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This is just weird, but npc citizens are afraid of my enforcer. They'll ignore me and my first-teir punks, but once the enforcer comes around they react. Most of the Rogue Isles population just turns around and goes the other way, but some (esp. the construction guys carrying stuff) will do the "cower and then run away screaming" reaction.
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Well they do come out of the sewers.
** Insert Michael Jackson's "Beat It" here **
Who would you be more afraid of? Look at the two...A guy who looks like he uses a knife for a toothpick or three kids who couldn't make the cut in American Idol?
Now if we can have gang war all emote in unison and the have w00t Radio play the aforementioned song....we have the making of a good video -
As for the first upgrade, this weekend has been strange to say the least, animation-wise. The clip has now become a boomerang. I throw the clip and it spins and hovers to the right side of the punk and then appears on the punks left hand. The actuall yellow ZZZT is greatly delayed (as in I start to run and then I hear them make the noise).
As for the MM's losing weapons since BETA, I've mainly played Necro with some bit of Bot's. My Grave Knights have never lost their sword mid fight or what not. Even if the mob is down and we move to the next, they run with the sword. So I thought that was normal and not this disappearing weapon stuff.
The whole thng about thug hench's being unmovable is annoying. Normally you can push them aside on tight doorways and such, and now they push me (yesterday right through a wall). I forgot who is the MM again? -
I ran the Radio's Outbreak mission yesterday. Wow talk about a succesful job at recruiting longbow! In any case, the badge didn't award upon completion. Normally awards at "mission complete". This time it awarded when I exited. I've done the other PO badge missions and those awarded correctly.
Does anyone know if the badge graphics have been updated? or are they still out of whack? (meaning 3 badges all have one dot on it...unlike CoH where the badges are "progressive") [I logged right after the mission and forgot to look] -
There is a way to make a bind to target individual pets, but you have to create the bind using "petcom_pow name" I believe...the exact way is toward the bottom of the Numpad explanation on the first page of this thread.
Pets, however, can't be binded to say either $target or $name. Not set up that way...trust me I tried for hours! -
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First tier pet:
Guns disappear when firing after upgrade.
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This has to be a bug that only a few people have. I haven't noticed my Thugs doing this.
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Actually no. I played with other MM's and asked them to watch for it. It appears to happen while solo and not when teamd. look at your punks from all angles as they are fighting to see this occur.
My update for this weekend so far is that they gun animations tends to dissapear if one of two things happen. (1) The target dies mid shot (2) they lose agro of the target mid shot. My MM also had the guns disappear mid shot because the target died before the gun went off.
(While Defensive) The thugs also lose agro easily. If the foe starts to miss you or them they just stop and stand there until someone gets hit.
The MM pet description says that they "will not run out of melee range to use range attacks". Well they forgot to read the memo, cause they've been doing that all weekend. -
Well we ran the mayhem mission last night and still frustrated on time bonuses. We did the bank heist first to get the "mission complete" and then went after the side missions. We destroyed cars, cans, meters and no time. thought that was odd. One of the side missions (kidnap) was a building FULL of PPD. was barely manageable...well not barely...we were wiped.
If it is "working as intended" then can we get some kind of list for the bonuses? Like 10 meters for 30 seconds. 2 cars for 30 seconds. 5 barrels for 30 seconds. Something we can work with. -
OK...so far this weekend a few more things I noticed about Flash Arrow. It does not seem to affect the enemies while aggroed (somewhat of a moot point). If FA is supposed to "blind" foes from anything short of melee, then why is a ranged shot aggroing mobs that are "blinded"? What amount of -acc is it supposed to grant while aggroed? cause all it seems to me is that the are not just hitting me, but they look pretty with the golden glitter all over them.
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Yes...makes my zombies look like they came from Harvard! Imagine the headache of the bank in the mayhem mission when all the civis go haywire and so do your thugs.
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Assuming for a moment the TV will give missions at 50, and not cut off after a 45-49 range...
Someone above said 300-500k per hour at 50. I'm not sure if that accounts for selling loot, but I'll use 400k badge credit per hour as a good number and calculate that it will take 50 hours of work at level 50 to earn 20 million. Maybe a little less time if you picked up some credit along the way, but that's going to be less per hour at lower levels anyways.
Bottom line: 50 hours for unlocking 6 missions. I don't think so.
