MiniNukette

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  1. MiniNukette

    Base porters

    Actually, I believe you'll find there are 21 zones you can acquire beacons to - so that's 11 teleporters. Our own hero base has 7 teleporters and a raid teleporter in one room, and 4 teleporters in another, which covers them all.

    Villains have access to 8 beacons (4 teleporters) - the 8th beacon attainable being introduced with the Rikti War Zone for them.
  2. Yup, Mynx proved to be no problem whatsoever. I (almost) pity the poor Longbow grunt who is put on catsick-cleaning detail, after all our poison traps.
  3. The Rikti invasion could be interesting of us... standing around outside in an air-raid zone waiting for the aliens to appear, having laid a ton of traps in advance heheh. We need to get to tripmines
  4. Last visit there with my controller (Stela) on Union side, I had quite a bit of fun with some PvP versus a few villains about at the time (I admit I had gone there for a quick bout of speedboosted Heavies to collect basic recipes and ingredients towards invention badges), and I was surprised (and pleased) that Stela actually did quite well with her latest build (which wasn't designed with PvP in mind.)

    US side, I think they have a much larger player base and the zone is more frequently a real - um, virtual - war between the heroes and villains.
  5. Sorry I missed the fun last night, and sorry to here the respec trial didn't end well Fraser will be there next Monday I promise!
  6. Welcome to the Rogue Islands

    You will get a Medic in addition to your current two Soldiers at level 18.

    You can call a Spec Op at level 12 (the earliest level you can select that power), and get a second Spec Op at level 24.

    Your Commando can be called at level 26 (the earliest level you can select that power.)

    Good hunting
  7. Yep, though if we can get access to the jetpack mission on others too, we can always go back for more skyraider jetpacks later if we run out of fuel on the first.
  8. We're on Union, and currently around level 22. Another thug trapper would be great
  9. I'm more likely to be available for Statesman's TF on a weekend, due to evening time constraints during weekdays.

    Mini-Nukette (energy melee/invunerability/energy mastery tank, level 50)
    Stela (earth control/kinetics/earth mastery controller, level 50)

    No vengeance on either - but possibly Stela will respec it in, if I can work it into build.
  10. I took the liberty of setting up our base, since initial plot size is rent-free. We've got two telepads now (to Mercy, Port Oakes and Cap - took me a while running round for all the badges in SG mode for the beacons lol) and racks for salvage and a vault for invention salvage in place.

    What bugged me was our chosen SG symbol - the bomb - is, um, bugged. The bio-hazard emblem appeared in its place on banners etc. So, I used T and N to place some flags with SG name over wall. And the 'N' is bugged too with it not using SG colours.

    Well, anyway, we've got the basics up and running.
  11. The Intrepid's has gone for Arcane, though the salvage can be a pain to get hold of for the mid-high range components compared to Tech. We recently fitted a Mystic Orrey, which looks good.

    Drop me a tell ingame (@Mini-Nukette or @Supa Dupa Troll) and we can arrange for you to meet the gang . Tuesdays is our 'hero night' so a lot of us are on then to team together.
  12. Energy punch you might want to consider removing, at higher levels. Barrage, Bone Smasher, Energy Transfer and Total Focus I find on my tank sufficient, with each attack and toggle slotted with one endurance reduction SO, and Stamina.

    With Inventions approaching, endurance problems should become even less of a concern. I'm considering putting another slot or two into Health for the unique regen/recovery IO's and PIE set bonuses. Combat Jumping and Tough Hide may also prove more useful with +To Hit and +Recharge enhancements.
  13. [ QUOTE ]
    [ QUOTE ]
    But they might give us Star Wars style blast doors for our vaults

    [/ QUOTE ]
    But are they gonna make a noise or glow, or both?

    [/ QUOTE ]

    Don't forget, one of the villains that goes through then also has to bang his helmet on the top as he forgets to duck.
  14. MiniNukette

    Detention Room

    Longbow operate under the Might for Right Act. Wyvern are worse. They really are vigilantes - or terrorists, I guess, from the viewpoint of most villains on the Rogue Isles.

    I've already suggested that captured mobs in detention count towards those needed in 'hunt' missions (as you are often 'interrogating' those you are hunting to find out the location of a following mission) but I'll refine this somewhat.

