Cptn_Courageous

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  1. Quote:
    Originally Posted by Buxley1 View Post
    How do you figure, Cptn Courageous? The Red Names have said the VIP subscription price will remain the same as the current subscription price AND will include 400 Paragon Points per month for our spending pleasure.

    Believe me I've looked, but I'm having trouble seeing a downside to this whole thing.

    -Buxley
    OK. You get your current subscription and 400 PP per month if you continue paying your subscription. Of course how they handle new items: costumes, power sets, etc. determines whether it's a good deal or a bad deal.

    According to the new pricing guide a full bonus pack similar to the Ninja Pack would cost you $12.00+. but that's just that pack--granted you don't have to purchase the whole thing, you can pick up what ever pieces you want. So for three months PP of VIP freebie you get the equivalent of a bonus pack once every three months.

    VIP special missions are free to VIP members you don't have to worry about that,

    And you get 1 free transfer per month so far so good.

    However it's the things they're not telling you that has me worried.

    If a marketing person tells you your pants are on fire and they're going to give you a free pair of pants, it's because they want to sell you the underwear, wallet, belt, socks, shoes and shirt that goes with the "free" pants...and that's because all that other stuff adds up to more than the pants are worth.

    When a company changes it's marketing model, it's because they are hoping to make more money out of their customers through this model. Not because they're altruistic.

    Putting every improvement in the game above basic service in the store shop micromanages the flow of items at 80 points per $1.00. Items that before would have been free will now cost PP's. The 400 PP's each month will be unlikely to cover all the things offered hence they offer VIP's the opportunity to purchase more PP's at $5.00 and (such a deal) larger amounts of points purchased will get bonus points (yet to be determined).

    Don't you get it? The real money to be made is not in the subscriptions but in the amount of points players buy. Over time the amount of points purchased by players will be so much larger than subscriptions they might as well offer basic play for free... which is basically what they've done here and in Champions Online, LOTRO, and D&DO.

    The 400 pts. are a herring on a hook tossed out there to lure you into a sense of complacency. It will be a while (maybe 6 months, or a year or even two) before the economic model kicks in all the way and they start gating the new content completely by points. It won't be long before those 400 points will seem awfully small... but by then you'll have accepted the system... and all the content we used to think of as included with our subscription fee will be extra.
  2. Being a pessimist, if something looks too good to be true it usually is.

    Being a realist it looks like it's going to cost more to play COH than it did before if you go VIP.

    Is the value difference between what we got before and what we'll get after worth it? I don't know. I don't know if the inconvenience of having to micro manage Paragon Points is going to be so irritating it will break the game for me or not.

    I'm really getting bad vibrations off this whole thing right now.
  3. I realize that there are many people out there ecstatic about this new set.

    Unfortunately I'm not. There are so many other more interesting power sets they could have done and didn't.

    I am sorta worried about moving around while people have these things out. Stuff this size is going to make getting through doors on maps even harder...it's tough now with big spawns and people standing in door ways...this will make it worse...and then there's the people who will go strutting around with these things in Wentworths to show off.

    I'm also not all that sold on Time Manipulation. I mean the idea is OK but there are more interesting sets that could have been done.

    So my basic reaction to the announcements is 'Meh', not much for me here.
  4. Quote:
    Originally Posted by Samuel_Tow View Post
    This is the biggest difficulty you're running into - we can't have a unique map for every mission, or we'd get one mission per Issue. We need resuable, multi-purpose tilesets, so sooner or later, some missions will end up not having a perfect setting, but will instead be put in the closest possible tileset.

    Would you prefer that we simply never have missions written that don't take place in one of the existing tilesets? Because I think that may be an option.
    Please note that I do not require a 'perfect' match or a special map for each mission.

    Close enough is good enough. But, in some cases too far off is not good enough. I used to belong to a medieval recreation society where people obeyed the 10' rule. I.e. if it looked OK from 10' feet it was good enough.

    The point I'm trying to make is that for 7 years there's been surprisingly little addition of variety to the tile sets.
  5. I iterate for purposes of clarification:

    1. General Rule: a mission should look like what it's about.

    2. warehouses should not be used for non-warehouse missions, office buildings should not be used for non-office building environments...etc.

