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Posts
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I'm fairly certain that's Walker, Texas Ranger... it was on the air for a long while, and seems to be in the same style. He looks the same as he did on that show, anyway... not sure if he did many movies (if any) during the same time period.
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Quote:Hmmm, true. Though half of a mission is pretty long, too, I will concede the failure of my own reading this morning.who said each mission takes 1 hour? Where did your magical 30 minutes come from? I said first half of every mission. Not half an hour per mission. Looks like someone else needs to work on their reading >:[
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I like being able to wade in and take it first, and to get the mobs to focus on me. It's not as direct as dealing damage, but it certainly has its own way of feeling powerful and useful.
The great thing about CoX is that no AT is needed, they all can get the job done with different approaches. I've done a variety of all Tanker TFs, and they get the job done well, and it feels a lot different than doing it with other ATs.
The large amount of AOEs tanks get (more than Scrappers, generally) is great, too. I really do hope they maintain that difference with any future porting they do to Scrappers of Tank sets, as that's a major flavor difference between the two. I was leading my Invuln/Mace through the Praetorian +45 missions the other night, and it was great cutting loose with Shatter and Crowd Control in the big swath of enemies my team was fighting.
Scrappers and Stalkers, on the other hand, feel much more focused on single target, with a few AOEs thrown in. Pros and cons to that as well, and I like that when I'm playing them. -
It is, gives me good memories of the clips Conan would use on his show. He either had that clip or another one where he was just speechless over Walker punching a woman. I'm assuming there is some reason in the show that he did it, but it is hilarious out of context.
And hmmmm, I wrote "Chunk Norris." Seeing an avatar of Chunk from the Goonies doing that would be quite funny, too. -
Quote:You need thirty minutes to read the stuff for one mission?So if I sit out for the first half of every single mission so that I can read the text Q'Field told you (but you skipped over) so I can get the plot of the TF, you won't mind?
I'm sure most of us enjoy plot, unfortunately it's not provided in such a manner to support players actually giving a damn.
I'll take my merits and I'll be happy with them.There are ways to improve your reading rate, Ele.
I've never bothered with Dr. Q personally, as it was just way too long. Two hours is about the longest I want a TF to go, especially since it usually takes a bit to form a team for a TF run.
Still, I like reading about the storyline of whatever we're doing, and I enjoy it. Even when I'm doing a new (to me) story arc or TF and I'm leading, it's easy enough for me to read through the text without slowing the team down. Most people aren't always wanting to scream their way through, so they're cool if you want to take your time a bit first.
Still, I'd say it might be better to read up on the story of Dr. Q on Paragon Wiki so you can get that and make it through faster when you're actually playing it. So long, ugh. -
Quote:Yup, it doesn't happen often, but it does happen. There have been times when I was loath to put on the brakes, and then people dropped. They didn't mind since we were all having fun, but I do like to keep my teams as death free as possible. Unless we're trying to be really crazy, of course.We have brakes? I thought I just had an accelerator
Joking aside I agree that there are situations where you want to exercise some caution... the lab "room of death" with the catwalk and platform in the middle being a good example. I will survive, but I'll also be so far over aggro cap that the rest of the team may well get too much attention. For that one I have the team stand behind the corner and I run in, gather the aggro cap and run out around the opposite corner and wait for the friends. Usually after one or at most two of these pulls the room's thinned out enough to just bum rush it. -
Happy birthday to you and your Chunk Norris punching a woman avatar.
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Quote:This pretty much hits on a big factor for me. CoX has good "sandbox" appeal in all its ways to customize, offering a lot of ways to play the game and enjoy it. It also has a lot of room to tell many, many stories, and replay the game many times (but with a different experience each time).Two things: Mission Architect and just the overall design of the game and powers. I was drawn in by the MA and enjoy its use despite the flaws. Even used it for a class final.
While things could stand tweaking, I enjoy the game overall. I think a superhero setting allows vastly more creative freedoms than the typical Arthurian swords and sorcery fantasy. Despite missing pieces here and there, the character editor allows a large number of options.
Community is also a big factor. Victory is sarcastic, true, but the game's playerbase is quite good and nice (for the most part). The forum community is also stellar compared to any other MMOs forums. Seriously, WoW and STO have really bad forums.
