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And since we're talking realism, Grenades and gun shots do not knock people flying. If AR is the realistic natural choice of blast primaries, then let's take a look at realism.
Buckshot. IRL a shotgun blast will stagger a human target. Obviously getting shot will make you fall down, but that's only because you're dead. If a shotgun blast were strong enough to send people flying, it would send the shooter flying as well, or send the gun flying out of the shooters hands... blah blah blah
For me, when I play AR I want the concept of a natural themed gun using character that has some basis in real physics. So many of these powers being so inaccurate bugs me in both a RP sense and a game mechanic sense.
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Maybe that is because you completely lack any understanding of real world physics?
Getting hit with buckshot would knock you on your butt, especially the heavier shot. A blast from double-ought would knock a large man back, let alone the average person. Guns are designed to direct the explosion of the gunpowder down the barrel to maximize the velocity of the bullet or shot.
Have you even shot a gun in your life? There is always kickback, sometimes significant depending on the caliber being shot, but if you think the kickback will be equal to the impact of the bullet you need to get a serious clue as to how guns work. -
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If I want to play realism, I'll go play a shooter. The fact that I'm SuperJumping around or using SuperSpeed kind of removes any sense of realism for me.
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You're missing the point...completely. *zoom!* right over your head..
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No, I got the point, it is just a ridiculous point. Seriously, talking about realism in a superhero MMO? Give me a break. We can already run almost as fast as a moving car and jump 10 feet in the air. We've got an assault rifle that can shoot bullets, shotgun shells, grenades, bean bags and has a flamethrower, but lets talk about the set in the context of realism. Yeah, good luck with that.
If you want to make a "natural" character, as much as is possible in this game, then AR is pretty much all you have, and the set is fine as is. It is arguably the AoE king (Fire and Dark are contenders for that title as well), but AR is a great set that works well with several secondaries. -
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While I dont "hate" it as an AT, I hate its side effects (KB). Horrible thing to team with tanks and scrappers and have everything just spray away from the tight death ball. And I will agree it is the player, but I havent seen many Enrg blasters short of an SG team that actually positions him/herself into the correct knockback direction. Its strong and great to look at, but the devs need to seriously consider changing it from knockback to knockdown.
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Absolutely not. This is a stupid idea that would ruin the set for those of us who have an IQ greater than the sum of our area code that can actually use the set without annoying our teammates.
Energy has a great 1-2-3 punch in Power Bolt, Blast & Burst. Use the AoE's at opportune times, but the set's strengths is single target. It is also the only secondary that can stack knockback. This will knockback bosses if the chance for knockback procs in sequence. I've never seen an AV or GM knocked back from Energy Blast, but I suppose it would be possible with a couple people stacking it up.
The set is fine. If people are spamming their AoE's and annoying their team with knockback, then blame the moron doing it; don't blame the set.
The set is fun and is middle of the pack for damage output. Energy is also a less resisted form of damage in the higher levels. Nothing needs to be changed; the haters in this thread just need to get a clue and learn how to play the set. -
If I want to play realism, I'll go play a shooter. The fact that I'm SuperJumping around or using SuperSpeed kind of removes any sense of realism for me.
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Are you seriously talking about realism in a superhero MMO? Good grief, of all the stupid things argued against AR, this is the piece of corn on top of a gigantic pile of poo.
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You don't have to be a min maxer to recognize that energy blast loses substantial utility in most team situations in comparison to other blast sets.
It doesn't perform as well as every other set, and saying it does doesn't make it so.
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Saying it doesn't doesn't make it so either. See what I did there? Stupid arguments are often circular.
The set is as good as any other in the hands of anyone with half a brain. Oh wait, maybe I just figured out why so many people in here seem to think it underperforms. -
Good to see other people like AR/Kin; I love mine. Not quite 50 yet, but limited time to play.
I'd like to try AR/Dark one day, but I might save that concept for Dual Pistols, whenever they come out. -
Ice/Dark is a lot of fun. Ice Storm + Tar Patch gives some nice AoE early and surprisingly good mitigation as they try and run out of it with stacked slows on them. Toss in Frost Breath and Blizzard later on and you can melt spawns. It's definitely one of the easier Corruptors to play solo.
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Which is why Energy Blast is an inferior set performance-wise, because you don't have to stop to think on the others - you just do.
You mentioned martial arts, so here's a question for you - if you have to stop and think about every move and your opponent just knows they can keep going and act on trained reflex, who's going to win? And who's going to respond to a given situation faster?
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The only people who argue this are min/maxing dweebs. There is nothing in this game that requires such a marginal improvement in performance over Energy Blast that another blast set might have by not having to pay attention to position.
