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Apprentice
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  1. Quote:
    Originally Posted by Rush_Bolt View Post
    So there's no problem with a ranged set then. Good.

    Anyway, Devs said way back when that Scrappers would never get Pistols.
    You missed the part were rifles were 200, 300 and 600 meters where in the game they are 80 and 150 ft. So scale would put pistols at about 8-20 feet.

    The MM have pistols, and they would make a GREAT blaster secondary, pistols having anything near the range of a AR would be ridiculous. I know they do in MM hands, but they don't do much damage there.

    AR/Pistol Blaster would be a classic gun crazed vigilante.

    I still think a Scrapper/Stalker with a 20ft range attack would be a great addition to the game. Spines have some range now. A more short range scrapper would be a nice addition since there is no AT that fills that class now. Obviously there would have to be some compromise like in damage output (scrappers are already sub par at range).
  2. Quote:
    Originally Posted by Dispari View Post
    Are you basing this off actual experience, or off that one cool movie you saw?

    Anyway, they're already ranged sets. They aren't going to be melee weapons, or for Scrappers. Pistols are for Blasters, Corruptors, and Defenders.
    Actually movies are only place pistols hit anything beyond 50 feet. Most RL Pistol fights are much closer. Duels usually ended with both sides running out of bullets (more due to liquor than gun accuracy though)

    This is fantasy, but when real world weapons are brought in it would be nice for them to follow some real world physics. Pistols are short range, usually not much more that 50 ft. Olympic events for pistols are for 10, 25, and 50 meters vs rifles at 200, 300, and 600 meters. Pistols are actually melee weapons with range.
  3. I am wondering how many combinations of AT and Primary/Secondary powers there are? Not including Power Pool variants.

    Has someone figured this out or is it time to break out the calculator?
  4. Quote:
    Originally Posted by Obscure Blade View Post
    I tend to label robots/androids as Science Origin instead of technology. They were created by SCIENCE!.
    Android that is sentient would be science, if it was controlled it would be tecnology. Likewise a person that uses technology to make them super would be Science origin, unless they use the technology to *BE* super. I.e radioactive treatment for super strength, science. Radiation blaster, tech.

    But a cyborg would be tech since the creature is still not superpower, it uses tecnology, while science my be keeping the host alive, it is not what makes them super.

    Natural is they where born with it or developed it, intentally

    Mutation is was accidental or unintended change.

    Magic include divine or mystical changes and equipement. But an argument could be made a normal person that learns to use a magical device out be natural or even technology. While the mystical ninja powers verge on magic.

    Bottom line, its a game. what ever a person comes up with that works for them, is good.
  5. Quote:
    Originally Posted by Lohenien View Post
    ...

    *edit* I could sympathize with the "balance" line of doublespeak if this game had any real danger in traveling around, but that really isn't a huge issue. Flying out of range of melee is helpful but it isn't the end all be all of overpoweredness.
    I can't count the number of times I have died by monster ambush on landing in super jump. Superjump is fastest overall and uses little endurance, but by far the most dangerous.

    My favorite is hover/transport combo. I don't bother with fly on most toons.
  6. I would love to see a bare knuckles type attack, like boxing taken to a fullfledged AT power Set. While SS is nice it really does not fit a a Scrapper.

    I would love to have a SS/Regen scrapper or brute.
  7. Quote:
    Originally Posted by Player99 View Post
    Hi all, I've been pondering this for a little while, especially after lurking around the forums for as long as I have. I have seen many, many claims of X build can handle AV's no problem, Y build can farm like nobody's business, etc, etc.

    But here is the big question: in the grand scheme of things, what build is overall the best (not from a flavor standpoint or playstyle, I mean technically the best) for simply playing anything in CoX? This includes:

    -solo
    -teaming
    -farming
    -tough target take down (AVs and even GMs)
    -PvP
    or whatever else you can come up with.


    ...
    If there is such a build the game is horribly broken.

    A build may be best for a specific situation, but NO build should be better at all situations.

    Solo = Self Sufficient Build (good damage and midigation)
    Teaming = Best a Specific function need by a team (need to pick a role, damage, healing, cc, buffs ? no do all)
    Farming = Best attacking out groups of easier monsters (usually AOE focus, with overall damage)
    Tough = (AV>GM) High single Damage output and good single target Mitigation
    PvP = ....

    If any build met the criteria, then why would any one play anything else.

