Inspector6

Legend
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  1. [ QUOTE ]
    If I suggested "Make a TF that takes your through the PvP zones dealing with common PvP zone characters, eventually culminating in a 'defeat ir0x0r and guards' mission you get to via an arena terminal," then yes, that would certainly be stealing from 6.

    [/ QUOTE ]

    No way did my PvP task force end with "Defeat ir0x0r and guards." The final mission was called "Defeat Hax Incarnate." You see, Hax was a demon...
  2. Inspector6

    LF Arena history

    [ QUOTE ]
    epic battles with my stone tank and 6 EM brute.
    lol jk, it was pretty one sided, but some of those FC were kinda fun.

    [/ QUOTE ]

    Man, I so had you after my last respec on that lol EM/EA brute. What was that, 2 years ago? You popped a pill, I know it!
  3. Inspector6

    LF Arena history

    [ QUOTE ]

    "if we had a big venge..."

    I don't think I ever saw you guys hit less than 5 lol...

    [/ QUOTE ]

    5 was about average, though we did routinely get 6 and 7. I dunno why people think it's that hard to stack - you have a window of about a second, which (if you know your vent lag) is not really that different than a damage spike. Zone vengeance stackers with the perma-dead body in the base need to lrn2stack.
  4. Inspector6

    LF Arena history

    [ QUOTE ]
    [ QUOTE ]
    There were no official matches from then until OS-NDX (archives are being wonky, so round 1 and round 2) on April 28th. That's occasionally referred to as the match that got veng stacking banned, and whether it was or not, it's the last official played where vengeance was legal. It's also the first match that happened with IOs.

    [/ QUOTE ]
    I don't remember IOs being available then. I was still on my lolIce/EM and I'm pretty sure IOs didn't hit test until some time after my Fire/EM hit 50.

    I could be wrong though, I know Ownage and 6 both had fully IOed builds very early on in I9 beta. I know I didn't have any IOs on Cold Spyke for that match though since I never bothered to IO that toon at all.

    [/ QUOTE ]

    Sorry, Goldie, but this made me laugh. Man, I got so tired of begging you guys to IO your builds.

    Also, Goldie's famous best-post-ever needs to get quoted in this thread somewhere. Come on, who's got it?
  5. Inspector6

    LF Arena history

    Veng stacking was fun once in awhile, but it was bull[censored]. I'm not going to pretend like we didn't practice veng gathers in NDX - everyone of our builds had it. It was cheesy, and a few of us completely hated it after a few matches with it.

    Around 4-stacked it became a waste of time to hit Aim or BU on a blaster. 7-stacked was... well, it was special. People hated us so much, and that almost made it worth using it.

    Btw, Demon's way of examining arena history via patch notes is very smart. Almost every change (after the initial chaos of organized PvP teams) in the patch notes directly changed the optimal lineups in some way or another. Ice blasters replaced with fire blasters was a big one. IO's, of course. When blaster unresistible damage was reduced, 2-sonic teams became unstoppable with tons of damage resistance. Immediately blasters began getting swapped with extra rad/psy's for more debuff and the psy damage. Now you guys get to figure out i12.
  6. Inspector6

    LF Arena history

    [ QUOTE ]
    Right before i12 beta started...

    We had arena's first ever official double header
    [censored] vs BL
    PE vs BL

    [/ QUOTE ]

    (The short-lived) VR-Corrupted did a villains double-header awhile ago.

    Ajax is probably one of the most knowledgeable people on the history of different SG's. Be sure to check with him.
  7. [ QUOTE ]
    When I left, thats when it all went downhill

    [/ QUOTE ]
    u wish
  8. I can't say for sure, but it's relatively safe to say that VR-Corrupted is defunct. There's still some interest in villains, so it may reincarnate under a new name.
  9. [ QUOTE ]
    Cool web site!
    Wheres the screen shots from your villain matches?

    [/ QUOTE ]
    Is this a flame? C'mon man, you know better.
  10. [ QUOTE ]

    Putz, you've made a huge difference in PvP QOL in this game, thanks for that and for practicing with us.

    6, you'll be missed as well.

    [/ QUOTE ]

    Uh, thanks.
  11. [ QUOTE ]
    I'm still kinda afraid of you 6, ftr.

    [/ QUOTE ]

    I know.
  12. [ QUOTE ]
    @Ed-Wreck - Leader
    @Ed-Wrecked - Leader
    @W-D
    @WD2
    @Goldie1
    @Goldie2
    @Veronica Venom
    @Mickey Slo2
    @Fulc
    @Cuch
    @MF Fire Wire
    @Payne Bringer
    @Craggs
    @Wastelands
    @NRGFX
    @Cyco Aura
    @helly
    @-helly
    @helly-
    @-Ajax
    @El Ajax
    @mac daddy b
    @mac b
    @macnificent b
    @Labrynth
    @Elite
    @FooManChu
    @hans
    @-hans
    @MA
    @El Nino
    @Spiked Gila
    @Ethical Inquiry
    @The Immortal
    @Labrynth2
    @Knockaround Guy
    @TribDils
    @Hoj 619
    @h0jay1

    [/ QUOTE ]

    removing @Inspector 6 and @Inspector 7
  13. [ QUOTE ]
    Going to AOC with LOTD hope to see some of you there.

