Failsight

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  1. Quote:
    Originally Posted by Techbot Alpha View Post
    Flight of Doves: Hero-Con only Easter Egg. So says BaBs.
    I'd really love it if the doves thing was left in as a one-in-a-million chance to fire Easter Egg in the Live version. I mean who wouldn't love it if just suddenly, you hit your T9 and bang! Doves! It'd be a great little surprise, and they already have the assets done.
  2. Quote:
    Originally Posted by JKedan View Post
    Some sort of mini-shotgun shell for the cone, and a mini-explosive round for the AoE.
    Because that somehow fits with cowboys and 18th century gentlemen so much better!
  3. Quote:
    Originally Posted by Rockpirate View Post
    Honestly....

    I never liked Chuck Norris.

    There. I said it.
    I never liked Chuck Norris, either. But stupid memes are stupid memes and are meant to be abused until they're a bad joke. And optionally abused some more.

    Scratch that, they're meant to be abused until they go from a bad joke to an anger-inducing mental thorn in the collective conscience.
  4. Failsight

    Disappointed

    Quote:
    Originally Posted by Nethergoat View Post
    In the abstract sense than they're a diversionary entertainment, yes.

    But if we think of a the game as a novel (another form of diversionary entertainment), graphics are the cover. They have no impact on the quality of the prose or how engaging the story being told is.

    I'd prefer more energy be spent on the inside of the book than the outside, while understanding the need for 'rack appeal' to attract potential readers.
    Wrong. if a video game were a novel, the graphical representation would be the images evoked by the words written on the page. It is the prose. That means the quality of the graphics would be roughly equivalent to things like grammar, word choice, and general style.

    The content of a story could be listed on a timeline or in point form (i.e. Cole's Notes), but what gives a story its breadth, its life, is how the author describes–shows–those events.

    The cover of a novel would be represented by things like game packaging or even the program icon. Those are things that stand outside the actual telling of a story, and are more important as items that help sell the book/game inside.
  5. Quote:
    Originally Posted by Mr. NoPants View Post
    He once beat some psychic guy right out of is skull.
    As is usually the case, I forget the most obvious....
  6. Quote:
    Originally Posted by Golden Girl View Post
    A hook might not fit in with the tech feel of the place - but a cybernetic claw would be acceptable.
    I want my cyber peg leg.
  7. Quote:
    Originally Posted by CommunistPenguin View Post
    WHo DOES NOT want a fancy gun set? I have been looking forward to dual pistols forever, Thinking that they would be an expanded version of the mastermind pistols powers. Then I saw the video with the preview on it. It looks like the devs saw Equilibrium, and figured, "hey lets make that!" I mean, out of all the characters in literary history who use pistols, the devs had to go and choose the look the most specific and least adaptable?

    Granted, "vanilla" animations arent as fancy, but they allow for a MUCH larger range of characters. THis is actually why i prefer alot of the older less fancy costume options as well. I dont want a Gun-fu pistol set. I want a set that I can use as a mercenary... or as a cowboy... or as a 19th century gentleman hero... or as a grimfaced antihero of the 80's.

    The differnt ammo types are great. Have always loved the concept, and Im really glad they went with it. But the animations? No thanks. Why is this so hard to do in MMO's. Its not a terribly hard concept. If i have a gun set, i really only want one thing from it: to shoot. I realize that it might be a bit boring, but if i wanted something fancy, I would have picked a fancy set.

    I also realize its a little early to make a rant thread... But those animations looked pretty finalized, and you dont just scrap months worth of work at the drop of a hat.