    Many builds can do one, even which one is best a particular role is up to debate, much depends on player style/skill. To excel at one, usually means sacrificing something else.

    For example, a good team build could increase usefullness by skipping travel power and rely on recall ally to meet up with group, but that cripples solo play, which needs transportation. A farmer will focus on many AOE attacks, but these are week against single tough targets. And focus on big attacks for AV, then it leave the player vulnerable to betting overrun by large numbers ob mob.
  8. I don't see Pistols having range, otherwise it would just be AR 2.0. Most Pistol fights are close range, close range and blasters is not normally a good combination.

    I could actually see it as a great Blaster Secondary Set for use when the target get closer, sort of more damage oriented that the devices provide. Typically a person would drop their long range weapon and pull out a pistol once the target get too close.

    As for Blaster Ice/Pistol makes great sense. I think Pistols would best use as a short range attack, fits better with Scrappers and Stalkers. Many Mobs have pistols and they are all short range.

    The way I could see it, Scappers/Stalkers would be dual pistols for more firepower where Blasters and MM would use single pistols as a secondary and more for defense and finishing off closing in attackers.
  9. Quote:
    Originally Posted by Dispari View Post
    No.

    However, I was hoping that the Dual Pistols set would play more like a Scrapper set than previous ranged sets. By which I mean instead of having ST attacks that only go up to high damage, it would have 5 or so ST attacks that go up to extreme and superior damage. Great for ST DPS damage, with a couple AoEs on the side. Mimicking more the playstyle of a Scrapper without actually being on a Scrapper (which, if they did that, would require all the attacks to be melee-ish and be nonsensical as well as stupid).
    I think the secondary sets of a scrapper would be better matched than a blasters. But a Traps/Pistol Defender does sound interesting. I was thinking more Pistol/Shield, Pistol/SR scrapper and Pistol+Stealth.
  10. What determes the present spawn level? A present at same spot in Talos Island ranged from level 20 to 27. Being level 24 the 20's were one hits, and the 27 were purple, but still defeatable.
  11. I love to see a pistols scrapper, yes scrapper. Make pistols short range (10-20 ft) and sacrifice some DPS for this ability. It would be more for close range fights, and be treated more like melee. It could have stuns, knockdowns, AOE (rapid fire), and might have a singe range shot with big -ACC penalty for ruling. It would great as protect the back-line skill set.

    Is would also work great in the stalker style AT.

    This would put play in the are between melee and the range attacks at 80ft.

    It would be a interesting template to have them have groups of fast attacks, with blocks to pauses (reloads). for example 6 shots in rapid fire with a long reload. Have weapon changes take ramp up time. It would make the set skill set very different from other powers.
  12. My only guess would be for game play purposes. Who would want to be ground bound if they can go just as fast in air.
  13. I remember way back (on I3 devs talking about I10+) the devs mentioning, motorcycles and cars as a travel power (used as superspeed animation), jet packs for fly travel animation, they mentioned something for superjump but I forgot.

    To me Superspeed being on a motorcycle would be a natural, it travels like one now.
  14. I've only played a defender and a Blaster to level 12 or so. but I really cannot tell much a a difference in damage output of my AR/Device Blaster and my Traps/AR Defender. The Defender however is much more hardy and dies much less often.

    I've been told that in early levels that the archtypes deal about the same damage and later levels the damage level is much more noticeable. My question is how much difference between a blaster and defender with AR skills slotted the same way?

    Is there a detail chart anywhere, I am about to send my Blaster off to an alt server, but I will be disappointed if my defender becomes a, well, a defender and cannot actively take part in offensive maneuvers. I hate being on back line support.

    While on the subject Damage output of Brutes vs Offensively slotted Tanks at later levels pre level 15 I can not tell much difference, only slightly favoring the Brutes, but tanks being a little more sturdy.
  15. Normally I am not one prone to motion sickness playing games. But the skiing has caused it twice now. once during the preview the other durring last nights runs.

    Both times I followed the same pattern:
    first could not control my characters slide hardly at all
    once I felt "in-tune" with my character I gained control of my character and slowly improving my times. just under 54 seconds is my best.
    finally have to quit because a feeling motion sickness nausea.

    Any one else have this occur?
  16. Quote:
    Originally Posted by drogoh View Post
    I can get a Raptor Pack at level 1 by going to Grandville or Firebase Zulu, as can any player with 10,000 influence/infamy. I don't have a 60 month veteran reward, and don't see that reward as being game breaking since I can get a renewable temporary travel power at any level.

