Memphis_Bill

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  1. Quote:
    Originally Posted by Samuel_Tow View Post
    Energy Aura and Dark Armour, in particular, are sets which are somewhat less durable in stand-and-fight situations, so the stealth component is there to prevent the Brute from aggroing the world. It also helps the Brute to get into position easier before the enemy open up.
    Heh. This is true. That and I loved having people complain about "That $(*#&$ Stalker!" ... well, long ago, in PVP - with my En/En brute.
  2. Quote:
    Originally Posted by Bill Z Bubba View Post
    Yes, let's weed out all those paying customers that play to have fun! Let's get rid of them! We'll make sure that this is City of Spreadsheets so that only those of us that don't mind spending a billion inf on our builds can do anything of worth!
    Hmm. Funny. Not only do I not bother with the numbers, as stated earlier, nor do I do billion INF builds (or anything anywhere close,) but I - as stated earlier - have FAR more fun and enjoy my HEATs far more than my VEATs. My HEATs have no problem accomplishing "anything of worth," just fine, thanks. Including the main point of the *game* from a subscriber's point of view - me *having fun* - as well as NC's - giving me incentive to keep subscribing.

    Is that "Poor" design, or just "different designs?"

    Quote:
    How's that Khel of yours do solo at +4/x8 by the way?
    Oh, my VEATs don't solo at your settings either. None of my characters do. Because... I don't find it fun. If you love those settings, good for you. But don't tell me because I *don't* that that's the measure of how much worth the character has.

    I don't play "City of Spreadsheets" either.

    For me, HEAT > VEAT, by a LARGE margin. If everything played like a VEAT - or like your scrapper, or every tank like a stone tank - I'd have left LONG ago. If this were still pre-ED, pre-GDN "City of godmode," everyone stand around waiting for the tank to herd the map so one blaster nuke can clear the whole thing - I'd have left long ago as well. Personally I find it amusing that you ask the second after the spreadsheet comment.

    Edit: And from Dechs' post, this, 100%:

    Quote:
    There is no mathematical expression of fun.
  3. Quote:
    Originally Posted by Lycanus View Post

    However, what I absolutely do NOT understand, is sleep powers for tankers.

    Not just sleep.

    PBAoE Sleep.
    ... For tankers? For almost anyone, TBH. OK, solo controller or dom, maybe. And Mind, I seem to actually use it more than anywhere else. Otherwise - throw the heal proc from the sleep set in, and you have a nice, unreliable heal otherwise, generally - yeah, I agree that's kind of useless.

    Heck, I use *dimension shift* and I call PBAOE sleeps on a tank useless. That's pretty bad.
  4. Quote:
    Originally Posted by DocArcus View Post
    Seeing as they have been giving players extra stuff since the game launched (Starting with the DVD Collectors Edition) and it hasn't done any harm, I don't see what the problem is. All you get from them is QoL items that are not needed to play the game. Selling things like salvage would be a problem because it's something that players can sell ingame. That would make it "he who has the most money has the best stuff"
    Precisely.

    None of the items I have from any of the "packs" (starting from the COH DVD I first started with) are transferrable. I can't put my Cape of Four Winds on the market, sell my Pocket D VIP pass, or auction off my Valkyrie Wings to the highest bidder. And none of the "stuff" really makes my character all that much more powerful.

    The same cant' be said for buying sets, buying INF, buying purples, etc.
  5. Quote:
    Originally Posted by Archon099 View Post
    I would have to agree with you on Stalker/Energy Armor/Repulse. Why?

