Jet_Boy

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  1. Quote:
    Originally Posted by SuperT View Post
    These days when creating a melee toon... stalker, scrap, brute, or even tank, why would someone still choose super reflexes over the other armor sets considering the majority of them now have some type of heal, end management and/or resistance/defense mix?

    I do like super reflexes and always have but I just wonder in the game's current state where it actually falls in comparison to its peers. Being soft capped to everything is great, don't get me wrong, but when soloing an AV or even x8 mobs, those hits will eventually get through and that's when the trouble begins.

    Looking for some general feedback and discussion... not looking to get anyone fired up necessarily. Knowledge is power and I can certainly use some in this case. LOL

    Thanks!!!
    I think a lot of it's going to come from what kind of player you are? If you're building for numbers, then I'm sure that there might be other set that are better for survivability (or whatever your goal is)

    However if you allow concept to dictate creation, then there's an unquantifiable myriad of reasons why to take SR over anything/everything else.

    It's all how you play.
  2. Wanna impress me? Next invasion, have Deep One's attach the water boarded zone.

    (and no, Corlax are in no way equal to Deep Ones)
  3. Quote:
    Originally Posted by enderbean View Post
    These powersets were announced in today's TwitchTV broadcast. They will be in I24 and are free for VIPs:

    Martial Combat (blaster secondary)
    •Chi Push (repel followed by knockback (cool new animation)
    •Storm Kick (melee)
    •Dragon Kick (melee)
    •Dragon's Tail (PBAoE melee)
    •Burst of Speed (AoE self TP)
    •Reach for the Limit (Build up auto power—Chance for +dam and +ToHit on every power)
    •Reaction Time (toggle—+absorb over time, +revocery, -move on enemy; 10 seconds of +speed on toggle off)
    •Inner Will (self heal and ,ez break—only unsable under 50% end or health or when mezzed)
    •Throw Sand (cone foe stun)

    Martial Assault (secondary for Dominators)
    •Shuriken Throw (has a new animation)
    •Thunder Kick (melee—MA port)
    •Trick Shot (chain power—shuriken bounces between targets)
    •Spin Kick (front facing cone like the incarnate power without the teleport)
    •Envenomed Blades (build up power; adds toxic damage to all attacks for a time)
    •Dragon's Tail (PBAoE melee)
    •Caltrops
    •Masterful Throw (snipe; chance for DoT damage)
    •Explosive shuriken (single target with chance for splash DoT)
    ... coming summer of 2020
  4. Dont...

    ... let it get stale. Keep things fun and more importantly *Moving*

    ... be a hardass about RP/Non-RP standards, canon, participation. The tighter your grip, the more systems... err... players will slip through your fingers.

    ... over complicate your base. Design for functionality as well as fun.

    ... forget to maintain an outside forums/mailing list. These go a long way to keeping your casual members in the loop.

    Do...

    ... stay in touch with your members, even if it's just to say "hi." Encourage your members to be "chatty."

    ... make sure you/other officers are around more oft then not. Nothing kills a group more than "nobody's ever on."

    ... encourage people to have alts in the SG as well. Remember, alts earn prestige too.

    ... hold events and such. "We never do anything," is a killer as well. Events are also good recruiting tools
  5. Quote:
    Originally Posted by Unknown_User View Post
    Got back from Dark Knight Rises and... Honestly the movie was great until I got to the end. What a big [censored] disappointment it was. Batman quits, passes the mantle off to Robin John Blake
    I called it.

    Nolan knew he could never get past The Dark Knight; Ledger's performance, followed by his death insured that TDK would be the Nolan film everyone remembers from this "sequence." With TDKR he pulled the pin on the current franchise giving Bale an out and insuring that the studio will have to reboot the franchise in some way while leaving his "vision" complete and book-ended.

    The first movie will be forgotten, the second revered (TDK is good enough to stand alone), and the third a foot note.

