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Posts
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Quote:That makes sense, looking at the screenshots posted by Zombie Man whilst I was typing my previous post.It looks like the sixth is a badge for getting all 5 from the missions.
Since this patch appears to be US only, I've got no direct way to try it out as of yet. <shrug> I can wait for it to go live now. -
Quote:
COMBINED
- The Halloween Tip Mission will now reward one of five badges upon completion..
Five badges?
Weren't six mentioned in the original notes for the Hallowe'en Event? Or is one of the badges not tied to the tip mission?
Nice to see that Jack's getting a spawn rate boost. pummeling multiple Eochai's just to get one Jack got tedious fast the first time round, let alone the second and third time... -
Minor nitpick, but I'm sure that the income from the wedding pack enabled VEATs an issue early, not power customisation.
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I'm not sure I've got 5, but recently I've used gleemail to :
1) Move 100 million off my marketeering toons to a non-marketeering toon whenever the marketeers hit the inf cap, in order to make room for more inf.
2) Send Generic IO's from my marketeering toons (who are also my toons with the portable workbench and crafting badges) to low level alts.
3) Send Jetpack and Recovery Serum recipes and salvage to low level Praetorian alts.
So, 3 things I've used it for reasonably recently.
I've never stored things on gleemail, or on the market, for that matter. If I want to store something, I keep it on an alt, which explains why a lot of my alts have recipe trays that are, umm.... 'well populated'. -
Quote:
- Are players receiving the Tip Mission as a potential reward for Trick or Treating while under the effects of a temporary Costume (and only from Trick or Treating while using a temporary Costume)?
Maybe I hit an unlucky streak, but I was going door to door in Peregrine on my Dual Blades/Willpower scrapper, and wearing a temp costume from as soon as I got one, and I deleted about 9 or 10 tip missions to free up slots as they filled, and all of them were the normal alignment system tips. I didn't get anything resembling a hallowe'en tip mission, in other words.
On the subjective side, costume salvage seems to be dropping well, I had no shortage of any, and ghosts are spawning in regularly, but zombies seemed a little thin on the ground. -
Quote:Too damn right you can make a living out of generic IO's...I think you can make a living out of crafting common IOs, but it feels a little like digging ditches to me.
I still do, and even worse, I restrict myself to level 50 Generic IO's. (I'm up to three toons inf capped on generic IO profits now, and the fourth toon is filling up)
I'm still raking in influence at a rate that is more than acceptable to me.
As to digging ditches? <shrug> I'm converting common salvage to a form that people want but are not necessarily willing to do themselves. I'm providing a service.
As far as regards Field Crafter and the workbench, the workbench is soooo worth it, but the process of getting the crafting badges is also soooo tedious. The only time I've made a loss on getting the table (three times so far) is when I get impatient; buy salvage, craft and delete the resulting IO's since I just want the damn badge out of the way.
I've also learned through experience to double check how many of each type of salvage I need and that the prompt for useful salvage setting is persistent only for that session at the auctions.
Enjoy the table when you eventually get it, Goat. -
Blade Prince.
http://paragonwiki.com/wiki/Blade_Prince_Tirses
There are a couple of them, Mage Killer Zukhara I think has them both. Not very common, as they only appear in two missions within her 'The Circle Plot arc, so far as I recall.
The ice swords they summon are independently targetable, but you're better off targeting the prince as the swords go dead once the summoner's dealt with.
So far as the swords in the video go, I'd guess that they're likely to be a reskinned version of the Blade Prince power, but I have no idea if they're a new power for Battle Maiden, or a power available to players from within the Incarnate system. Have to wait and find you, I suppose. -
Quote:I think that's how we did it, yes. At least as far as the two 'designated offence' toons we had running at a time were concerned.Since defeating somebody puts them on the defeat list for everybody on your team, am I correct in guessing that things would go faster if there were no teams?