    3. We need some new tile sets.

    4. A good idea for a new tile set would be a mansion, private school, hotel, etc. set adaptable to various missions.

    5. A good idea would be to make some static reusable environments for public locations which would be in place all the time similar to City Hall and available for missions. These would include: An Airport, A huge public library, A huge Museum (Art /Natural History/ etc.), the Opera House / Performing Arts Center...

    (Note that there should be underground entrances and exits to the sewer system or gaslight town under the city in the basements of the above.

    6. It would be cool to have a Gaslight Town under the city somewhere... could connect up to the sewer network somewhere.

    7. There should be specific non-linear maps: shops, restaurants, supermarkets, elementary schools, high schools (skip middle schools--too dangerous), dance clubs, health clubs...

    (The above could serve as an entryway to an outdoor instance, sewers, or gaslight town.)

    Obviously the above would require some time and art assets to put into play. Obviously it's not going to be coming into the game anytime soon because the team's focus is elsewhere. However, I think those new tiles and location maps could add a lot to the game.
  6. Years ago I was in the Beta for Star Wars Galaxies. Many people like that game or liked it before the major rewrite. We're not going to get into that much except to say that playing that game left me with a basic design rule: Whatever the environment is, it should reflect the mission given.

    Example: SWG--you were given a mission to rescue a group of people from a mad scientist's lab. However when you got to the 'lab' it was basically a few guards and a power thingy. The power thingy was a sort of portable generator. In reality the mission was to go take out the guards and then shoot the power thingy until it exploded. No mad scientist, no lab, no rescue, no prisoners.

    Multiply the above by a thousand mission descriptions and occasionally substitute a nest and beast thingies for guards and power thingies. I.e. the mission never looked like the description.

    Fast forward to tonight. I went to rescue some people from the Carnival of Shadows. Unfortunately it was in a warehouse decorated up with Carnival of Shadows decorations.

    Good for the decorations, bad for the warehouse. Why are they in a decorated warehouse? What carnie worth their salt would be living in a warehouse. I mean, they are supposed to be wealthy. Why aren't they living in a mansion? You know?

    OK Design Team: Time to start making some new interiors & maps. For seven years we've had warehouses, office buildings, caves, sewers, arachnos bases, and science 'lab's. Time for something new.

    Let's have some Mansion-- marble floors & columns, billiard rooms, conservatories, libraries, huge dinning halls, big kitchens, wine cellars, fancy bedrooms, indoor swimming pools, studies, trophy rooms, vast reception halls, ballrooms, etc. This could also double for private schools as well as hunted mansions.

    I loved the Tiki Lounge-- why can't we have some other restaurants, stores, shops, etc.?

    What about making a Paragon City Library, or Museum of Natural History?

    Where's the Paragon City International Airport? The big train station? (not talking about the PTA) but AMTRACK. The Bus Station?

    How about hotel lobbies (the mansion maps can supply the rest of the rooms)?

    How about an underground Gaslight district?

    Please, let's not continue overuse warehouses for stuff they're not.

    *By the way the new warehouse maps with the elevators etc. are great. (love it)
  7. Quote:
    Originally Posted by Cheetatron View Post
    are the elemental "weapons" redrawed? I'm pretty sure their handled in an entirely different way (they just appear in your hand) they aren't pulled out of anywhere
    Every animation requires replacing one art file with another. Every phase of the animation requires at 30 frames per second requires a new draw of the art. The thing that often takes time with weapons is they through a whole sequence of pulling out (drawing) the weapon. Assault Rifle goes through the animation of pulling the rifle out of thin air off your back, as if it had been there, DP twirls the pistols. Changing ammo requires moving the pistols in a loading action and changing the aura to the new aura as well. Every stage of the animation requires redrawing the artwork. The longer the animation the longer you have to wait until you can use the attack. Some powers have dreadfully long animations.
  8. Cptn_Courageous

    Ancient Japan!

    First Zone they should make is an Airport. How are you going to get to other places otherwise?

    Other zones they should have are:

    Arctic (Alaska, Ukon, Siberia), Underwater, Space (Moon, Mars, Asteroids, Moons of Jupiter, planets in other star systems), Jungle Temple (Aztec / Maya / S or SE Asia / Africa / Pacific Island), Mountain High Lands (Andes, Tibet, Nepal), Desert (Southwest / North Africa / Egypt), Forest.

