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Posts
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Joined
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I won't touch the lag as I understand that it may well be something that is mostly out of your hands, but my big dislike on the event so far is that I just don't feel like the Rikti are to be feared. I mean sure they pop through the war walls, and that is impressive as all get out, but getting a bomb dropped directly on you should hurt more than it does, and the Rikti dropping on the groups of Heroes should be more likely to have an affect. As is, they're often neutralized before they even finish teleporting in.
The lag doesn't help me to feel like a hero as the Rikti fall like chafe while I'm stuck at a standstill, sure, but I would hope that with us stuck like that, we'd be more likely to have the highest chance of being offed by Rikti drops too, I mean, we're only fighting at about 1/10th speed while they (presumably) get to attack at full speed.
My other, and similar, complaint is that the invasions don't happen often enough. Though I will say that when the waves happen it is pretty cool. Suddenly half of Paragon and the Rogue Islands are covered in Rikti as the day quickly turns bleak. Very cool effect there, I just wish that it happened more often.
Oh, another and related issue: the alerts don't diferentiate between instances of a zone, and new zones don't innately spawn with a raid in it, even if it spawned because of said raid. This can create confusion when trying to coordinate defenders.
Beyond that, and those ar emostly just tweaks too, I think, the issue is awesome. I really do enjoy what the devs have done and have tried to do, though I haven't had much time in the RWZ off of test. Still, can't wait to see more of it. And Jay is still sexy, as are his costumes. -
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Ew I have .35 cents already I can almost buy a pack of gum!
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They're almost $1.00 per pack here. T.T I miss the days of $0.25 packs of gum and nickel candy. -
Wow, this looks to be an intense and very fun expansion, I think. If this is half what it's already hyped to be then I thin kyou guys will have solidly outdone yourselves.
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* Supergroup Name: Iron Ravens
* Website (if any): www.steelravens.net/phb (under construction)
* Leader or Recruiting Officers: Beta Raven (@GFM)
* Preferred Method of contact: In-game contact (tell or otherwise) or SG website
* Guild Description: The Iron Ravens are a super-powered super-science crime fighting super/sentai group. Our website generally has full details about the group (though, as mentioned above, it's currently under construction) but we are a friendly group of armored protectors sworn to protect the streets of Paragon and beyond.
We are a mid to heavy RP SG that is looking to grow. Admission requirements are the willingness to RP and related to that actually role playing out your joining the group. Players of the Tech and Science origins are prefered, but anyone who can tie into a super-armor type of super group is accepted.
We have no real adapted motto yet, but are working on it. -
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What does "MRP" mean?
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Mature Role Play, aka cybersex please. -
Honestly, I think this should have two diffrent sets of values for PvP and PvE first off. Minions (especally) are gooks, you go through a dozen of them and laugh, we're heroes and villians, we're better than that. Lts should be slightly higher, Bosses higher still and AVs/Heroes should be on par with a PC Hero/Villian. GMs possably even more accurate and/or hard to hit.
This also assumes that by "capped" you mean "the highest possable score from any AT", which is likely an SR Scrapper or SR or Ninja (maybe) Stalker, but I don't know what the % caps are off-hand.
1) You have the default To Hit value (ie no buffs), your target has no Defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
Evenly matched, I would expect to hit at 50% against a PvP target, slightly higher (say 60-70%) on a minion. Again, because minions are meant to be beaten around even with the crappiest and most inacurate of heroes and villians.
2) You have the maximum possible To Hit value, and your target has no defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
Attacking: I would expect to hit 95-99% of the time against any target (note that you would hit the cap against a minion before you would hit the cap against a PC/AV/Hero)
Defending: I would expect to get trounced, though if I had this abismal defense, I would likely also expect to be playing a much tougher AT like a tanker and just take it Superman style.
3) You have the default To Hit value, and your target has the maximum possible defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
I would expect to miss most of my attacks. Against an AV/Hero/GM/PC with capped defense, I would expect that things would end up like fighting the Flash, or Synapse from the comics. I'd miss alot (likely near 100%) and he'd be able to beat on me as he wishes.
4) You have the maximum possible To Hit value, and your target has the maximum possible defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
Both attacker and defender reaching the theoretic maximums should revert things to relitive normalcy, ergo, with a cap on both scores you should be hitting about 50% of the time. This should mostly be a PvP and AV/Hero/GM issue, so a lower score % chance to avoid an attack for minions shouldn't apply.
That said, I would always WANT to hit my foe 100% of the time, but that's FAR from balanced, what I stated above is what I think is balanced, fair and fun, and gives a good reason to pack some -def and -tohit in a group against a high def/tohit target.