Lumpy_NA

Cohort
  • Posts

    11
  • Joined

  1. [ QUOTE ]
    I'd prefer if you just fixed the trams

    [/ QUOTE ]
    Agreed. Seriously, how difficult can this one be?
  2. So long Cuppa, thanks for everything, you did a hell of a job here.
  3. [ QUOTE ]
    It doesn't make sense for us to set out to help small supergroups and then charge large supergroup Prestige for the items.

    [/ QUOTE ]
    This is what you came up with to help small SGs!? Are these new base "features" actually going to work, unlike a lot of the other base bugs?
  4. [ QUOTE ]
    In the long run, people who only own CoH will be the one getting the short end of the stick. Because of fewer costumes and more importantly(or perhaps less importantly), no SG bases.

    [/ QUOTE ]
    The addition of bases was one of the main reasons I bought cov, and so far I've been disappointed. It seems like there remains a lot of work to be done to get bases and base raids working correctly. The new ATs are nice, the graphics are great and I like the many little improvements (newspaper missions, mission completion for members of the same team etc.), but there are way too many bugs still in the game and some of the new "features" like the plant bomb missions are frustrating beyond belief. I know it's the norm in the game industry to release one you've reached a critical mass of features and before all the known bugs are addressed, I was hoping cov would be a little different.

    Edited to fix typo.
  5. [ QUOTE ]
    Yeah I guess I don't mind high costs but I think the actual costs for building a base are higher than acceptable limits of fun for most people who just want to play a game and not make a game become work.

    [/ QUOTE ]
    Agreed. The costs seem to far outweigh the benefits.
  6. For a game that places so much emphasis on teamwork and cooperation the badge system is rotten.
  7. [ QUOTE ]
    If we made a 10,000 badge now, we'd have the same problem all over again.

    [/ QUOTE ]

    In the name of all that is holy-thank you.

    A Badge Addict.
  8. I tested a level 25 energy/energy blaster on test server on 8/4/2005. I played solo in an indoor BP mish, alas I couldn't find anyone in my range interested in teaming.

    First off, thanks, devs, for looking at blasters and trying to make them more robust.

    I don't like defiance and would rather see blaster defense increased instead somehow.

    My opinion before testing was that this change did not address the survivability of blasters. Blasters are glass cannons capable of inflicting large amounts of damage with little defense, defiance just seems to enforce this stereotype further. This change feels like a kludge shoe-horned in.

    The meter is a good idea, but I'd need more time to get used to it. I found it hard to discipline myself to actually test defiance, as by the time my health goes into the non-green I'm usually executing a rapid tactical movement to the rear. A slight increase in the defiance bar made negligible difference in damge output, just based on opinion rather than analysis of the numbers. The amount of damage I had to take to get the defiance bar to about the halfway point was extreme to say the least, and I didn't really have a chance to test defiance at this level per se as I found myself face down rapidly thereafter each time.

    How about increasing blasters' defense/resistance against ranged attacks and maybe reducing the number of melee attacks in blaster secondaries-force them to stay at range where they operate best.
  9. Please reduce the minimum number required to start a TF.
  10. Lumpy_NA

    Kheldian FAQ

    Thanks very much for the work you've put into this guide, I just made a WS this weekend and this helps a lot!