    I want to see a Sky Raiders Zone with a bunch of Air Ships hovering above the Ocean (something like the islands in Oroboros). You fight your way from Air Ship to Air Ship.

    There should be suburbs with Victorian Homes, supermarkets and strip malls. Should feature a Haunted Castle, a Prep School where students are being killed... non-council/fifth column vampires, & werewolves, gaslight ghouls, spirits, mad scientists, evil kids making neuclear weapons in their basement, aliens in disguise living in the culdusac down the street.

    There should be a Museum of Natural History with Evil exhibits (mummies, haunted artifacts, possessed armor, frozen dinosaurs that thaw out alive...etc.).

    There should be a City Library with rare volumes that contain clues to mysteries, and a labyrinth beneath. Obvioiusly there should be a Haunted Opera House.

    Some faction (council or fifth column), should be building a space-craft in the crater of the volcano on Striga Island. Come to think of it, they need to do a lot more with Striga.
  9. Quote:
    Originally Posted by Techbot Alpha View Post
    Except they don't. DP has a very quick flick during the power activation of a different ammo. Heck, I'm not even sure it does if your already mid animation, I have the strong suspicion it might skip it.

    And even then, you in fact have three redraws between rifle, pistols and secondary set. It's the same issue that armour and weapon sets have, in that the armour sets, for example, heal is only animated sans weapons. This will always cause redraw and people have proven in posts before that excessive redraw is very unpopular.
    Everytime you switch between fire sword and incinerate, or brawl, or sands of mu, there's a redraw. Same thing with stone fists, and stone hammer. Everytime you switch between AR or DP and just about any attack of the secondary power sets there's a redraw time. Anytime you use a temporary power there's a redraw.

    What people were complaining about in the original AR set was every power but burst, sniper, and full auto required the redraw of a new weapon so it was impossible to build up a chain of attacks unhampered by redraw. I.e. fire burst then shotgun required a redraw because you were changing weapons.

    The system I proposed would have enough powers of the same type (pistol or rifle) to set up a chain. You may not have noticed that there are 4 powers in pistol and 4 powers in rifle. The 4 pistol powers are relatively moderate ranged, the 4 rifle powers are long ranged (and should be longer than other blaster powers). So players should use the rifle powers grouped together, and the pistol powers grouped together...again cutting down on the redraw time between different types of weapons... so NO, there shouldn't be excessive redraw time in this power set.

    I would think this would have an even faster animation time than DP because it wouldn't have all the flashy spinning and twirling. There's been a lot of complaints about that and a desire for a more straight forward gun style that isn't AR.

    Obviously the Shootist power set is based on Westerns including Steampunk Westerns like the Wild Wild West, Brisco County Jr., and the League of Extrordinary Gentlemen.

    The Art for the pistols in the set should cover: Colt Peace Maker, Schofield, Smith & Wesson 44, Le Mat revolver, Mauser 1898 broom-handle, Colt 1911, Webley Mk I.

    Art for the Rifles should cover: Winchester 66, Winchester 73, Mauser 98, Springfield 03, Spencer Carbine, Henry Repeater, Enfield.
  10. Quote:
    Originally Posted by Techbot Alpha View Post
    While I get what you're aiming for, this set follows the mode that AR used to follow; multiple weapons in one set.

    It didn't work for one reason; Redraw.

    That, and the Secondary really doesn't fit any model used by current Blaster secondaries, not that I can see anyway.
    Actually the redraw situation is not equivalent to AR. AR was originally cycling between rifle, shotgun, grenade launcher, and flame thrower. They were trying to do too many different guns.

    In this case you only have two guns: a rifle, and a pistol. That's less redraws than the original fire melee or stone. The redraws would be similar to dual pistols...which redraw everytime you change ammo.

    The Secondary is equivalent to fire, mental, cold, or electric.

    Lariat is a single target imobilize. One two Punch, Right Cross, and Haymaker are melee attacks certainly on par with fire, ice, or electric melee attacks. Yeeh Ha is essentially a build up. Lasso is equivalent to freeze ray. Steely Gaze equates to several powers in the mental manipulation. Second Wind equates to Consume, or Power Sink.

