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Posts
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Joined
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Quote:You mean as a permanent costume part? I haven't seen anything.Has there been any talk about being able to craft jetpacks in the new issue?
But you can BUY a jet pack for less than the cost of crafting almost anything. Only 10,000 inf lets you buy a jetpack from the Shadow Shard or Grandville, even at level 1.
I suppose it would be cool to be able to craft (or buy) a super jump pack, or super speed shoes, or a teleportation device for temporary use, but I haven't heard of anything along those lines. -
Quote:I have the same version as on the cohplanner site (1.601, database version 1.69204 11/09/09) and it still has the Phalanx Fighting bug.Or, go to the Titan Network forums and download the current patch to Mids.
www.cohplanner.com -> click Titan Forums in top right, scroll down to the Mids forum and it's the first post
Quote:Mids has a bug that doesn't calculate the Ranged Def Phalanx Fighting gives. This can be fixed by:
Options - Advanced - Database Editor - Main Database Editor - select 'Scrapper Defense' - select 'Shield Defense' - double-click 'Phalanx Fighting' - select 'Effects' tab - double-click '2.55% Defense(Ranged)...' - On the left for the Affects:" drop down window select "Self" - click 'OK' - click 'OK' - click 'Save and Close'. -
There's a sonic secondary for Blasters? Did you mean Corruptors?
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I'll never play a teaming Tanker again. Soloers only, and only if I can't play that set on a Scrapper. Other players always want the Tanker to set the pace, and I generally prefer a slower pace than most other players. I want to pause before a group and tab through to find where the dangerous ones are, line up cones or location-based powers, and otherwise get ready to take on the group. It really seems to frustrate the team members who want a tank to just run in to every group.
As far as powersets go, I'll second what some others have said. I will never play a Kinetics anything on a team, because there is no way I am going to rebuff the entire group every 90 seconds. Any Kin character I make sets a search message that says "No Speed Boost, No Increase Density -- willing to team if that's OK with you." Similarly, I'll cast Clarity/Clear Mind/Thaw in response to a mezzed group member, but I won't keep it on at all times. -
Before Ignite was "nerfed" it was my go-to power, especially after I got my epic powers.
Freeze Ray + Ignite = dead anything in total safety
Before that, it would be Web Grenade + Beanbag + Ignite
It really got to be kind of boring when combined with Sleep Grenade because Ignite was so fast I could kill everything in a typical spawn before the last one woke up. My solo build really only used a few powers, all based around setting up ignite: Sleep Grenade, Beanbag, Taser, Web Grenade, Ignite, Slug, Cloaking Device, Targeting Drone. I never needed anything else.
Although I hated it at the time, I really do think that ignite needed to be nerfed. The amount of damage I could do to an AV was ridiculous, just chaining Ignite and one other power (Web Grenade for debuffs or Slug for damage). -
THIS, with a City of Heroes logo
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Quote:To me, the distinction between Natural and Technology origins is the availablility of the technology.I think the basic distinction between Natural and Tech is that Tech items are powered and/or produced as the result of a high-tech process.
Natural items like swords and bows depend upon the user's strength and dexterity to be effective. Guns and flamethrowers and such that are really just modern versions of Middle Ages technology could also be considered as Natural.
A Tech origin would involve a dependence upon things that have computer circuitry, energy effects, and high-tech performance-enhancing drugs that must be taken repeatedly for effect.
If the technology is common, available to anyone (within reason), or generally accepted, then it fits in just fine with Natural. Even a high-tech gun like the Assault Rifle would be Natural if you consider it to be standard issue for military of the time. This is how a Natural hero can have teleportation abilities. While not in the hands of everyone, teleporters are routinely used by hospitals, police drones, and various other agencies.
If the tech is one-of-a-kind, customized, or otherwise unusual then it would be Technology origin. A guy who builds a freeze ray device and straps it to his arms is a Tech origin. A Crey scientist who is issued a freeze ray is Natural. -
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Quote:To me, a robot would only be science if it were imbued with super powers after its construction. For example, my Animatronic Wench was built to entertain visitors at Disney's Pirates of the Caribbean ride, but was retired when people complained that the display was sexist. When a freak electrical storm destroyed the warehouse where she was stored, she came to life determined to defend the rights of innocents everywhere. If the robot was created for different purposes and was changed somehow into a super, then it would be Science (or Magic, if that was the cause of the change).I tend to label robots/androids as Science Origin instead of technology. They were created by SCIENCE!.
A robot designed by an engineer specifically as a super (a battle robot or a hospital robot, or whatever) would seem either Natural or Tech to me. The difference would depend on two things: the uniqueness of the design and whether the focus of the "story" is the robot or the creator. A one-of-a-kind robot built by a skilled engineer realiging a dream would seem more techie than one of a series of robots built by the Crey Corporation.
A Mutant robot would seem to be one of a race of robots, but who was built differently through some non-replicable process. A bug in the manufacturing plant or a glitch in the operating system that was implanted in the robot at creation, maybe.
Magic would be either a) a robot built using magical means -- which would supplant the Natural or Tech origin -- or b) one who was given powers or sentience through magic -- replacing the Science origin. In either case, the name "golem" would probably be better than "robot", although robot does suggest metal or synthetic construction whereas golem would tend to be more natural materials.