    Honestly, there is very little reason left for me to even consider buying going rogue. I dont care about demon summoning. The rest is a graphics upgrade that I might not be even able to use, and some new storylines.
    I'm just trying to figure out what kinds of animations would be necessary to make a non-flashy DP set that also included at least one cone and one AoE. I mean, realistically, a pistol is a piss poor choice for someone who's going to be taking on super-powered or super-armoured enemies, unless they've got some massive tricks up their sleeves (like Malta Gunslingers, who notably wouldn't have good enough powers to create a solid Blaster set) or so much ridiculous "skillz" as to not fall into the realistic category. In this case, we seem to be getting both.
  8. Quote:
    Originally Posted by Golden Girl View Post
    By the way, I'd expect at least one Preatorian Police officer to have a goatee - possibly an eyepatch too - although the eyepatch could also be on another officer.
    If that police officer also has a peg leg and a hook arm, I'm so bringing my Ninja MM to Praetoria first.
  9. Quote:
    Originally Posted by Westley View Post
    To be honest, I'm actually getting tired of all the Blue Steel-Chuck Norris style comments.

    Where the HELL did they all come from anyways? The only thing that I know about Blue Steel is that he's the trainer in KR. I've read a LOT of the story arcs and haven't seen Blue Steel mentioned in any of them.

    I just don't get it... and it's getting tired to me.
    Hmm off the top of my head, there are a number of arcs V-side where your character defeats and captures signature heroes, who are then broken out of the Rogue Isles by none other than Blue Steel.

    Also, as there's no combat-able version of him in the game, officially, he's also probably the longest existing signature character to not have been defeated by a player.

    There is also no known Praetorian version of him, for the reason directly above.

    I'm not sure where the Chuck Norris part came in, but Blue Steel has always been a bit of an enigma character, other than the fact he apparently kicks butt.
  10. Quote:
    Originally Posted by Captain_Photon View Post
    Wait, so, Praetorian Blue Steel isn't a good cop?
    If there was a Praetorian Blue Steel at all, there wouldn't be a living Emperor Cole. His awesomeness alone would have convinced Tyrant to cede all power to him.
  11. Quote:
    Originally Posted by Oliin View Post
    Who knows, it's certainly not one of the buffs they fired off in the demo though.



    Possible, but I doubt it somewhat. You can hear that little noise the game makes when you try and use a power that's not recharged rather a bit when you listen to the demo. Especially towards the end there.
    Regardless of dev mode or not, it could also simply be that since this was a demo version of the game, they just tweaked the recharge numbers down such that it's just short but not immediate.

    Or even more likely, the recharge numbers are "regular" and they simply have a power that automagically refreshes all powers' cooldown timers to usable.
  12. Failsight

    Disappointed

    Quote:
    Originally Posted by Nethergoat View Post
    Personally I could do without the graphic update, although I realize it's a nice selling point for the legions of magpie gamers who are mesmerized by pointless shiny. But as far as that nebulously defined thing "content" goes, this issue is already bursting at the seams with it.
    Seriously, if graphics didn't matter, why aren't we all playing the MUD version of CoX?

    We all know how that'd play, since we were shown it.
  13. Quote:
    Originally Posted by Samuel_Tow View Post
    Which is odd, because Hordelings have had that tongue attack since I6, which solves a lot of the most difficult problems with such a thing, which is distance and accuracy.

    And, really, I don't recall BABs ever mentioning whips would be impossible. A lot of PLAYERS said that, but if BABs said anything at all (and I don't recall him commenting on it), it was more to the effect of "Won't happen. Too much work. Forget about it." Then again, I haven't seen a discussion about that since around I9-I10.
    I believe what people are getting confused about is that it's been said (not sure if it was BaBs) that grappling and such powers that require sustained physical contact between two (or more) entities, such as, say a whip wrapping around an enemy's limbs, was impossible with the current engine.

    There's nothing there to say that cracking whips on people wouldn't work. Especially if you can cover up the end with sexy fire.

    Though I do have to say this is making me curious what AoE attack(s) Demon whips will have, and how the animations for those would work.
  14. Quote:
    Originally Posted by Prof_Backfire View Post
    To be honest, Recluse would probably find it hilarious as well.