    The only one that's odd man out is Tough Hombre, but that could be seen as an alternative to cloaking device. It is different so it has something to add to the AT.
  11. I agree with making Boost Range a toggle. I prefer to have Hasten on auto.

    Devices as has been pointed out needs a face lift.

    I think that trip mine could stand a much shorter set up time...or better yet have it spread out a mine field of 5-6 mines...make it work like caltrops providing an AOE field.

    Change time bomb to "sticky bomb". You throw it at a target it sticks to the target and goes off 5-10 seconds later... kinda like those little redcaps with the bombs tied to them thrown by fiends.

    Get rid of tazzer and put in build-up.
  12. I don't care for AR . Dual Pistols ... doesn't fit my character profile.

    Here's an alternative guns set that I think would work. It contains a mix of rifle and single pistol action, and is loosely based on Western Movies.

    This could be used as a Blaster or Corrupter Primary and a Dominator or Defender Secondary.

    1. Quick Draw--very fast medium dm single target moderate range + stun. (Sharon Stone 'The Quick & the Dead', John Wayne 'The Shootist')

    2. Deadly Shot--medium extreme dm, single target moderate range + knockdown. 3. Fanned pistol--fast moderate dm cone moderate range. (Lee Van Cleef 'For a Few Dollars More')

    4. Aim-- + Accuracy, + Damage

    5. Pick off (rifle) -- slow, superior dm, single target + knockdown + extended range (Gene Hackman 'The Quick & the Dead')

    6. Three Rounds (rifle)--medium, moderate dm x3 , single target + extended range (shoot three medium damage rounds at a target from long range--Jimmy Stuart 'Winchester 73' Chuck Connors 'The Rifle Man')

    7. Pip the Ace (rifle) -- slow, interuptable, sniper shot, extreme damage, single target + extended range. (Sean Connory 'The League of Extrordinary Gentlemen')

    8. Bottle Buster (pistol)--slow, targeted AOE, DOT Fire (shooter throws a bottle of flamable liquid or lantern and shoots it causing it to burst into flames and create a burn patch.--Audie Murphy 'Whispering Smith')

    9. Dyanmite Shot (rifle)--slow, targeted AOE extreme damage + Knockback (shooter throws a stick of dynamite and then shoots it and it explodes--John Wayne 'El Dorado')

    Blaster Shootist Secondary

    1. Lariat-- uses a thrown rope to bind the target's feet--imobilizing them

    2. One Two Punch-- melee attack Moderate

    3. Right Cross-- melee attack

    4. Yeee--Ha! --(temporarily increases attack rate and damage by a small amount).

    5. Tough Hombre-- +Defense (all but psi) + Resistance to knockback, stun, sleep

    6. Haymaker--melee attack

    7. Lasso-- uses a rope to bind target's arms to their side holding them for a short period of time.

    8. Steely Gaze--cone of Fear

    9. Second Wind-- boosts health 30% & endurance 30%
  13. Quote:
    Originally Posted by zachary_EU View Post
    Classic scifi pack with rayguns, fishbowl helmet, Buck Rogers/Flash Gordon style gear would be awesome. Perhaps something Forbidden planet style robot costume.
    How about all the fins in the full mask Detail 1 list for all our helmets like the blast bot and retro helmets under the helmet list. They should also make the valkurie set wings available for those helmets.

    How about placing receivers and ear pieces under 'ears' along with vampire ears, elven ears, etc. instead of in with goggles, horns, and tiaras.

    Come to think of it they should probably rearrange things into logical positions
    Things on top of the head, things on the side of the head, ears and things over them, things on the eyes, things on the chin.

    I think a Native American Set would be nice. It would probably be appropriate to include Aztec and Inca dress: linen clothing, Inca head gear, Aztec Eagle and Jaguar knight costumes, etc.

