's even nicer:

    Max Jump Height: +31.80 Ft,
    Jumping Speed: +33.93 MPH
    Running Speed: +34.36 MPH

    It combines well with swift and hurdle, but can't be used at the same time as Super Speed or Super Jump.
  13. Another I just thought of, the upgraded pistol from Bioshock, for more of a dieselpunk feel. Not many good side views, but here's the back.

  14. Basilisk

    Fix Burn

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    Awwww.... but I got the chloroform and everything
    Blue triangle, red square...

    You fool! These are colour forms!
  15. I'd like to see something like a Nerf Maverick in more realistic colours, like so:



    I'll also second the call for Mal's Pistol, from Firefly and Serenity.
  16. Basilisk

    Bob the Binder

    I like the idea, but I'm not sure what the point of purchasing the premade macros is if it's going to to be priced so low that they might as well be free. Either make it free, or make it cost, but there's no sense to taking a silly middle ground.
  17. I've had some experience with /TA on a controller, and I'm now working on a Fire/TA corruptor - He's up to 30 now - and I have to say that I agree 100% with this. Especially with my first villain 50 being a /Traps corr, running with /TA just feels weak.

    There's too little mitigation, particularly early on, so my character feels like he's made of wet toilet paper. I know it gets quite a lot better once you can finally whip out OSA, but you're still looking at having to grind up to 35 to get it on anything other than a Defender. I've always played my /TAs sort of like a blaster, with a kill-fast-or-die mentality, but the powers that help with that, like acid arrow and disruption arrow, don't come until level 20 and level 28, respectively, unless you're a defender.

    There's also the fact that a lot of /TA's mitigation seems to be along the lines of "You're safe, unless you want to actually attack." The sleep in Poison Gas arrow would help a lot in minimizing alphas. Except that it breaks the second you try to use an AoE. It also doesn't last very long, certainly not nearly long enough to keep you safe until you can reapply. The -perception in flash arrow is the same. It might stop that group over there from beating you into a bloody smudge until you're ready to play with them, but once they're aggroed, it doesn't do a hell of a lot.

    It really feels to me that the devs sort of took Traps as a way to redo /TA, only right. Virtually everything that /TA does, /Traps does either better, or safer.
    • Acid Mortar Vs. Acid Arrow- faster, stacking debuffs from Acid Mortar, as well as being able to absorb an alpha.
    • Poison Gas Trap vs. Poison Gas Arrow- Hold/choke vs. a Sleep, -rech vs -dam, -regen
    • Web Grenade vs. Entangling Arrow- much larger -rech, though more end use and shorter range
    • Seeker Drones vs. Flash Arrow- Smaller radius, but summons two drones that have -tohit, -damage (20% each, for corrs, stackable), and a chance for disorient. They can also absorb alphas.
    • Caltrops vs Glue Arrow- Ok, Glue arrow wins here.
    • The others: Ice arrow, Disruption Arrow, OSA, and EMP arrow vs. Triage Beacon, FFG, Trip Mine and Time Bomb. They don't really have a good one on one comparison, so I'll just do it lowest to highest level.
      • Ice Arrow vs. Triage beacon is kind of a "lesser of all evils" scenario, but I'll take TB simply because traps already has a decent AoE hold in PGT,plus it's handy to have high regen on a defense build, which /traps provides handily because...
      • FFG vs. Disruption arrow. FFG is frankly one of the best status protection bubbles that corrs get- it provides huge amounts of defence, and doesn't suppress if an errant sleep gets through. Plus, any -res that Disruption arrow contributes is made up for by stacking debuffs from acid mortar.
      • OSA and Trip Mine compare pretty favourably, Trip mine doing a bit more damage than OSA, and frontloaded damage, but having the debuff in OSA and a shorter recharge puts them fairly well on even keel- if OSA lights.
      • EMP takes Time Bomb with no contest
    I know it isn't exactly fair to do a power by power comparison without looking at the sets as a whole, but I think there's still an indication of inequality from a one on one comparison, and Traps stacks up pretty dang well.

    I would really like to see /TA brought up to /traps' level. Steal some of their tricks, like a foe choke and -regen in Poison Gas arrow, or a -dam and disorient effect on flash arrow. Longbow Nullifiers get a 30% chance to hold off their Disruption grenade, why don't we? Traps and TA could be equivalent but equal- traps manages survivability through +def and the ability to stay actively debuffing even when doing nothing. TA could be the more active side of the coin- using similar powers, but being able to rely on more control and mez effects to keep themselves safe.
  18. I have no issue with people soloing through the TFs, however, I can see why some people would want to maintain it as-is. Ideally, what I would like to see is 2 versions of the TF given out by the same contact. One is solo/small group compatible, while the other is the current version. If your group meets the TF requirements, then you start the original version of the TF, otherwise, you're sent off into the small group version.