    I also don't like stealth for tankers. Why does Dark Armor for tankers still have Cloak of Darkness? The last thing a tank wants is to NOT be seen, and even if you consider the fact that it suppresses when you attack anyway, it's a fairly high endurance cost for such a small defense bonus, perception, and immobilize protection. Not only that, but Dark Armor is a bit more frail than other power sets, and while you're at it removing the stealth from the tank version, it's heal Dark Regeneration could use a small +HP bonus. It has NO hitpoint increases and NO last resort power like Unstoppable or Moment of Glory. The general formula seems to be: Charge, Heal, Die, Rez, Heal, Die. A last resort power or some +HP bonus somewhere would make it much sturdier. It already lacks knockback protection, but at least there is an enhancement for that. Anyone who has played Regen, Willpower, Shield Defense, Energy Aura, Ice Armor, any other sets can agree that Dark Armor has some shortcomings.
    It has it for.... immobilize protection, perception, and a little defense. And yeah, sometimes stealthing is nice. But it can be put off, yes. I tend to take CJ on my FA and DA tanks anyway, so immob's not as important.

    As far as "the formula? Try charge in, get group's attention, Cloak of Fear/Oppressive Gloom/etc. (Not necessarily at the same time.) Use your other mitigation options. And, of course, take advantage of whatever else is in your secondary. Yes, DA makes for a more "controllery" tank. If you try to play it like Stone, you'll faceplant.

    Of course, this is coming from someone who plays a lot of Fire tanks, which also don't have (or need) a "godmode." It's a more active tank. Just might not mesh with your playstyle. (Mine's mid/20s, DA/SS. Also have a DA/El at 10, just not very active on the lowbie's server. I like it because it *is* different. )
  6. I've been playing it on the 64 bit Win7 RC without issues.
  7. Quote:
    Originally Posted by Techbot Alpha View Post
    You two, seriously, take it to PMs or something? This is niether one thing nor the other. Bill, as far as I can see, was simply stating (perhaps in more words) that he, personally and in HIS opinion, didn't like VEATs.
    I don't see any quote where he was actively saying 'VEATs suck and should be changed because I dont like them'. He said 'I haven't enjoyed them, ergo I'll leave them alone.'
    And here we have a good example of reading comprehension. Thank you. (And I'm not bothering to respond to the other individual at this point.)

    (Though I can nitpick and say "don't like them so far," as I am still giving the Crab and, eventually, Huntsman a chance still. No, won't respec the Bane, since that wouldn't tell me how the Crab played from 25-40... have this thing about actually wanting to understand the powerset.)
  8. Quote:
    Originally Posted by Sailboat View Post
    Exactly. I worried about this too, but the truth is, I've never recognized someone as a previously-ignored troublemaker plaguing me after being freed from the ignore list by a spammer. I figure if they're not bothering me now and they're still here, maybe they've reformed.

    Here's another thing you can do -- use the player notes function to flag people who are a problem. That way you can remind yourself why you're avoiding this person, and if he or she pops off the ignore list for some reason, you can re-add in the event that he or she makes trouble again.
    Note - back up your player notes, in this case. (Just a text file in the directory, as I recall.) Should you move computers or have to reinstall, you can put it back instead of starting from scratch. Unlike the ignore lists, they're not saved on the servers.
  9. Quote:
    Originally Posted by docbuzzard View Post
    If you don't care what I think, why do you bother responding? Odd that. Though I find it amusing that before you complained about the branching mechanic, and now you laud it. Can you keep your complaining in order please?
    Wow. You're having real trouble with comprehension. You pretty much call me a liar,after reciting EXACTLY the sort of things I dealt with on the way up AND my impressions - even though, of course, you weren't there. And now you don't understand "I WAS looking forward to it thanks to beta (hint, genius, beta = pre-live) and was disappointed afterward (note, that's AFTER beta, IE, live.)" That is not "lauding" it. Or is this too hard for you to follow?

    Let me put it very simple:
    Step 1: Thought it would be interesting. Said so then.
    Step 2: Found it was disappointing. Saying so now.

    Does that clarify the order of events enough for you?

    Quote:
    So you wanted to play a VEAT as a stalker, and were shocked when it wasn't a stalker. I don't see why I would need to point out that stupid expectations are not the fault of the AT design.
    No, I did not "want to play a VEAT as a stalker." How about not making assumptions. I wanted to play a VEAT as a VEAT. As much like the NPCs they represent as possible. They fell short in many areas.