    1. Hair with braids and feathers (including traditional mohawks and scalplocks)

    2. Head gear: headband with feathers, porcupine quills, great warbonnet, medicine hat with buffalo horns or antlers.

    3. Upper body: deerskin shirt, bone breastplate, vest, armbands, Apache shirt, concho belts

    4. Lower body: Loincloth, leggings, mocasins, Apache boots, deerskin skirt, linen kilt.

    5. Warpaint: stripes, spots, handprints, half face, split face, etc.

    6. Weapons: tomahawk, drop point hunting knife, obsidian dagger, maquahuitl, chimalli (shield)

    Perhaps as a additional power with the set players would get an atatl or throwing spear.
  14. Cptn_Courageous

    Trick Arrow?

    How about a Grenade Primary for Defenders?

    1) Web Grenade (imobilize)
    2) Smoke Grenade (-Acc -Perception)
    3) Caltrops (slow, fear, minor dot)
    5) Acid Grenade (-Def, -Res, minor dot)
    6) Gas Grenade (-recharge, -regeneration, mag 1 Sleep)
    7) Flash Bang (Stun, -Acc, Slow, minor energy dm.)
    8) Cryo-grenade (Ice patch (slow + knockdown) + mag 1 AOE hold)
    9) Molotov Cocktail (Burn Patch: Moderate DOT)
  15. Pistols is a weak set.

    It doesn't do enough damage for the animation rate. Cure: up the damage slightly, or speed up the animation/recharge rate...or both.

    The secondary effects of the swapped ammo doesn't really make a signficant difference. Cure: make the secondary effects more effective.

    Personally I think they should switch out toxic ammo and put in acid ammo that will debuff defense and resistance for a short period. I haven't noticed any difference in damage out put from MOB's shot with Toxic. Or... maybe it could have a sleep effect, hit with a Toxic shot the MOB falls asleep for a short time or until hit by another attack.

    Cold ammo should have more of a slowing effect than it does now... as per ice blast.

    Another solution would be to put one or two slots into each ammo type: Ice, Fire, Toxic. This would allow people to slot up for extra slow for Ice, extra DOT for fire, and whatever it is for Toxic.

    How about adding electric ammo? Shot hits a target and it spasms a bit and loses a bit of endurance.

    Something, though, needs to be done for DP.
  16. I already suggested a Temporal Control set.

    Had a lot of slow down, speed up, buff and debuff powers.

    However not sure why it would behave much different than x/kinetic sets. I'm talking about functionality.
  17. Quote:
    Originally Posted by Sharker_Quint 0I View Post
    Just summing up here: No one is forcing you to do the raids over and over but yourself. I find it really funny that people are ******** about running the same thing over and over when it is THEIR decision to do so. I have no sympathy for these people.

    Second: I have no problem with making it so everybody can read the info, but for now stop ******** about it and step up to the plate if you want to read the story. Same thing goes for leading teams. Don't sit here ******** people don't know how to do it if you aren't going to step up and lead.

    Third: This is entirely new content. I find it unbelievable that people expect these trials to be easy. It is meant to be hard.
    To summerize:

    1) Not all critiques of game systems that imply some dissatisfaction are whinning. Negative feed back is sometimes necessary to give developers an accurate assessment of how people feel about the content and direction of the game.

    2) Not everyone has the same tastes in content. Stating that you don't care for a particular style of content and explaining why, is not whinning, it's analysis and explaination. Just because a person doesn't share your particular view on an issue doesn't necessarily make them wrong, it just means their view is different.

    Second:

    Making suggestions about how to improve an existing system is not whinning, it's constructive criticism. In order for people to communicate with the developers they have to say something. Note: they get to say what they think even if you don't like it.

    Third:

    None of the rest of us are responsible for your misperceptions and incredulity. You'll have to deal with those on your own.

    As for the content--

    1) I suppose you mean 'most recient' rather than 'new'... How 'new' can something be after running it multiple times?

    2) "Hard" is a matter of preception and opinion. What appears easy to one person may be hard to another. That perception can be colored by a number of other factors governing the experience. What arch-type were you playing at the time? What support characters were assisting? How is your character spec'd? How did the other players with you play their characters?

    3)Un-fun is not necessarily the same as difficult, and even 'new' content can lack in entertainment value if the activities do not resonate with the participant in a meaningful way.

    What makes something too difficult?

