Canine

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  1. Quote:
    Originally Posted by Ura Hero View Post
    WAI. This was changed back about two, maybe three issues ago at player request due to snipers being virtually invulnerable to taunt. If the tank taunts ranged enemies they will come into the tank although it may take more than 1 taunt to get them to do so.
    Even if NOT taunted (and I paid enough attention to know that they hadn't been when testing this out) then the various mobs will run into melee after lobbing a couple of attacks. And I saw nothing in any patch notes about it at the time I started noticing the behaviour.

    It doesn't affect snipers at all. Nemesis snipers (Comets, Tirailleurs) will NOT move from their spawn location at all, the same with the infrequent Crey snipers.

    It's also consistent - lumber into a large spawn of Council/5th/Council Empire for example, and while there are more than 3 or 4 other Council still in melee with me, the marksmen/rifles stay at range and shoot. As soon as I get to the last few mobs in melee, then the rifles stop shooting and start moving into melee, almost as if they're filling some invisible 'melee the tanker' quota.

    Quote:
    Again, WAI. This was Red Name quoted back some years ago. MM pets are not designed to be invulnerable or to sit back and mind perfectly. If you want to see really poor MM pet behavior, make a Ninja MM. Those guys are just freaking nuts.
    Sorry, but I don't buy that. Robots are not even remotely a melee based pet set, yet they are currently frustratingly obsessed with entering melee. Also, several issues back the AI changed back from when they *would* actually follow my orders.

    If MM pets don't follow the MM's orders, then what's the point in them? They may as well be autonomous Controller/Dominator style pets if I can't use positioning and my secondary in combination to leverage their supposed ranged attribute to my advantage. You know, like any other AT can leverage positioning and any useful effects in their power pools to their advantage.

    Anyway, I'm not totally sure that this is the best thread to continue discussing this, but I'm about to head out the door to work right now, and can't think of a better place to put it
  2. Quote:
    Originally Posted by _Klaw_ View Post
    The only fix they made so far was the "immediately close to melee" bug.
    Replacing it with 'not quite immediately close to melee'. (My robots are driving me insane by insisting on running into melee but that's another matter, albeit my main bugbear with the game atm.)

    Mobs that never used to run into melee like Carnie attendants and jugglers will now run into melee, after throwing a couple of ranged attacks.

    So far as the Ninja falling over dead, rather than vanishing back into the shadows, I've noticed that myself, even though I don't have a Ninja MM. I suspect it's pretty low on the priority list though, along with a lot of other minor glitches, like all my robots undergoing the upgrade animation whenever I resummon a Forcefield Generator.

    Bug report it and try not to pay much attention to it is about all you can do.
  3. Impromptu half-marathons by mobs has been steadily annoying me more and more over recent issues. There's been a definite change over the years I've been playing, but I couldn't say for certain when and where it occurred.

    If we're on the subject of mob AI, then there was a change an issue or so ago which made certain groups significantly easier to deal with.

    Mainly, Carnies and Council/5th Column/Council Empire.

    Is used to be that Carnie Attendants and Jugglers would stand at range and throw things at you and Marksmem/Riflemen would stay at range and shoot, forever. To deal with these mobs as a melee toon, you had to either move to them all individually, or find a piece of geometry to use to break LoS and force them to close on you.

    Now, if I take my Stone/Fire scranker into a Carnie mission, I can lumber into a spawn, Taunt the one next door, and then just stand there and burn things, and as the number of mobs around me is reduced, the ones still at range start to run into melee. The same works with Council marksmen, but not Nemesis snipers.

    Yes, I've reported this. I also keep reporting my own bet bugbear.

    Mastermind pet AI. Specifically the Robotics pet AI, which INSISTS on running into melee range to fire a ranged attack, thus annoying the living wossname out of me, since I'm Bots/Traps/Mace and fully capable of keeping things at range through the application of Webs and caltrops.

    Bots used to have an AI that was slightly screwy, but on the most part they'd stay at range and shoot. Not any more, and not for several issues now. It doesn't matter what orders I've got them on. They run into melee, and the only reliable way I've got to get them out of melee is Follow/Passive, any other order set leads to the pets going all over the place.

    Apologies, I seem to have diverged from the point of the thread somewhat.
  4. Quote:
    Originally Posted by Zikar View Post
    Sappers.

    Just did a tip mission where like, 10 ambushed my Blaster. Perma held with no endurance = death.
    Let me try my psychic powers....

    ....I'm getting a vision of a toy....

    ...An action figure...

    ...Wearing a brimmed hat and carrying two pistols....

