-
Posts
148 -
Joined
-
But Gwen Stacy has been my girlfriend since early issues! You can't change that Mr. Green Goblin!
We play comic book characters, big bad change comes along now and then. -
Isn't this just a chance to role play change in the character's life? Change is meat for stories isn't it?
-
Yeah my claws scrapper was a sad puppy on Freedom. I still enjoyed the events, it was cool seeing the crowds out, but it wasn't really playing City of Heroes at all. I should have rolled up a mastermind for night. Still, got my badge and got to be a tourist.
-
I enjoyed it in Cap, but it was seriously a slide show. Through the magic of AOE I managed to aggro Siege for a moment or two before brutes pulled him off me. I was amused as there must have been tons of taunting going on so my timing must have been juuuuust right. Good fun even if it was fighting in molasses.
-
With tonight's Freedom slide show imminent I was wondering who the classes are that do well in the oceans of lag events. Clearly it can't be melee types, when you slow down to an attack a minute the time you spend moving from target to target is pretty painful. I also suspect single target characters are not doing well. That one attack may hit like a train, but if it is once every week what can you do. So that leaves us with ranged aoe, and the one I suspect is king, pet classes. Ranged AOE is fine if you have a mob of targets out there, but pets are run on the server itself so I suspect they are getting in more normal attacks as they don't need to push buttons. As I was watching the AVs fall last night I knew someone must be hitting them and I was only getting a shot in every minute or so, who was it? Who is the lord of lag?
Note: I had fun on Pinnacle last night and am headed into Freedom tonight, this isn't a whine. I am just curious who is the least impacted by the lag soup type events. -
Apparently my firewall was blocking the update. Got it manually and it works great. Life is worth living once more.
-
Has the single shot bug been quashed yet? My main is a VEAT and I am waiting to respec until I can see what it will do. Not trying to push, just hadn't heard anything.
-
One way to speed BAF exp if the group is willing to is to take a couple of run throughs on the AVs, rather than dropping them quickly. I had been getting slow exp on BAFs and thought I needed at least two more to unlock, then had a 'bad' run where we had to kill Nightstar and Siege twice, it made the trial that much longer, but more than doubled the exp. Now I wouldn't recommend this unless everyone knew it was the plan, but dragging out the kills can really add the unlock exp. It is a bit counter intuitive that you get more if you don't do as well, but that is the way it works.
-
-
Ran a Keep em Separated full BAF this morning and it was still much worse than it was pre-patch. I am just spamming buttons hoping to hit one that is up, timing on powers seems to be completely random. It was a full BAF, but we were in three groups well apart from each other. I was on Nightstar and couldn't see the add group or the siege group from where I was. If there are settings or things I could turn down to cut this I would do it in a heartbeat.
-
I would love to see this tool improved to work the way most people think it should work, which is to add people to Trials that are below the maximum. That said, I do think there should be a way to lock trials as well as. Having random people coming in and out would make going for badges next to impossible. Lambda is difficult to badge as it is, imagine with random folks turning up who don't know it is a badge run.
-
I enjoy both the new task forces and think they are light years better than older ones like Citadel and the like. As far as the no holds on bosses goes that does seem unfair without some payback, perhaps if they break a hold they take a massive damage hit or something like that. Making classes of heroes feel useless seems a bad call.
-
A lack of effective mass communications caused humanity to develop divergent languages as it spread out across the globe. This will be corrected in Humanity v2.
-
Quote:Isn't cedega moving to a free model now? Yeah, here is the link. Just read about it this week. I haven't tried COH on it, but with this change I may give it a go this week and see how it runs.I know most will say cedega, but another monthly charge isn't the fix I had in mind. Is there anyone who can tell me what I need to get wine running the game?
The launcher is fine other than the white background, and I get to the loading bar before the login screen, but then the process goes to sleep permanently. What ancient ritual do I need to perform to awaken the sleeping CityOfHeroes.ex. Also, it isn't very encouraging to find it's been months since anyone has said much about linux and CoH. -
My son was watching me play last night and he was calling out the move warnings for the nova fist to me. Very helpful to a Dad with perpetual scrapperlock. I would certainly keep that warning and the sequestered warnings in the BAF.
-
Quote:I agree with this Dark, I get real tired of leaders who insist on giving out instructions IN ALL CAPS to teams of vets, but the problem I was addressing is the opposite, players who are running with no instructions at all. One player said he had never had any instruction at all in five failed runs. I think I have only had three failed runs total and two of those were on the first day but if I were that guy I would be bailing out on trials now.A general rule that always leads to success..... "Keep it simple stupid" At this point people have run theses several hundred times (not to mention teams tend to run several in a row while maintainining a core of people from the previous run). Keep your directions to the key points (team 1 grenades and 2 acids, who gets grenades) because if you spend 10 min before you start the trial beating people over the head with a step by step process then continue typing it needlessly throughout the mission, you are likely to have people ignore you and do what they feel is right. Or get people into a vent channel.
Unless trying for the badges there really isn't much to say to veterans other than team one lab, team two warehouse, but apparently some of the new guys are dying like dogs with no real reason for it other than a lack of quick instructions. I have run the trials so much now I sometimes get mentally lazy, but even on Pinnacle there are players who are running the trials for the first time most every day.