    1) What's your failure threshold? --how many times must you try to accomplish the objective before you give up? This differs from person to person and team to team. Some players have a very low failure threshold--one or two deaths and they will quit.

    Others will die repeatedly over and over many times and still not give up as long as there's still a chance of accomplishing the mission. (That's me. I don't quit until the rest of my team bails or we win...still it's frustrating to die repeatly because others are doing things that get you killed or they're not doing their job).

    2) What's too difficult for one team may not be for another. A good mix of Archtypes is usually pretty successful, what happens when you don't have a good mix? What happens when you don't have enough or any of the AT you need to complete the mission?

    The answer in WOW was to make carefully constructed teams so that you got what you needed to accomplish the raid. This meant people got excluded so they couldn't play their character, especially if a guild had sufficient people of that class already... I don't want to see that sort of thing happen to COX.
  18. I guess I'll clarify.

    1. A Raid, the way I use the word, is a Mission, Trial, Taskforce, Strikeforce or other game activity where-in multiple teams or player groups participate in the same objective/map being said Mission, Trial, Taskforce, Strikeforce or other game activity.

    2. Why I don't like Raids

    a--too chaotic--> most teams run through missions as fast as possible, it's impossible to enjoy the story. People who are familiar with the mission run off and do their thing leaving those who don't to wander around clueless. It's hard to get people to actully do what they're supposed to, and there's somebody who inevitably does the wrong thing and generates a team wipe.

    b--Leadership issues-->usually the leader makes or breaks the team. Pickup groups are particularly bad this way. Often only the leader gets the information which provides story continuity (what's with that? shouldn't everybody get the messages telling us what's going on?) Leaders rarely to never share the important background lore info.

    c--they're not particularly heroic: either you're getting one shotted by the prime villian (unless you're a tank ...and maybe even then...), or it's too easy. Unless you have a key role--like the only person with radiation so you can debuff the AV--you're just another little guy plinking away at the Boss...sometimes you can't even take down the minions in a resonable amount of time. I don't feel heroic... I don't want things to be too easy, but I don't want to die 50x in a row on a mission either. Neither is fun.

    d--lack of strategy-- either players zerg the objective (that's boring to just run right over the top of things), or it's so tough only one strategy works and everything else results in multiple team wipes (which is also boring after you've done it a couple of times).

    e--all of the above is un-fun as far as I'm concerned and then I'm required to go through this over and over to get 'must have' materials/xp for endgame character advancement. That's exponentially un-fun. WOW was even more un-fun than COH Raids.

    3. I think that all TF's, Raids, SF's, etc. should have a stageing area in which a team or League can meet, there should be a map of the area of the mission and the leader can use it to explain what's going to happen. There might also be a mission briefing in the way of a cut scene. When everybody on the Raid, or TF yada yada yada is sufficiently briefed then each player--or the leader-- hits their GO button and the group enters the mission. I think this would be a good tool to have for any team or league.

    And YES I actually did get in several times using the Que system... however people kept changing their mind and dropping from the Que so much it took a long time before I finally got into a PU Raid.
  19. I dislike raids.
    I left WOW back when Raids were the end content, and never looked back.

    Now Raids are the end content in COH.

    Raids are a bunch of people running around like chickens with their heads cut off...chaotic and disorganized. Often the only strategy used is the Zerg (charge and attack and try to overwhelm the defending MOBs).

    Trying to organize PU raid teams is like trying to herd cats. Especially if nobody has a clear idea of what they're trying to do, or if there's no-one willing to explain or organize.

    Raids are intended to be repeated over and over and they're there to give you 'stuff' you need for later content--i.e. the later content is gated based on whether you have completed sufficient raids to get what you need to survive the advanced material in the next layer of Content. (That was a bad idea in WOW and it's still a bad idea).

    Now what WOW had that we don't have here is a staging area and time for the Raid leader to explain what's going on to his/her team.

    What the BAF and Lambda Sector (and any other Raid) needs is a staging area before entering the mission. There should be tools for the Raid leader to explain what's going to happen, and where people should go... A map would be a good idea with the ability to put markers on it, and a pointer which allows the raid leader to call attention to various locations on the map. When everybody's ready, the leader can then hit the mission execute button and the Raid Group enters the mission.