The set is fine, and in the hands of someone with half a brain and even a modicum of skill, performs as well as any other set, especially single target. AoE may be a tad weak, but the nuke is one of the safest and most fun to use in the game. -
I enjoy my Corruptors far more than any Controller I've taken to a decent level, but that may just be me. I like shooting stuff.
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im just trying to find a good build for my Energy/kin corruptor. any help would be much appreciated.
looking for powers needed with slotting.
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Here's my Energy Blast/Kin Corr. He's a lot of fun to play. Energy has a sense of "oomph" to it I find a lot of other blast sets lack.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Kinergon: Level 50 Technology Corruptor
Primary Power Set: Energy Blast
Secondary Power Set: Kinetics
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Power Bolt -- Acc-I(A), EndRdx-I(3), RechRdx-I(9), Dmg-I(21), Dmg-I(34), Dmg-I(45)
Level 1: Transfusion -- Acc-I(A), Acc-I(5), Heal-I(9), Heal-I(17), RechRdx-I(17), RechRdx-I(25)
Level 2: Power Blast -- Acc-I(A), EndRdx-I(3), RechRdx-I(5), Dmg-I(15), Dmg-I(19), Dmg-I(29)
Level 4: Siphon Power -- Acc-I(A), Acc-I(11), RechRdx-I(40)
Level 6: Power Burst -- Acc-I(A), EndRdx-I(7), RechRdx-I(7), Dmg-I(15), Dmg-I(19), Dmg-I(40)
Level 8: Energy Torrent -- Acc-I(A), EndRdx-I(13), RechRdx-I(13), Dmg-I(21), Dmg-I(31), Dmg-I(43)
Level 10: Siphon Speed -- Acc-I(A), Acc-I(11), RechRdx-I(25), RechRdx-I(31)
Level 12: Hover -- EndRdx-I(A), Flight-I(48)
Level 14: Fly -- Flight-I(A), Flight-I(43)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 24: Power Push -- Acc-I(A), Acc-I(43), KBDist-I(46), RechRdx-I(48)
Level 26: Explosive Blast -- Acc-I(A), EndRdx-I(27), RechRdx-I(27), Dmg-I(29), Dmg-I(37), Dmg-I(46)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(48)
Level 30: Increase Density -- EndRdx-I(A)
Level 32: Nova -- Acc-I(A), RechRdx-I(33), RechRdx-I(33), Dmg-I(33), Dmg-I(34), Dmg-I(34)
Level 35: Transference -- Acc-I(A), Acc-I(36), RechRdx-I(36), RechRdx-I(36), EndMod-I(37), EndMod-I(37)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39), RechRdx-I(40)
Level 41: Charged Armor -- EndRdx-I(A), ResDam-I(42), ResDam-I(42), ResDam-I(42)
Level 44: Power Sink -- RechRdx-I(A), RechRdx-I(45), EndMod-I(45), EndMod-I(46)
Level 47: Aim -- RechRdx-I(A)
Level 49: Sniper Blast -- Acc-I(A), Dmg-I(50), Dmg-I(50), Dmg-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge -
I wouldn't expect you to sugarcoat it. I actually got a laugh out of it. I also couldn't care less if my posts injure someone's delicate feelings, piss them off, etc. etc.
People that refer to Empaths as "healers" are simpletons. 'Nuff said. -
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Exactly! There is no "healer" in this game, and quite honestly the only people who use that term are demonstrating their own ignorance and general stupidity.
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Beyond tactless.
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That's CDN for you, and while he does tend to lack tact and wield the English language like a blunt instrument.. The premise of what he's saying is accurate.
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Pish-posh. He's totally off-base. Tell you what: you grab your healer, i'll grab my knockback resister, and we'll get some DoTers* to run an ITF. Yeah.
Maybe grab a speed booster** if there's still room.
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*Several Scrapper and Blaster attacks have damage over time in addition to the main damage. Obviously, even if it's a minor part of what they do, their main function is to provide DoTs.
**Controllers with Kinetics as their secondary might have other capabilities, but who cares?
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Good one. I'll bring my DM/Regen knockbackresister. -
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Exactly! There is no "healer" in this game, and quite honestly the only people who use that term are demonstrating their own ignorance and general stupidity.
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Beyond tactless.
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That's CDN for you, and while he does tend to lack tact and wield the English language like a blunt instrument.. The premise of what he's saying is accurate.
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Hahah, I like that simile! -
Thank you for proving your intelligence with that usage of the term.
A well balanced Empath buffs, blasts and heals, in that order of importance. Do you call them a buffer, blaster or healer? I think the simple folk focus on the latter. -
Yeah, I guess that would be their choice to play that way, and they can deal with the consequences of their decision. I've already stated what it says about them if they honestly believe they are useful to a team.