    Quote:
    Considering you've complained that neither VEAT performs as well as a stalker, then yes, it is tunnel vision. It would be silly to point out they are not stalkers since it isn't quite rocket science to realize that. Your inability to understand their play style again says nothing about the AT itself.
    Listen very closely. I wondered why I *didn't* just roll another stalker, as the playstyle was running close to it. Understand? Not "I wanted to play it AS a stalker." I play VEATs as VEATs. I'm willing to TRY the others, EVEN AFTER bad experiences with two of tthem. Hence, lack of tunnel vision.

    Edit: Said at this point I'd wondered how you'd twist this. However, no, no I'm not. You've proven a lack of comprehension and inability to follow a chain of events OR a thread of posts. You don't even have comedy value for me at this point.
  10. Quote:
    Originally Posted by rpgguy View Post
    Seconded,

    add items of power, the CoP and basegroup raids to the list.
    They where supposed to be CoV launch features, where active during beta, and still aren't in.
    Talking about letting the community wait.
    Base raids are in the "Foundations getting redone" stage - PVP changes themselves didn't sound like the devs were finished, and other changes in base editing seem like they're still works in progress.

    The COP *was* live - for a very short time, until an exploit was found and abused that (as I recall) was letting people just join, and keep "completing" the same mission over and over, essentially PLing themselves. The problem was so deepseated that the trial had to be completely scrapped.

    That said... *More stuff for the base computer* (or ANY stuff for it blueside,) please.
  11. Quote:
    Originally Posted by ToySoldierZolgar View Post
    >.>

    I want to be able to customize the sound for Self destruct to sound like a crazy little kid giggling, and then going 'KABOOOOOOM!'
    ... can I point out that a friend and I both get the comments from... I don't recall which Warcraft it is, II or III in mind with Self Destruction.

    "I've got explosives. Kabooooooom! Ahhh, it's beautiful..."
  12. Quote:
    Originally Posted by Fury Flechette View Post
    Over DXP weekend, I got an electric/thermal corruptor to level 32. I envisioned her as mostly a support oriented character with the capability to solo if required.
    Two words.

    Dual Build.

    I know, it's not *just* what you were talking about, but seriously - take advantage, having a more primary-heavy build for when you solo.

    Other than that, I tend to find binds help with my shield-ing characters, speeding up the process some. I like to use the arrow keys - left for fire shield, right for plasma, up for thaw on whoever needs it. Forge isn't quite as much a "process" for me, and who gets it depends on the team.

    And of course... let masterminds (past, oh, level 10) deal with their own pets. They've got a support secondary, they can keep them alive.

    Everything else, honestly, depends on team, level, how things are going, etc - including how important keeping various shields up are. Fire shield? Priority. Not dealing with something doing a lot of energy? Save time and END, don't bother with Plasma. Just pay attention to the situation.
  13. Quote:
    Originally Posted by NightshadeLegree View Post
    Well there's no harm in asking...

    The top two on my list are the Assassin Strikes for Energy Melee and Dark Melee, which not coincidentally are the same, and so goofy looking I can't bring myself to play either set. MA has already been given an alternative AS, so I'd love to see these two given the same choice.
    Note that Dark Melee's AS, at least, has you shoving a skull through the target. Which has to count for something.

    Also - female (and non mix-and-match) appropriate sounds for Sonic... everything. And a better "matched" set for males and huge.
  14. Memphis_Bill

    Travel Powers

    Quote:
    Originally Posted by Clave_Dark_5 View Post
    I found Teleport to be a pain overall. It works best when you take Hover with it to avoid the "OMG lag is making me fall from the sky before I can reTP" effect, and to get from one side of the map to another by having to click the spot to TP to got pretty old. That said, the lower TP powers like Recall Friend and TP Foe have their uses, on occasion.