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Ok I know that seems much but your math is off. Remember that the ticker doesnt reset because you earn the badge. The three badges are:
Bling: 1 Million Infamy
Mr. Big: 10 Million Infamy
Midas Touch: 20 Million Infamy
Therefore work with me here... You earn 1 Mil and get the Bling badge. Get 9 million more and get Mr. Big Badge. Now all you have to earn is 10 Million more, which by your calculations is about 25 hours of work. I think that is a bit overboard as my lvl 40 hero (recently dinged and almost to 41) just got the 2 equivalent badge and that is that I run mostly in sg mode. Otherwise I would have gotten it sooner. Thus, it is feasible to get the 3rd badge by lvl 45 (if not sooner). -
I ran my first Mayhem last night. Unbelievable fun. First time around, I forgot about the side missions and just destroyed my way to the bank. Finished it all with 15 minutes to spare (considering the time bonuses) here were my issues from the first run:
* Objects gave time at random. Not sure if there is a cap on what gives you time or if it is dependant on the objects con, but we couldn't figure out why no time was being awarded for objects.
* There were +6 Metal Crates conning purple. Cars and "Dyne" sized crates were orange. Bus Stops were even con. Everything else was grey.
* Even conned PPD take a while to take down. They seem more resilient than longbow (that we take down pretty easy).
We then finished the mission and we left. but something odd happened (please advise if this is normal) When I got the "mission completed" the ticker was still ticking. We left the mission and it said "return to contact" and still ticking. I high tailed it back to the broker just in case as I wasn't sure if that was normal. Secondly, it did not flash "Temporary Power Awarded" or whatever it says so I didn't know i got one until after i ran back (no travel power and Hook as my broker [you may begin too laugh]) for the second mayhem mission also in atlas. Here is what we found then:
* Same random bonus for objects
* Hench AI is berzerk. They CANNOT be on aggressive or you will never see your henches again.
* Tried the Jail side mission and broke every door to find no villain
* Didn't know there were so many other side missions, nothing on atlas map but a store and the green dot for the Jail.
* On malicious and two mayhems, this last one spawned one PPD boss. Much tougher than the fire hero that followed the heist.
So far that's it. The thug AI was discussed in the Thug Thread. Can't wait for the next one...hopefully tonight. -
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Other than that, exploration badges have been found in all the Mayhem Missions. Atlas, Kings Row, Skyway, Independence Port, Talos, Brickstown, and Founder's Falls.
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What badges are in atlas? Alot of the zone was blue'd off. I may be able to run one or two more in Atlas before I outlevel it and want to try it out! -
Money Roll? Now that is a good idea! Have a money symbol glow under them (like the ninjas do - the glowing symbol aspect) or have them glitter as they bling out (bandana idea is cool for the upgrade piece).
Well last night testing:
Major difference I noticed in the graphics/animation is that while solo, the same gun disappearing issue was present. But when I teamed, it was not. They even kept the guns in hand and correctly switched from gun to gun as they shot down longbow.
The AI was ridiculous! we were in a Mayhem Mission (uber fun....kudos to devs) and my punk insisted on walking out of the jail entrance door in order to walk in through the wall. I am not kidding, he would run out the door and then reappear through a wall. Then after taking down the jail doors, he would runinside and stay there (did the devs program a conscience into the punks to randomly make them feel bad and put themselves in jail?) They would NOT obey the follow command.
Edit/Addition:In furthering the defensive stance issue, changing certain preestablished macros with the "Def" ending does not work or when it does, they just stop attacking. Kinda useless if you are trying to use bodyguard in a fight.
The defense stance is buggy. Sometimes they attack when agroed sometimes not. Aggressive works fine. -
Well come to think of it, a paitspray can is great if their upgrade power would cause them use it as a flamethrower (spraycan + lighter *drools over the posibilities*) or blinding device (spray their face and they're incapacitated for a few seconds with -acc) will also make the TA set worth while with Oil Slick arrow
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40!!
The people at Red Bull must make a killing around your hood. You could not have slept in 3 days. I7 has us all excited but man at this rate you'll hit 50 by sunday!
How on Recluse's metallic earth did you level so quickly? -
OK some animation and AI bugs:<ul type="square"> *Even on bodyguard, they do not attack if hit unless foe is within range.
* On Aggresive, they attack resourcefully and don't waddle about (GREAT) but on Def, they only attack IF the foe gets within range, and if the foe misses they just stand there (although they are already locked onto the target) given enough foe misses however they just "lose sight" of the foe.
* If you look at the pets from behind, the guns disappear just as they shoot if not before.
* The hench do not sustain the gun animation (think of you with your pistols, you maintain the pistol graphic in hand as you continue shooting until you switch powers) they reload the "taking out guns" animation each time they shoot.
* From a profile view, they hold guns upto the point of the recoil and the uns disappear (similar to the one on the list, but on proflie the gun graphic lasts a tangent longer)[/list]
Also, being a necro on my main, I am accustomed to my pets "calling out" their stance. I.E. I command to follow pass they say "Following...passive" or attack target, they say "attacking" Granted their insta-chat bubbles are appropriate and sometimes funny, I want to make sure they received the proper command. Can this be added? like them saying "Wolf Spider is about to be maggot food" or something that tells me that an attack command was issued. -
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Just my thought: Instead of tossing your thugs a clip of ammo, how about tossing them a can of spraypaint? I think it fits pretty well with the "gangster" feel of the set.