You need to balance the speed at which people are being planted with the number of alts available as sacrificial lambs, otherwise you end up standing around doing not a lot waiting for kill timers to expire.
There was some wrinkle with awakens, alting and bases, but I can't remember what it was now, unfortunately. Something to do with the order in which you hit the awaken and then log out to alt. It may be that I vaguely recall that if you log back into a pvp zone face down, you'll relog back into the hospital, so you need to pop the awaken before you log out, or some such. -
Quote:You can't do the PvP kills badge fast without several people from the same SG (which sounds unlikely to be a problem for you lot), there's a 'cooldown timer' on PvP Reputation, in that you can't get rep from the same target more than once every 5 minutes.we should all get together for GIMP PVP NIGHT in the arena.
It seems like a couple of good sized teams should be able to die 250 times total in fairly short order, right?
Plus, if we get a drop we can set more inf on fire!
If not, I migrated my stalker Mope over from red side, he can do a ton of damage fast.
You can get around it to some point by having one or two 'designated killers' and everyone else has as many alts as they can manage parked at one spot in whatever zone you're using. The killers work round the alts that are logged in (including each other), everyone else alts, repeat until bored to tears... Oh, and bring LOTS of Awakens. There may be a wrinkle or two I'm forgetting, or maybe the trauma has blanked them from my mind.
Getting the Fusion Generator on two of my toons was possibly the most soul destroyingly DULL thing I've done in this game. Even the whole group of us that were grinding on the badge turning round and splattering the hell out of any impertinent pvp'ers that turned up and fancied their chances didn't make it any less tedious.
Good luck with it, anyway. -
Quote:http://paragonwiki.com/wiki/Supergroup_Badgeshey, is there a list of the SG badges on the wiki or something? Our super talented designer was pining for a couple of unlocks to complete the control room's mise en scène . Maybe we could have a 'get together' night to chase badges, run a TF or something.
Is that what you're looking for?
The Autonomous Expert System and Fusion Generator are the real big ticket SG badge unlocked item, IMO. The Fusion Generator more so because I loathe PvP, but that's just my personal bias. -
Ice/Ice/Arctic tanker with the team I'd been tanking for over most of the trip ro 50, versus Siege on the vertical map.
Add in about an hour of faffing about to align exact XP levels before hand, and all 8 of us dinged simultaneously when Siege fell over
Ended up calling it the '8 Thing Ding'. I used to have a demorecord of it, but the hard drive it was on is no more. -
Every time someone says something like this I end up wondering exactly which dialect of English people are thinking of...
A Geordie/Scouse/Mancunian/Black Country Tin Mage would probably NOT be the effect you're thinking of, Damz...
Quote:Originally Posted by Tin Mage'Alreet there lads an' Lasses? Aye, wor lass ower there said you were up for a challenge, like.
Gan ower an' Bray on them Praetorians an we'll hoy 'em hyem in nee time.'
(for those not familiar with the terrifyingly unintelligible regional accents and dialects of England, treasure your ignorance. And please note, I'm just talking about England here, let alone Wales, Scotland and Norn Iron...) -
This is not a moaning/complaining thread, so if you're expecting that, please look elsewhere.
<begin real post>
The other night I had a 'What the hell was I thinking?!?' moment.
I'd just emailed myself 100M inf from one of my toons to free up space for more, made up a few Generic IO's to sell (yes, I'm still making my inf from generics), noticed I'd suddenly dropped below 1.9billion inf and had a minor panic.
Wait, what?
What happened to my sense of perspective? I was worried that I only had 1.898 billion inf on a toon? Seriously? <facepalm>
I also suffer from a blindness to the last three digits of my inf counter.
<exits, shaking head>
So be aware, prolonged marketing may cause severe loss of perspective and undesirable psychological effects. -
Quote:As per the caption on the screenshot I posted, redside.Typical you manage it when I'm not there! Did you do it red or blueside? What did u do diff to yesterday?
