LazarusStrike

Informant
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  1. Does that include the pre-release helmets and the cape from the CoH dvd set?
  2. Hey Cuppa,

    any chance we can get an official announcement of how many new costume pieces Issue 4 will add?

    I can hope right?
  3. LazarusStrike

    The Kudos Thread

    Big props to the Devs, who continue to make a fantastic game. The thing that impressed me most with this update was the redesign of Dr Vazhilok's lair. I've arrested this guy over half a dozen times in the same generic sewer, but yesterday found that his lab has taken a turn for a more Frankenstein-like decor. Very nice touch!
  4. LazarusStrike

    More answers....

    Here's my question:

    Why do some missions not give xp (debt relief) to exemplars when completed?
    I dragged an exemplared lvl 26 around KR on a "Kill 10 Lost" mission and he received no debt relief when the mission was completed. Just wondering...
  5. I agree that a difficulty slider would be a great addition to this game. But with one important change: I would like to see the mission difficulty setting have two sliders: one that determines the level range of the villains, and another that determines the number. Right now I'm powering my way through a kat/inv scrapper build, and while I don't mind the occasional yellow mob, i severely dislike the quantites they are being handed out in, especially pre-lvl 10. This level of mission customization would truly kick ***, but right now the situation is uncomfortable at best and truly a grind instead of being fun. The yellows are killing me, the greens are fine en masse, but strangely haven't seen too many blue groups unless I level up mid-mission. Too exhausted to continue making sense, so I'm done for now.

    P.S. Since this is clearly affecting player satisfaction (you can tell from the expletives tossed over Broadcast when people die) it should be the leading priority, excepting of course server stability, which seems to be back to normal.
  6. LazarusStrike

    Tanker Update

    [ QUOTE ]
    Tankers will get a "provoke" like AOE effect on their melee attacks.

    [/ QUOTE ]

    This sounds great!


    [ QUOTE ]
    As the battle progresses, he lets loose....I prefer this system to a power because this way it's inherent. It's simply the nature of the Archetype.

    [/ QUOTE ]

    This sounds very cool, and I am glad that the Tankers are getting two inherent bonuses to round out their AT. My big question is : Is this the solution to the Super Strength and Ice Melee shortcomings or will there be additional tweaking of those power sets? Even with these inherent bonuses these power sets will remain the red-headed stepchild of the more devastating Tanker secondaries.

    Also, not trying to high-jack the thread, but can we expect similar inherent bonuses or resistances for other ATs or are just Scrappers (critical attacks) and Tankers getting the love?

    Thanks very much for the update.