Fleeting Whisper

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  1. Quote:
    Originally Posted by MikeRobe View Post
    TA/Rad should too, a lot of their attacks are energy based.
    By "a lot", do you mean "all"?
  2. Quote:
    Originally Posted by Aett_Thorn View Post
    Besides the 'hide wing' power, which can basically be done using costume change macros, what else would be included in this booster pack?
    Agreed on costume changes, rather than a power to hide costume pieces. However, I would like to see more elemental-style wings. I'm thinking something like the Margonites in Guild Wars:

    Margonite Ascendant


    Horde of Darkness


    Margonite Anur Rund


    Quote:
    Originally Posted by Solicio View Post
    Most of the booster packs so far have tended to revolve around origins (magic, science, etc), and since we've already had one for magic, getting another one is unlikely.
    Just because we've had one Super Booster for Magic, doesn't mean we won't get another. Super Booster 5 WILL be mutant-themed, but after SBV, they may decide to do another round of Super Boosters, cycling through the origins a second time. After all, not all Technology characters are cyborgs, not all Magic characters are witches or stage magicians, not all Science characters are mad scientists, and not all Natural characters are Asian-style martial artists.
  3. Fleeting Whisper

    Benumb questions

    Quote:
    Originally Posted by Panzerwaffen View Post
    Never tried it, but I think the defense buff and status protection from the orange tower would render it ineffective on Recluse.
    I've done it. Of course, the immob didn't affect him so LR was running around trying to punch us through his sonic cage, but (IIRC) we had two /Sonic Controllers trading off capturing LR.

    It wasn't a Master run, and we had a death or two due to the short lapse between one cage dropping and the next being applied (since you can't really overlap the cages). But considering our "tank" was an AR/Dev/Munitions Blaster (no, seriously, she really did tank LR's lieutenants; the shields from the Sonics helped, of course, but the Blaster was our tank), it was extremely helpful.
  4. Quote:
    Originally Posted by MondoCool View Post
    Player models don't have the thigh attachment points, sure. But I'm pretty sure you could use the chest detail or even the "wings" to put on backpacks or such.
    My understanding is that attaching backpacks to the same node as wings attach to simply wouldn't work. I don't pretend to really understand how the models are built and snapped together, but considering jetpacks-as-costumes is one of the biggest and longest-standing requests for Jay to give us, I wouldn't count them out. Just understand that it will likely be more than just creating the model for the backpack.

    Scabbards as belt options might be doable, but making the scabbard respect whether you've drawn a weapon or not is another matter entirely, which may be the reason we don't have them.

    Quote:
    Originally Posted by MondoCool View Post
    I don't get why that occurs. I can understand clipping issues, but that happens out the *** with player model costume parts anyway...
    I don't believe the rule against multiple capes is a clipping issue, though multiple capes can indeed interact badly. There have been several bugs in the past that allowed players to get multiple capes on one character, but they rarely actually looked good (one example of looking good which I managed to get on my Mastermind before they fixed the bug was the Fringe cape paired with the Bolero from the Magic pack, which manages to look good because the Fringe cape is so short). Also, if you look too closely at Ghost Widow's hair (which itself is actually multiple cape systems), it doesn't actually look that good.

    No, the main issue, as I understand it, is enforcing maximums on resource usage. Because cape systems are physics-enabled, they take more processing power. A couple of people wearing two capes at once might be fine, but a Rikti Invasion full of people utilizing flowing hair akin to Ghost Widow, wearing Sybil robes and loincloths, a normal cape, and a Wedding Pack tuxedo all at the same time would be disastrous. The rule of one-cape-per-character is a stopgap to prevent such situations from ever occurring.
  5. Since you added two more while I was posting...

    Quote:
    Originally Posted by MondoCool View Post
    10. An accolade that grants a new power choice and 3 enhancement slots for that power only.
    I'm honestly not sure that's even possible without significant changes to the way the game handles character building. If they were to create something like this (one extra power with slots to place in it), I think it would be more likely something bought from the online store.