What we did differently? Turtled up, sat in the healing bubble and shot the bejeezus out of him with about a dozen HVAS'.
Oh and for whatever reason, maybe peoples brains were working better.
Until it's reproduced reliably, it's filed under 'we got lucky' as far as I'm concerned -
I was running a demorecord from about 1/3rd of that way into the AV fight when it was looking promising, but it crashes every time I try to play it back, so I'll not bother posting it.
Well done folks, enjoy the badges
It was a remarkably smooth run. Phase 1 was a brief speedbump.
Nobody got despondent and left in a huff when we saw Purple Boy.
The healing blanket/ranged turtle worked well, the HVAS' were immensely useful and the cube respawns were dealt with in a timely manner by a combination of melee paying attention and being prompt on the case and members of the turtle helping out.
One thing that will probably be useful for future runs is for people to get an 'attack my target' bind set up for their HVAS', since I seem to remember that MM style commands are available to non-MM's using HVAS'. (please correct me if I'm remembering wrong, it's been a long week)Code:will do it assuming it works for non-MM's./macro KILL petcom_all Attack Aggressive
I saw several HVAS' standing idle when we were hitting the AV, so getting them put to work can only help matters.
So now I can put on my Union CV -
Hami tank for Union's first successful Hami raid ('cos I'm an idiot that said OK when asked)
On Union's first successful CoP ('cos I'm an idiot)
Team lead on Union's first successful Purple AV takedown. ('cos I'm a stubborn idiot)
That's good enough for me
For the sake of posterity, my team was:
Toybox - Robotics/Traps Mastermind
Eleglin Eldore - ??/Empathy Controller
Termagant - ??/Empathy Controller
Ejekutiva - ??/?? Tank
Wonderfire - ??/?? Blaster
Corten - Katana/SR Scrapper
Jugzilla - Grav/Empathy Controller
Lady Sha're - Robotics/Dark Mastermind
Apologies to those whose powersets I don't recall, but I was having to concentrate on 5 things at once, and didn't have a chance to check everyone's powersets out.
Tsumiju, the base is at your disposal for your proposed Friday night runs. -
Meh, the base worked first time, which was a bonus since I threw that CoP wing together in about 30 mins. But I need to move the Computer closer to the porter...
It was a couple of good attempts. Both scuppered by Purple Boy.
I'm not even going to mention Phase 1, it's becoming more straighforward as we do more of these.
First run we were pretty decent at taking out the cube respawns, and actually made a reasonable dent in the AV a few times.
Second run was just an annoyance. Flints' team ending up in a different instance to Tsumiju and mine, and people were getting tired and a little sloppier towards the end, meaning that we weren't getting the cube spawns fast enough and even had a respawn or two.
Poison Trap was suicidal to attempt to use against Purple Boy on a MM, which didn't stop me trying it several times(it appeared to make no difference at all
)
Warning, Rant incoming.
Now, on to my current pet hate. The Friggin' Robotics AI. I was constantly resummoning my pets, and losing damage output (and -regen from Mr. Stompy the Assault Bot's Plasma), because the moronic little wastes of metal insist on running into melee when on any orders other than follow/passive.
Get BACK here you stupid little.... <resummons pets, while swearing>
Other than that annoyance, hope the base was useful, and eventually we will get the sod.
Well done to those who stuck it out. 'Ya boo sucks to you' to those who didn't, and see you for the next one.
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There's another Redside base set up and ready for the trial.
I spent about an hour fiddling about in the base last night, so there's a second option for you if needed. -
A redside base is a non-issue. I can rejig my Villainous base easily to be raid enabled if you want, There's several million reserve prestige waiting to be used up.
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Quote:The pillars don't necessarily have to have high resist, -resist has just as big an effect of big lumps of HP with +resist. and with Kinetics, Dark Miasma, Radiation and Sonics on the team, we had a LOT of -resist and +damage to throw at things.Also this was the team that destroyed a pillar before the shield could come back up.
