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Posts
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Joined
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Locking at the OP's request, although I think it's a shame as it's an interesting topic for discussion. Luckily, there's another thread about it already.
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CoX is - with a few rare incidences - black and white. Heroes save people, and arrest the bad guys. Villains stab each other in the back to gain more control and power, and kill - actual killing, outlined by one more than one contact - anyone who gets in the way.
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I'd have to disagree with that. On the surface, as in most of the comics that inspired it, CoX is 'black and white'. However, you don't have to scratch very deep to find a lot more ambiguity in many of the plots and arcs.
As such, I don't think all villain characters have to simply 'evil'. The classic example for me is Magneto. He is a man who truly and deeply cares about the fate of his people - he just doesn't happen to include 'mundane' humans in that category. I see no reason why a Magneto-type villain character couldn't work perfectly well within the in-game story and structure of CoV.
In fact, it could be argued that Lord Recluse himself fits that model - or at least did in the early stages of his career (he is/was a Technocrat, believing that science was the saviour of mankind, and that if the governments of the world wouldn't accept this, then he would create a new world order).
On the opposite side is someone like Manticore, who has secretly created and funded Wyvern, out of frustration with the 'goody-goody' ideals of the Freedom Phalanx.
Personally, I think there is room in CoX for both four-colour 'good vs evil' and more ambiguous 'shades of grey' style roleplay. Of course, the latter is harder to do, but then it's innately more complex by its very nature.
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It's a shame, but that's the nature of MMORPGs. I can't ever see them being as deep or non-linear as pen and paper.
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On the other hand, I have to agree here. A game moderated by a computer program will never be able to offer the flexibility and scope of one moderated by a human referee. Well, not any time soon, anyway. -
Oh, one more thing - if you're Ice/Ice, you can drop an Ice Patch right before hibernating, and then even if your Taunt runs out, the mobs won't be going anywhere.
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It could be better but I find you can get away with it for around 3-5 seconds with properly slotted chilling embrace. I think it's a fine power choice if you find you need the extra healing and hoarfrost hasn't come back yet. Basically it's good for when the choice is either "you die and entire team goes with you" or "you live and there is a fairly high chances the rest of the team does."
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Definitely. And it's superb when soloing, of course. -
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Hyperthetcally the taunts last to the end of their taunt duration. In practice you usually find you loose all your aggro the instant you turn on the power, leading to instant teamwipe.
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Not been my experience when I tested it recently. If I used Taunt then Hibernate, I could normally heal to full HP before the Taunt ran out. Of course, I tend to slot my Taunt fairly heavily, and also slot Health.
I know several US Ice Tankers now swear by Hibernate, and I was certainly impressed with it. I'll definitely be taking it on my own Ice Tanker. -
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You really lack a sense of humour, you know that?
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I think that humour can be hard to get across with a single word in text - especially if you don't use a smiley to underline the point that you're not being serious.
Oh, and please don't mock people's use of English - not everyone here speaks English as a first language, and even those that do may not be perfect spellers. -
Are you going to be happy with Frozen Fists and Brawl, along with the minimal ticks of Mudpots, all the way to 28?
I'd take Frost early - it's one of the best attacks in the Ice Melee set.
Oh, and unless you're planning on dropping multiple Ice Patches in different places (which can be handy, I admit), one RecRed SO will have it ready just before the previous one runs out.
Other than that, looks good to me, but I'm no expert on Stone/* builds. -
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Does anyone play a toon because they like the concept anymore?
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(Puts hand up) Concept first always.
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Smoking Demon's guide to creating a successful character:
1) Concept;
2) 4 hours in character-creation module;
3) As many Power Pools as possible;
4) 4 more hours in Icon/Facemaker;
5) Delete character and remake with different powersets because "concept didn't feel right";
6) Never see any high-level content ever.
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Sounds horribly familar to me. Apart from the Icon/Facemaker part - I can never afford it. -
Take both and only run one at a time, depending on the situation and your needs?
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Edit: an additional note about the difficulty levels.
Levels 1, 3 and 5 (Heroic, Rugged and Invincible) result simply in putting the enemies within the mission up one level for Rugged, up two for Invincible.
Levels 2 and 4 (something and Unyielding) put more mobs in the mission of the level of the difficulty one down from that one.
That's my general experience anyway.
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That's pretty much how it works, I think.
Heroic: Standard difficulty*.
Tenacious: Increased numbers (typically one extra Minion per group when solo), standard Level.
Rugged: Standard numbers, +1 Level.
