Energizing_Ion

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  1. Quote:
    Originally Posted by Madam_Enigma View Post
    With aid other and aid self, my nin/psn did a fairly good job of keeping pets alive. Unless it was an AV/EB fight. In which case my goal was to keep them alive long enough that the pet summon recharged. Still preformed that well... usually.

    You have way more patience/endurance than I do that's for sure....hehe..

    If I got the Aid Other/Self powers...and just standing back and healing my pets as fast as possible with those powers...I couldn't do that....I'd roll something with an AoE heal like Dark or Thermal or Pain.

    Ninjas and Zombies are two primaries I would 'have' to pair with one of the above sets...Demons don't seem to be all that bad...sure they go to melee but they are reasonable and stay at range a good amount of the time. Edit: *from my limited 16-17 levels of experience with Demons*


    I will make a DS/Poison when i17 goes live though....we'll see how long it lasts
  2. Quote:
    Originally Posted by Swansu View Post
    Being able to have up to like..close to 100% -res on a target not good enough? =P

    The thing I don't like is re-summoning pets. Poison does have a heal but...not much of one. I have a mercs/traps MM at 50 and I didn't have to re-summon the mercs too much mainly because at the mid-to-high lvls I had FFG and Poison Trap....so...*shrugs*

    I think I'll do a DS/Poison....kind of been wanting one for a while (or to use the poison secondary that is; had one in CoV beta but...didn't want a ninja/poison ).
  3. I was thinking about doing a DS/Poison but...I don't know...having an AoE heal (as well as a heal that heals you the caster) is so nice to have.

    I just wish Noxious Gas didn't have a 5 min recharge timer on it


    Who wants to try to sway me to make a DS/Poison when i17 goes live? :P
  4. I wish I could have stayed with the group for the posi tf part 2...ah well :/

    Good video though
  5. Click on start -> Run and then just put this in it:

    "C:\Program Files (x86)\City of Heroes\CityOfHeroes.exe" -project Coh -renderthread 1

    That should work...


    For me (on XP) for test I use:

    "C:\Program Files\CohTest\CityOfHeroes.exe" -project CohTest

    and works fine.
  6. Hooray, Richmond, VA represent! heh...

    Congrats to all the winners.
  7. Quote:
    Originally Posted by Nethergoat View Post
    I stopped right there.
    ...
    I stopped there as well. I never have been in a team where the tanker had to get all tier 3 inspirations.

    I have been on teams (and have led teams) where either before we started up the STF or before the LR fight asked the tanker (and others) to fill up on purples (if I thought we needed it to make it go faster/easier). 3-4 tier 1 inspirations should do it for each tower...and after 1-2 towers are down (depending on which ones you do) you (the "tanker" of the team) really doesn't need any purples any more.

    *shrugs*
  8. Quote:
    Originally Posted by Castle View Post
    You *might* want to hang onto that Mission Computer. Just sayin'.

    Go on....


  9. Energizing_Ion

    Kinetic Melee!

    Quote:
    Originally Posted by Elegost View Post
    You didn't see taunt. That would've slightly ruined the awesomeness if they, halfway through, put the *aawwwhhh (/em taunt1)* animation in the middle of the new stuff...
    Ah touche'
  10. Quote:
    Originally Posted by GavinRuneblade View Post
    I'm fairly certain they tried. But let's face it... we are talking about Regen here, shooting it isn't the most effective way to get rid of something that heals too much.
    They should try cutting off the head of regen and see it that works...
  11. Energizing_Ion

    Kinetic Melee!

    Well I did count 8 moves/powers from that Kinetic Melee set. Only one that wasn't shown...unless it's just alternate animations... *shrugs*
  12. Quote:
    Originally Posted by Techbot Alpha View Post
    Argarhargarh....
    *mashes face into desk repeatedly*

    Sorry, this is the one and only thing I will openly critiscise the Devs for as a 'Stupidly bad decission'.

    Seriously, have they TRIED levelling a Hero from 1-50 on Heroside only content? Ignoring all Co-Op and AE missions? Because the old side Blueside content SUCKS. REALLY. BAD.

    The zones themselves are fine! They look good, they have character, the work! But the missions and contacts are bland! Boring! Repetetive! Lifeless! Grindy! Samey! SHOCKINGLY BAD!
    There is more evil in blueside mission mechanics than in an Al Quaeda suggestion box, for pity sake.

