Nalrok_AthZim

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  1. Quote:
    Originally Posted by Night-Hawk07 View Post
    I don't think so. Best I could suggest is turn the music volume all the way down, open iTunes (or whatever music player you have), set it to repeat all, and have fun.

    That's what I did while playing STO. Just downloaded a bunch of Star Trek songs to iTunes, shut the in-game music off, and then just played the ST music.
    This works best with 8-man teams and the Epic Orchestra group Two Steps From Hell.
  2. Quote:
    Originally Posted by Night-Hawk07 View Post
    I know it isn't exactly "original", but if they do try to make/add new music I know who they need to go to.
    Well now I need to post up my remakes, clearly. :P
  3. I look at them from a practical standpoint (essentially, lore and sensibility only, actual gameplay aside). Here's how I would rank them, in order.

    IDF/Arachnos—Tied
    Vanguard
    Longbow

    Here's why, and I'll explain in order of rank.

    IDF:

    The IDF is a bastion of organization, raw power and advanced armor. All of their weapons are built in to their suits, and they also have the War Walkers and Olympian Guard to throw around. The only downside is, the IDF may have much less resources to tap should an all-out war start. Since I haven't played the new TFs yet, I can't say if any of this superior tech is affected by EMP, so I'm going to assume it is. While the IDF do have the upper hand in technological offense, they fall short in...

    Arachnos:

    ... imagination when it comes to their troops. Arachnos has no qualms about messily blurring the line between human and machine. The Tarantulas are the pinnacle of Arachnos' dedication to creating the perfect army. While the IDF has the seer system to command their troops, Arachnos already has the tightly-wound Mind Web among the entirety of it's troops, not just the Fortunatas. The Bane Spider branch of Arachnos is also one of the sturdiest, hardest-hitting, intelligent groups in the game according to Lore. Their tactics can change on the fly thanks to their mental link, and all cloaking devices used are usually psychic in nature (with the exception of lower-rank Banes, if I remember correctly). Arachnos also has the benefit of dual-purpose weaponry; any Mace issued to a Spider soldier is both a bludgeon and a blaster that (seemingly) requires no rechargeable power source, eliminating the need for ammo. Should that power source run out, you still have the mace itself to knock people silly. Then, there are the Crab Spiders which are essentially walking artillery platforms, who also have their own form of melee-ranged combo weapons in their backpacks.

    Vanguard:

    The Vanguard fall below the IDF and Arachnos because they are simply spread too thin. Should they find themselves faced with any other faction, they are then torn between Rikti attacks and their new foe. They fall further due to Arachnos having a very clear partnership with the Rikti, and should those two factions team up it could spell the end for the Vanguard. While their weapons are powerful, their armor impenetrable and their forces large, they would not last long should another war present itself to them.

    Longbow:

    Longbow places at the bottom of this list for me for several reasons. First, Longbow's minion-class enemies seem to be nothing more than physically-fit trainees who've been handed a neoprene suit and a large caliber weapon. Their next rank up would be useless without their guns (Nullifiers) due to wearing the same neoprene suit, and the only real power and leadership comes from the Officers and Ballistas. Ballistas are the biggest threat Longbow can throw around without calling for any of the signature heroes to back them up. Longbow's greatest strength is numbers, since they have a limitless supply of spandex-clad lackeys to hurl into combat. It feels like their motto is "you can kill it if you have enough gatling guns, flamethrowers and grenade launchers" which doesn't hold too steady in the comic world.

    My 2¢.
  4. Quote:
    Originally Posted by TonyV View Post
    Probably not. If I'm not mistaken, at least some of the music that shipped originally with the game was acquired from a source that licenses music to anyone willing to pay for royalties. I've heard the theme music in a commercial before, and now and then, I catch it on shows like TMZ during segments, likely licensing it from the same source.

