Chad Gulzow-Man

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  1. Quote:
    Originally Posted by Nericus View Post
    With all the badges that are being added, I'd like to see them revisit the Gladiator badges that are essentially defeat badges:
    I'd really they rather just: a) add a badge counter to the Gladiator badger like every other defeat gets (Defeat x more Mu Guardians to earn this badge.), and b) allow you to click on them to set your title, rather than going through the /settitle command.

    If part b requires that they rename the badges because they still have some weird revulsion to people running around with "Tank Smasher" or "Longbow Warden" under their name, then so be it. (Personally, I'd love to see "Tank Smasher" become "Tank Smasher Smasher," although my Freakshow-themed SS/Inv Brute would be a little ticked. :P)
  2. Chad Gulzow-Man

    i17 open beta

    Quote:
    Originally Posted by Toril View Post
    Player Buff fix. Some buff powers had been recently changed to affect a max of 16 player allies, which had implications in some groups and in large outdoor fights. These are now fixed to affect up to 255 targets. The powers affected are:
    • Group Fly
    This is awesome! Now an entire raid can be griefed instead of just my team!
    Group Fly still only affects teammates. They just had to make sure that it affected enough entities so that a group of 8 Masterminds with 6-8 pets each and whatever additional temporary pets they might summon could all be affected.
  3. Chad Gulzow-Man

    i17 open beta

    I ran the first of the two new Posi TFs. It was much, MUCH better than the current version and still gave pretty much the same story in five missions instead of what, 13? And the one FedEx mission now has Azuria teleport you straight to the mission (although now the whole team has to visit her instead of just one person).

    They did a really good job giving some new flavor to existing maps with details like barrels full of Vahzilok plague, a makeshift surgical ward in a sewer and other small but nifty things like that.

    I didn't get to finish the final mission because our Scrapper logged out (not quit) right before the last mission, leaving my very squishy Grav/Kin Controller and the even squishier Elec/Gadgets Blaster my friend was playing to take on 3 dudes worth of mobs, and it was just taking forever to smack down the many bosses that spawned for us. I did very much enjoy what I got to play of the all new end mission, though.

    Best of all, as has been mentioned, it only took about an hour, and we were playing at a slower pace so we could take in all the changes and look for bugs.
  4. Quote:
    Originally Posted by BurninUp View Post
    Haven't played actively since late November early December. Still sitting at 698, I think I have another vet badge coming on 21 April, that's 699. Don't think I can do anything else.
    Issue 17 just hit open beta, and barring any huge problems, should be going live by the end of the month (or very early May at the latest).

    Snow Globe has already compiled a guide detailing the additional badges being added... I think I counted 54 new Hero-side badges? Regardless, you shouldn't have any trouble hitting 700 in the next couple weeks, and you'll quite possibly be able to reach 750 before Going Rogue is released.

    http://boards.cityofheroes.com/showt...wpost&t=217634

    (Just recounted, there are 59 counting the new 500 and 750 badges badges. Mushroom mushroom. )

    ... (Recounted again, because I forgot the 13 zone accolade badges... there are 72 new Hero badges!)
  5. Quote:
    Originally Posted by GMan3 View Post
    Put simply, Neg Rep people for being rude or deliberately misinforming others, but not for having an opinion that differs from yours.
    Why, you're right, that sounds quite reasonable...

    Quote:
    Originally Posted by GMan3 View Post
    Probably because it has a cool factor that lasts about three seconds. I wish the Devs had spent the time wasted on this to update the websites with info instead.
    Hey, this post is really rude. Should I give it negative reputation?

    Also, I'm calling dibs on the name "Captain Entitlement" for a character. >_>
  6. Quote:
    Originally Posted by Ironblade View Post
    I don't think he was celebrating. I think he was flaunting his badges in our faces.
    I was doing no such thing (but I do understand how it could come across that way). It just annoyed me that Snow was implying that nobody else has 700 badges other than Beef Cake.

    I'm not trying to be a show-off or a braggart, but I did work hard for my collection and I am proud of where it stands today.