    How about, for every 100 of a specific group your SG defeats (not counting underlings, and maybe only counting Lt's +) you can get one transferred to a detention cell in your base. Then, for every 5 you defeat under a hunt mission, one is released into 'proper' authority, and counts as another 5 defeated in the hunt. Those with an appropriate rank in SG can choose to release a detainee sooner to free up a cell.

    A Detention Room needs to be fitted with Cells obviously capable of holding up to super-powered individuals. These would be large items, I imagine forcefield-cylinders or the like.
  15. After some Circle whacking to get the necessary salvage (damn tech salvage is so much more readily available) and a little base tweaking, the Intrepid's finally has acquired a Mystic Orrey.

    Mystic Orrey screenshot
  16. There are 21 Paragon City Beacons in all:

    Atlas Park
    Boomtown
    Brickstown
    Crey's Folly
    Croatoa
    Dark Astoria
    Eden
    Faultline
    Founders' Falls
    Galaxy City
    Independence Port
    Kings Row
    Peregrine Island
    Perez Park
    Rikti Crash Site
    Skyway City
    Steel Canyon
    Striga Island
    Talos Island
    Terra Volta
    The Hollows

    If you can afford them, the 3x4 and a 5x5 teleport rooms enable you to fit 12 teleporters in all - thats just enough for the 21 Beacons plus a Raid teleporter for future use.
  17. Flash of inspiration,

    Demolition Inc.

    What do you think?
  18. Some ideas for SG names...

    Traploitation / Trapsploitation... Da Demolition Crew (my personnel favourtite)... Boom Voyage (I think I'll use this as a battle cry or taunt of some kind, "Boom Voyage, Longbow Warden" )... The Kaboom Krew...

    We went through quite a lot of good possible names yesterday

    Rank names? Um, a little harder. Trainee Trapper, Demolitioner, C4 Specialist, Explosives Expert... thats four.
  19. First Monday a success, nice peeps in team and was good fun! Next Monday, we should have 8 acid traps.
  20. Commander Kestra is 50, so I think I'll start a fresh toon.

    Fraser Phipps.

    The older brother of Weston Phipps, Fraser is the black sheep of the Phipps family, and a once respected chartered accountant who was arrested and incarcerated for insurance and pension fraud which left several companies bankrupt, hundreds unemployed, and thousands in Paragon City destitute. Fraser showed no remorse during his trial, and the stolen monies were never recovered.

    With Weston running the charitable Haven House in Grandville, his good nature and kindness a godsend to the poor and homeless, its little wonder the two brothers cannot stand the sight of one another, let alone speak without a tirade of angry words flaring.

    ...

    At least, thats how the two brothers play it. In fact, it was Weston's secret influence in Arachnos that helped arrange breaking Fraser out of the Zigg, and his brothers subsejuent escape to the Rogue Ilses. The two share tales of misery and suffering from time to time, with much joint amusement - out of the earshot of others, of course.

    Fraser has since recovered access to the millions stolen in his scam, using them to fund his role as a criminal mastermind, with paid thugs and some of the latest technological equipment. He makes no secret he is not in it for the money - his 'nestegg' is already substantial - but for the sheer malicious enjoyment of it all.
  21. I may join you too, recently got a second account. Really enjoy playing my merc/traps MM
  22. @Mini-Nukette
    With any of my 50's...
    H-Bombette (Rad/Kin corruptor, with Vengeance)
    Commander Kestra (Merc/traps, with Vengeance)
    Supa Dupa Troll (SS/Invun brute)
    Arctic Annie (Ice/Ice dominator)
  23. MiniNukette

    Detention Room

    Hunt missions are effectively beat up the bad guys (or good guys, for CoV) until you get one to squeal. Back Alley Brawler in the comics was quite happy to stick knives through some poor thugs palms and threaten to cut off his... to get the information he wanted.

    A base detention area for questioning sounds reasonable enough.

    How about, once you have done a hunt mission, you get a choice to incarcerate one of those mobs.

    Whilst you are holding one of the mobs in a cell, of the hunt missions level or higher, it counts towards the 10 of mobs a player in the supergroup needs to defeat to gain information. Any such held prisoner probably gets probation, passed over to the authorities or whatever after a weeks play.

    Perhaps in raids, the attackers could break out a prisoner for a pet.