    Simply to dump 20 people on the steps of the BAF, in front of the Lambda Sector, or anywhere else for that matter, directly out of a que is confusing and chaotic unless you have an already organized group that knows what it's doing. The staging area is a tool that players could use for any TF, Raid, or similar situation where players need to develop a strategy prior to entering a mission. Simply running around willy nilly is counter productive and frustrating.

    Finally, I hope that there's going to be more small group content that is not Raid oriented in which we can get the necessary materials for Incarnate Slot Exp and Enhancements. As I said, I really dislike running around in Raids (large groups).
  20. Actually a large pink hairy tooth shaped monster wearing tennis shoes, (able to instantly produce big arms ending in really big claws) would do it....although you'll have to watch out for wise cracking rabbits.

    Actually I agree, you should be able to have moster henchmen.
  21. Quote:
    Originally Posted by IanTheM1 View Post
    The $5 you placed in advance on the CoH pre-order went towards the cost of the box ($50 at launch, I think, right?). If you really did pay "extra" then I'm afraid you got ripped off by your retailer, not NCsoft/Paragon Studios.
    No, it was a $9.99 box that allowed you access to the game two days before everybody else and promised you an exclusive custom sprint type power which people who had not bought the pre-order would not get. The game was full price in addition to the pre-order and your pre-order did not give you a discount on the full product.

    As far as I'm aware the only preorder that has giving a discount on the full product was the 'Going Rogue' one.
  22. Are we talking here about Dr. Loveless from the Wild Wild West?

    Captain Nemo, perhaps?

    Things that make you say Hmmm...

    Why doesn't Nemisis have a twirly mustache???? And what's with the spiky hair?
  23. No but the following would be good veteran's rewards

    1) An unslotable round house kick with knockback to go with Sands of Mu.

    2) A self heal the same magnitude as a small green. Long timer.

    3) Make that last veteran's stealth option Mobile. What's the point of an imoblizing stealth option? AFK? This game moves too fast... have it turn off when you attack. Right now it just clutters up my tray when I respec.

    4) Add 1-3 free enhancement slots to brawl. (Does anybody actually slot that power now?) Maybe somebody would actually use that power past level 6.

    5) Give them the Party Pack animations...in small installations.

    6) Give them the ability to change their veteran pets.

    7) We already have all the pre-order sprint powers... I'm kinda miffed because we paid extra for that and then they gave it to every veteran... however we don't have the slide sprint power ... give that one to veterans too.

    8) Give veterans the ability to have a 7th slot in a power.

    9) Give veterans a nameable dog/cat/rabbit/winged monkey/raven/parrot companion pet---deals minor damage, stays by the player character and defends them, low health.
  24. They should have a Swashbuckler AT

    Melee+Defense Primary:Sword+Shield, Dual Blades+Reflexes, Pole weapon+Willpower, or a combination of Fist & feet attacks+Inv.
    Ranged Weapons for a secondary: Archery+Trick Archery, Dual Pistols+Grenades, AR+ Devices/Traps.

    Grenades: Web-grenade (single target imobilize), Glue Grenade (AOE-slow patch), Acid Grenade (AOE-def -res), Smoke Grenade (AOE -accuracy), Stun Grenade (AOE mag 3 stun), Fragmentation Grenade (moderate + knockdown), Incendiary Grenade (Burn Patch), Tear Gas (small AOE hold), Claymore (cone:superior + knockback).
  25. My list of desired improvements for TP

    1) increase the magnitude of TP.

    2) consolidate tp friend and tp foe. (just depends on who you click on who get's tp'd)

    3) put in 'Mission TP'--tp's you to the entrance to the mission like the veteran's power only you can also use it as an escape power.

    4) Make Group TP friend or foe. TP'ing anybody in a group TP's the entire group. (this might be ridiculously overpowered with traps or devices or any aoe patch power, but would be great for taking a team out of a team wipe situation or reassembling a group of scattered enemies.) Make group TP so that it tp's the entire group to the player if they're in a city zone.

    5) Alternative to Mission TP is Player to Player TP. I.e. you hit P2Ptp and you end up at that player's location. This would allow players to have a player stealth through a mission, then the TP player could tp to their location and transport the rest of the team to that location as well.