    -----
    Quote:
    Originally Posted by Necrotech_Master View Post
    i dont think there is a hero gear kit on the NCsoft store anymore...
    There's definitely not, unfortunately. But they've sold them at the last two HeroCons, and as Master-Blade said, they were sold at PAX East a few weeks ago (which I didn't know).

    I think they sell for $20 or $25, and if memory serves, they come with a code that gives: a month of game time, the V.I.P./Destined One badge, the special "Four Winds" transparent cape, and the box also contains some cool physical swag like a (n outdated) map of Paragon City, a miniature PvP comic book with a series of strips that Scott Kurtz wrote about the game, and a Statesman HeroClix figure. (I bought one back when CoV was in beta, though, so I'm not 100% sure about it including game time.)

    -----
    Quote:
    Originally Posted by Snow Globe View Post
    The Pocket D Gold Club is still "available", even if you have to purchase it with real money (which, I feel, puts it also into the "whatever" badges).
    Well, it's $10 on the NCSoft store, and it comes with the Jump Jet, Pocket D Teleporter and the very stylish Justice and Sinister costume sets. I still would have bought the pack even if it didn't come with a badge.
  7. Chad Gulzow-Man

    Origin Powersets

    A powerset that shoots missiles? Hot dang, lemme just grab my wand--I'ma shoot me some Magic Missiles.

    What, you don't think Magic Missiles exist?
  8. The months do not have to be consecutive, and are supposed to count for all the time your account is active (including things like free periods from having your friends subscribe, the use of game time cards, and upgrading your account with retail boxes).

    However, for the last 10 months or so, a lot of people haven't been getting their Vet Reward badges on time. You should earn it the day you pay for your 4th month. If you don't, you'll need to send a petition to NCSoft tech support to be awarded the badge.
  9. Quote:
    Originally Posted by Necrotech_Master View Post
    destined one (from the cov collector edition)
    This badge is actually from the CoH DVD collector's edition, not the CoV one. The CoV collector's edition only had an extra cape with an Arachnos logo, if memory serves.

    Unfortunately, unless you stumble across a copy at your local BigLots, the only way to really get the CoH DVD code is to purchase a Hero Gear kit at Hero Con (and I'm not even sure those come with a DVD code anymore)...
  10. Quote:
    Originally Posted by PrincessDarkstar View Post
    It reads from right to left and should be clever enough to use a clickie and a toggle in 1 press...
    I'm pretty sure it reads from right to left, and that you'll end up firing Bullet Rain with your current ammo and THEN switch to your chemical rounds.

    It reads right to left for my SR Scrapper's toggle binds, anyway... I had to "/powexec_toggleon" them in the reverse order from how I wanted them to activate.
  11. Quote:
    Originally Posted by Nericus View Post
    Perhaps for a mere 500,000 candy canes during the x-mas event a toon can purchase a missing anniversary badge?
    I agree that this is a good idea. (I'm not the sort of badger who's all, "RAR, I HAZ BADGEZ AND I DON'T WANT YOU TO HAZ THEM!" I think the more crazy badgers we have, the better. )

    But I think 500K is a little much, given that a holiday respec costs what, 500 candy canes? I'd make each Anniversary badge 1000 candy canes, tops. A little expensive for the casual player, sure, but readily available to the people who really want them.

    I'd also follow through on Positron's push to get the Anniversary badges marked as global badges instead of per-character ones, as he said he'd try to do after the AE badge nerf last Spring...

    (And thanks for the gratz, Nericus. )
  12. Quote:
    Originally Posted by FreckledAvenger View Post
    For (1): /bind enter "afk your message here$$startchat"
    Fixed.

    "Startchat" is used to start a completely blank message.