    YMMV
  6. Quote:
    Originally Posted by Little_Whorn View Post

    Is the difficulty too easy? Should it change and if so, how?

    No, for the average player the difficulty is... well... ok.

    Yes... the baseline 0/0 should be reset back to actually mean "0/0"
  7. Wait... Tic-Toc is Babs? OMG... HE'S SEEN ME NAKED!!!
  8. Although you could probably make the argument for a public domain character, as a rule the EULA is pretty straight forward. No copies of registered, trademarked, or copyrighted characters.

    Good rule of thumb: If you to think to yourself "Is this toon to close to "Toon X?" or "Hey, this is a pretty nifty tribute to "Toon X!" Then you should probably re-roll
  9. Personally, I don't see a valid reason for us not to be able to trade/sell/ or gift unused cards, converters, what ever back and forth. I'd personaly utilize the trading packs more if I knew that I could get rid of the card I don't want or trade them for the one's I do.

    Hell, even WoTC figured that one out.
  10. Jet_Boy

    Cthulhu Mythos

    Quote:
    Originally Posted by Stormravyn View Post
    Yog-Sothoth - Any ideas, looking for a cluster of glowing spheres or glowing ball? .
    The Balls of Light spells from Night Ward, maybe?
  11. To me (and I'm not a CoH game developer) it seems there''s an awful lot of pets out there already that could be utilized as "alt forms" for the various mastermind sets with very little modification (a black tinted gremlin or scaled-up haunt to replace the "Dark Lassie" Umbral Beast, for example).

    Beast Mastery pets should be even easier for some selections, since there are multiple avatars for wolves (different sizes and colors) and hunting cats (tigers, panthers, lions, ligers).

    Personally, I want to see an "Urban Wilderness" set for beastmasters - insects, bats, rats, etc.
  12. It doesn't matter if it were Felicia Day, Wil Wheaton, Chris Hardwick or any other pop culture icon - geek or not - that we have.

    As with any public-view profession (Journalism or otherwise) what you do and say is going to be held under scrutiny and - as in this case - subject to public opinion and the consequences therein. People are particularly outspoken about slights against "their" icon of the moment, and as seen many times in the past, that backlash can have severe ramifications.

    It boils down to "he should have known better."
  13. Woohoo, another Event!!! Always better than wastring some of that development time on silly old tasks like updating years old content, fixing issues, or improving Qol.
  14. Quote:
    Originally Posted by Nethergoat View Post
    Everyone in the game has options to overcome these "impossible" missions- there's only so much hand-holding the devs should be doing.

    <snip>

    All three are reasonable responses to a mission you feel is beyond the scope of your character. All three are simple to impliment. One of the three should work for pretty much anyone who finds themselves facing a too-tough boss.
    And I agree wholeheartedly on those options to get around a "sticky" issue. But the standard difficulty should still use the average player as the baseline. the difficulty should be able to be raised for more experienced players, or lowered for players facing some issues with the understanding that these settings are optional shifts away from the "standard" level the game is developed for.

    If an individual player is at the bottom of the scale and it's still too hard to complete (or to be fair, the top of the scale and it's still too easy) then it's really not the game, it's the player. However, if many players are doing a mission and having to set things to the lowest setting just to succeed - even though you or I might not have the issue - then it's not hand-holding, it's an issue that needs to be looked at and possibly adjusted to fit the average player.

    If I run a table-top RPG game for a group and after the first couple of encounters they as a whole keep wiping, I modify the adventure. Not that I think or don't think that it's too easy (my opinion really doesn't matter at that point), but because my player base is playing at a different level, and I want them to keep playing.

    If it's just one guy, then we work together to find out why the one player's having an issue.
  15. Notice that Hollywood seems to be using that list for movies to remake.
  16. Quote:
    Originally Posted by PRAF68_EU View Post
    Balancing all content for lowest common denominator players is not a good way to go.
    You're right. but the standard difficulty (0/0) should be set with the average player in mind.