So there's probably some high resistance on the pillars that could be debuffed as well a requirement for AoE to bring shields down.
I was proud of our team, once we got over the learning curve, we were handling things pretty smoothly, beat up rularuu, clear natterlings from Pillar, damage pillar or wait as appropriate. No moaning in team chat, nobody getting ratty, just getting on with the job as best as we could.
And yes, we sort of ate through our pillar a few times while the team were learning what was needed, and when things just didn't work out with people accidentally overlapping attacks at the thing or just poor luck.
a) Keeping pets the hell away from the pillar is pretty damn essential.
b) DoT effects can take a pillar down if you get too close to the lower end of its health bar.
c) The rularuu spawns from the cube are annoying as hell, when one of them decides to bugger off on a sightseeing tour and means you take 20 seconds to track it down and drop the shield. This, I think aggravated the sync/coordination problems we were having.
d) Seeing 'Take them down' in Broadcast and then doing so, only to see other pillars still up when the shields reform can test your sanity a little.
e) If we'd could have cut it any finer against the AV, I'm not sure how. There were about 5 seconds left on the shield down time that we got him in. Although there *was* plenty of time to get the shield down again.
Nicely done all, for sticking with it. Enjoy the temp powers if you chose to receive one, I got [The Perfect Eye]. -
Quote:Flints reported in [sals badgehunters] that he got the reward, IIRC, Tsumiju.I am sad to report however that flints got disconnected at the vital moment and an effort to reinvite went with the error " @Flints does not exist, is hidden, or is not online at the moment."
Gutted about that given all your effort, however all the more reason to kick that fat cheap broken AV's backside AGAIN!
Code:09-23-2010 20:59:52 [sals badgehunters]Flints: Just a shame I d/c'd just as we started the AV kill. 09-23-2010 21:00:19 [sals badgehunters]Flints: And "Pain Killer" badge and "power Liberator" badge 09-23-2010 21:01:19 [sals badgehunters]Flints: Yeah I got Power Liberator (a pvp badge o.O) for selecting the IoP as a reward
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Quote:Odd, since I remember being shot at from range on a stalker whilst hidden. But I'll take what you say as true. Of course, ending up with a net 1' stealth radius means that you still can't assassin strike a Nem sniper, since they'll see you at 44 yards, 2 feet (*edit* I really shouldn't try to do basic maths when I'm tired. 15 yards 1 foot, base detection range is 45 feet, not yards, and I moved it in the wrong direction... <facepalm>*edit*), that may explain what I recall, so 'sneaking past' may not be possible if they're in a corridor restricting your ability to give them a wide enough berth.However, Canine's claim that snipers ignore stealth is incorrect. They merely have very high perception - 149ft, to be precise. If you can get at least 149ft stealth (Hide offers 150ft, Superior Invisibility offers 200ft), you can sneak past a sniper.
So what are the +perception values for Rikti Drones and Rularuu Eyeballs then? Since they both also give the impression of ignoring stealth. -
Quote:Chalk me up as another player who was totally unaware that the trial had two versions of the final AV.all right, benefit of the doubt, I didn't realize Rularuu had two different versions. Out of the last four runs I did (did two last night) 3 times we had *I think* the purple version, which apparently has higher resistances/regen. The second run last night we got the red version, which was considerably weaker, didn't use any nukes, but three people had a HVAS and we finished the trial in like 8 minutes.
Union's runs that I've been on have both been against the Storm summoner AV, against whom the best we managed was to knock about 25-30% of his health in one shield downtime, all of which he'd regenerated by the time we got the shields down again. This sort of result leads to more than a little disillusionment with the prospects of completing the damn thing after an hour of battering your head off a brick wall and faceplanting repeatedly.