    The small group version would probably have the AV to EB code implemented, would reward a different badge than the regular TF, and would drop merits on the scale of a mission arc rather than a TF. This way, the people who would like to simply run through TF for the story can do so without any planning, but still aren't devaluing the TF by making it more worthwhile to run it solo than to put in the effort to get a group. Plus, if you're ever in a situation where you need one more person to get the TF started, and everyone else in the game have decided that TFs are the debil, then at least your group can do something.

    Another thing that popped into my head while I was writing this would be "TF arcs." I think this is something that would be particularly good for the really large TFs like Lady Grey, STF, LRSF, and the Reichsman TFs. Instead of being sent off to run the TF, groups with too few people are sent instead through an arc where they're assisting the main TF.

    *spoilers for the LGTF*

    Alongside the LGTF, for instance. Penelope Yin is captured by the Rikti, and the TF frees her. Lady Grey would, for your first mission, send you to bring her from the mission to safety, while being attacked by Rikti and Psy Clocks.

    Then, while the TF has you fight the Rikti Riders, the TF arc would have you rescues some of the captured psychics that the Rikti are using to open their portals.

    While the TF rescues more psychics from a different location, you're off to make sure the Rikti don't try to launch an attack against the Hamidon in the Hive.

    Then, when the TF goes head to head against the Honoree, the TF arc would have you shore up the defenses outside of the Rikti base, to stop Rikti reinforcements from swarming the TF as they close the portal.

    *end spoilers*

    I'll admit, it's a bit of a tagalong role, but it would let you get a bit more of the story without actually having to do the TF. Plus, it would give a bit more depth to the TF in being able to see it from another angle.
  19. Quote:
    Originally Posted by Catwhoorg View Post
    Excellent post. I had no idea we could do that sort of thing.
    This. I don't know how much impact we're likely to have, but at least I won't have to worry about being redirected to a wikia link if I decide to look through Google rather than my Firefox keyword.
  20. Another possible way to create an "anti-repel" would be a targeted AoE drop which creates a ring at a certain radius (20-40'?) from the drop point. Along that ring, you create a series of pseudo-pets which all generate a hurricane-like effect with repel and KB. The pseudo-pets are invisible, and the graphic is at the centre.

    Enemies would have a chance to escape, just because of the way that repel and KB fields tend to work, and you'd be able to have a KB-heavy character launch enemies into the ring to bring in more. The thing that causes issue is the fact that if you don't catch everyone within the ring, or if some escape, you will have a hard time getting them back in by yourself. Plus, it would probably be very system intensive. Still, better than DS.
  21. I like the <10% enemies showing up on the map, but I really hope they implement a more sophisticated system with the glowies, like "<10% OR last one remaining," or something similar. Otherwise, the only time it's going to kick in is if you have a map with more than 10 glowies.

    Now, that's handy if you have one of those missions where you have some absurd number of bombs to disable or something, but it won't help much for those situations where you have found 4 glowies on the map, but the last one is halfway hidden in the geometry of a potted plant or something.

    Now, I have faith that most of the devs are not idiots (though as in any company, there's bound to be one meathead off in a corner somewhere on a voyage of self-discovery finding out that his mouse is not a microphone), and they hopefully have a handle on this. It would be a pity if they brought out this heavily desired QoL change, only to trip on the blue line.
  22. Well, at a score of 4 to 1, the resistance has bought my loyalty.

    Down with Cole!
  23. Why don't I PvP?

    Well, because about 98% of my PvP experiences go like this: I zone in, wait around for 10-15 minutes, see no one, get bored, then go back to running missions. The other two percent? I arrange to hit the Arena with a friend, where it's usually a matter of figuring out a pair of characters who aren't "rock" to the other's "scissors".

    PvP is basically a waste of time in this game- it can be fun, but there's so much work to getting fights together, that I'd just as soon go back to PvE
  24. I think it's worth putting out there that my loyalty in this matter is devoted entirely to whosoever makes me the best offer.

    I accept recipes, inf, salvage, or +rep.
  25. I think it's worth putting out there that my loyalty in this matter is devoted entirely to whosoever makes me the best offer.

    I accept recipes, inf, salvage, or +rep.