    My accounts are at 15 and 12 months and there is a good chance I will be getting Going Rogue. I'm not jealous of long-time subscribers and I don't think anyone really should be.
    Not to sure how you can get to Firebase Zulu at level 1, Grandville however is possible if dedicated, for a villain.
  17. Quote:
    Originally Posted by Vega View Post
    I tested this. I had a character named Jack Jingle on Truimph. I made another on Champion and transferred him to Triumph. The new name on the transferred toon is Jack Jingle1
    No Rename Token?
  18. Thanks this will allow to move my old characters to Virtue to join my daughters toons.
  19. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    Your character slot will not move with the character. It stays on the server it was initially unlocked on.
    So yes, I need to have an open slot on destination server?
  20. I checked the Knowledge Base, but could not find the answer.

    Do I need to have a open character slot in the receiving server or does the character slot move with the character?

    I would love to move one of my characters over but really don't want to delete an existing one to fit him in.
  21. We went with a Shield/SS Tanker and heavily used buffed the attacks.

    A couple key binds helped:
    tab to select closest enemy.
    F = follow (default)
    G = Target closest friend and follow.

    We went with hover, will get fly at 14. I was a little concerned of using hover on a tank but it works well, the extra defense is a nice touch

    combat consist mostly of hitting tab, 1,2,3 (attacks) and f to close in to target, with occasional F1-F4 for inspirations. between combat they just hit G to follow me. Very little mouse action required during combat.

    For shields we are just getting toggle powers, to set and forget. we made level 10 in one three hour night (including about significant minutes in costume creator). I played a Traps/Rifle Defender, it was very different from playing a AR/Device Blaster, I think I liked it better. Since they are great setting up for camp and pulling in mobs (I had range enhancers on my burst and slug)

    So far only to level 10, but the duo works great and they did had a good time. The battles took longer than they would have with a more offensive setup, but we we enjoyed the battles and even could survive patrol addons when already down on health and energy.
  22. As a returning player, I am a little disappointed that these Veterans rewards are so powerful. New costume pieces, additional costume slots, respec tokens, costume change credits, additional characters slots, even rename credits are great and are great fluff items for vets. But game changing times like allowing travel skills at level 6 without the predecessor, and skills that effect combat are a little much. A player with fly is at a significant advantage over a character with just hover. Why would anyone take teleport foe/friend when they can just take teleport?

    Since there is no way I will be playing this game for another 5 years, I might as well say these parts do not exist. Add this to the Bonus packs that give combat bonuses, it adds to appearance that NCSOFT is very willing to sell combat advantages.

    I will enjoy this game for a month or two, might return for Going Rogue. The game has improved greatly since I left (after issue 3) but the escalating power of veteran rewards is not one of them.

    IMHO, many of the veteran rewards should be rolled down in months as the come out. until they are one reward per month. for example the 66 month reward would become 64 months after a month, 62 months after 2 until it gets to be a 22 month reward (in 2 years). That way true veterans will get rewards every three months but new players will get to see and use the rewards in a reasonable time frame.

    I may be a little jealous of the veterans flying at level 6, and having skills I will not be able to have for 5+ years, but that jealousy is also making me rethink if I really want to bother returning for Going Rogue.
  23. I have found my Gravity/Trick Arrow Controller can root, lockdown, debuff large numbers of mobs quickly and most attacks also take down flyers. And none of the roots and holds are broken with damage. And no knockbacks.

    Not a good soloer unless very patient, Its slow, and usually boring though since everything is locked down. Seldom die since few things actually can hit you and the damage output of the sets in minimal.

    But great with scrapper duo, nothing runs away.
  24. What would be a fairly straight forward build to play for someone with limited mobility and not very fast on the keyboard? Would like them to be useful in a group but not something the group would need to rely on it they need to go offline in short notice, (medical issues)

    Hero side is preferable, but Villain is not out of the question.

    I am thinking defender or tank with more focus on offensive size, might work well.

    Travel power flight or possibly a hover/teleport combo. I can barely control super jump and super speed, I am sure they could not.

    The class needs to be more powerful early since I doubt they will play more than a night or two a week and only a couple hours then.
  25. Is there a reason some enhancements are not aavailable from the ticket takers? Namely DO Damage Resist, DO Hold Enhance, and SO Endurance ENhance. there may be others

    Is this intentional, to force players to go to the auction or store?