Gravitos_EU

Cohort
  • Posts

    224
  • Joined

  1. Gravitos_EU

    Base wish list

    [ QUOTE ]
    Well, I think the rating may very well be going to change now - if NCSoft are giving all CoH players access to CoV even if they haven't bought CoV, then that's going to make CoH 16+ by default.
    So you might still get your evil wish

    [/ QUOTE ]

    Evil? An interrogation chamber is a standard base function as far as I am concerned. With the latest news in mind, I would at least hope for real doors or something. That should be agreeable for all involved alignments. Or perhaps you don't like SPIKED doors? Just kidding. ;-)

    ---
  2. Gravitos_EU

    Base wish list

    [ QUOTE ]


    But there's the rating to consider - the prison/interrogation room might be ok for 16+, but not for 12+.

    [/ QUOTE ]

    One word: Abstraction. Oh, and my Villain Boxed set, got 16+ on it. heh heh. ;-)

    Evil Genius was a very humorous game, at any rate. Dungeon Keeper too, although somewhat darker. Maybe because they had no electricity. ;-)

    ---
  3. Gravitos_EU

    Base wish list

    If you want great base design, look at some of the stuff in "Evil Genius". I feel the bases in this game is just a shadow of what they can be.

    Yeah, real living quarters, with small personal storage units. Get debt protection for 20 minutes by using the bed for a second. Generates more life inside. ;-)

    Some NPC minions here and there for flavor, especially in such rooms there is nothing for the player to do.

    The ability to capture NPC's and put them in prison for interrogation, granting buffs, temporary powers, or even enhancements. Or extracting information that generate a newspaper type mission, with a base trophy reward at the end.

    More sound, more lights, more life.

    ---
  4. Gravitos_EU

    Base wish list

    [ QUOTE ]
    World domination on your mind?

    [/ QUOTE ]

    Hmm, I forgot the pool with sharks, or another suitable aquatic life form. For the sake of entertaining visitors. :-)

    ---
  5. Gravitos_EU

    Base wish list

    Rocket construction workshop and labs. Giant Robot construction workshop and labs. Doomsday machine workshops and labs. Giant Death Ray construction workshop. Storage rooms for parts. Emergency shelter, and an alarm system. Thanks. :-)

    ---
  6. Gravitos_EU

    MM vs AV/Hero

    Taken out all but one EB with my Merc/Traps. There is an arachnoid thingie with insane regen I can't crack. Forgot the name, it's been a year or so. Should maybe have another go at it... ;-)

    I have to admit that any AV with average and above regeneration, is beyond me. Without "cheating". Can't do enough damage, can't debuff them enough. Some can be nailed down and worn out, others will just heal.

    Whatever/dark probably runs off with the winning formula there. As in all other things. ;-)


    ---

  7. I can sign any paper stating that Mercs/Traps is an awesome combination. The full IO set "Doctored Wounds", is pretty good and somewhat affordable for the Triage Beacon BTW. It got the right recharge values etc. :-)

    ---
  8. It's somewhat tempting to say that TA don't stack well with Mercs, Sinergy_X. TA with ranged pets, is a rare sight, I can't remember many of those that made it to 50.

    Got Mercs/traps myself, and that seems to work. But no doubt the introduction of Thugs have eaten up any resemblence of a Merc presence on the underpopulated servers we got. They are out there though. A few. Perhaps it would have been best if nobody played Mercs, then *maybe* the devs would take a look at some of these issues, in 2020 or thereabouts. You have to understand that if the devs had shared the worries described above, they would have... still done nothing. :-p

    With that said, the Merc/TA sound like a challenge of sorts. Like an Iron Man mode, or something like that. :-p

    Sadly not all Primary and Secondary power combinations mix equally well. But all those AI quirks you complain about will of course be persistent regardless of any power set combinations. You find a way to deal with them, or drop the set. That's how it goes. Certain play styles will make them stand out more, less so for others. ;-)

    Edit: Mercs/TA is working reasonably well together according to the US forums. I had a bit of a read, so it boils down to the dislike of Mercs apparently. :-p

    ---
  9. [ QUOTE ]
    Hmm, methinks I might scrap my mercs mm now after reading these posts...

    :-$

    [/ QUOTE ]

    It's ultimately a matter of taste. The actual performance of your primary set, will even out in the end, as long as you know what you can do, and not do, and take your other powers and adapt accordingly.

    Some negativity has a foundation in truth, but it's not exactly sounding like the few individuals keeping up the bad reputation, has spent a generous amount of time with their Mercenary MM's at higher levels. If that is the case, perhaps they should have dropped it when they somehow found out that it's just not their style. :-p

    Any marginal, yes marginal differences in performance ,will be enhanced by continuous negative focus, and a lack of will to adapt. It's a matter of taste in the end.

    I would love something else than the utterly underwhelming Serum power, and a Medic that dies less often. Or Spec Ops invisibility that actually stayed on. But it's not this enormous game breaking disaster you know.