There is not a single thing in this game a dedicated "healer" can do that a well balanced Empath cannot do as well. The opposite cannot be said. -
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We don't hate the word heal. We hate the word "healer" coming out of the mouth of those who are ignorant and resistant to accepting that debuffs>buffs>heals.
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Exactly! There is no "healer" in this game, and quite honestly the only people who use that term are demonstrating their own ignorance and general stupidity. -
Great guide. Thanks for putting it together.
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Glad to see the FF discussion continues!
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On my TA/Bots MM, when I try to use the compound bow w/ laser sight model, it shows up OK in the costume creator, but when I exit and choose that costume, the bow is wrong in-game. It looks like the compound bow w/ laser sight with the original bow underneath it. You can clearly see 3 drawstrings, and the arms of both bows are clearly visible as they have different arches.
As the character uses the bow, you can clearly see both bows, the compound and the legacy, being drawn back. Please fix this, I think I've used two free costume tokens redoing my costume, hoping it was a bug. -
Good guide! Thank you for putting this together. I was considering making a Kat or DB/DA, so I appreciated your perspective.
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This whole argument about whether Defenders need more damage being broken down into semantics is mind boggling to say the least.
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...Yeah. I agree that Defenders could use a bit more damage, but expecting them to solo as well as *anything* else, even post-GDN Controllers, is something I don't agree with.
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Why? As it has been repeatedly stated, Controllers were the original team-support AT, not Defenders. Containment threw that out of whack because of all the whiners who knew they were choosing a support AT but didn't like not being able to do damage. If Defenders whine enough, can we get pie too?
Quit honestly, I have absolutely no clue as to how some people form their opinions. Your opinion isn't based on anything even remotely approaching logic or rationality, nor is it based on what was the original design of the ATs. So please, explain why you disagree with Defenders soloing as well as Controllers.
I suspect it has to do with "I play Controllers, and I don't think you Defenders should be as good as we are." If that is the case, bend over and shove that argument where the sun don't shine. -
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I wanted to chime in my opinion that solo play should be a secondary consideration when considering modifications to the powerset with team play being the primary.
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Again, there is an AT that is, or was, primarily for team play, but it wasn't Defenders. In changing Controllers, an AT so team oriented that it didn't even have a damage set, the developers of CoH demonstrated that the ability for every AT to solo effectively is a major concern to them. So much of a concern in fact that the devs took away some of the major ability of Controllers, referring to control, so they could justify putting in containment so that Controllers of all levels could solo much more effectively.
So while you may feel that Defenders should only be considered in a team setting, the treatment of Controllers shows that the solo ability of Defenders is a legitimate concern. And while you may feel that the ability to solo rather than the ability to solo effectively is good enough for Defenders, the treatment of Controllers shows that the developers recognize the latter as a legitimate issue.
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Very well said. My hockey analogy obviously failed, due to not enough people having the good sense to enjoy a fun sport I guess, but I digress.
So many of the positions stating that Defenders shouldn't be expected to do decent damage and/or have solo capability are starting from the premise that how the game is now, is how it's always been.
As we've already shown, the original team-support AT was the Controller. The nerf to their control powers and addition of containment is what gave rise to the current FoTM, powerlevelling, farming, uber-duber characters we have today. Defenders now asking for their ability to solo be improved are no different than the Controllers who campaigned for the same change pre-containment.
Do I think it's necessary? Not really, but if the change was made, I know I'd like it. -
I'll have to check how good RB is now with the changes, especially after they let us slot for damage.
Actually, the part about Vigilance isn't bad either. As it is, we have the biggest stinker of an inherent out of all the ATs, both hero and villain side. -
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I too am very pleased with the planned change to Repulsion Bomb.
On the topic of the difficulty of soloing a Defender, this is by design...
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I strongly disagree with every single thing you said in your post.
You honestly believe that the name "Defender" in any way defines us as primarily team-support characters? Give me a break.
I play defence in hockey. I'm described as a Defenceman. Does that mean I'm there to support my team and not contribute offensively? Hell no. And if you know anything about hockey, the most devastating hitters in the game are usually blueliners. Same with players renowned for their powerful shots.
See how a definition of a word can be used to support a completely opposite position?
As for being the AT that is supposed to be about team support, where the hell were you before Controllers got containment. That was the team support AT, not Defenders. Since the atrocity that is Containment was brought in, Controller damage is in some cases better than Defenders. The devs have made a complete mess of the lines between ATs in their desire to make any character capable of soloing.
Quite honestly, your analysis of our name as an excuse to define us as a team support AT is crap.