    I don't know how much of the City of Heroes music is/was composed exclusively for the game. Maybe they should consider getting some new original music to replace the older music.
    The CoH theme was composed by Kevin Manthei, if I remember right. A lot of the stuff he uses is royalty-free loops, so chances are he slapped together a bunch of stuff that's readily available to anyone with an internet connection.
  5. DM/DA: Started off slow, and grew to be better. With IO's, became an unstoppable monster. My current main, runs missions at +3/x8 since slotting Cardiac Radial.

    SS/Elec: Offensive juggernaut. Incredibly hard to kill once Energize was added. Able to run at +1/x8 with blazing speed (2 minutes per mission if I focus).

    Try them both!
  6. Quote:
    Originally Posted by DePr0grammer View Post
    Mids' doesn't have PvP diminishing returns implemented yet.

    The Alpha slot is currently in working order in the latest build, but the interface is crappy, which naturally won't be its state upon release. I think it would be reasonable to expect its release within ten days or so.
    Allow me to crap myself with joy!

    *censored noises*
  7. Do you guys have an ETA for the Alpha boosts? I'm sorry if it's been asked before, but I have a sinus infection and just typing this has felt like I was crossing the Mojave with two fistfuls of pipe cleaners stuffed in my nostrils.
  8. Quote:
    Originally Posted by Clouded View Post
    Ok, thanks for the input so far gang.

    What about powers? Anything jump out as superfluous or skippable?
    Repulsing Torrent. On the AT's that get it (all but Stalkers) it's pretty much a hindrance. It will knock enemies out of your taunt/damage aura, which can be a death sentence to sets like /Will or /Inv, or even /Dark with it's heal. It's damage is also pitiful.
  9. Quote:
    Originally Posted by MayorOfAngrytown View Post
    Pretty straight-foward question. In these days of massive amounts of recharge, do brutes still keep brawl in their chain, much less on auto?

    Seems like a combination of fury changes and more ways to go faster (both happened during my hiatus from CoX) have made brawl less of a necessity. Or would that only be true at "top-end chain" levels of recharge?
    Never have, never will.
  10. Quote:
    Originally Posted by DoctorWhat View Post
    Don't forget, Shield Defense ALSO minors in resistance; Deflection has 15% S/L for tanks and True Grit has 15% to everything else save Psi.
    Fixed.
  11. Oh, and don't forget "WoD Rules Only."

    To me, nothing says "avoid that character like the ******* PLAGUE" like knowing I'll be slapped with a rulebook should I try to interact with them.
  12. Quote:
    Originally Posted by Wavicle View Post
    Quills would likely not have Taunt on it, because it is part of an attack set not a defensive set.
    How exactly does that logic work?

    All attacks in a Brute primary set have taunt components.
  13. Quote:
    Originally Posted by TheUnnamedOne View Post
    I'm going to guess they didn't put that in there without there being a VERY good reason. I'd bet that it's going to be someone anti-Cole. My guesses would be someone who is somehow related to Stephan Richter, or based on the white eyes and sci-fi costume, maybe a Praetorian Peacebringer?
    I think that was just a "Hey look, maybe this is a costume set for you players" teaser.
  14. Quote:
    Originally Posted by Ramification TM View Post
    This is a very old niche game. Now they are threatened by a new juggernaut within the same niche. To say the other game is bad means you probably haven't tried it.
    Juggernaut? Pffahahahahaha. I DID try it. It was terrible!

    Superhero MMO 3 only has the funding of a large-scale comic company to support it. As far as lore, good luck with that, considering how that "universe" works. Oh, and have fun with the Mary Sues.
  15. Quote:
    Originally Posted by Rylas View Post
    Like when you said tanks can't solo AV's? Were you right when you said that?
    Or when he said all tanks can get Resist Energies? Or that Assassin Strike was useless for a Stalker's burst damage? Or that Dark Armor is a total waste and can't tank? Or that Dark Armor is what gave rise to the Stalker Archetype? Or that Stealth will negate aggro?
  16. Quote:
    Originally Posted by Techbot Alpha View Post
    Game X is going to have so much better stuff
    Which it doesn't, by the way. I went to see. Customization fail.
  17. Quote:
    Originally Posted by Tenzhi View Post
    Actually, they were right from the beginning, it's just that this game has a playerbase that will ride this DOOM train right into hell wth the shutters down while partying in the dining cart.
    Actually, some of us are hanging out of the windows, gunning down the DOOM and FUD demons with high-caliber automatic weaponry.

