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Posts
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Joined
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Regarding the GR system, I think it's a good time for me to point out that a while back they added the ability to choose dialog options, but they haven't really done anything with it yet. So there's no reason to believe that any GR missions will be clearly good or evil, when they could just as easily all be both.
Not saying this has anything to do with anyone's argument, just reminding everyone. -
Well, Tyrant is a lot like Satan, and the vast majority of the people on his side live long, happy lives as free as they care to be. Calvin Scott looks all heroic and nicey-nice, but if you join him you'd better believe your life is going to be miserable and short.
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Why can't we frolic with Satan or sell our souls to a unicorn?
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A being who doesn't care anything at all for good or evil, right or wrong, and just wants to eat could be said to be the ultimate expression of 'morally gray.'
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I've done the opposite. I have a dark/dark tanker who I wanted to be a warshade, but since I hate kheldian gameplay so very much but love the lore of them, I decided that when the joining happened there was a genetic anomaly that had some unforseen side-effects.
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I'm getting the distinct impression that you either don't know what "bridge" means or you haven't logged in to the game in several months.
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Hmm, so the Ghouls are chained and they seem to be agents of pure mindless chaos...
The Praetorian clockwork are willing slaves that seem to be quite intelligent but are agents of unrelenting order...
Maybe the Ghouls are people who've had their higher souls, their super-egos, ripped out of them and placed into the clockwork. In order to have an ego, a person must also have both an id and super-ego. The desire to be individual and the reasoning capacity to be rational. If you remove the super-ego you have a perfect being of reason and order without any ambition or emotion, and if you can find a way to put it in a mechanical body you have the perfect slave. The Ghouls seem like they're all pure id, but apparently are flesh and bone, so maybe there's some reason they can't be destroyed by the Emporer without ending his precious clockwork...
I'm probably completely wrong, but I think this would be a nice interesting twist on them. -
That's just not funny. Your premise makes no sense.
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Quote:Back in my day that didn't matter that much because you had unsuppressed travel powers to get in front of them easily. Also, super speed could be toggled on when getting attacked and off when attacking in order to make the squishiest blaster invincible. And you had to ride trains from zone to zone in order to get to where you wanted to go. And the damage resistance cap was 100% for all ATs. And there were none of these newfangled inherent attributes based on archetype. And City of Villains was nothing more than an unconfirmed rumor.Back in my day you couldn't attack a fleeing enemy; you had to run ahead and get in front of him.
I could keep going, but really, we should just drop this. Mine's bigger. -
Right now, my #1 anticipated feature spot is a tie between Demon Summoning and mail system that isn't completely useless.
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That's the only reason I don't do that. Maybe once I can get my patron AoE I'll stop having so many issues, but until then I guess I'll just have to continue to be annoyed.
It's the price to pay for greatness, I suppose -
Okay, so I've been playing a nice new Bots/Traps MM, and I'm absolutely loving it. There is one thing that's really been bothering me though, that is much more pronounced with Traps than I've ever noticed before. Why is it, that when I order the robots that I made (and theoretically programmed) to stay in one spot, they seem incapable of doing so?
I would understand if they'd run out of burn patches and such, for game AI balance reasons, but if I tell them to stand in a certain spot, shouldn't they hold formation and never chase down the enemy no matter what? These aren't soldiers or thugs or ninjas, they don't have minds of their own! If I tell them to stay put, they should freakin' stay put! If they get knocked back or forced to run away, they should run right back to where they were, or at least to within the area that the original command told them to go, shouldn't they? -
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Quote:There are some concepts, however, that are not possible to remain true to without sacrificing performance.Come play with me, read my bios and look at my costumes. My global is @Laevateinn and I'm on Virtue server. My various concept builds can solo AVs, solo Pylons, solo Vanguard Sword at +4/x8, farm and ghost missions. None of this second build stuff. The entire functional build/"concept" build idea is based on the false dichotomy that reducing performance magically improves your concept.
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I don't really get kicking someone from a team for any reason other than they're being a jerk and/or really really stupid. In fact, it bothers me a lot most of the time.
For instance, over the double xp weekend I joined a PuG for some random radio missions in Talos. The team leader invited a bunch of people, and one of them, a warshade, zoned into Talos and after a minute or so the leader said, "Dude, sorry, you're level 6" and kicked him. I was kinda shocked about that, so I didn't even have the presence of mind to tell the leader what a jerk he was before I quit the team. -
I've seen Lusca get soloed. Well, I saw like an hour and a half of it, but when I got bored and left it was pretty clear that it was doable.
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The Cavern of Transcendence trial (I think it's called) requires 8 people on the team clicking glowies simultaneously.
I'm fairly certain nothing could solo Hamidon. (Exploits of bugs don't count)
Everything else I can think of can be soloed. -
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I've said it before, and I'll say it again now:
Dual pistols for blasters = okay.
Dual pistols for defenders and corruptors = pure win. -
I don't flash my body any more on Mardi Gras than I do any other day of the year, and I don't play CoH any more during double xp than I do the rest of the time. The differences are that on Mardi Gras I get beads for my public nudity, and on double xp weekends I get more teams that are lusting for xp.
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I certainly don't think Cysts are overpowered. They're definitely not an insurmountable obstacle, but they do take some preparation, planning, and foresight. Thus, they're certainly not underpowered.
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Wait, someone said that Cysts were underpowered???
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Crying, because the 'QQ' looks like eyes with tears coming out. At least that's my guess based on the context in which it's used. Nobody's ever told me, and I've never felt like looking it up, but I'm willing to bet I'm right.