Harbinger

Legend
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  1. [ QUOTE ]
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    Teleport beacons for all CoH zones?

    Yes. ..

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    Even... gasp... The Hive?

    [/ QUOTE ]Ooh... I hope that beacon lands you on the safety rock and not... let's say... in the middle of the Hamidon.

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    heh, I was exploring the Hive the other day, got too close to Hamidon and got killed by a Mito. Not thinking about it, I rezzed in my base, then zoned back... right in the middle of Hamidon. At least they were nice enough to allow me to fully load before killing me

    this is very good news, by the way. having a FF beacon will make life so much better.
  2. supposedly, yes.

    this should be fun, I was pretty sure I was going to hit 50 soon on my blaster anyway, and this just seals the deal.
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    Oh noes!

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    Dear lord, I'd give up and run away screaming if I saw that.

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    I like how Brawler is just standing there, as if to say "Eh, you aren't worth the effort"

    congrats to those that finished this...
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    Other than telling when Hami's held this is a fairly minor issue; if the taunt tank has a decently slotted taunt then it should be really hard for griefers to steal aggro. We had a SG try to grief our raid on Guardian a while back by starting taunt first, then dragging the aggro into the hold group, and while the griefing tank had Hami aggro we were unable to get it away from him.

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    Taunt enhancements affect only the duration of the taunt, not magnitude. It is indeed possible for a griefer to steal aggro from the aggro tank. In fact, it can be done accidently with Gauntlet from a tank that is just trying to get their hit in. I have seen it happen many times in the I4/5/6 hami raids. With the changes to aggro in I7, it may even be easier for the Hami aggro to be diverted then it was in the past.

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    That sounds great so even less holders then since tanks get holds in APPs.

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    I'm not sure that the tanker APPs get affected by punchvoke. when that punchvoke aoe bug was on test, my app hold was still single target, even though it should have been affecting everyone in gauntlet range...
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    Im just going to read my comics I just picked up from the store.

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    that's what I did. I was only 3 months behind!
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    You have to take the kinapping victim all the way back to where you started the mission. Follow your compass, it should show you the way.

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    which was super annoying in the one I did in Founder's Falls on test, because the hostages refuse to swim... it's hard to find the right bridges to take to get back to the entrance while keeping them close...
  7. after messing around with an elec/elec brute in grandville for a while last night, I think I will end up playing one live...

    the KB on grounded seemed to work fine for me, actually, in PvE... I don't remember getting knocked back once while fighting... it happened a bit in PvP, though. I got immobilized a couple of times in PvE, but it was literally for only a second at most...

    I ran into some spines scrappers in RV, and don't remember getting immobilized there while fighting. I don't really know what to make of the Immob/knockback protection, really, as it seems very erratic.

    the rest of the set felt good to me, though. I was able to take on pretty much everything I ran into without problems (council, CoT, freakshow, longbow, PPD), so I'm happy with that.
  8. I think it will be after i7 hits, so that people will have time to get a feel for whatever changes they might need to make. I could be wrong, though.

    really, though, a freespec won't replace an earned respec, so if you can find a team to run a respec with, you might as well do it...

    if nothing else, you can save the earned one for later on...
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    Skills - Not coming. Ever. They tried 9 different systems and couldn't find a fun one.

    [/ QUOTE ] THUMBS DOWN!

    I am so diasappointed about this, its not even funny.

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    As we get older, we learn the art of letting go. Skills got shelved last summer. No more tears, E_C. No more tears.

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    besides, wasn't it replaced with the inventions system? I thought that was what they were planning to use the univeristies for in i8...
  10. I like the idea, but red is overpowered. maybe magenta at best. but red? now you just an "I win" ball.
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    I was running on Villainous, and the end named Hero I got was a joke.

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    I just ran a mayhem mission solo on villainous and my end boss was Malaise at Elite Boss level!

    How much property damage did you do on the way to the bank? I'm starting to think that if you get over 20-25 minutes of time before the bank you get a big Hero



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    that's a good thought... I seem to remember one of the previews mentioning that if you cause enough trouble, a heavy hitter will show up to deal with you, so maybe that's it...

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    Hmm. Well, the mission said I had 20 minutes, but I actually had 15. I cleared almost the whole level of destructible objects, and broke that AR/Traps guy out of jail, before I went in the bank. At one point I had over 25 minutes on the clock. I finally went in the bank with 8 minutes left, because I wasn't getting any more time bonuses and I figured I needed to hurry.

    Who will show up to stop you looks random, at least while it's on test or until the next patch. Either it's wacky, or there's a system in place I can't see. Maybe the number of sidequests? I only did one (due to no more time bonuses).

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    I only did one side mission as well, and entered the bank with about 15 minutes to go (and got a named LT at the end)... had about ten when I finished. maybe it's the time you have left when entering the bank that affects it...

    this is all just speculation, though... you may well be right, and it's just utterly random.

    regardless, I would have be kind of stunned to run into an EB at level 7
  12. [ QUOTE ]
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    I was running on Villainous, and the end named Hero I got was a joke.

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    I just ran a mayhem mission solo on villainous and my end boss was Malaise at Elite Boss level!