    Revamp != Rebuild. Give the contacts each some decent story lines, tied into the zone itself, make them give their cell phone out a lot earlier, and stop them from sending you all over the damn city. Problem solved. Blueside will feel a little shinier again.
    Strewth on a stick...
    Amen to that....

    When I made 2 new heroes about a month ago, here is how I played them (usually):

    Levels 2-5 street sweeping or doing a mission or two.

    Once I hit lvl 5, I go to KR and do 3 radio missions and do Atlas safeguard to get jet pack. Then if I remember about it, go to Hollows do contacts there.

    Go back to KR to do radio missions to get KR safeguard and get jump pack.

    Go to Faultline and do contacts there. Usually don't hit 20 by the time I get to Doc Delilah, so depending on how close I am to 20, I either just do some radio missions or maybe go to Striga.

    Once I'm 20, go back to Faultline and finish missions/story arcs.

    Then I go to Croatoa (or Striga if needed) and do contacts there...until I need to be lvl 30....

    Do some radio missions in talos/something....hit lvl 30 go back to Croatoa finish arcs/contacts.

    After that? uh....back to 'normal old icky coh content'....

    It would be better if they just went through all the CoH contacts and changed it so that they gave their cell #'s out after the first mission....just that change alone would be better than what it is now....after about lvl 30 (32 maybe) I'm like....'ugh....don't want to solo this toon anymore'....

    Edit: That and make all old coh contacts give missions in the zone that the contact is in! No more running from PI, AP, Perez, Crey's Folly, Bricks, Eden, FF, PI, Steel, DA, etc, etc, etc....
  13. I'll toss my vote in again like I have before for choosing to revamp/re-do old zones and not so much creating new zones.

    One poster said it best: CoH: revamp zones, CoV: add zones.

    And revamping a zone doesn't mean a full tileset/layout different like Faultline had done to it (although something Boomtown would need some work on it done)....but, like others have said, just add some contacts/story arcs, maybe a small TF of a sort and 'bam!' much better! Now people would have a reason to go there beyond getting sent there to do a defeat x mission.
  14. Quote:
    Originally Posted by Dr_Mechano View Post
    ...
    PvPers must want a pure PvP experience surely, one that is unsullied by PvE, people are there for one thing and one thing alone, to PvP, no complaining, no nonsense of badge hunting just pure PvP.

    Isn't that what PvPers want though?

    Haven't there been other MMOs that were purely "pvp only" type of MMOs.....I don't think they are alive anymore; if they are, I don't know of any...
  15. Quote:
    Originally Posted by Aggelakis View Post
    Difference between your playground's BB courts and the game's "BB courts" (PvP zones) is that you explicitly agree to "play normal BB" (participate in PvP) when you step onto the game's "BB courts".
    Just a side note, there is no agreement to "play normal BB"...it just says that some people may be playing, "normal BB"....not that you have to play with them.
  16. Quote:
    Originally Posted by Paladin_Musashi View Post
    I blame the devs for putting things of value to PvE players in PvP zones. There really shouldn't be. I know they're trying to lure players into PvP, but that's a stupid idea that's never going to work. It will only ever result in conflict of this nature.
    I agree wholeheartedly here.

    I am lucky enough to have all the badges I can get on my main badger. It was a huge pain trying to get enough people to be even interested in fighting the RV AVs (and waiting for the right ones to show up)....I think there were a good 40 or so heroes there all trying to get the badges.


    There are some things I don't 'mind' per se; like having exploration badges in PvP zones...all that takes is just going to that point...if there are people there, just come back in the morning/some other time when others aren't there...not a 'huge' deal but would probably advise against it.



    Now getting things like Shivans/Nuke temp powers...they can stay in pvp zones...they're not badges (nukes have badges yes I know but in general) so it's not a huge deal.
  17. I think base raids were fun....to a point. It was fun just to raid different bases to try and win. You 'won' by a few conditions: 1.) steal the Item of Power if the other SG had one or 2. Blow up 6 'dimensional anchors' that were in the other SG's base.