    And loving it.
  18. Quote:
    Originally Posted by Samuel_Tow View Post
    Yeah, don't ever come to the forums! Just shut up and play the damn game! Word up, my homie, as it were.
    I can play the damn game AND come to the damn forums. But when I DO come to the forums, I don't spend all my time going "HOLY CRAP, EVERYTHING SUCKS, PEOPLE ARE BEING FIRED, THE GAME IS GOING TO TWIST INTO A SINGULARITY AND ENGULF ALL I HAVE EVER LOVED" in a fashion so grandiose and so loaded with asininity Lewis Black would weep. I actually participate in (usually) constructive topics and even have fun by making jabs at the doomsayers (and getting Mod 05'd as a result. Hi Mod 05!).

    You can still play the game, enjoy it, and be non-doomsaying on the forums. Are those three mutually exclusive to you, Sam?

    Quote:
    Originally Posted by Kelenar View Post
    ... just what are these doomsayers doing while they're typing?
    That'd be a reference to spittle and drool while brainlessly crying about how the game is going to fail. It can apparently be taken out of context. :P
  19. Quote:
    Originally Posted by ClawsandEffect View Post
    But, I've never been the "I must be the most efficient fighter possible!" type either. It works for me because I don't particularly care about DPS most of the time, if DPS is actually a concern for you you'll probably want to skip it or use it less often.
    This. In the hands of a talented DM user who doesn't give two craps about DPS, Shadow Maul is a great attack. Otherwise it just seems to tick people off when they take it.
  20. *walks in drenched in slush from the knees down*

    Still have to work where I am. Weather's delightful.
  21. /agree with OP

    Yeah, I'm sick of the doomsayers too. Blah blah blah it's all downhill from here yadda yadda dribble snerk splort.

    Shut up and play the game.
  22. Quote:
    Originally Posted by je_saist View Post
    Um. Kinetic Melee attacks do a damage -debuff: http://paragonwiki.com/wiki/Kinetic_Melee

    It's tagged under: Foe -DMG

    So I'm sorry. What I typed:



    Is correct. I'm right. As usual.

    Nice try at trolling me though.
    But if you look at the actual mechanics of the power the damage you gain is completely dependent on landing attacks after activating Power Siphon. So thematically, yeah, you're right. In the actual game, it still relies on successful hits.

    EDIT: Without any further clarification, your post still comes off as incorrect. Besides, the set doesn't "absorb damage". On a tanker, the debuff value it -7% damage per attack. Since your damage isn't boosted by 7%, that's not absorption, it's just a debuff.
  23. Quote:
    Originally Posted by Auroxis View Post
    Was that really necessary?

    Energy Aura doesn't resemble what I suggested one bit. It's a strictly typed defense set with a solid self heal and endurance management. Just having a power called Kinetic Shield doesn't make the entire powerset kinetic manipulation based.
    Except, if you look at it, it kind of is. It's visually thematic to Kinetic Melee, the power descriptions specify altering the way projectiles/attacks arc around you, and the reason it won't happen is because Energy Aura exists.


    Quote:
    Originally Posted by je_saist View Post
    The kinetic melee power set absorbs enemy damage as an effect debuff, and powers up your own attacks.
    Wrong again, je_saist. The Kinetic Melee tool Power Siphon feeds off of YOUR attacks to make a pseudo-snowball effect; the more you successfully land attacks the more damage you do (up to 5 times of course).