    In a balanced RPG "adventure," this means that the average player at the baseline level of difficulty should feel challenged but not overwhelmed, and should be able to complete any given goal with a minimum of frustration so that they can enjoy the experience of the game and (here's the most important point) continue playing.

    With some of the game advancements coming from the development team these days, I think they may lose sight of that sometimes.

    (edit: Thinking about it, the standard RPG model may not exactly fit the newest evolution of the F2P model, since the earning is based on micro-transactions and not loyalty purchases as much. The jury may still be out on that as COH keeps evolving. I'll still let my comment stand for basic RPG adventure design though)
  17. Quote:
    Originally Posted by viper_kinji View Post
    Now that I have seen Shadow Hunter Shadow Hounds, I'm really sad my dom doesn't get access to coyotes of doom Oh well, the wolf will have to do.
    Even those - although they would be a darn sight better than Lassie - are still don't fit the set. Look at the set as a whole a dog of any kind simple doesn't fit thematically. Unfortuantly I don't see any "fix" in the future, it seems destined to be part of the "This is the way it is, deal with it." Developer's List.
  18. Inside the "Thunder Road" Prop Department office:

    "Oooo... remember how cool Humongous' jet-truck was? If we made something bigger and monster-trucky... it's be even cooler. It could even run over stuff and all!!!."

    note: meeting was held by four 10-year olds and a 50-year old guy named "Brylcreem" Bubba-Ray Jobahb

    Seriously, in previous movies there was a sort of "kit-bashed" functionality in the vehicles we saw, with the odd embellishment here and there. "Gigahorse" looks like it'd fall over at the first bump or reasonably attempted turn.
  19. Jet_Boy

    10 Worst X-Men?

    More like "9 characters I didn't like from the 90's and the Beast thrown in to drive up my watch count"

    Quote:
    Originally Posted by MrMichaels View Post
    disagree - wolverwine wasnt in there..
    When Wolverine was the mysterious little psychopath that was one thing. Occasional snippets of his past added to his flavor. He really went down hill when they gave him the adamantium back.

    (Best Wolvie scene ever... taking out Harry Leland in Byrne's Hellfire Club story)
  20. Quote:
    Originally Posted by Stunrunner View Post
    I doubt this thing is an electric.



    It's called the Gigahorse. It's referred to as the 'hero car,' which would imply that Tom Hardy's gonna be driving it.
    That looks like ****.
  21. Quote:
    Originally Posted by Sevenpenny View Post
    I believe that Max's car was destroyed in Road Warrior...
    It was, on Max's first attempt to leave the refinery compound.
  22. It seems to work fine for me. I only have two solo-related issues:

    1) I think the advancement rate between team and solo paths should be balanced out a bit more. Sometimes I do feel I'm being "punished" a bit for not being on a team in some circumstances.

    Recent example: I parted ways with a team on a 15 scrapper. There was another 15 scrapper as well. Two hours later, after constantly running missions. I had just dinged 16 when I bumped into her, she was now 21. This was just running papers, no trials of TFs.

    Even account for setting differences, this seems a bit off. 1.5x, even 2x I could see as resonable, but 3-4x comes off a bit punitive

    That said (and without starting an Incarnates conversation) the Incarnate solo path is an insulting joke. I've grown to expect some disparity between solo- and team-based rewards, the advancement of solo incarnates is glacial at best.

    2) I still feel that an AT should generally be able to solo any mission, and with all due respect to some of the forum elite, there ARE missions that can't be solo'd, at least not without some extreme measure (billion inf builds, etc).

    Anyway, that's just my two cents.
  23. Jet_Boy

    I24 hopes?

    I'd like to see more/updated non-taskforce content for 20-40, cleaned up contacts, fresh tips, as well as a revamp on redside...

    ... what?!? you asked what I wanted to see, not what might actually happen.
  24. The Manx Cat mini was fun as well. I just picked up the IDW omnibus' of ole Grinner's exploits.

    Here's hoping Starslayer sees the same treatment.