    It was usually # 2 since I think only a very handful of SGs had IoPs (because the CoP trial was taken off before base raids were). CoP trials were taken offline first because of buggy-ness with 'em...sometimes people couldn't zone into the CoP trial/zone and sometimes they could....and sometimes people could zone into a regular mission which would mess up that team's ability to enter the CoP (If I remember right).

    So it was fun a few times that I have done a base raid with sg peeps. Being the attackers was neat because we'd all zone in and just spread out and try to find the anchors and blow 'em up. There was at least one time that we didn't think we could make it (oh and there was a time limit for the raid btw)...but one of our PBs popped a few inspirations, zoned in and then phased (PB phase power) and then blew up the last anchor and we won


    The few problems I had with base raids were as follows:

    1.) SG base layouts. There were quite a few 'exploits' or tricks or whatever you wanted to call them. If you were "smart" enough the defenders could build a "jail" in their base and have someone teleport foe into the 'jail'. This jail was a construct of multiple base decoration objects and basically made it so that you couldn't escape (unless your teammate tp'ed you out...which usually didn't happen since they were either being attacked or didn't have recall friend). I was 'lucky' enough to be tp'ed into jail once on my main (Kin/Rad def)....couldn't jump/run out...didn't have tp, but even if I did, there wasn't a way to tp out... /stuck didn't work....had to /kill yourself to get out....yeah ...not fun.

    The other issue with SG base layouts is that the way a base was laid out there were only certain entry points where attackers would spawn. Once you knew where they would spawn, the base builder could just lower the floor and raise the floors/tiles around that spawn point so that you couldn't just walk/run up the stairs...you had to jump/tp out. Doesn't sound like an issue right? Well....it's not; until the defenders are spawn camping those spawn points with Tar Patch or Quicksand or any other various powers that do -jump -spd....ta-da....insta-death! Not fun for the attackers.


    2.) Each team member (remember you could have more than 1 full team of 8 attacking an SG base) of a team of 8 could spawn at different spawn points. Not a 'huge' deal but...if you're being attacked and killed repeatedly it's hard to have your teammates heal you when 5 out of 8 spawn elsewhere.


    3.) Of course the 'biggest' issue was scheduling. Sure a base raid was fun....but if your SG is spread out across different time zones....it was hard to try to get everyone together to raid and/or defend the base.


    I'm definitely looking forward to a re-vamped CoP trial and/or base raids though!
  18. Quote:
    Originally Posted by Commander View Post
    The thing I found interesting, that I think people might have glanced past... when Positron asked "Can I tell them about no more war walls" and someone told him "no", I don't think he was just talking about Praetoria....

    I'm thinking that there might not be an actual reason to have war walls anymore. I mean, the Rikti always get in, and if they set each area to zone you into another zone... there really would be no need for them anymore.
    Oh really now?
  19. Just thought of it....I should have asked the newsarama man to ask the devs, "how many free char. slots are we getting in GR?"

    Ah well. :P
  20. Quote:
    Originally Posted by Mylia View Post
    Can I have your autograph famous person I do not know?
    Sure

    It's worth a lot.....wait no....my 15 seconds just vanished...
  21. Quote:
    Originally Posted by Catwhoorg View Post
    ...
    Energizing Ion, and other fans wondering about why no Market Merge, they did say that there are reasons with database issues that would create problems.

    ...
    So technical reasons rather that design one. Still booo
    Like I said in the other thread, it's still 'booo' but at least it's a 'good' reason and not just a "don't want to do it" reason.
  22. Quote:
    Originally Posted by FreckledAvenger View Post
    'Energizing Ion, and other fans wondering about why no Market Merge, they did say that there are reasons with database issues that would create problems.'

    I'm famous!
  23. Quote:
    Originally Posted by theOcho View Post
    Hey all,

    I was having a conversation around the water cooler the other day with one of the Dev’s and we were talking about Super Groups (and Villain groups of course!) and he asked me about SG’s that have been around since launch. Now normally I’m the “go to” guy for this kind of random trivia about our players, but it occurred to me I only know a couple and now I’m curious!

    So what SG’s have been around since launch, and are any still led by the same people? Please speak up and let me know!
    The LEGION (hero side) and Fallen LEGION (villy side) have been there since launch (well LEGION hero side was created 10 days or so after launch of CoH). All on the Liberty server