    Could it be... A 'Malta Gunslinger Action Figure'?

    The ambushes in that mission are ludicrous. I got 12 or 13, with something like 4 second spacing when I did that one. Never again, it gets deleted whenever I get it again.
  5. I was an idiot. But a stubborn idiot.

    Bots/Traps.

    Set to allow Bosses when solo.

    Took me a tray and a half of purples, and about 5 or 6 faceplants, but I got it eventually.

    Which one of my toons *don't* I want to try it on, solo? My Widow. 8 Smoke Grenades ruin anybody's day (duo'd it on my Crab against clones of a friends Widow, I couldn't see a bleedin' thing for half the fight, even with yellows and Tactics...)
  6. Quote:
    Originally Posted by warden_de_dios View Post
    Does this IOs bonus of "20% resist to status effects" include resistance to slows? I was thinking of putting this into Temperature Protection if this IO could stack with the 20% slow resistance I'd get from picking Temp Protection.


    If I can't stack slow resists in this way I'll call Temperature Protection and tell it not to hold it's breath. Still not adding it to my build come I19.
    I don't know if it includes slow resist or not, and can't seem to find out.

    But if it doesn't, you'd rather not have ANY slow resist rather than some?

    Come I19, you could look at Temperature protection as a power that can get by with no additional slots, drop a Steadfast res/def or Kismet +tohit into it and save some slots for other powers. With Fitness moving to inherent, and the slot crunch that may accompany it (depending on build), powers that can be taken and left with their default slot could well become very useful.
  7. Quote:
    Originally Posted by Nethergoat View Post
    Fulmens' commandment If You Didn't Leave A Bid Up for 24 Hours You Didn't Actually Try To Buy Anything needs to be there.

    Hmm, what else...
    I'd add:

    Patience and Persistence can and will substitute for 'Super Sekrit Inside Market Knowledge'.
  8. ...5 minutes a day of making and selling generic IO's got two toons to the inf cap (and has kept them going significantly beyond it) in about a year where I was playing the game anyway.

    ...when I list common salvage and it goes instantly for 15k a piece, i still ask myself 'who are these loons willing to pay so much?'

    ...I needed (or wanted, they blurred together) a low level numina's regen/recovery about a year ago on my Dark/Stone scranker, and got one for 'free' by selling a spare purple recipe that my main had acquired somewhere along the lines (it was a Ranged Damage one I was carrying two of, because I don't use or sell purples, I keep them), and since I paid nothing for the recipe, and it paid for the Numina's, Hurrah! Free Unique!

    ...pretty much any rare salvage drop is just another 1-2million inf now that my bank is full of the stuff, and that's just by listing at 75% or thereabouts of the low end of the last 5 prices.

    ...it allows me to mentally flag people who complain that making inf in this game is too hard as 'idle'
  9. Quote:
    Originally Posted by Thyristor View Post
    Will there be another CoP attempt on Saturday 11th? Sign me up if so . What would be best to bring? Got a level 50 Grav/FF troller, a level 50 Elec /EM tank or a heroic lvl 49 (atm) bots/traps mm that come to mind plus a bs/ regen scrapper that could be useful.

    Really want to take him down this time.
    Of the options, I'd be more tempted to go Bots/Traps, for Poison Gas Trap and the Assault bot's Plasma cannons.

    Of course, staying alive long enough to leverage those options can be tricky for a MM in that sort of situation...

    If there's to be another run, Li's about the only toon I've got who's likely to have Nukes/Shivans in time, so put me down for 'slightly squishy mez resistant damage output' again.
  10. Quote:
    Originally Posted by BBQ_Pork View Post
    I think that Respec Recipes aren't worth the price. Not just with the numbers you gave us in your opening post, but at the Market as well.

    With just plain building your character halfway decently to start with (they allow us access to the real numbers of each power ahead of time), followed by freespecs whenever the powers change much, I don't see why there is such a demand for them. Nevermind adding Vetspecs into the mix or that third-party build designers (Yeah, I'm talking about Mid's, etc.) are available.
    They could up the drop rate for the recipes a bit, but there's always the option of running the Respec TF/SFs.
    I've never understood the strange addiction that certain people have to respeccing their characters either.

    To me, all to power and slotting choices I made while levelling a character are part of what gives that character its *character*.

    That's why my original and main toon is still in an Issue 4/5 spec so far as slot allocation goes, so that means 6 slotted Quick Recovery, Stamina and Hasten. It's why my SS/Invuln Brute has Handclap, even though I've maybe used it 10 times in anger since Issue 6.
  11. I can't really see it being worth their time to do the early closed beta for I20 in the EU.