Unyielding: Increased numbers (typically one extra Minion per group when solo), +1 Level.
Invincible: Standard numbers, +2 Levels.
When soloing on Heroic, you shouldn't encounter Bosses (they'll be downgraded to Lts).
When soloing on any higher difficulty, Bosses appear as specified by the mission.
* That means mobs of the level at which you were assigned the mission or +1 Level, and groups of (typically) three Minions or a Minion and a Lt. -
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Why do it?
It would ruin your reputaion to be seen in an imbrace with that [removed]
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WTFH!? Too far ldf....too far...derail
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Okay, I think we need to be very careful in threads like this.
I'm pretty sure that Lady_D wasn't intending to insult or upset anyone, hence the use of quote marks, a smiley, and a relatively inoffensive term.
However, let's all take a deep breath and calm down just a tad, please. -
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Andy, has this been confirmed mate? We've been running 6 but in the 5 raids we've entertained they've not managed to blow anything up yet... So I can't confirm one way or the other....
Kinda important we know for sure - I'm reducing anchor numbers as a precaution.
Bridger could we get a confirmation one way or the other - not asking for a fix (I'm a realist) right now but just to know it IS or IS NOT a problem would be lovely.
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Just to clarify, as I understand it the bug was related to base building, not instant raids.
I thought it had been fixed in the last patch, but there now appears to be a chance that it wasn#t. I have our QA team looking into it, and will let you know more as soon as I can.
As I understand it, the bug could be triggered when changing the number of IoP mounts in your base. Until I can confirm whether or not it's been fixed, if you're concerned, you should be able to avoid the problem entirely by not adding, removing or moving any IoP mounts. -
Okay, let's stop this right here.
Some of you were rather harsh in your responses. That doesn't, however, justify turning this into a flame war.
Not everyone is a skilled or experienced writer. In my personal opinion, this should not preclude them from taking part in roleplaying, either in-game or on these boards.
I fully appreciate that not everyone regards tolerance as a virtue, and that it appears that there may be some past history here. Nonetheless, if I were a new gamer coming to this board, this thread would put me off even trying to roleplay in City of Heroes or Villains. Everyone, please try to think about the impact that your posts may have on others - especially newcomers - before you make them.
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That's correct - damage caused during instant raids should be repaired automatically at the end of the raid.
Instant raids are 'practise runs', as you can't actually win or lose an IoP, so the damage they cause isn't permanent. -
Okay, I'm going to move this to the Union - Heroes board.
Good luck with the SG. -
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Superman = Brute, Batman = Stalker
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Given that they're heroes, it's more like Supes = Tanker, Bats = Scrapper...
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Maybe it's just me, but when I hear the term "Mastermind" I'm thinking Dr. No (James Bond), Lex Luthor, even Dr. Evil (from Austin Powers)
In other words, someone whose job it is to hatch evil plans - violence is for lesser people. Let the minions take the heat and get their hands dirty. They should be honored to lay down their loves for a higher cause (i.e. me)
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Exactly.
If you want to be a martial artist, play a Scrapper or Stalker. If you want to be the evil genius who has ninja henchmen to do the fighting for him, play a Mastermind. -
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Stalkers are, by definition, 1-on-1 killers. Even in teams, they essentially fight individuals.
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As do, for example, the vast majority of Scrappers... -
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Hero or Villain SG? (Sorry, should have asked that in the first place.)
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You looking for a SG Bridger?
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No, I'm trying to work out which board I should move this to. -
Hero or Villain SG? (Sorry, should have asked that in the first place.)
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Apparently in early-day CoH, one of the singularity's powers was casting Dimension Shift
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That would have been annoying >_>
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It was. That's why they changed it. -
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As I remember it from the beta forums it was Hide + Stealth + multiple applications of Grant Invisibility to put you beyond the perception threshold. I also seem to remember that this was being looked into along with the whole 1-shot business.
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Your recollection differs to mine and others. Yes, its more than likely being looked into, but until it gets altered (Which may not be for some time AFAIK) Stalkers have a huge advantage in PvP.
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Well, his recollection is the same as mine
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And mine. -
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OMG I had that for my Mega Drive!
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What can I say? I'm getting old. -
Guys, I appreciate that some of you may be enjoying this discussion, but might I humbly suggest that which control method a player uses is entirely up to them, and that while you may firmly believe that your chosen setup is the 'best', it's very likely that other players may have different opinions on what works best for them.
Or, to put it another way, this really isn't going anywhere.