    "Beginchat" is used with a string parameter, and enters that string before any message you might type. It's very useful when making a global chat bind, such as:
    Code:
    /bind key "beginchat /send GLOBAL_CHANNEL "
    (quotation marks required to get the extra space at the end)
    The result is that when the key is pressed, your chat bar is auto-filled with /send GLOBAL CHANNEL(followed by a space) and then whatever message you want to type can be quickly sent to said global channel.
  13. Quote:
    Originally Posted by Carnifax_NA View Post
    I for one have never understood why we get Influence or Infamy for letting our heroes / villains play in an amusement park for Superheroes. XP of course makes sense, both ingame and in terms of getting people to use the system. Tickets I can accept too (but we can't earn goldfish in a plastic bag. What sort of crummy Amusement Park is this, Aeon?). Inf I really don't get the rational behind at all at all. You can SO yourself with Tickets easily, why do we get Inf?
    You took the words right out of my mouth. I was going to bring up the X-Men's Danger Room as well (which got taken care of a few posts back), and how it makes sense to give experience and even tickets, but giving out inf doesn't make any sense at all.

    (Of course, the whole idea of influence/infamy as money never really made any sense either. Why would my villain be less infamous because some schmo gave him a power enhancement? Or more so because he gave a dude some salvage? )
  14. Quote:
    Originally Posted by Snow Globe View Post
    So, just Beef_Cake, huh?
    Hey, I've got 700 too.
  15. I just noticed that Beefcake made it back to 700 badges as well! Congratulations Beef!!!
  16. Alternately, if you're looking for 4-pin MOLEX to SATA power:
    http://www.monoprice.com/products/pr...seq=1&format=2

    (Not that you said you were or anything, but I just wanted to put the option on the table... )
  17. Quote:
    Originally Posted by LygerZero View Post
    Go fire armor and blonde spikey hair, THEN we'll talk
    The spikey hair in this game is awful. I tried to make a DBZ-style character back when the game launched, and we haven't gotten any better hair styles to suit the theme since.

    Not that I'm saying we should get those hair styles, though, because that would also be ridiculous. =P

    (Also, Fire Armor is a horrible fit thematically, even if it "looks" right.)
  18. Quote:
    Originally Posted by DaveMebs View Post
    Maybe if there was new stuff I would play it but to be honest I get a bit sick of sewers-->KR scanners-->Hollows-->Steel scanners-->midnighter arc-->talos scanners-->Striga-->croatoa, etc.
    So start a new character in Galaxy and run those missions until you get to 5 or so, then get a team to sweep Perez Park, hit Skyway, head to Faultline, then Independence Port, followed by Founders.

    I also notice that you mention "scanner" missions a lot. You DO know that completing the Safeguard Missions allows you to meet contacts who provide actual story content, right? Oftentimes, those contacts will even introduce you to additional contacts without even needing to touch the police scanner.

    -----

    And to the OP, /hell no.

    I agree that the nerfs tend to be heavy-handed and all-encompassing, but so far they've all been rolled back to acceptible levels once they had time to get programmers involved (aside from the ticket caps and the badge nerfs, anyway). There's no reason to think that this latest nerf won't also pass--especially since Dr. Aeon has already posted that this is only a stop-gap until the actual fix is in place.
  19. Quote:
    Originally Posted by Ocularis View Post
    First impression I got from the animations was it looked very DBZ-ish. Like when he gathers energy prior to his blasts.
    I think you meant to say tai chi there. Especially since they've already said that's what the powerset is mostly based on.

    Unless you're talking about the live-action Dragonball Evolution movie that came out last year, in which case... Hi, I'm the other person on the planet who actually watched that movie. Wasn't it just plain awful?

    Quote:
    I would be tempted to pair it with something like SR or DA.
    Nah man, go full-on Goku and use Willpower.
  20. A few things:

    First, I have to get the obligatory "Suggestion & Ideas forum is down there" message out of the way. There, done.

    Okay, now for the powers themselves:

    Gymnastics: The defense buff is higher than that given by other first choice Power Pool powers. Hover and Combat Jumping only offer 2.5% defense each, and Stealth offers 5% only when hidden AND has a movement penalty. The run and jump speed bonuses are probably too high as well; I'd say go with 33% Swift and Hurdle. You also didn't state whether this power should be an auto power or a toggle... but if you intended it to be an auto power, I won't be able to hear your reply over the sound of my own laughter.