    How much property damage did you do on the way to the bank? I'm starting to think that if you get over 20-25 minutes of time before the bank you get a big Hero



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    that's a good thought... I seem to remember one of the previews mentioning that if you cause enough trouble, a heavy hitter will show up to deal with you, so maybe that's it...
  13. actually, I was able to 'herd' some civs toward a building, and they all entered it, so it seems there is some capacity for this to happen, at least.
  14. now that I've had time to think about the experiences I had with the missions, here's my feedback:

    I will agree with what others are saying that the prison doors are a little too strong. even the ones I had in my level 7 plant/thorn dom's mission (which conned yellow to me) took longer to destroy than it would have taken me to eliminate a normal yellow con foe... I do appreciate that they are not automatically purple as the doors in Council and CoT jails always seem to be, though

    if I could suggest a change to the 'breakout the villain' side mission... instead of having players break down the door to their cell, why not add a key to one of the cops in the station that will unlock that door (and only that door, so that if a player gets arrested, they still have to break out)... maybe make the 'warden' a tougher than average mob, so that it's not easy to get the key... players would still have the option to break down the door if they choose, as well, if they opt not to challenge the warden for the key to the villain's cell...

    I didn't have too much of a problem with the waves of longbow, but I could see them being a problem at higher levels, especially as they start getting more powerful... maybe as the power of the opposition increases, the frequency of the waves could decrease...

    The side missions were very cool, I liked that a lot... I can see spending a lot of time exploring each mayhem zone just seeing what side missions I can find... the fact you could do those things wasn't immediately obvious, which added a lot to the atmosphere of the mission in my opinion, as it aided the sense that you were playing a villain out to cause as much trouble as he could...


    oh, and the hero I encountered, as a low level on villainous, was just a LT, which was no problem... I think perhaps for higher levels, where even villainous missions could spawn an elite boss, some sort of indication from the broker that you could face that sort of strong opposition would be helpful... the player could then choose to form a team beforehand if they want.

    all in all, though, it was a lot of fun, and I look forward to running these a lot when it goes live...
  15. minions set to defensive will only attack if they are attacked themselves, I.E. to defend themselves. you can, however, order them to attack your target and keep them in a defensive (or even passive) stance, just by editing the pre-made macro, or setting up a series of keybinds...

    so yeah, they won't react to a mob running by them if the mob is not directly aggroing them while set to defensive.
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    Am I wrong, or are the prison doors only affected by cone and AoE attacks?

    If so, this is a major bug, and fixing it will solve a lot of problems.

    I seemed unable to attack it with any of my Brute's single-target attacks... but his cone(fire breath) and AoE(fire sword circle) both hurt it.

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    I was able to affect them with my doms single target attacks... heh, I got stuck in one while attacking it, and /stuck warped me inside the door (healing it in the process >.&lt, but since it was yellow to me, it didn't take too awful long.

    I liked the raid that I was able to do in atlas, as well, beating down some Hellions to steal their weapons cache, which turned out to be an Electromagnetic grenade temp power... I was hoping for a machine gun, but regardless, it was cool to get.

    I wandered around the map after I completed the mission looking for other raids, but didn't find anything... I'm sure I missed something.
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    Maybe it's me, and I am sure to get flamed for it. But I disagree with Exploration Badges giving XP.

    If people want them, they will get them, that should be the incentive, not the XP. If they want to unlock contacts thats fine, thats content related, but no XP for explorations please?

    Especially not a level dependant thing. Stalkers (likely) can make bank on this and take advantage of it easier than most.

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    I still don't see this being a problem. my level 42 tank got 725 XP for one exploration badge, which is nothing. others have reported getting 600+ for a badge at level 40... I seriously can't imagine the lower level ones giving anywhere near that much XP even, and there are only so many exploration badges to be found, so it's not as if one can farm them.
  18. the TF one appears to be for completing all of the Freedom Phalanx TFs...
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    No he gives you information, like the other zone liasons do, and points you in the direction of other ones who give you further information, such as how to get the "heavies."

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    hmm. there was a contact in the first part who told me to talk to a general somethingorother in the next part, but I didn't follow up on it...

    when I get home, I'll have to look around for one.
  20. so how are these assigned? do they come up in lieu of heists from brokers now, or what?
  21. there was a person who said "Ah $heroname, good to see you, let's get started" in the room that lead out to the battlefield (hero-side, natch)... I didn't stop to talk to him, but wasn't that the contact?
  22. awesome, a 5th column gladiator!
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    One other things I noticed, I think that elec/* brute used a temp power earned from the mayhem mission. In one part of the video he throws a fireball at a PPD guy.

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    That's actually a patron power, from Scirocco. It's called Mu Blast. Also, the Lightning Rod power is a two-parter. The PC calls a bolt of red lightning from the sky, causing him to teleport. When he reappears, a PBAoE effect happens, causing an arc from one person to the next (possibly, I could be mixing that up with something else entirely on the chain effect). You target the ground where you want to go, like Teleport, and when you arrive, you blast the holy bejeezus out of everyone.

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    yeah, the chain part is actually the chain lighting attack (or whatever it's called), where you attack one person, and then the effect randomly jumps around the nearby enemies (from what I understand, at least)

    Lightning Rod is sort of like a teleporting version of Super Strength's foot stomp, where you cause significant damage to everything within a certain radius of where you teleport in... that's going to be a power that's a lot of fun to mess with, for sure.
  24. servers are still down, at least according to the server page.
  25. [ QUOTE ]
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    ha, it's funny to me how many of the same complaints/rebuttals seem to crop up every issue...

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    At some point, even you will not be completely happy with changes/additions. It may or may not be the breaking point, but deep down, I'd imagine that they build up over time. For some people, there is a greater threshold to "deal with" the perceived "bad stuff", hopefully being somewhat offset by the "good stuff".

    Not everyone can be appeased all of the time. It's just the nature of the beast.



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    I wasn't talking about people complaining, I was just noting how both the complaints AND the responses from people who have no complaints (fanboys, I guess one would call them) are almost word for word the same every issue.

    oh, and BTW, my main is an Invul tank. I've already had the change I was none to happy with.