    Just my two inf on one of them for ya.
    One note - if you plan on PVPing, don't take Teleport (or don't take it in your second build.) While in the arena you can turn off travel power suppression, in zone, you can't - and if you attack or are attacked, you will lose the ability to teleport *at all* for a short time. (Unless that's changed very recently, but I don't recall a note on it.)
  15. Quote:
    Originally Posted by docbuzzard View Post
    I call BS.
    I don't care what you think about that, chuckles. I was, frankly, looking forward to them. I thought the branching mechanic would be an interesting new one (and still think, frankly, it should have been brought in earlier.) You don't want to believe that, too damn bad. I have no reason to lie about it, and if you don't believe that, put me on ignore and quit wasting my time.
    Quote:
    Try this on for size:
    Leadership on a stalker is nowhere near the value that it is on a VEAT. You get a much higher value on the VEATs (manuevers that is) for a lower endurance cost.
    Did you see my statement about not playing for the numbers? Or the one about better stealth? (which I don't need numbers to see, since bane/widow = "detected as I come up, knocked out of stealth when I got hit" and the stalkers weren't.)

    Quote:
    This is not to mention you are focused on only bane spiders or widows, and if you are that plagued by tunnel vision, you completely don't understand the VEATs.
    Gee, I said this once, and quoted it again just recently:

    Quote:
    Of course, me being me, I'm running a crab now (the only one so far I've found the least bit interesting, and I'm still looking at the next 26 levels going "Do I REALLY want to do this?") to see if I feel any different about it than I do the widow or bane. And if a duo I agreed to goes anywhere (as the other person doesn't particularly like their VEAT either,) another will probalby go "huntsman." I have *absolutely* no urge to roll a fort.
    Hmm. Yeah. real tunnel vision there. Absolute lack of wanting to understand them. Except for the whole "I want to play the other options to see what they're like." (Except, admittedly, the fort. Looks a bit too similar when I went over it.)
  16. Quote:
    Originally Posted by docbuzzard View Post
    Umm, so? A storyline does not impact the design of the AT. I don't see how that could be any more clear. Yes, khelds were designed with an epic storyline. However, they were not a well designed AT. VEATs were designed with a crap storyline. They are a well designed AT.
    When one complains about an AT not being "epic," and is not using the definition handed down, then the point has to be made. Clear enough?

    And I happen to find Khelds better designed - and even with fewer slots, FAR more flexible in build options than VEATs.

    Quote:
    Now yes, someone else might have used the term epic in a sense the devs didn't initially mean for khelds, but I'd say his meaning is closer to the truth when it came to VEATs.
    The devs, by definition, develop the game. I don't care if you want to use the definition EPIC = "Extremely Pink International Cargo." Their definition is the one that, in this arena, is the one we get to go with.
    Quote:
    I find it amusing that you compared them to controllers and defenders elsewhere since that's completely off base. Those are force multipliers. Khelds are not.
    ... wow, what are you reading? My "If you have defenders, do you need anything else? If you have controllers, do you need a tank?" That is not "Comparing Khelds to controllers" (or VEATs to controllers, for that matter.)

    Quote:
    Also your general disdain for the VEATs is something I find odd. I would assume you know how they work, but then to dismiss them with nonsense like "taking the leadership pool on another AT is the same" is totally inane.
    Regardless of that being the *precise* feeling I had playing them. Of course. Again, my *exact* feeling - I believe I even said this to one of my SG mates - was "Why didn't I just roll another Stalker and give it leadership?"

    Quote:
    That isn't even vaguely comparable, especially redside where no other AT has even defender levels of leadership, much less the VEAT powerset values.
    And yet I have a not-quote-as-stealthy melee AT (in three of the four cases,) which gets detected right at melee range, with no KB protection, no self heal in many cases, and END-draining leadership toggles. Two sets of them, if you choose to go by some of the SOA forum builds (which I did not.)

    Not going to argue if you're having fun or not. If you are, hey, great. Keep doing it. In the end, that's what we're here for. (I'll also point out that you're talking about a Crab, where I've been - as mentioned - talking about what I've seen from my Widow and Bane, which may be throwing your view of my comparison off.)