    On the other hand, the devs have something in the works that is supposed to help lv50 characters advance further. Player speculation has mostly been around 'global slots', which would be extra enhancement slot(s) that would apply to all of your powers. But we have no real info from the devs on the subject.

    Quote:
    Originally Posted by MondoCool View Post
    11. Take the AE out of RWZ, put one in Pocket D. It makes more sense for an entertainment facility to be located within a rave club instead of a dangerous war zone.
    PLEASE, DO THIS, I'VE BEEN ASKING FOR THIS FOR BLOODY AGES.
  6. Quote:
    Originally Posted by MondoCool View Post
    1. Tailor Booths in SG bases. Allows you to change your costume at your SG base, acting as a tailor. They'd come in three flavours from least to most expensive: Colour Only, Costume Only, and Full Scale. Full Scale will include the Superscience ability to change your body type and height, but this will be disabled for those who lack the superscience pack, for obvious reasons.

    2. Gifting game time or booster packs to others. This would be made incredibly simple by choosing to get a code from your purchase rather than having it automatically applied to your account.

    3. Wolf Spider armour without helmets. If we can have Widows without helmets, why not Wolf Spiders?

    4. VEAT Costume Slot toggle. Basically, if you get a new costume slot, you can toggle it between VEAT and Normal costume parts. This way we can have multiple Arachnos armour sets, like Wolf and Bane, or Widow with Helm and Widow without Helm, without actually having to go to the tailor each time.
    I like all of these.

    Quote:
    Originally Posted by MondoCool View Post
    5. Flowing loincloths. Would use the "belt" option.
    If you want your loincloth to cover both your front and back, this would require two cape systems on one character. Jay has said previously that they've got a rule against more than one cape system on a player. Any multi-capes players have achieved before are due to bugs, and are not intentional. NPCs are allowed multiple capes, such as Ghost Widow's hair, Candy LeBeaux's dress, or the outfits of the Sybils (including Sister Airlia and Sister Solaris).

    Quote:
    Originally Posted by MondoCool View Post
    6. Military-style backpacks, scabbards, quivers, etc. for Back option. Quivers/scabbards could also utilize Chest Detail, Shoulder, or Belt.

    7. "Thigh" option. Some Longbow mobs have grenades and such strapped around their thighs - maybe give some options for items there.
    We've been told that player models do not have proper attachment points for such back/thigh options. However, that doesn't mean such attachment points couldn't be added at some point in the future.

    Quote:
    Originally Posted by MondoCool View Post
    8. Mu Mystic VEATs. You could branch into Mu Striker or Mu Guardian (blaster-like and controller-like) respectively.

    9. Longbow Ballista HEAT, to supplement the gain of the Mu Mystic. You start out with a mix of energy ranged/melee with basic "teamwork" and self-defense secondaries, and then you can specialize in either ranged+buffs or melee+defense. Sort of like a superdefender and supertanker. First costume will be Longbow, other four will be normal.
    Neither seem likely to happen. Especially since Mu Mystics are little more than Electric Blast Corruptors with Mu Mastery PPP, and Longbow Ballista are little more than Force Field/Energy Blast/Power Mastery Defenders.
  7. Quote:
    Originally Posted by LISAR View Post
    God lord man, just go get a vasectomy it's the safe way.
    You win the thread.
  8. Well, where do you think the oil came from in the first place?
  9. Fleeting Whisper

    Benumb questions

    Quote:
    Originally Posted by Panzerwaffen View Post
    Just wanted to confirm that caging does work on the towers. Definitely a handy tactic for MoSTF runs. Cage blue while the team hammers on red works pretty well.
    If you've got cages available, why not cage Recluse himself? Caging a tower will make him a bit weaker. Caging him will make him incapable of doing anything to you while you work on the tower.
  10. For my own play, I really only need 3 slots in Gang War (Recharge x3), 5 slots in Call Thugs, 6 slots in Call Enforcer (need more space to include Defense slotting, or Cytoskeleton Exposure at the uppermost levels), and 5 slots in Call Bruiser (similar slotting to Call Thugs). That leaves 5 slots I can possibly put in my pet summon powers, two of which need to go in GW if I want to use the RIP set aura buffs (and I do). Where I put my Per set aura buffs doesn't really matter.
  11. Um... Neutron Bomb's cast time is only 1.67s. It's the same length as Taunt.
  12. The first Rikti War began May 23, 2002. The Alpha & Omega Gambit took place approximately 6 months later (November of 2002).