Nothing I've seen in game has implied that there was an 'easy mode' version of the AV. -
Quote:a) it's not a *serious* bug, and it didn't just affect Masterminds. Carnie Seneschals got nerfed too, as did pretty much every other burn patch in the game (demolitionists, thugs Arsonist, Seneschal, Hercules/Zeus titans etc. etc.) the net effect for me at least is that it takes slightly longer to take out minions/lieuts but noticeably longer to take out bosses.Really? Still no fix to the MM's nerfed burn missles? When's that serious bug going to be addressed? :/
b) Robotics has a bigger problem than Incendiary Swarm missiles, in the shape of the lobotomised AI making the damn bots leg it into melee. However, I expect the pet AI to require a SAN roll at -75 to prevent 9d10 SAN loss in programmers who try to read and comprehend it. But it's been broken for months and it's getting annoying, so now GR's out of the door, I hope some effort can go into trying to fix it.
c) He said he was adding it to his list. He said nothing about how long the list was or when he'd get a chance to fix it (or order one of his lackeys to fix it).
d) Even if it's been fixed internally, it may not show up for another patch or two, due to the QA pipeline that patches have to go through before they get published.
e) Removing Nukes from the CoP is a double edged sword to me. One one hand it feels incredibly cheap, doubly so since I'm not aware that Union (my home server) has even managed a successful CoP run yet, let alone one without nukes. On the other hand, I hate getting warburg nukes, due to a pathological loathing of PvP in this game, so it means I don't need to worry about it any more. -
Quote:That depends on the nemesis mob in question. Comets and Tirailleurs are snipers, like Crey Marksmen and the very rare Council Snipers. NOTHING you can do save for TP Foe or Knockback will move them from their spawning point. They also ignore stealth and have more range than a Boost Range buffed Sniper Rifle, and a perception range to match. Oh, and they aggro the rest of their spawn on you, too. Just for extra fun.I regularly play tanks on blueside. I've often noticed how frustrating it can be to tank Nemesis because they refuse to move in from range and fight in melee. Even after taunting several times - which should force them to come into melee range, many Nemesis mobs still refuse to budge and happily plink away.
Quote:I often play masterminds on redside. In particular, I have a high level Bots MM and the overwhelming compulsion for the bots to run into melee to attack is highly frustrating. I can see the possibility of the Assault Bot or the Battle Bots running into melee to use their Smash power - though really, this should only happen on the rarest of occasions since they have several other ranged attacks to use, but the Protector Bots run into melee, too. The Protector Bots have no melee attack. They have absolutely no reason to engage at melee distance.
So, perhaps someone could take a look at the Nemesis AI scripts and compare them with the Robotics AI scripts so we can get Bots that will fire their ranged attacks at range? It's fairly ridiculous when a Force Bubble is keeping every mob at range and even the Protector Bots decide to run right into a large spawn to fire their laser guns.
I would be overjoyed if my bots could download some Nemesis programming and finally stay at range to fire their lasers/missiles.
Now, keeping my bots away from the mobs? Different matter entirely. I can watch the stupid things inching toward the targets between shots. They'll shoot, move forward a pace or two, shoot again, shuffle forward, and repeat until it looks like they've fired most of their initially charged powers off, then just leg it into melee, even though the first attacks they used should be well and truly recharged by now. This usually leads to me swearing under my breath, something along the lines of 'get the hell back here you little wastes of electrons'. Although possibly with a little more colour and emphasis
The ONLY way of getting the idiot things out of melee at the moment that works reliably for me is Passive mode. Goto orders while still on aggressive have no effect. So in order to keep the stupid things alive, I have to shut off their damage output for 3-5 seconds, or thereabouts.
I'm not happy with their AI at the moment, and I petition it every time there's a significant new patch to the game, in the somewhat vain hope that eventually it will get looked at, since I'm pretty sure that they're not working as intended.
Oops, sorry, rant mode engaged in there somewhere. But you're not the only one getting frustrated by the little metallic morons.