AnubisXy
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How about if the mm pulled a pistol out of the back of her belt and tossed that to them? Since.. they end up with a second pistol from the equip, it seems to make sense that she could give it to them.
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Here's a thought. Think Ninjas a sec. Their buff is a "symbol" on the ground with an awesome animation (I know it has a name but it escapes me ATM). How about for thugs, the MM ***** the guns and the punks follow suit (they already have both guns from the get go, but only fire one) or perhaps a bag that gives them an additional gun and clothes for the upgrade costume change -
I thought of FA worked like Smoke Bomb (and knowing that when I get hit with it I see and can target nothing) meaning on the NPC side, they would not see anything short of me coming up and slapping them. I throw FA from the maximum range. The agro still comes! and if the FA is supposed to cause a -ACC on those affected by it, it must be miniscule as I still cycle through my pets at least twice per mission because of this perhaps apparent lack of a debuff.
On a side note, how are the rest of you pulling numbers? HeroStats doesn't work on test (and even if it did, I still don't know how to read it to get an percentage numbers) -
Well still working on my MM primary to get anything past Flash Arrow (by the looks of it, I won't be able to get another secondary until 16) but you brought a valid and disturbing point [ QUOTE ]
Also something to address the insta-aggro problem when it misses
[/ QUOTE ] This is true also of Entangling arrow and of my pistols for my MM. If it registers a hit, I have to wait for the animation and the hit for the agro. This needs to have at lease a slight delay between the miss and the agro. Kinda seems like Captain Obvious made appearance when coding: (no offense to the devs who are doing a marvelous job)
Me: Ok...lets blow this guy (shoots pistol)
** Target and surrounded mob rush me **
** Halfway into the rush where they have the "lets kill the idiot with bow and arrow" look in their eyes, I see the MISS pop up **
Me: I missed
Team: * as they jump into the fight * Ya Think!!! -
Oh my! lol *Lich + Chicken = mass hysterical laughter*
I wrote this on a players post and thought to bring it in "officially" as other issues I've found.
Something else totally buggy. Haven't reported in game as maybe it was me, but starting to think not. I rolled a new MM (Three gueses on which one) and got the default button commands. Like with my main, I rewrote the macros to my use and to feature the new bodyguard system (not getting into that here
) and went into a battle. First the macros I rewrote did not work as I wrote it and did the default commands. The stance script would not read unless I dragged the specific stance icon onto my tray and while on advanced, I was able to use various commands on the pet window. This does not happen anymore.
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vidiotmpas or visiotmaps (check your sig)
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I read that Exploration Badges now give some XP based on your lvl. Well the Jailbird badge does not give XP. The rest did. And does anyone know if at implimentation it will be retroactive or only newly discovered ones count?
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Ok this is my first TA toon (officially...my last didn't go past lvl 4...I was unimpressed) For a ninja MM, I can see the use of many of the arrows like glue and oil slick. But for anyone else it's pretty useless. Needless to say, I like to be fair and give all powers a decent try. Again on only hitting lvl 6 there is not much to say but found an interesting bug (?) [Now I asked in the help channel about this but got a definite no] Here is the issue:
Is Flash Arrow supposed to aggro? I thought it was supposed to "blind" foes to anything outside of melee range (ala smoke bomb) but I seem to agro more often than not when I use it. Is this normal? Am I overlooking something? -
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I'd like to see it where we could choose how our minions look. Not in a costume designing way, I know that'd be a nightmare. But something where we could pick from the Thugs available who will be Thug #1, Thug #2 and so on.
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/signed
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I am glad I am not the only one who is thinking this way. Currently, you can summon a black guy, name him Trey, only to end up with an asian looking guy named Trey in the next mission.
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OMG yes. Its tough to go for a mafia hood look and get a guy with a mohawk.....
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Yes anything to make the thugs look more like...well....thugs. Sorry but I don't see how I am going to strike fear in the hearts of heroes and respect in the eyes of Lord Recluse when I show up with my guns that quack, a secondary that was chosen at whim, and N'Sync as my minions. -
Have you slept at al?!! lvl 30 in under 2 days? That's not grinding, that's polverizing. Grats..and geez i need to take a vaction from work to work on my toons full-time for a week
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So far so good (built and dinged to 6 last night). Kinda hard to give a full review since I biased by Necro. The Secondary choices are off kilter currently, but I am RP'ng my choice.
The costumes do bother me, I keep on getting Hellions without the demon logo. They don't look very thug-ish to me. And without a major bump in lvl to test them at post 32, can't say how well they work.
Now, as for bodyguard...(oops wrong thread)