    [/ QUOTE ]
    yes

    [ QUOTE ]
    Keeping my second account active- @suoinoleF- looking for duels on Infinity, so hit me up

    [/ QUOTE ]
    no

    [ QUOTE ]
    GTA 4- 100% completion in 56 hours!

    [/ QUOTE ]
    hot
  14. Inspector6

    Capture the Flag

    Flag-runner would need all power pools disabled (and probably run & jump speeds - as well as inherent TP or fly - severely capped), all stealths suppressed, and any Only Affecting Self state would need to drop the flag.

    There. That would be a reason to bring a tank.
  15. Seeing as how this thread is marked for posterity and the images I posted aren’t likely to last forever, here’s the list from my suggestions.

    Most popular suggestions from the last time I asked:
    <ul type="square">[*]Crey mission map: "Room of Death"[*]Peregrine Island - Portal Corps[/list]
    My suggestions:
    <ul type="square">[*]Cap Au Diable: Aeon City (open plaza map)[*]Cap Au Diable: New Haven (nice city map with medium sized buildings. The buildings would allow for evasion but be somewhat easy to clear vertically, unlike some of the structures in the Skyway &amp; Steel arena maps.)[*]Cap Au Diable: New Haven w/ WSPDR (same as above, but with the tall WSPDR building, would allow some of the king-of-the-hill style play possible on the “Siege Tower” map without the annoying impassable fortress.)[*]Cap Au Diable: PTS (nice little area with lots of nooks &amp; crannies – possibly too many. I’d be worried there’s too many objects to get hung up on.)[*]Croatoa: Salamanca (open city area, low buildings)[*]Founder's Falls: Williams Square &amp; surrounding buildings (giant open plaza with a ring of buildings around it. Kind of like the “Outbreak” map scaled up.)[*]Saint Martial: Carnie Tents (I want this. Looks cool, and looks fun to PvP around and over.)[*]Saint Martial: Jackpot (a long corridor with lots of ledges and vertical play on the sides. Very cool looking at night.) [*]Sharkhead Isle: Port Recluse vicinity (open city map with a fairly large water tower-thing in the middle.)[*]Sharkhead Isle: The Pit (might be annoying, but has the real potential of being an interesting balancing act. One false move and you could fall – and fall behind the action.)[*]Sharkhead Isle: Villa Requin (open map with few but significant obstacles)[*]Talos: New Corinth (a towering city map much like the Steel &amp; Skyway maps, perhaps a bit more closed in than those)[*]Talos: Southwest near Argo Highway (an area with green grass, roadrunner-style rock formations, and some fairly deep water channels)[/list]
  16. [ QUOTE ]
    Should we assume that selectable maps will one day be implemented and start suggesting smaller maps?

    [/ QUOTE ]
    lol I'll believe it when I see it... if I'm still here to see it.
  17. [ QUOTE ]
    I suggested this last time, but:

    A long section of the valor bridge in IP where the tsoo/family fight.

    The area around the Lord Recluse statue in Grandville.

    [/ QUOTE ]
    The bridge is pretty narrow, with some heavy duty drops, but that could definitely be fun. I'd be worried that anything in Grandville will just murder some computers, though.
  18. I asked this awhile ago and the whole thread got derailed into complaints about wanting selectable arena maps. Anyway, pictures say it best. Link goes to the VR Guildportal site:

    Suggestions.
  19. [ QUOTE ]
    I see a lot of good changes here, but one thing I'm not getting... under what's proposed above, how is a tray full of BF's not an instant "i win" when facing a dom in PVP ?

    [/ QUOTE ]

    Even a whole tray won't last you long.
  20. [ QUOTE ]
    [ QUOTE ]
    Thanks for the update, Castle, though I imagine many people won't like the change to TK. Is this to address the rag-doll lock problem? If it's not that, would you consider reinstating the repel against players, but change it so less break frees are needed to escape it?

    Not Putzing is going to be mad all her work is getting some attention just a few days after she's left the game... or is this just to get her back?

    [/ QUOTE ]

    The problem is that when you get stuck in the "ragdoll animation" you cant use break frees so it will still be exploited. The "less break free" suggestion isnt a fix for that issue.

    [/ QUOTE ]
    But we never found out if the planned change to TK was to address the ragdoll problem or fix something else (like getting pushed through geometry or players generally annoyed by TK...)
  21. [ QUOTE ]
    [ QUOTE ]
    Castle, can you go into more detail on the cage suppresion nerf, thanks.

    [/ QUOTE ]

    It operates exactly the same as Hold suppression. Initial Cage will take full effect. Any additional cages will not take effect until the "suppression" period ends.

    EDIT:
    FWIW, we reverted out the "Not affect players" change to TK, and changed Break Frees to 50% Repel Resist, and 100% resist for Medium and Large inspires.

    [/ QUOTE ]

    This post is the winner.

    Now please be kind to Acro. KB = instant death in PvP.
  22. Suggestions:
    2 break frees to resist TK's repel sounds reasonable to me.

    and/or

    Shorten the "tether" range on TK - the range it has after it's cast. Dunno if this would be a partial fix or a big problem, but it might make it easier to run out of TK range.
  23. Thanks for the update, Castle, though I imagine many people won't like the change to TK. Is this to address the rag-doll lock problem? If it's not that, would you consider reinstating the repel against players, but change it so less break frees are needed to escape it?

    Not Putzing is going to be mad all her work is getting some attention just a few days after she's left the game... or is this just to get her back?
  24. Thanks guys, we worked really... oh wait, we're the only ones posting here.