    "Now bring me... STATESMAN'S UNDERWEAR!"
    Unfortunately, Positron already beat us to it (see HeroCon keynote part 2 opening). I'm wondering whose underwear Arbiter Fabulous stole, though...(part 3).
  15. Failsight

    Disappointed

    Quote:
    Originally Posted by Samuel_Tow View Post
    There are a few concept still left unattainable. Things like Summon/Melee, Assault/Defence and so forth. You could KIND OF fudge that with existing ATs, but never quite fully, and there are a few powerset designs we just don't have. I once had an idea about a range/melee single-target primary with a defence/AoE secondary that, obviously, never went anywhere, but there are still a few ATs that can be made and be brand new. I'm not sure we can think up a full five decent ones, but I'm sure we can get five such that at least a couple work for everyone.
    I'm not sure we're likely to get any new base ATs with Rogue, but I do see room for some "Epic ATs" that are unlocked by something other than hitting 50. Maybe something as simple as starting a new character as a Praetorian starting as part of one of the two major joinable factions.

    They'd be "Epic" in the way that their power structure is different from regular ATs, just like Khelds and Arachnos have different power set structures, and that they'd be (at least initially) tied to the world story.
  16. Failsight

    Disappointed

    Quote:
    Originally Posted by rian_frostdrake View Post
    I'm also unsure of your grasp of the degree of the graphics updates, dismissing them as just reflections. one of the most common dismissals of the game has been that it looks like a 5 year old game, to continue to hold ground in the mmo marketplace, they had to upgrade the graphics, and to be blunt, among people who have proven they know what they are talking about, such as billz, their reaction means a great deal more because they actually have a better grasp of the technical aspects of it than i do.
    Just wanted to key on this paragraph alone: from watching the video, Paragon's new "Type R" programmers have actually done something very difficult and special. They've actually seamlessly grafted on current and next-gen graphics rendering technologies to a five year old engine with full backwards compatibility and it seems, many long awaited bug fixes.

    The result is a graphics engine that is going to hold up for another 5 years, at least. It also means the most gorgeous superhero MMO is here. The models and world will look far more detailed and attractive (subjective opinion) than the competition. With the revamp, only DCUO has a chance to best CoX graphics-wise. Meanwhile, for those who don't have up-to-date systems, the game remains respectably attractive (running CO on my old iMac Core Duo is...well, not pretty, whereas CoX still looks respectable, thanks to its art direction).

    Side switching opens a lot of options for playing with whomever you want on whatever content you want–something that has been improved over time, via Flashbacks, and now especially via the new SSK system.

    Not to mention a whole new path through 1-20, which may or may not percolate some features to the heroes and villains 1-20 paths as well.

    From the sound of the video taken during the keynote, there's a lot more to GR than what's been presented so far. Things are looking good from what's been shown, though my only question right now is just how much new content is being written for GR. While the new tech and features sound great, it may be hard to justify a full $50 purchase without 40 levels (with 41-50 coming later, per formula) worth of content. While side switching will help alleviate this, I'm hoping for more than just 1-20 content plus some TFs at 50.

    If Paragon can provide a full 40 levels worth of content on top of side switching, I think that CoX will have a complete package that will be unrivalled.
  17. Quote:
    Originally Posted by Flarstux View Post
    I based my comparison on how they played through the early levels - from fighting Contaminated in Outbreak to fighting CoT in Perez Park - obviously I can't compare them beyond that because the Electric/Electric isn't that far along.

    The MA/Regen kicked butt and was *a lot of fun* to play through those levels - which is why I've kept playing her - whereas the Electric/Electric was *much less fun* to play through those levels - and more than once I considered scrapping him and rolling something else - which is why I have not played him as much.

    Although he did hit 14 earlier today doing some ToTing, and he got the badges for Jack and Eochai. And still, thus far - much less fun than the MA/Regen.
    The problem, really, is the secondary, not the primary. I have an MA/WP and now an ElM/WP, and I have to say...they're both pretty good! Where the MA does better on single targets, the Elec Melee far surpasses it in AoE when played smart. The fact that Elec also has Energy typed damage goes a long way to making up for the lower overall damage when compared to a set like MA or pre-Achilles Heel swords.