So in short, room to explore and create makes the game have lasting appeal, and a good community supporting the experience as well. It involving superheroes is just icing on the cake! -
Quote:You could see where things sit when the run is actually over, or just start a new blueside run so you're not blowing through all the brand new stuff, or... who knows.So now that we have a date for GR, are we going to take a hiatus once we hit 50? It's not going to take eight weeks to get there...
I'll be hanging out with Isos during the summer months, but my option for being paid about full time this next year was to teach that night class both semesters, so I'll be missing out again once the school year starts.So I don't feel like I get much say, heh.
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Especially with this change, I'm probably not going to feel a strong need to sideswitch my characters. I have a few to pick from on redside now, and that's enough for me... though who knows, I might put a few in the gray area for kicks and to see how it works. Interestingly, my characters that are more "gray" for roleplaying reasons are all my villains. Heh.
I'm interested to see how Praetoria works with this. I think it would be a good idea that you could end up in the Rogue Isles or Paragon no matter if you play the Resistance or Loyalists. From their setup descriptions, they could be making it work so you make moral choices with either group, and depending on which direction you lead, you could go to one place or another.
That's what I'm hoping, anyway... that would be really interesting. -
Quote:Pretty much been my experience. I really don't play my Stalker any different from my Scrapper. Yes, he stealths in to get the easy crit (or AS on the tough mob or to help the team's survival) and leverages all the goodies Stalkers have, but he sticks it out and scraps just fine... like you, my Nin/Nin has survived many team wipes. Heck, I've led small teams where I was taking the alpha for the group... it feels great doing that: especially after the way you hear some people downtalk Stalkers.Yes it is possible. The problem with Nin is the most DDR you can get is around 30%. Defense Debuffs can be a real problem.
I have lived when all the rest of the team has died. Just sitting in the middle of the mob wailing on them. (Using a DM/Nin). He is not soft-capped yet either.
The thing I hate about stalkers is their low HP =( even when HP capped, two or three lucky hits can kill yah =(
They're not as sturdy as Scraps or Brutes, but there is a bit more variety to their playstyle (or so it seems to me). -
I really should make a macro to shout out "Large group of mobs ahead, pulling to here." I don't run into situations like that often, as I generally make sure to leave the previous mob while a couple of them are still alive, and get the next mob gathered up while the team is chasing after me.
However, there are certain rooms (like a couple laboratory rooms) where it's usually best to pull a little bit... no matter how well the team is doing. But the team is so used to steamrolling like I usually do that it's hard to put on the brakes, heh. -
Quote:This is pretty much why I always thought they should combine them. You don't have to feel like you NEED to play on one side or another, just play whatever another group is doing, or what you feel like doing. You'll be making money you can pass to either side. I rather like doing strike forces as well as task forces, just for more variety. This change really opens things up.Blue side, I have 2268ish million spread over 17 level 50s. Red side, 951 million over eight level 50s. It's just usually so much easier to form a team blue side, especially given the number of task forces available. Being able to trade money over the sides is going to be really nice, take the pressure off trying to generate more cash on one side specifically.
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Currently listening to When in Rome's When In Rome
I can't really see it bringing down how much people will play on either side... though some doomsayers seem to think it will. -
Quote:You don't have to slot 50s, and you can try out Purples if you want, too. I know, I know, not for everyone, but still. I still would like to see Orobouros opened up better.Yeah, but a lot of people would rather team higher level for their beloved set bonuses.
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Currently listening to the Fixx's Greatest Hits
I noticed that announcement, Voo. Hopefully an August release means GR will be even more polished. Some people were talking about maps and tilesets in the comments on the announcement, but I don't see any new info on that anywhere. Was it people just talking about things they shouldn't yet? -
Last I heard on this, Posi was saying they had been a little concerned over how the markets would behave if merged, but apparently they got over the jitters.
I do have to say that it's about time. I like that they're going to allow for some RP ways of not bringing inf back and forth, but this is good overall for the game. Of course, it's coming after my villains now have enough cash to look after themselves. Oh well, at least their merit deficit won't matter so much now. -
Quote:I think that's a line the devs don't quite want to cross. Yes, there is violence in the game (I'm arresting you with my razor sharp katana!), but going overt homicidal is a dark line that this game tries to skirt at most.Totally! I mean they are targettable and attackable in Mayhems already! Why not make them killable?
And throw in a badge:
Homicidal Maniac-Kill 1,000,000 civilians in Mayhem Missions.
