Mr_Cuddles

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  1. for mercs at least, slotting heals is only possible with the first tier soldiers because one of them is a medic. You just cant slot heal encs at all in any other summon

    So therefore, slotting heals only increases the strength of your henchmen's heals, not their hp
  2. sure?

    Just found this

    Have you actually tried this for yourself or just saying what you think happens? I'll test it next time I level up and get slots.
  3. slotting endurance reduction in summon powers?

    Does this result in using less endurance when summoning or does it result in the summoned henchmen using less endurance on their powers?

    Big Dave (my commando) keeps running out of endurance and I'm wondering if I can affect his endurance use with slotting.
  4. Mr_Cuddles

    LRM

    You can have control over it. If you position the commando properly before giving the order to attack, he will always use LRM when it is recharged.

    If you think it might be recharged and you dont want him to use it, use goto to put him closer to the enemies. He wont use it unless he is at long range.

    I agree it would be nice if you could see when it was recharged but as to being underpowered I disagree - it does huge damage and knockback in a big area of effect. It can totally destroy an entire spawn, especially followed by multiple full autos.
  5. Mr_Cuddles

    LRM

    you just need to use it right.

    It has the same range as the spec ops snipe attack. My advice is firstly make sure it has recharged... it has a very long recharge - in my estimation it's about every third fight. The way to use it to maximum benefit is to use it as an opening attack.

    First, Move all your men as far away from the enemy spawn as possible, then use the built in basic pet command of "attack my target" - it's the symbol with the target icon on it.

    If you are at far enough range, spec ops will snipe and commando will use the rocket. select an enemy in the middle of the spawn to get the maximum from the area of effect.

    Basically, it seems like you are just setting your men to goto aggressive which means they all attack random targets (this is useful for getting aggro away from squishies but not so good for precision attacks)

    Learn how to position your men more and you will become a better mastermind.
  6. I've got a level 13 pb which needs a home. Would be good to team with other kheldians. Are you guys very active?

    Who has invite priveligies?
  7. Why don't you sue him? It went well for marvel.
  8. Mr_Cuddles

    seaker drones...

    because the force field generator doesnt cause a stun, damage or an accuracy debuff when it explodes.
  9. Mr_Cuddles

    seaker drones...

    I use them as above and it works well for me. Most traps build I have seen include them too.
  10. Mr_Cuddles

    seaker drones...

    great for taking the alpha and they give an accuracy debuff (as well as damage debuff too I think)

    I love them... summon them on a mob and watch them tank the alpha for you
  11. You need both for pvp in my opinion, but maybe not so needed in pve.
  12. mr cuddles could be that man doulos

    But I'll be [censored] if I can be bothered to play with him ever again and I'm certainly never going to roll another tank, especially with the same powers as an existing level 50

    I might roll cuddles out at some point down the road with armor just for a laugh
  13. do the rikti fit anywhere in the 40k canon?

    also, update the first post or post a definitive description of allowed ats/powersets and instructions for the costume and colours
  14. im saying that because the huge model set to slim with gold trimmed marine armor carrying an assault rifle in that hunched over way the huge model has of running looks bloody magnificent.

    besides, the fact that you are squishy just means I have to work harder to protect my commander, hence getting provoke.

    edit - can you publish the list of allowed builds with their armor colours and the costume choices in the first post? or maybe just an update post after this one
  15. doulos stay as a blaster.

    This over discusion of a great concept is starting to put me off a little bit. Things are fine as they are. Don't ruin a great idea by getting bogged down in the tiny details.
  16. hmm this might be a different world but it is still over-run with those damn orcs. They call themselves trolls here but they are still the same filth.

    I take great pleasure in rending them limb from limb.

    Harman Russ
    Battle Brother
  17. hmm mr cuddles is inv/mace with the presence power pool and medicine.

    Not a very marine name though
  18. I'm playing my assault marine as a mini tank. I'm taking presence and will be mainly on the front line although I drop back and try to get the aggro off the blasters as well (which doesnt work very well without punchvoke but im getting provoke soon)
  19. The red for the assault marine (melee) shoulder pads is the 5th one from the left, 2nd row from top. Same for the eyes.
  20. oh man work is really dragging wish I was rolling with the rifles right now.

    Hopw this sg catches on and people dont get bored
  21. [ QUOTE ]
    Byt the way, I do think all Chaplains should get the leadership pool. It really fits with the concept of not just being a healz0r, but also spurring on the men.

    [/ QUOTE ]

    I would agree but would say to only get assault and tactics because maneuvers is basically a waste of endurance
  22. I will be there for Atta tonight at 8 o clock if you can hold till then
  23. Was very much a good laugh and once we got the hang of it we were breezing through mobs.

    We should definitely do more street hunting as nearly everyone who went past stopped for a look.

    the time it most felt like a battalion of marines was when the team was blaster heavy - at one point there was 6 ar/en and 2 BS/regen.
  24. martial arts doesn't work in my opinion but hey, it's your baby. I haven't even rolled the toon yet and I'm getting bogged down in details :P
  25. So to sum up doulos are these your allowed powersets?

    brothers:
    AR - energy blaster
    broadsword/katana - regen/sr/invincibility

    scout:
    AR - devices/energy blaster with concealment

    chaplain:
    AR - energy blaster with medicine pool
    Empathy/psi defender

    Librarian:
    Mind/kin controller

    Terminator:
    invincibility - axe/energy melee tanker