    MA/Regen will, almost assuredly, be more fun during the lower levels, simply due to how powerful Regen is during this time. Having a recovery boost that surpasses Stamina from level 4, a heal and Dull Pain, as well as a mitigation type that doesn't care about damage type makes Regen a monster during those levels. It also has the benefit of having an enhancement type that doubles in effective strength instead of only adding up to 50% more--not an issue in SO range, but is significant in TO and DO ranges.

    Also note that Elec Armour has zero--as in no resistance to Toxic damage outside of its T9. Before picking up Energize, it has no way to handle toxic damage outside of inspirations or team buffs. Facing Vahz on an Elec Armour Scrapper is pretty much suicide. As noted, Regen does not have that problem.

    At higher levels, things balance out somewhat. In the right hands, a Regen is still amongst the best defensive sets out there, period (but in the hands of those not initiated in the fine art of Regen mastery, it blows without hefty built assistance). ElA, however, is a much steadier set, due to its significant resists. Energize makes all the difference, however, especially if it can be made to recharge as quickly as possible, as it gives up to 50% heal (enhanced), and 30 seconds of very significantly increased regen (unfortunately with nothing to stack it on) and end discount (which helps balance the set against Regen in one respect, though Energize alone doesn't do enough). At recharge cap, it can be made practically perma, but I don't think it's possible to stack.

    In a long fight, ElA also has the advantage of being able to quickly drain an enemy's endurance. Against EBs and AVs, this can be used pretty well, especially in addition to ElM's end drain.
  18. Lemme see....

    The "Get the news out" mission I've completed before. Sometimes I fail it. Depends on the character I play. Generally, my Brutes can do it just fine. Save a generator, make sure it's still functioning and not going to be walloped by any surprise Nemesis. It helps to be a Brute (or Scrapper/Tanker) that has a taunt aura. Protect it like you'd protect a poorly played Blaster: grab aggro, jump out of the way so that AoE doesn't catch the squishy, wallop enemies. Then go face Silver Mantis. If you survive her, you're generally golden. Obviously, knowing where everything is helps a whole lot. Also, having gigantic spawns (i.e. on a big team or your settings high) makes this difficult.

    As for the Lady G rescue mission, again, play her like she's a very bad Blaster. Whatever you do on a team to save a very bad Blaster, you do to save her. The problem is surviving those damn pesky Vanguard, again, if your settings are high.

    The Anti-Matter mission that's 10 minutes long, either take someone invisible or take someone very survivable (again, Scrappers and Tankers shouldn't have a problem), use your travel powers to get to the end as quickly as possible, complete mission.

    The Fir Bolg mission is best done in a team. Man at least one person at each "entrance" to the area around the henge. This means you'll want minimum of one helper, better with a team of 3 or more, as you just let the scout signal when enemies approach, and everyone goes to help before resetting positions.

    Also a Vanguard mission, the rescue the delegates one often gives me a lot of headache. Generally, any mission that involves Nemesis and defending something squishy is a headache. Same rules apply, though. Have a team, preferably with someone who can heal and someone who can hold aggro. Some Controllers can pull this off solo. Again, Scrappers and Tankers fare relatively well, too.

    The missions I really hate are the ones where you need a team just to finish (i.e. multiple glowies that need to be clicked at the same time), but they're rare and, well, the solutions are simple: get a team or drop the mission. Generally, these missions don't do anything but hurt your pride when failed, and also are usually available via Ouroborous (though I believe the "fix" to lock difficulty also affected O, which if true, I highly dislike--I haven't checked lately).

    Though I admit that there are times when I've failed all these missions (and more), I can safely say that I haven't run across a single mission in this game that I haven't beaten at least once. I don't even consider myself a great player, either. But once you figure it out, and you have a decent character, they're pretty do-able.
  19. Quote:
    Originally Posted by PettyTheftz View Post
    Course, for almost no money, you can just roll up a ss/fire defense tanker, have 90% fire resists with SO's get to 50, and get the demon Mission in PI. I steamroll that mission in 15-20 min and run it at +3 x8 with bosses. I think I have 2 mill into that tanker total. if your main goal is farming, allot more cost effective toons to make than a /shield anything for better results.