One quick add on, even on veteran teams I sometimes see people stop and fight in the labs/warehouse even after the box/container is destroyed. Scrapper lock I guess, but it still amazes me when I see it and I wonder if they have ever figured out why this is a terrible idea. -
-
Quote:The jump the walls seems to depend on the team leader, about a quarter of the runs I have been on called for that, most don't and I haven't lost any due to Marauder leaving the yard. That said, if Marauder has aggro on you, don't leave the yard, if he does leave the event is over and you lose.Addition:
1. Do not open the front door to the facility, jump the walls.
2. During the 1min to marauder phase buff the main tank. The Grenade team tank is the main tank.
3. Attack Marauder's group FAST. Don't wait for everyone to hit every door with an acid. The grenade team should be attacking Marauder's group as soon as the tank has buffs.
Do listen to your team leader, he or she may have extra stuff not in the guide, but I listed the stuff I see on almost every run. -
This is a guide for the grunts, not for the team leads, if you are looking for how to run a master run this isn't for you.
I was in a Lambda challenge earlier today and several players said they didn't like Lambda and often failed it. They also said that they had never had any instructions and were confused. If this sounds like you this is your guide.
First off as a grunt Lambda is simple, follow a tank and knock stuff out, but there are a couple of things you need to know and I will go over them here. Lambda is divided into three phases. The first is clearing the trash. This normally involves clearing the streets out outside the facility, then clearing the courtyard, then clearing the turrets that are on the walls of the facility, and lastly entering the facility and taking down the 'security guard' an AV level Warwalker. This is pretty straight up stuff. Run with the pack and take out anything that is being attacked. It is good Incarnate XP and extremely simple.
Next up is the part that freaks people out, picking up the temporary powers from the warehouse and lab. This is almost always done by sending one team into the lab and the other into the warehouse. Just watch league chat for which team you are on and follow either the tank or the team leader, I set them as a way point and keep my map open most of the time as I follow them. If you get turned around just head towards your waypoint, don't stop to fight, just catch back up.
While you are in the lab all you care about is the Containers. They are orange targetable tubes in the middle of a bunch of mobs. While you are in the warehouse all you care about are the crates. They are crates on the floor in the middle of a bunch of mobs. Don't fight anything else if you can possibly avoid it. After the crates or containers are destroyed they give out a temporary power to one of the group who are near when it goes down. Watch for the message in yellow that says 'You Have Gained A Temporary Power' if you see it you need to know about it. After destroying ten crates or containers everyone will be teleported back out into the common area outside the lab and should head back out the door to the court yard.
The last phase will normally use the temporary powers you got in the lab, if you got one it will be at the bottom of your temporary powers list in your powers tab. There are two temp powers, acid, which is used to close the teleport doors that bring in reinforcements to the courtyard, and grenades which are used to debuff Marauder when he becomes enraged. Acid isn't normally gathered up, if you got it find a door that is still active (lit up around the inside wall of the courtyard) and hit it with the acid.
Grenades are often all given to the lead tank, right click the power and it will bring up a menu, one of the choices is give to. I normally target the tank so that the give to is set to them automatically. Give them the grenade and you are ready for the fight.
The fight is a standard AV fight. Marauder has one nasty area of effect, his nova fist, if you see a warning that he is about to use it, back up, it is nasty. Otherwise he will jump around some but isn't very hard really. Chase him, beat him and claim your prize.
I haven't seen a Lambda failure for many, many attempts. If even only most of the team follows the plan it is very winnable. The only time I have seen losses is when people try to fight their way through the second phase rather than just targeting the destructables and when people attack Marauder one by one like in a bad kung fu movie. Otherwise it is solid superhero fun and no pressure. Hope this helps if you had non-leader questions, if you have more post them here and I am sure it will be answered. -
I'll wager 200 Quatloos! on the newcomer! errr, I am going with an hour and half after the patch.
-
I have picked up an acid while returning to the Warehouse as part of the grenade team on the way back from the hospital. It just popped up as I came through the main room, I didn't go into the lab at all. I noticed it happening, but perhaps not everyone does.
-
It is legit Gate, I have done it for most of my new slots before they were open and they have all worked fine. I did find that I couldn't slot the new power if I opened it during a trial, but the minute I got out of the trial it worked fine.
-
We were preparing for a Lamda the other night and someone hits me with mystic fortune. I return the favor, or thought I did. What I actually hit was my teleport to mission door, which took me to the far side of Grandville. Must pay more attention.....
-
Quote:I have run, many, many trials and did not know this. Was dropped last night and would have loved knowing this. Why, oh why isn't this being made more obvious. This could make people very happy, the designers need to make this more obvious.For a person that DC's, they're still considered to be in the queue, and even if they log back in right away, they might not realize that they can rejoin/drop from the LFG pane.
It's likely that a DC'd person logs back in, but doesn't realize that they're still in the queue (i.e., they don't look at the LFG pane). And the system stops the team lead from inviting a replacement because it considers that spot in the queue to be taken.