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Posts
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Joined
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Fav Primary: Mercenaries
Fav Secondary: Either ForceFields or Traps
Fav Costume Piece: None
Fav Power: Serum -
No its active as long as your pets are still in range of Supremacy
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Quote:They dont seem long to me. when Im in a team, the Commando almost always uses his Rocket on every mob we face and the Spec Ops will use their SCAR Snipe then the Flash Bangs or Tear Gas at the same time.As to the Supply Drop I was actually considering the long recharging powers the Commando and Spec Ops have.
When Im solo my Pets will use their Powers every 2 or 3 mobs. The medic will only use his Frag Grenade when his enemies are in his face. Its kind of weird actually...
But it still doesnt change the fact that instantly recharging their powers will screw up the A.I. Regardless of pet type. -
Heheheh, dont get your hopes up. But you should get certain badges to unlock some other contacts. See if that helps.
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Quote:Heheheh, I like that Supply Drop idea except for the fact that instantly recharging the pets powers makes their AI programming all screwy.But the thread is about discussing how to improve a set that underpreforms compared to the others at our disposal. Much like Trick Arrow it's annoying, but Mercs are still very playable and fun.
On another note: Someone mentioned earlier in the thread about replacing Serum with an "Air Strike" power, to which I replied that it would most likely not happen. I wouldn't actually mind an air strike type power for Mercs.
Serum replacement possibilities: Supply Drop (Fully heals mercs, instantly recharges their powers, restores all endurance, and gives them a 10% damage bonus for 30 seconds), Entrenchment (Sandbags appear around the mercs making them immobile but highly more resistance to damage with a small defense bonus- 5% defense and 20% resistance), or even Reinforcements (Creates a small division of troops much like Gang War, except they'd be like Gunner-class enemies dressed as soldiers, adding in the fact that there would be about three pseudo medics in the mob with a weak medical kit heal).
That's all I've got right now.
Entrenchment, I think someone mentioned something like that ealier but meh... Im not too hot about that since being Immobilized only applies to pets not the MM and really, I think having sand bags around them increases Defense rather than Resist since they are pretty much taking cover.
Reinforcements should've been in the powerset before serum ever was considered but since it wasnt used and Thugs got Gang War. I dont see Reinforcements replacing Serum anytime soon. -
In the end, Mercs still rock. I can still solo EBs and a few (VERY few) AVs with it. As long as it has it's advantages I am happy with it. Regardless of all the Cons it may have.
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Quote:Lol, I always find it so funny how people point out the negative parts of my post instead of talking about the rest of it!Re-coding pets to enable medic Rez power - Unrealistic.
Designing, creating, coding, balancing, and implementing a tank to replace Serum - within the realm of possibility.
Gotcha. -
Quote:No you cant. The pets do their moves accordingly to their AI patternThis has probably been asked over and over again, but I'm new and cannot find the thread.
Could it be possible to adjust how often your pets do a certain move? Can we be able to make it so that a commando does full auto more often than the other moves for example? OR say one prot bot do mostly heals? Probably not huh? womp womp.... -
Quote:Good times.....Force bubble grabs the aggro at the beginning of a fight, but it won't keep the aggro off your assault bot when it starts splashing everything with napalm. More importantly, it keeps most meelee sluggers off your bots, and you can use it to trap people in corners where they get covered in napalm and burn, burn, burn.
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Quote:Nice Strategy! But I didnt know that the Bruiser have the Fury abilityI made my Merc MM a /poison, with the little medic bugger in mind, named the medic "stinky" and I give him the noxious gas move everytime I'm about to attack, knowing fully well what he's going to do, cause hey, he may as well make his A.D.D useful, lol.
I think the commando should get scourge like an assault rifle corr, kinda like how the bruiser from the thugs has a fury bar like a brute. I don't think it's too much to ask. -
Well since this thread was suddenly brought back up by a random poster I guess I should post my opinion here as well:
Serum: Its true serum sucks as it is because its not as good as all the other MM primaries. I always thought Serum was more of a last resort weapon rather than it being used like repair or Soul Extraction. Since Serum have a 16 minute rechage afterall.
-Add a Regeneration effect if you're going to give him a recovery and insane resistance
-Change the duration of the effect to at least TWO minutes
-Replace Serum with a more military skill rather than a Gamble Skill. Like an Air Strike! Air Strike has been mentioned before and it could lead to it being a OP nuke if ever used with the Secondary Power Detonator. But since Mercs have a weaker damage output than ALL of the primaries having a OP skill in there wont do much other than take a chunk of HP out of a couple Lieutenants and Bosses. Or replace Serum with a TANK! Because we all know that the Tank, not the Commando, is considered a "One-Man Army" For the Tank's skills and what it does is another question. Like give the Tank a Resistance as powerful as Serum and the Tank lasts for 2 minutes like Gang War.