I think the idea of making it easier to not target them via tab is a good one, though. I find it annoying that I have to click on the vault doors, but the same feature for civilians makes a lot of sense. -
Quote:You can tank without Taunt, but it's a very useful tool to have. I noted all the pros and cons in my guides in my sig (power selection of Taunt, and then the Four Rules of Tanking). Basically, it boils down to a few things for me. It's ranged, so you can reel in mobs that are farther away, helping you to tank better. It does -range, which helps out in a variety of ways: it brings mobs in closer, tends to make them want to close to melee with you, and can even have goofy uses against tough AVs and bosses. Also, it's great in hard to hit situations, or when teammates are pulling aggro off of you. These two come to light often enough fighting AVs that I recommend taking Taunt at some point just for those encounters.For the record, it was suggested that I take it, and that if I was going to be teaming, I should have it. I have been on many teams with my tanks that didn't have Taunt, and we steamrolled. It was a thought that came to me that I thought I would put it to the community.
I don't think it's essential, but depending on team make up, the tactics would need to reflect that. Again, To Taunt or not..............my answer to that is no, I will not taunt.
I don't think you need to take it very soon... just grab it somewhere in the 20s or 30s when you have room. It's good enough that it's worth taking at some point for any tank: you can even use it solo, which helps tanks leverage all the aoes they usually have, too. -
It's quite useful to draw enemies in closer to you, which is usually nice as a Tank. I've also noticed that it tends to make toons stop using their ranged attacks and get into melee with you, which is nice (seems like some mobs prefer to stand back and shoot at you, which is annoying when you're solo and not as good when you're teamed: Taunt helps with that issue).
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Weird. The game is actually smoother for me now since coming back. After the graphical updates for I17, it was a lot more stuttery for me. Since I came back, I haven't been having issues like that.
The loading thing more often, though, and some lag in missions (kind of hard to say how that's different from what I described above, though). Hopefully they'll keep tweaking things, though. -
To the OP, you found out it was a Master's run before it started. Yes, the leader should have advertised it sooner, but you could have left before it even started. If you know you don't like it, why stick around for it? And if you only know it after this experience, just don't join any future ones.
Regular task forces are much more common, and it's always harder for me to find people for a Master run. I guess I'm saying I don't know what the big deal is. It's an option of how to play the game, and you can avoid it... no need to take it further than that.
I really don't get this leader, though. You NEED to advertise that it's a Master run, otherwise you get people not knowing what they're getting into, not being prepared, and being much more likely to fail the challenge. Silly, that. -
Quote:Meh, they could eliminate such issues 100% if they made it easier to team in Orobouros. Soloing them is easy enough, though.The devs love of constantly adding more content to the blow through levels.
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Currently listening to Yui's Can't Buy My Love
Sounds like there is plenty of level 50 content coming down in the near future, at least. -
Quote:I'd prefer to see its range increased. Stun is okay for what it is with Energy Melee, but Devices is set up for its user to stay out of melee range. They upped its range a long while back, but it's still far too short: you can use it safely if you're hovering, but you still have to get in a lot closer than you should.Im very interested in you taser suggestion...making it replace the tier 1 immob damage-wise would be neat...
I think that's probably the biggest thing with Devices, it just doesn't match how CoX plays. Long activating powers, short ranges, and low damage boosts. I think if they could just tweak those things enough, the set would be okay and still different from other secondaries. -
Tried it Saturday night. First attempt, somehow had a few die in that big square room in the first mission with lots of Rikti. Second time around, Grey Pilgrim dropped fighting the Clockwork King, which was bizarre. I've never had issues fighting him before, but I guess I'll make sure Elusive Mind is up in that fight from now on.
We just kept running after that point. It was a bad night for an Mo run, too... server kept lagging up, as I heard a bunch of us complaining about lag and long load times for missions. Anyone else been having issues like that? -
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Quote:? Really? Do you both have the exact list of missions and TFs we're getting with Going Rogue? Do the developers know you're pre-releasing their info? Mental, when you can actually show me the list of missions and it's only Praetoria 1-20 and the morality arcs, then you and she were right. Still not sure how they need hundreds of missions for that, but I'll have to accept it then. Until then, don't do the all-knowing routine... it doesn't work well for GG, and you don't want to mimic her!Having GG convince me of anything wasn't my proudest moment, but it turns out she was right this time.
Sheesh, how do I keep getting classified as an optimist when all I keep saying is that we're getting more content than the 1-20 Praetoria stuff and morality arcs?