    The second Rikti War began July 24, 2007. Considering the Rikti Invasion zone events triggered by completion of the Lady Grey TF are theoretically part of the second Rikti War, you could say it's ongoing.
  13. Fleeting Whisper

    Mob Weaknesses

    Quote:
    Originally Posted by W Peace View Post
    some ATs also get access to Surveillance
    Specifically, Arachnos Soldiers who take the Bane Spider branch, and Blasters in the Munitions APP.

    Quote:
    Originally Posted by W Peace View Post
    Gives you all the pertinent information such as Res/Def values, Regen rates, HP amounts, Status Protection/Resistance
    IIRC, Surveillance and Power Analyzer don't give stats on inherent protections due to critter rank, only protections given by powers (note that most enemies have a power named "Resistance" which grants resistance, defense, and/or protection). For example, all Bosses have magnitude 3 protection from mezzes (meaning you need >3 magnitude to affect them), but that doesn't get displayed in the combat attributes window.
  14. And the Gladiator macros, as well (really, they're the same as the Mastermind macros, but available to anyone)
  15. Quote:
    Originally Posted by Ironblade View Post
    By the way, that is a TERRIBLE example. Does your rent adjust for shorter months? Does your phone bill? Does your cable bill? Billing on a fixed date is *STANDARD* across many industries. Therefore, yes, you do end up paying more per day in short months.
    I don't see how rent, phone, or cable are relevant? Here, the price you pay is constant per day, because a "month" is always 30 days.

    (And, by-the-by, I have lived in apartments both where rent was based on 30-day months, based on weeks (4 wk = 1 mo), and based on calendar months)
  16. Fleeting Whisper

    A clock.

    Quote:
    Originally Posted by CaffeineAddict View Post
    I like this idea a lot.
    I really want a clock that tells me what time it is in the USA. Because honestly I have no idea (I am on the other side of the planet).
    /servertime will give you the time for the server you're on (some US servers are on the west coast, some are on the east coast)
  17. Quote:
    Originally Posted by Ironblade View Post
    Except they don't calculate it that way. If they did, my vet rewards would be showing up 5 days earlier every year and they don't.
    6 months - Faithful Jul 11, 2007
    9 months - Dependable Oct 9, 2007
    Difference: 90 days

    If the system were going by calendar months, I should have gotten Dependable on October 11th.

    On the other hand, if a "month" is exactly 30 days, all year, then pricing is consistent throughout the year. If they went by calendar months, playing in February would be more expensive than playing in January.
  18. Quote:
    Originally Posted by Bright Shadow View Post
    We can also activate the Architect Entertainment power thingy while Walk is enabled.
    Architect Comlink is not actually a power. It's actually a macro of the /architect command and the MATablet emote.
    (Note that /architect and /em matablet are both unlocked by the Mission Engineer accolade, so you can't just use /macro MA "Architect$$em MATablet" at character creation)
  19. Quote:
    Originally Posted by Santorican View Post
    The developers make tier 1 and 2 power not suck: boxing, kick, air superiority, etc...
    Wait... are you claiming that Air Superiority sucks? It's one of the most useful pool powers in the game. It's certainly the best pool attack power in the game.

    Quote:
    Originally Posted by Santorican View Post
    lower tier travel powers to help out with movement.
    There are no "lower tier travel powers".
    • Combat Jumping increases your jumping speed by a whopping 1%
    • Hover decreases your speed until you add enhancements, and even then it's slower than Sprint
    • The Teleportation and Speed pools do not contain any T1/T2 powers which relate to personal locomotion

    The only pool which increases your speed by any significant amount before level 14 is Fitness.