    Quote:
    Now I won't say he's the greatest soloist, but then I didn't make my build that way. The beauty of the VEAT builds is the amount of flexibility available. You can go in many different directions and make them effective.
    Again - I see the *exact opposite.* VEATs come across as tight, uncompromising builds. I respecced and burned both builds several times on my widow to get something I was - well, not "happy with" but "least unhappy" with. Same on my Bane, so far. If it happens differently when I get my Crab leveled farther (since just looking at the powers, it has a very different playstyle to the other two,) I'll have absolutely no problem saying "Of the VEATs, the Crab's been the only one I enjoyed." It happened, after all, with Masterminds and bot/FF souring me on them for a while. But as I mentioned before, burned twice, so I'm not in a rush to get on that Crab and play.
  17. Quote:
    Originally Posted by Bill Z Bubba View Post
    Kheldians can plug PUG holes. Tank goes down? Dwarf up. Blaster face plants? Go nova.
    Honestly, though.... almost any AT can plug any hole. No tank? Control keeps things from affecting the team (as well as debuffs.) No blaster? Debuffs increase team efficiency (reducing resistance, increasing performance, etc.)

    Khelds get slammed because they're not specialists - they *are* a swiss army knife. And there's no "one true build." I can complain about the rad/ corruptor a few halloweens ago having only AM, the heal and rez in the mid-30s because it was really gutting what the character could do - *and what was expected of it* (especially fighting Eochai at the time. We invited the guy because we needed debuffs, not weak PBAOE heals.)

    Quote:
    But at least VEATs do immediately add to a team and start at level 1 with higher than normal recovery. In contrast, those that use the forms rock hard with nova from 6 until 22 when blasters fly past them on damage output.
    They may have "higher than normal recovery" - but not by much. They don't have built in Stamina. It's not enough to, say, offset the leadership toggles noticably. I'm out of breath on my VEATs not noticably later than I am on my normal characters - and they end up trying to fit in stamina more times than not. So how is this little extra bit of recovery helping the team?

    And while that blaster's "flying past" in damage on my Kheld, I'm adding control, self or team buffs, and the ability to tank, if needed.
    Quote:
    The statement "not all ATs are for everyone" is very true, but I don't see the point in anyone backing up their preference for X by stating things about the AT that just aren't true.
    Nothing I've said - on *either* side - is untrue from my experience playing them. That's with Khelds from I4, and VEATs from introduction.

    Quote:
    No Khel will EVER tank as well as a tank. No Khel will EVER blast as well as a blaster. All they can do now, all they've ever been able to do on teams, is plug holes when they appear. No holes? No need for a Khel.
    Never have I said a Kheld is 100% blaster, 100% tank, etc. Obviously being able to switch roles on the fly comes with a price. So what?

    If there's a blaster, do you need a scrapper?
    If there's a scrapper, do you need a tank?
    If there's a controller, do you need a defender?
    If there's more than one defender, do you need anyone else?

    The "holes" argument is, if you'll excuse the phrase, full of holes, since it's true for everyone else, as well.

    Quote:
    Let's just make sure that we're not tossing around half-truths and untruths when trying to defend our favorite toy.
    Again - none have come from me. If you want to argue that perhaps I know how to play to my Khelds strengths or whatever out of *playing* them for years, and don't have that behind me with VEATs, I'll accept that may come into play - but hell, I was *excited* about VEATs when they hit test, and thought the branching was a good idea, etc. That soured fast playing them live.
  18. Quote:
    Originally Posted by Techbot Alpha View Post
    Try just the rifle, Bill.
    Arachnos Rifle + Bane armour is rather fun solo. I found the first time with a SoA hard, due to obvious ignorance. The second time was very fun.