Spec Ops: Since the powersets for MMs is set for realism like how thugs have little to no resist and Robots have Mez-Immunity. Change the recharge time for the Spec Ops! I dont care about the Commando since he runs out of endurance even with the incredibly long cooldowns for his powerful moves. The Spec Ops are basicly controllers of their own accord but they cant use their attacks often. They even use their SCAR snipe more than they use their web grenades! If you wont change their recharge times then AT LEAST increase their Hold/Stun/Immobilize Magnitudes by 1 or 2
-Oh wow! Spec Ops can use Rifle Butt! For a 3 Mag of Stun! LAME! Just switch it to Bean Bag since its more in the Spec Ops nature to Traq/Stun someone from afar
-Give it stealth strike if you're going to give it stealth then give the Spec Ops a special damage output like how Jounin can get Critical hits.
Medics: Medics using a frag grenade.... heheheh oh man, you devs crack me up. The only time I saw the medic using this usefully was when all these enemies were all up in my soldier faces and the Medic fragged them and knocked them back. Just change Frag grenade to something else that doesnt aggro THE ENTIRE MOB
-Change how often the Medic should use his Med Kit or change his recharge times for it. He spams his Stimulant every chance he gets while he only use his Med Kit every time we're OUT of battle. When all of my men are dead. Also I've been hearing about how the Medic should get a rez ability. Yeah, the Devs are going to rewrite the Medics AI programming and the pets time limit to fading away JUST so the medic can rez them. HA! You guys are funny! Would be cool though...
Damage Output: Since Mercenaries are more of a Lethal Damaging set. Give the Mercenaries a boost in power! This could lead to it being OP or something like that but if you compare Mercenaries being Purpled out in damage and any other MM Primary being Purpled out in damage then Mercs loses hands down
P.S. This is all thought up without considering the enhancements and sets I could've put into the Original Powerset or this Improved Powerset -
Gang War, when i 5 slotted it, was 40 -60 damage. I dont know the average though....
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Nice Video! Your framerate is affected but just barely. It was like a normal-performance gameplay to me.
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Quote:Very helpful indeed! +REP Anyway, a little bit more info for enhancements would be nice though.Hey I have a level 42 Thugs/Traps. I took every last power in the secondary set. I find that the only one i never use is trip mine. It does massive damage, but with the way villian teams play its all but impossible to get a few of them set up. I keep hoping ill be able to on an av run or something but it has yet to happen. I took stamina, hasten, super speed, and stealth for my power pools. Put a stealth io in and you shouldnt have a problem with laying acid mortar or poison mine down in the middle of a group without risking to much. Its a good idea to three slot hasten and have it auto hit. I find with the proper slotting you can get all your traps up every group, some of them even twice. Remember your going to be running in and out of melee to lay traps. Also i would seriously consider choosing a ranged primary for your pets like thugs or bots because of the shield generator and the triage beacon. Hope this helped
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I plan on making a new MM with the secondary power Traps. But im not sure what powers or power pools i should get. Any ideas, tricks, tips, and slot advice? My primary is Mercenaries, the more unused primary power of the MM.
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Quote:Achilles' Heel, Touch of Lady Grey, etc. I got pretty good Def DebuffsYes, PFF will keep the AV off the mercs...until the mercs start attacking the AV again.
You suggested Taunt/PFF as a replacement for soft-capped defense, that's what I was responding to. I think it would be a very effective strategy for keeping the mercs alive and fighting longer, but it would be a long fight, and I'm not sure it would be a successful one without some kind of debuffing. -
Quote:That is true that Dispersion bubble doesnt work with PFF. But i found out its easier just to bubble the Mercs who are essential to keep alive (ex: Commando and Medic) or just bubble the one who is currently being attacked. As i said before in my comments, Taunting and then PFF is used to keep aggro off of Mercs because they ARE the weapons of a MM or i could just let my pets aggro off an AV and hope my FF powers deflect most of the attacks.Or until they kill the mercs and you have to run away/resummon. Or until you have to turn off PFF to re-bubble the mercs. Dispersion Bubble won't work on the mercs when you're in PFF either.
Seems very clumsy to me (and very slow). You might survive, but I don't know if you'd ever be able to actually kill the AV.
Disclaimer: I haven't gotten a /FF mastermind to 50 yet (my bots/FF is at 26, and the Protector Bots also bubble; mercs don't). -
Quote:As far as ive seen, They usually keep attacking the same player until they are dead or the AV has been taunted.Well, you can't re-taunt from inside the PFF, and Provoke (the pool taunt a Tankermind should take) doesn't last very long, so that strategy probably won't work too well. And that's assuming that PFF doesn't drop your threat immediately, which it might. I don't have any /FFs, so I don't know.