    Whenever I was on the GR beta, I saw at most 3-4 other people online.

    I'll be happy to be wrong, but with that sort of population level, it's likely not going to be worth the effort of getting it going in the EU.

    Overall, I'm not worried. I've still got plenty of Going Rogue that I've not played yet, the 'Stamina for free' effect means I'm more interested in I19 than I20 anyway and finally, I can wait. Patience is much Underrated
  12. Quote:
    Originally Posted by PhroX View Post
    Swift will indeed boost your run speed under NR.

    However, Hurdle will increase the jumping speed under NR, and, unless things have changed recenctly, jumping around with NR+Hurdle is faster than running with NR+Swift, so that's the way to go if you're looking to skip a travel power.
    I never take Hurdle for increasing travel speed, mainly because I think bunny hopping everywhere looks ludicrous.

    Plus, when I'm playing the game and fighting, I spend 95% of the time on the floor unless the toon's a flier and hovering, so I get more benefit from Swift than Hurdle.

    YMMV.
  13. Quote:
    Originally Posted by Techbot Alpha View Post
    I'm still annoyed that the Rogue morality mission I did din't allow me to pilot the malta Titan like the ARbiter wanted me to

    I mean, come on! Piloting a Zeus Titan?! So. Much. Win.
    Sad panda...
    With reference to the replies above, A Titan Called Joe explains why you couldn't pilot a Hercules Titan, let alone a Zeus which is made of two Hercules' joined together.

    Well, you couldn't pilot a Hercules without radical surgery, anyway (assuming the toon had a human brain, interfacing a synthetic brain with the Hercules systems would likely be another matter entirely)
  14. Quote:
    Originally Posted by Fulmens View Post
    Fun factoid: Global servers are down. The day after I gleemailed several hundred million to myself.

    NO I'm not nervous, why would I be nervous?
    Of course you're not nervous, you're an EBIL MARKETEER!

    If it goes missing, you'll just shrug and go be Ebil for 5 minutes and screw the missing inf out of the poor downtrodden masses who are just trying to casually purple out their warshades, whilst you twirl your moustache, sup from a glass of player's tears and laugh maniacally in your volcano base.

    Or somesuch.
  15. Canine

    Trash Talk

    Quote:
    Originally Posted by Organica View Post
    Cabbage crates are in the air!
    I believe you meant 'Cabbage crates coming over the briny'. (about 2 mins 30 seconds in)
  16. Quote:
    Originally Posted by Eldorado View Post
    Crafted, the two Scirocco's were going for 10-14 million, the Miracle was going for a little more. The way my luck runs, I'm sure the next one (or two) will be mostly crappy, but I'm happy with this one!
    I've rolled once.

    I got :

    Quote:
    08-22-2010 22:08:46 You received Sovereign Right: Aura 10% Resistance (All but Psionic) buff for Pets (Recipe).
    08-22-2010 22:08:46 You received Gift of the Ancients: Defense (Recipe).
    08-22-2010 22:08:46 You received Impervium Armor: +Psionic Resist (Recipe).
    08-22-2010 22:08:46 You received Sovereign Right: Aura 10% Resistance (All but Psionic) buff for Pets (Recipe).
    08-22-2010 22:08:46 You received Decimation: Acc/Dam/Rech (Recipe).
    Wasn't overly impressed, so I've not bothered since
  17. Quote:
    Originally Posted by Bionic_Flea View Post
    You'd be better off using the Damage Nuke against the AV's buddies. It's a 2 second cast time and a rather long animation. The real number screenshot posted above overstates its average damage.

    I wanted to check Red Tomax's site for some more precise numbers but the site seems down at the moment. I believe it does closer to 230 points of damage (unless you're a robot) and then that has to be adjusted for the AV's resistance.
    Redtomax's site has a new home on Cohtitan, don't go to redtomax.com, as it's not updated at all now, and all his stuff went to tomax.cohtitan.com, you may want to update any bookmarks you have.

    Anyway, the nuclear blast details are here
  18. Canine

    Field Crafter

    Generic IO's are more profitable than people think. They're also far less profitable than the more 'advanced' marketeering.

    However, there was still enough profit in level 50 Generics for me to make 4 billion inf off them over about a year.

    I recently got Field crafter on another alt, and I reckon I came out about even overall. I was in a bit of a hurry though and wasn't afraid to delete or put into SG base storage recipes that didn't look like they were going to sell any time soon.