    The main combo is Wide Area Web nade + Venom Nade + Heavy burst with a + Frag grenade optional. That tends to make a very nice mess of anything around.
    When you couple that with hide, armour and self buffing...it gets good =] you dont have to go for Crab and Bane, the Huntsman path is just as viable, if not more so.
    >.> *points up a ways*
    Quote:
    Of course, me being me, I'm running a crab now (the only one so far I've found the least bit interesting, and I'm still looking at the next 26 levels going "Do I REALLY want to do this?") to see if I feel any different about it than I do the widow or bane. And if a duo I agreed to goes anywhere (as the other person doesn't particularly like their VEAT either,) another will probalby go "huntsman." I have *absolutely* no urge to roll a fort.


    I've got this thing about getting into ATs every possible way I can, trying to learn them inside and out. No, I'm not a numbers guy - I don't plan on getting .0000001% more defense to monkey snot, how to shave off 1/5 sec of recharge for 2% more damage on an attack, etc. I go through how the sets *play.* I've got quite a few tanks (a few sitting back, waiting, since I've been playing more with "how do various secondaries work with fire" with them,) one of every control primary on either a troller or a dom, quite a number of defenders, etc. Only thing I don't have at least one 50 of is a Corruptor and a Soldier (the Bane being at 40 and just... sitting there.)

    I *do* give different builds a shot - especially given my mastermind experience (found bot/FF boring as heck, talked to the MM forum, tried thugs/poi, love the thing and have several other combos rolled,) so it's not "just" Bane (for instance) for me. Crab, for me, is the most promising - but being "burned" twice, as it were, I'm just not looking forward to the trip. I can't say that with any other AT. (Specific points, sure - like when MMs get to deal with Scrapyarders heavily, it's not fun, but after that it's a breeze. Or specific powersets - I find Illusion too direct-control-light, so I don't enjoy playing it, yet I have a ton of 'trollers and doms.)
  19. Quote:
    Originally Posted by DocArcus View Post
    The reason it's there is to keep people from TPing their friends into the Tiki Club when they don't have the pass to get in.
    Nobody's arguing about the reason it's there.

    The OP is asking that the temp powers (Mission Teleporter, Base teleporter, etc.) not be allowed to activate *specifically because* Teleport doesn't work there, so they're not wasted (since they have charges in many cases, or are on a long recharge.)

    From the OP:
    Quote:
    . While the teleport itself is suppressed, the power isn't disabled, which means you go through the entire animation cycle, only to find yourself still in Pocket D, with one less WW TP charge, waiting out the extremely long recharge on any of these powers.
  20. Quote:
    Originally Posted by Bill Z Bubba View Post
    Which means the devs failed to deliver on the story side for VEATs in exactly the same way they failed to deliver on the performance side for HEATs.

    I'd call that balance!
    Bill - I know you're heavily focused on melting/slashing/stabbing everything in sight. I went through your arc. Not every AT is meant to do that. That is not "failing to deliver," unless you count controllers and defenders as failed classes for not having scrapper damage 24/7. It's what you enjoy, more power to ya.

    I'm going to leave it at this:

    I find my Khelds - both PB and WS, and I've run several up to 50 - FUN. I look forward to playing them, and recently made *more.* I don't feel underpowered in the slightest. No, not an exaggeration. Hell, I'm still annoyed they nerfed Voids because of people complaining something could actually *threaten* them slightly.

    VEATs? I find uninspiring, boring, tedious, a waste of half the levels gained, and just plain *not fun.* Not because "zomg they're so powerful" or any nonsense like that. Most of the time when I hear how 'great" VEATs are, it's followed by one of three things:
    "... in groups" (so they're buffbots,) or
    "... with other VEATs" (again... buffbots,) or
    "... when I IO'd them out for capped X Y Z" (yay you?)

    My reaction playing them has generally been - and I believe I mentioned this before - "Why didn't I just roll another stalker?" Doing that and taking leadership nets the *same thing* for all intents and purposes without a crap "storyline" that the dev team should be ashamed of. Except, of course, you get better stealth. And an early placate. And more options. And you don't have to re-figure your build at 24 (twice, if you decide to try a dual build.)