And of course this is all my opinion and how I see robots in the COX origin system. -
Yeah, I didn't look at the actual power data, just the simple summary that Mids puts on the "Info" box for the power. But if you select the power and click the "Effects" tab you can see the -KB for EF and not for WG. I just didn't look.
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I didn't realize Web Envelope didn't have -KB. Now I feel dumb. Good thing the patrons give us a respec...
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Quote:I also wish to be able to turn off customization, but not because of the poor color choices. It's because I use the colors to know what powers people are using and what is happening around me. Used to be if I had an orange bubble around me, and there was a green glow on that boss over there, I could tell immediately that I had a sonic resistance buff and the boss was being targeted by the rad defender.(Still wishes there was a way to turn OFF customization so that you didn't have to see other people's [sometimes] abominations.)
Nowadays I can't tell the difference between buffs and debuffs unless I see who cast them or try to memorize the colors each teammate has chosen. And if they all have taken red and black (not uncommon nowadays) I can't quickly tell the difference between Tar Patch, Ice Slick, and Liquify. -
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Why do you say that Electrifying Fences is the best immob? Compare to Web Envelope:
Electrifying Fences
range 40
radius 10
end 12.7
recharge 20s
duration 17.9s
cast 1.17s
accuracy 75%
Web Envelope
range 80
radius 15
end 12.7
recharge 20s
duration 17.9s
cast 2s
accuracy 78.8%
It looks to me like Web Envelope is better on range and (critically) radius. The accuracy bonus is not that big of a deal. It loses out on cast time, but that's a fair trade. The larger radius of Web Envelope translates to more than twice the area covered (707 vs 314).
Plus you can get Web Envelope earlier and without any prerequisites, which is nice if you don't want Static Discharge or Charged Armor. -
Every jumping character of mine gets a bind:
bind multiply "powexecname super jump$$++up$$++forward"
So with one keypress my character turns on Super Jump, starts running, and bounds into the air. All I have to do is steer; no need to keep holding down the spacebar to jump. -
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As Justaris said, most of the time when people refer to DPS they are talking about someone who deals a lot of damage.
"We need DPS. See if you can find a blaster or scrapper" -
If all eight of you are in the rather small radius, then you would each get the defense bonus for three teammates (the maximum).
The real bonus for having multiple Shield Defense characters is stacked Grant Cover. -
You want the "/petselect #" command:
/petselect 0 targets the top pet in your list
So to make the bind you suggest it would be:
/bind shift+1 "petselect 0$$powexecname fire shield"
/bind shift+2 "petselect 1$$powexecname fire shield"
...
/bind shift+6 "petselect 5$$powexecname fire shield"
If you want to use the numpad it would be
/bind shift+numpad1 "petselect 0$$powexecname fire shield"
NOW
The problem is that occasionally the target isn't registered fast enough for it to change before you cast the buff. So you end up double buffing some targets and missing others. Might I suggest that you do it with TWO keypresses.
/bind shift+numpad1 "petselect 0"
/bind add "powexecname fire shield"
/bind subtract "powexecname plasma shield"
That way you can use the number key to target the pet and the plus key on the number pad to buff him. And when it comes time to cast Plasma Shield you don't need to rebind 6 more keys for your pets. You just bind one more buff key.
Shift+1, plus, minus, shift+2, plus, minus....
It works nicely. -
I've been on this campus off and on for 24 years, so I *think* I am high enough level. However lots of students probably think I have a vicious taunt aura. So better safe than sorry.
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Saw this on my way to campus this morning. I actually stopped for a second and considered staying out of aggro range.
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Quote:I think Santorican mentioned it.I can't believe no one has mentioned how TS' chance to Stun would also stack with Oppressive Gloom for the ability to stun bosses.
That plus how awesome it looks would mean it would be awesome.
Thanks for the feedback all. I might go ahead and try it. If the endurance issues bother me I'll just say "screw it" and reroll as Willpower... again. It really is the perfect scrapper secondary for me. (Or maybe go FOTM and do Shield, on another server where no one knows me...) -
It does sound cool as far as looks go. How about performance?
Coming from an Electric Armor scrapper that I am finishing up now, how will Dark Armor play? Does it synergize well with Electric Melee? -
So I want to start a new scrapper, but I'm not sure which secondary to choose. I've wanted to play a Dark Armor character for a long time, but I've always been shy about the notorious endurance costs of the set -- more than anything else in the game, I HATE struggling with endurance issues.
When Electric Melee was ported over I decided that I wanted to try this new set, and I realized that this might be the perfect time to try /Dark, since Electric/ might help mitigate some of the endurance issues. I know that the endurance return is minimal and unreliable, but does it help at all?
There aren't any guides to Electric Melee at all or for Dark Armor past Issue 8 -- unless I got to the Brute or Tanker boards. There's a Brute guide that talks about how horrible Dark Armor is and it is kind of scaring me away.
How well does Electric Melee synergize with Dark Armor? Are there any big holes or amazing benefits to this combo? Is there a better pairing for Electrical Melee? I'm not interested in Electric Armor, Shields, Super Reflexes, Regeneration, or Willpower, which leaves Invulnerability, Fiery Aura, and Dark Armor.