    Quote:
    Originally Posted by Santorican View Post
    take the crappy power so you can get the good one.
    Which lv6 pool powers do you consider crappy?
    • Concealment: Both Grant Invisibility and Stealth are extremely useful. Stealth is not as strong as Invisibility, but you can keep Stealth toggled on.
    • Flight: Air Superiority is one of the better pool powers, and it's the best pool attack power.
    • Fighting: Boxing and Kick are both fair attacks. Not great, but neither suck.
    • Fitness: Hurdle and Swift both increase your speed at no cost other than a power selection.
    • Leadership: Assault and Maneuvers are both extremely useful.
    • Leaping: Combat Jumping allows for increased mobility (though only increases speed by a unnoticeable amount), and ever since Jump Kick was changed it is equal to Air Superiority except in the reliability of its secondary effect.
    • Medicine: Aid Other and Stimulant are both useful. They pale in comparison to equivalent powers in a fully-fledged powerset, but they are perfectly normal when you consider the higher tiers in the pool.
    • Speed: Hasten is a requirement in some builds. Flurry is generally poor, particularly because of its animation time, making it the first power in this list I would call "crappy". Even so (although you'd probably get laughed out of the zone/arena for putting it in your build) Flurry actually does a fair bit of damage in PvP: between 150.56 (Stalker without crit) to 255.52 (Dominator). To compare, Headsplitter from a Scrapper does 186.02 damage in PvP.
    • Teleportation: Recall Friend is frequently useful when stealthing missions or otherwise getting the team together. Teleport Foe is the safest way to pull, though not necessarily the fastest.
    • Presence: Tankerminds, some Brutes, and a few Tankers love Provoke... there's probably a few other character types that use it as well. Challenge isn't quite so popular, landing it as the second (and last) low-tier pool power I would be willing to call "crappy". And part of that comes from the fact that the first two powers in the Presence pool (Challenge/Provoke: taunt powers) are entirely unrelated mechanically to the last two powers (Intimidate/Invoke Panic: fear powers).

    In fact, throughout all of the power pools, the ONLY cases I can see where you're forced to take a "bad" power to get a "good" one are Presence, if you want fear powers; Leaping, if you only want Acrobatics; and Fighting, if you have little to no S/L resistance, you want more defense, and you've got plenty of attack powers.

    (There are a couple of cases where you'd have to take a good power to reach what most would call a bad power: Group Fly and Whirlwind, for example)
  20. Fleeting Whisper

    fastest flight

    Quote:
    Originally Posted by Silverado View Post
    Slotted Teleport on the other hand, will allow you to move very far, very fast.
    I should hope so, considering unslotted Teleport is already the fastest travel power in the game
  21. Quote:
    Originally Posted by je_saist View Post
    Speaking for myself, I am a bit puzzled as to why somebody would want to log out on a self-destruct and log back in to find themselves dead. If I wanted to do that, I'd go trigger the log out after jumping into Lusca's arms.
    Theme/roleplay? And maybe because SD incurs zero debt, while Lusca does?

    Timing the logout with the Pocket D teleporter is always fun.
  22. Considering October has 31 days and a "month" for vet rewards is 30 days, your reward should haveen given on the 27th rather than the 28th, too >.>
  23. Quote:
    Originally Posted by Master-Blade View Post
    Try Self Destruction instead of Self Destruct
    Yeah, spelling the name of the power correctly might help, you're right

    >.>
    <.<
  24. Quote:
    Originally Posted by GangstaBlade View Post
    All though it's a great list, I found Lost enemies on the radio and and with the Lost are some Rikiti.
    Lost are, essentially, hobos partway through being mutated into Riki. If you have a mission designed to be against Lost, and any Lost in the mission are level 30+ (whether due to difficulty settings or the slight randomness in levels for spawns) will spawn as Rikti.