    I don't find them powerful, I don't find them enjoyable, I don't find them "well made" ("tight, uncompromising build," perhaps) and I don't find them *fun.*

    Edit: And for the nitwit that red-repped that prior post mentioning getting two shotted by BAB, etc, saying "The hyperbole was too high," well, guess what, chuckles, none of that was made up. You don't like the truth, too damn bad.
  21. Uh... sure. Why are you throwing the AOE immob on your ice slick again? You could, frankly, say the same thing for Earth (Cages+Earthquake) and Fire (Cages+Bonfire) as well.

    AOE sleeps are, in general, the most skippable powers (everywhere but Mind, it seems. I seem to use it most there.) OTOH, if you have the power choice, a slot for acc and the slot for a chance for heal proc - you have a somewhat unreliable self heal. Still, yeah - skippable, in general.

    NEVER skip the ST Immob. Really. Ever. Ever. It's far too useful, stacks nicely with itself even with default recharge - hell, I tend to slot mine for damage and/or secondary effects.

    Frankly, I think I roll Ice and Earth the most. Love the sets. That said - and even with the comments above - I *do* tend to skip the AOE immobs on Dominators, or at least put them off. Mostly because of having an offensive secondary as opposed to a buff/debuff, and I'm not relying on Containment for damage. (And Shiver does come in handy there, too - they may not be immobed, but they're not *going* anywhere. I wouldn't say AA negates Shiver, quite honestly. Toss a confuse set in AA. Even more fun when it's the purple set.)
  22. Memphis_Bill

    Help with a PB

    Few thoughts from a quick scan -

    Drop the end reduction IOs from the forms. Really not needed. Drop one into WDStrike (another damage, perhaps,) perhaps a damge into gleaming bolt if you plan on using it at all. Why three IOs in Health? If you feel you need IOs elsewhere, take them from there, barring a nice global drop.

    May want to move Hasten up - say, to where Thermal shield is. (The most skippable of the shields, IMHO.) Hasten's buff, after all, does carry over even if you can't use it in forms directly.
  23. Quote:
    Originally Posted by docbuzzard View Post
    Also, the issue of whether the VEAT story arc is crap has no impact whatsoever on whether or not the AT was well designed.
    See prior definition of "epic." One which, btw, was handed down from the dev team. And then see what that was posted here in reply to.
  24. Actually, I think the argument usually goes:

    "Get rid of knockback!"
    "No, I use knockback to protect myself. Don't get rid of it."
    "Knockback is evil, kicks puppies, and makes me press "F" on my keyboard!"
    "Deal."
    "How about just IOs to reduce knockback, so those who don't want it can reduce it?"

    So while the IOs make it into the argument, they usually aren't *the* argument. (Other than either comments about 'wasting' slots, or not being able to tell from one character to another how much KB they'll have.)

    That said, I think the only argument against it was technical, not being sure if it was (or being told it wasn't) possible to do.
  25. Quote:
    Originally Posted by DarkGob View Post
    I've wasted too many Wentworths, Base and Mission TPs inside Pocket D. While the teleport itself is suppressed, the power isn't disabled, which means you go through the entire animation cycle, only to find yourself still in Pocket D, with one less WW TP charge, waiting out the extremely long recharge on any of these powers. ("But DarkGob, surely you're just an idiot who can't remember a simple detail about Pocket D!" Sure I am, but everybody has to discover this for a first time.)

    On a related note, if at all possible the WW TP should only subtract a charge if you actually use it to teleport. If, say, you begin the process to teleport, then remember that you're in Pocket D while you still have a chance to interrupt it, you shouldn't lose a charge for that.
    /agreed.

    I know full well about the TP suppression field, but I've gone and switched characters to join friends, hit Mission Teleport as I came in - THEN remembered "oh, yeah, can't do that from here" and had to zip to the base portal. I don't log out in Pocket D enough for it to be the first thing on my mind.

    Just disable the powers.