    YMMV.
    While technically true, there's a lot to be said for being able to make good inf while playing a wide assortment of missions, which an SD/SS can excel in doing. Making an SD/SS survivable enough to take on hordes of even dreaded Malta and Carnies (okay, somewhat less dreaded) without breaking a sweat is, at least IMO, significantly cheaper. Soft-capped positional defences are just that good.

    Yes, it's technically not real farming if you're actually playing through content normally, even if the rewards are still sickeningly good, but I could never stand running the same mission over and over again.
  20. Quote:
    Originally Posted by EquYnoX View Post
    Take it from NW and give them (NW) a damage Aura (WoC maybe?)

    just an Idea.
    I'd rather see one of:

    1) more direct mitigation (def, res, health)
    2) faster recharging Placate
    3) more debuffing in powers

    than a "t9" power that doesn't even conceptually fit.

    Oh, and you'll be prying Elude from my Night Widow's arsenal over my dead body. Especially not for a freaking damage aura. You've got to be kidding.
  21. Quote:
    Originally Posted by Fugly_Man View Post
    So, I quit for a bit and came back for I16, love all the new toys but having some problems with the new hero/villain system.

    I used to play on level 4, can't remember the name but it was for the most mobs at not too much higher then my toons, the idea was I have alot of AoE goodness so I wanted lots of mobs, but not to hard to hit.

    So, with the new system, do I set myself at +1 mobs and 3 heroes or something? and I always play in a team of 3 so I guess we all have to have the same settings?

    Can someone post what the new equivalent of level 4 was and if I increase my hero settings (I am as good as 4 standard heroes or whatever) will I just get more mobs? and how does team size enter into this? if I have a team of 3 (which I always do) does it multiply the # of mobs by my settings (as good as 3 heroes or whatever) * the # of people in my team?

    Thanks!
    Give us a list of builds you have. I find that different ATs and builds excel with often very different settings in the new system.

    My SD/SS Tanker, for instance, loves +1/8/no boss as a set-up, as it's fast, chaotic, and a good balance between not dying and reward.

    My MA/WP Scrapper, on the other hand, will go +2/3/bosses instead.

    My Kat/Regen is an ST killer, what with the Achilles' Heel proc being slotted in multiple attacks (so that in a long fight, it's practically always on).

    Surprisingly, my ElM/WP Scrapper is in much the same boat as my MA Scrapper, but she's without a number of IOs still, so that may change quite a bit.

    On average, I find that +2/3/bosses is my normal setup for anything melee. My Ill/Storm, as much as I love the chaos she brings, is better off with a smaller number of harder targets, as Ill's controls generally bypass most defences and mez resistances.
  22. Quote:
    Originally Posted by Call Me Awesome View Post
    My impressions of Electric Melee were that it's very good AOE but a bit light on single target... bosses were sometimes a problem because of this. Minions & LT's die very quickly to the AOE leaving you with a bit less ST damage than you'd prefer to deal with the bosses. I thought it was maybe a touch stronger AOE than Fire Melee but considerably weaker in single target. As we all know there are always tradeoffs.
    This is about as much downside as there is to the SD/ElM combo. However, due to AAO and the way that ElM attacks work, probably the best thing to do is to in fact not use SC + LR to start, but instead let all the minions and lts power up your normal attacks so you can take out bosses ASAP. After that you've probably done enough damage to the crowd around you that either SC or LR can take out most of the rest.

    Of course, this is assuming soft-capped defence, as you're going to be wanting to have full saturation of AAO.

    This works well with ElM, because ElM is actually not a true AoE set: It's an almost exclusively ST-minded set with a load of collateral damage! I personally find that approaching it from that mentality works best.