    It's a marginal game of numbers in the end, and a complete lack of will to adapt, with noise levels quite out of proportion, here on the forums. But if Mercenaries don't feel like fun to play, of course they should be dropped. There is however nothing wrong with their performance, unless you seriously mismanage your other powers.

    P.S.

    I got 2642 hours on my Mercenary MM now. Admittedly some slack off time in there. ;-)
  10. The Spec Ops will use their SCAR rifle conventionally at medium range, I believe sniping is meant to be somewhat stealthy. :-P

    The Tear Gas Grenade will be lobbed when it's recharged, and the Spec Ops are in attack mode. There is no *waiting* outside of this rule, which all pets follow. Not only Mercs. ;-)

    I usually don't bother to give the medic the second upgrade. :-(

    ---
  11. Yes, I was indeed that MM, Mighty. And I had a guy in my team. So that's all accounted for.
  12. Congratulations Cybo. Good job. ;-)
  13. [ QUOTE ]
    [ QUOTE ]
    Do we know how many people it took to take it down before?

    [/ QUOTE ]

    well im not sure how many were gathered when it was first taken down but i would say that2 full teams of well prepared villains is minimum, by 'well prepared' i mean debuffers/healers/damage dealers all nicely balanced, oh and with as many -Fly powers as possible, lol.

    [/ QUOTE ]

    There was 6 people or so there last time, but most came prepared with Shivans. I was in a team of two, and we still got the badge. I saw maybe 4 others there. I launched two nukes, and summoned a Shivan. The thing was very squishy then. It died on the landing site East of the GV tower. Bring Shivans!
  14. Congratulations with zee big 50. That should teach Manticore a thing or three!
  15. Congrats on 50. A Warden of a good time!
  16. Grats on the venerable level 50, Mr Lambert.
  17. With max recharge on traps, it's beyond me how you can have any stamina at all after 40, without the fitness pool. :-p

    ---
  18. Congratulations, on the ultimate level!
  19. Hello!

    Some excellent choices for characters there. If you want teams, you better play during "prime time" (that is, when people traditionally watch TV), as Defiant sometimes can be a little underpopulated.

    Some people don't invite MM's because they lag too much, some don't invite Dominators because they want more "obvious" AT's on the teams. The usual direct damage dealers, healers/buffers. There is a strong bias towards Brutes and Corruptors in "some" teams.

    I gotta tell you that my main character is a Mercs/Traps MM, and my best friend got a Plant/Thorn Dominator, as his main. Both are interesting, and IMHO well worth it. The MM is probably slightly better at soloing early on, but the Dominator gets quite strong at the later levels. As for team invites, they should both have a fairly equal chance, to get "picked up".
  20. [ QUOTE ]
    Masterminds are godlike in PvP. I once defeated a regen scrapper while I was afk.

    [/ QUOTE ]

    Or maybe regen has been nerfed to oblivion. I deleted my regeneration scrapper, since the concept was lost at some point.

    I find comments like "godlike" somewhat off the mark, I have had PvP encounters in all the PvP enabled zones, and your AFK encounter is an exception, someone with any embryonic strategy in place, should have killed you. ;-)

    ( Not saying it is easy to kill non-AFK MM's, that is. )
  21. Gravitos_EU

    PvP harrassment?

    Harbi, when there is a few Villains in that zone, they should team up, if anything of that sort is going on. If you are alone, it's best to do something else, as you will be the only source of "entertainment" at that point.

    If someone is repeatedly picking on you AND ignoring other targets, AND comments support the idea that they are ONLY picking on you, from a broader selection, because of AT, or person, then make a note of how long this is going on, and the number of attacks. Then report it, if you think it's getting overly personal.
  22. Gravitos_EU

    Double Ding....

    Congratulations Gnome and Dark-Shot. Perfect timing too! :-)
  23. I want to try this. It's a nice outdoor area, with lots of air, and fresh water, you know it's going to be a healthy experience.



  24. Gravitos_EU

    Robots/?

    Traps can be fairly mobile, but you need to be able to put the stuff out fast. So it will turn into a real power consuming beast, and require hasten and stamina. Hehe.

    You can deploy the stuff in the middle of a mob most of the time.

    The Triage Beacon is the most static power in the whole set ( darned recharge time), followed by the Trip Mine, which is interuptable, but still can be placed inside a mob 90% of the time in conjunction with the pets taking damage instead of you, and the hold effect of the Poison Trap.

    In large teams, against some enemy groups, there can easily be too many dots, and hostile AoE effects going on, to bother with the Trip Mine. :-P

    The Mortar comes out for every fight, if you want it to. With three recharges + hasten. As will the poison Trap. Unless the team moves very, very fast. ( Speed teams with /Kins etc. But then again you should be recharging faster as well. )

    The set does not need to be static. If you don't want it to be. I don't play it that way. ;-)