    If you've got patience though, they can provide a nice reasonably constant supply of inf.
  19. Quote:
    Originally Posted by Bionic_Flea View Post
    Hmmm . . . I could have sworn it had -regen. But I appear to be wrong. Sorry about that.
    It's OK, we thought they did -regen, too, Until I looked at them just before last week's attempt and failed to see any mention of -regen

    I don't tend to have Warburg nukes on my toons, as I find getting them to be a major chore, so I was initially just going off received wisdom.

    Quote:
    Originally Posted by Bionic_Flea View Post
    However, on several successful runs that I have been on, the Chemical Warhead seems to have made a huge difference. It might be that the -def debuffs help all the folks in melee range get hits in, even with the AVs hurricane active, and the 50% resistance makes every hit hurt that much more.
    Oh, they make a hell of a difference, just by dint of the huge -resist and -def debuff they apply, they just don't keep the AV hurt if the shields go up.

    Oh, and Tsumiju, the +dam from the Biologicals won't affect the damage from the Nuclear, as temp powers don't inherit damagebuffs from the caster, but throwing them after the Chemicals will help, due to the -resist. (But I'm assuming you knew that already)
  20. Quote:
    Originally Posted by Bionic_Flea View Post
    Congrats on your run. Sorry you didn't make it all the way through.

    Some tips:
    1) Chemical Nukes do indeed have a substantial -regen component.
    2) HVAs (bought as a power core with Vanguard merits) are better for this than Shivans. They prefer range and also have an attack that does -regen.
    3) Have your lead tanker call out when the shield is up or down so that everyone knows who they should be attacking. It's easy to get blindsided by a respawn while you are ineffectively shooting at a untouchable AV. (I know because I do it all the time).
    Are you sure about the Chemical Nukes? Because if they do, it's not showing up in the detailed info tab, and it's not mentioned in the short info on the power info, either.



    That's a composite I just stitched together from some screenshots taken 20 minutes ago (I'm slow at photoshop ) of nukes gathered yesterday on Live.

    I can't see any mention of -regen anywhere, and since all we've got to go on in game is the real numbers panel, that's why we were assuming no -regen on the nukes.
  21. Quote:
    Originally Posted by FredrikSvanberg View Post
    Why don't you just start over on a different server instead of deleting everything every few issues? You could keep the characters on the old servers as mementos.
    As I understand it, by the slightly twisted ruleset Mr. Steelclaw plays by, he's already playing on ALL the US servers, in a rotation, and only allows himself to create an additional character on a server when the stars align, the oceans fall and blood rains from the sky over Alaska. Or somesuch.

    Read his back posts for a outline of his tournament system. Then avoid eye contact and back away slowly.
  22. It was easy in Imperial City, since the market's an enclosed space.

    It's possibly doable in Paragon City, as it's a semi-enclosed space inside Wentworths, but it's slightly more troublesome in the Rogue Isles, with their alfresco open air markets. The edges of the market space are less well defined, and especially in Sharkhead where Scrapyard likes to wander by, having powers suppress could have the potential for griefing.

    Maybe the Black Markets have made enough profit by now that they could afford to rent warehousing in the Rogue Isles, which would alleviate a lot of the trouble, and move the semi-legal at best activity off the open streets?
  23. Quote:
    Originally Posted by Roderick View Post
    Stuff that can't be sold does't show up on the vendor interface.

    Though Inspirations are pretty limited in where you can sell them.
    Stuff that you can't sell *does* show up, it's just greyed out.

    Go to a shop with a handful of IO's in your enhancement tray and see.

    To the OP, just be careful what you sell, there are no warnings when you're about to sell something, and there's no buy-back option, either. Once it's gone, it's gone for good. This applies to common salvage and purple recipes alike.
  24. Quote:
    Originally Posted by StormSurvivor View Post
    You're aware that PFF doesn't phase you or anything, right? Regular foes are capable of hitting you through it; it's just unlikely. Said AV is a tad more impressive than your average hellion.
    I think they're referring to the AV's shield. He goes untouchable when the shield's up, yet can still shoot out through it, thus being what is technically known to most players as a 'Cheating git'...
  25. Canine

    Enchant Pet?

    Quote:
    Originally Posted by MaestroMavius View Post
    It's a PbAOE. Summon your pets, as many as you have. Then click it.
    It'll place the enchantment on all of them until they die.

    You'll have to enchant them each time you summon but at least now it's not single target!
    A correction. It's not a PBAoE, it's a targeted AoE, 30' radius, IIRC, centred on the pet you target.