    Jacob's Ladder is a somewhat narrow cone, so with the "wider" attacks available with the set, a player should be unafraid to use it as an ST attack. As a Tanker, later levels will give you enough of a crowd that you'll be hitting "incidentals" (i.e. not aiming for them specifically) a lot, anyway. The best part is that Jacob's Ladder is a pure energy attack, which makes it a heavy hitter for your early-to-mid career. I just wish its animation was a bit shorter.

    Chain Induction is the primary example of a single-target attack with collateral damage: the pseudo-pet spawn only works if the target isn't defeated by the actual attack. That's a bit of a downer, but CI's saving grace is that it is a quick activating attack, so at least has good (not excellent) DPA. Recharge benefits this power immensely because of that.

    Thunder Strike is also an ST attack with collateral damage, as I'm sure some know that the AoE is centred around the target, not the player. In that way, it works like a ranged AoE, except in melee range. That fact, as well as wanting to hit multiple targets with Jacob's Ladder, means that you want to keep the big enemies (bosses, lts) in front of you as much as possible.

    So the only "real" PbAoE attacks (which is what we're used to for melee sets) are Lightning Clap (meh) and Lightning Rod (yay!).

    ElM's other attribute is its end drain. On most bosses, my Scrapper seems to knock as much off their blue bar as their green bar. On longer fights, with a Tanker against an EB or AV, this is far more significant.

    It's not the most efficient set-up, which is why for pure AoE, Fire still trumps ElM (ease of use and extra DoT) and SS is so powerful (better ST burst damage, Footstomp is up more often than Lightning Rod) and even Stone Melee is practically comparable due to easier use. But ElM is up there with Dark Melee, IMO, as "the sets with the most fun toys" while providing significantly more AoE--incidental as it is--which I find much better, regardless of AT, for my playstyle.
  23. Just chiming in to say that this season is about the suck-suck-suckiest anime season in the history of me remembering anime seasons.

    It seems anime is suffering the same creative slowdown that Japan's gaming industry is apparently suffering. That is to say that there is still the odd memorable show (Bakemonogatari [Ghostory] from last season, which honestly, ran too short) but the country's hit a slump when it comes to producing creative work. At least, creative work that I'm interested in.
  24. Quote:
    Originally Posted by perwira View Post
    Hah, hah! Playing a 21st level ill/storm roping in team members, we had a blast rolling through arc missions. One player commented on how crazy it all was, topsy turvy, yet we didn't take a single loss amongst us. Fun stuff.
    That is the magic of Ill/Storm: while there's plenty of chaos to be had, it can be reined in fairly quickly with the use of a few powers. Ill/Storms are one of those combos where, if well played, can make impossible odds into child's play, or if poorly played, can make an irredeemable mess of everything.
  25. Quote:
    Originally Posted by Katten View Post
    I might have to give ill/storm a go, it would provide protection in the midst of all the mayhem that grav just doesnt have.

    Anyone have a storm/son or son/storm that uses gale/shockwave to perma juggle spawns while you killem?
    From my experience, juggling enemies is very timing dependant: too late and they get a shot off, and often times it'd just be more efficient to throw as much damage as possible at them to get rid of them; too early and the knockdown/back animation doesn't kick in and you've wasted it as a soft control, and...it'd just be more efficient to throw damage at them instead.

    So while it's perfectly manageable against single targets (or pairs) with no kb protection, it's of limited use most other times.

    A power like Tornado can get enemies stuck against geometry, which can either keep them on their "backs" and unable to attack for long periods of time or...get them stuck "standing" where they can shoot you but you need to find exactly the right spot to stand to hit them (or use AoEs).

    When it works, KB/KD is a great soft control. But it gets unwieldy fast unless you've got the right geometry and few enough enemies close enough together to knock into it.

    I'd simply rather use Gale for the +recharge proc you can stick in there and hope that it works often enough to be worth it. Get an Ill/Storm as close to perma-PA as possible and you're pretty much safe. And if PA is down...I like dropping a Tornado and phase shifting, myself.