    Spin Kick: No issues other than a spinning kick would be more likely to knock someone back than down. But I know that knockback is currently a taboo with most players, so I'll assume that it would be animated to not look goofy and let it slide. Kinda boring, nothing new (see additional criticisms below).

    Swinging: So... the maneuverability to go wherever you want like flight with the speed of Super Jump. Nah, that's not broken at all. Swinging would most likely be a little slower than flight (but have a lower endurance cost) and would probably disable your ability to attack while active... unless you wanna volunteer your services to BABs and adapt every animation for every power in the game to work while swinging on a rope.

    It's also EXTREMELY situational, more so than any other travel power in the game. It will be completely worthless in the Shadow Shard or anywhere else that doesn't have cliff sides or buildings to attach your line to, to the point where this is little more than an RP tool that will take far, FAR more work to implement than the "Walk" power.

    Equilibrium: Unless this is an auto power, it's actually UNDER powered. And even then, it would probably still have another component with it, such as Immobilize or Hold protection.

    Additional criticisms:
    I think the people who want a swinging travel power would want it also tied in with a wall climbing power instead of another jump kick clone... although that would offer even more animation difficulties to overcome. I'm not just thinking of Spider-Man clones, either; I mean ninjas, Batman-style powerless humans, giant apes carrying miniscule blondes, etc.
  21. Quote:
    Originally Posted by Dispari View Post
    The other was reducing the exp of Com Officers, since they have always been minions that give lieutenant exp.
    Not to argue with you--your point is completely correct--but years ago Rikti Comm Officers used to be farmed because defeating the portals they summoned gave quite a lot of XP. The developers didn't approve of the way these were being abused, so they removed the XP from the portals themselves and gave the previously minion class reward of the Comm Officer a boost to lieutenant class.

    Then of course, as you mentioned, the "meow farm" fiasco last spring caused them to have to revisit that stance, so Comm Officers in AE missions only give minion class rewards again. (If memory serves, the Comm Officers still give lieutenant rewards in developer content.)
  22. Quote:
    Originally Posted by GMan3 View Post
    Hey Devs, enough with the respecs already. Any toon that needs more than 5 respecs is just a poorly made toon, even considering the second build option. Then add on top of that the 3 respecs you can get from the trials and geez . . . how many times does someone need to respec a toon?
    We will probably continue to get Vet respecs every year on the same schedule as they've been given in the past. I believe it's the 9th month of every year you've subscribed? Just because you don't use them doesn't mean they aren't useful, and I'd hazard a guess that more people use them than don't.

    Note that I'm actually like you here; I don't think I've used any of the Vet respecs on my main characters, and I usually make do just fine with the freespecs that are given for issue releases and special events (I don't even use all of those, either--I think I've only respecced my main Villain once, maybe twice tops since the launch of CoV).

    But seeing as how I don't recall seeing any of your other eleven posts showing off a crazy fancy god-like build, I don't think you need to call out people and tell them their characters are "poorly made."
  23. Chad Gulzow-Man

    *pokes WW*

    Two hours isn't remotely long enough to release an issue. Nor is it long enough to release just Demon Summoning. (They have to test major additions thoroughly before they reopen servers.)
  24. Quote:
    Originally Posted by Dechs Kaison View Post
    Why would they develop CoH2 with GR right around the corner?
    Because it takes 3-4 years of development to release an MMO?

    Even if they're borrowing heavily from the resources they've created for the current CoH game, it'll still take at least 2 years to release a whole new game.
  25. Quote:
    Originally Posted by Brightwel View Post
    The first - Body Armor; in the description it says it gives resistance to smashing and lethal but in the detailed information it says all damage, so which is it?
    In PVE, Body Armor only gives resistance to Smashing and Lethal damage.

    In PVP, Body Armor gives resistance to all typed damage.