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Posts
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Played a Brute for a while. Ya, longbow are overpowered for sure. I 1v1 a Warden, and lose.... All my attacks are 2acc, 2dmg, 1 end 1 recharge. (Firemelee), and I'm using Elec Armor secondary, all shields with 3 Resist.
Oh, and I see that debt is STILL in PvP zones. Damnit, remove that ridiculous policy. Debt is NOT fun, and we goto PvP zones to have fun. Then you make it so we get FULL debt for the LAST hit being done by an NPC? Great, wonderful. When this goes live, I won't be doing RV, not worth it, not fun at all.
Oh, and the 1hp/1end is even MORE ridiculous then when I first read it. It doesn't effect everyone evenly, Masterminds are just worthless because of it, and Masterminds die faster than any other AT. Um, yah, PvP outside of the Arena or Base Raids just suck balls. If it wasn't for the PvP Missions giving more exp than normal missions, I'd never go into PvP zones.
Oh, and the Signature Hero's. Great way to just punish players. Had atleast 20 villains on Positron (And manticore is around too!) and we couldn't dent them at all. was like, 30500/30600 at best. And there was TWO of them.
RV reminds me of the stereo-typical DnD Dungeon master. His goal? Kill atleast half of the player characters per session. Thats NOT how you make a fun game. -
Well. So far, Masterminds are useless in RV, and Dominators are as well.
Bodyguard, does nothing for MM's in this zone. Had a scrapper take me out in 10 seconds even though all six of my pets were on Bodyguard mode.
Dominators, well, we know that both Domi's and Controllers can't really use their Controls that well since everyone can use Inspirations to become immune to Controls. They are then left with their secondaries, which Dominator secondaries are not very useful without being able to immobilize or strip the travel powers of their oppoent. Controllers on the other hand can use their secondaries to full power.
Tankers, Scrappers, Defenders, Controllers, and Blasters are all able to useful in this PvP zone. (I assume Kheldians as well)
For the villains we only have Stalkers (Who are incredibly useful, but take time), Brutes, and Corruptors. Brutes do need backup to strip travel powers and such, but with Scorpions EPP, they can do that on their own.
I also noticed that someone controlling a Heavy can also use all of their normal powers, which seems, well, a little broken to have a Hero AND a lv 54 Elite Boss.
Oh, and last thing, Longbow patrols are still winning every fight against Arachnos patrols. (Due to longbow being more powerful, which is why they have an exp bonus). Arachnos, really needs to get boosted up to Longbow for any semblance of balance. -
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So the small SG I belong to which has just under 400K should be able to build base 1 and still have prestige left for rent payments.....
Thank you for a very useful guide.
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And this is exactly why I say everyone gives the OP 5 stars.
Knowing just what a small SG can actually do is great. -
Very nice guide. Nice to see how much a 'functional' base actually costs.
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So far, I have to say that the bodyguard is great for PvE, but does nothing for PvP. My SG on test, they did a for fun raid within our coalition. It wasn't pretty.
At the time, I was a lv 12 Fire Melee/Elec Armor Brute. One of the enemy's in the raid, was atleast lv 32 Thugs/Dark MM. (She had all of her upgrades and all of her pets, I just forgot to check her level lol).
Well, in the raid, everyone is bumped to lv 50. I fought this Thugs/Dark MM several times, at first it was a gang-up 2v1, but later on I was able to get 1v1 with her (Yah, these were small SG's), well, despite me being lv 12 and her being atleast 3 times my level practically, I was able to beat her everytime I 1v1'd. She even pulled Gang War out, wow, cool power, but, uh, I didn't even notice the extra damage they were doing, they only made my Fury bar max out (making me kill the MM even faster).
Bodyguard sounded great on paper when I first read it. But, the problem is, that MM's have the absolute lowest HP of all of the AT's. Without a slight HP buff, I just can't see Bodyguard being enough of a factor to help them in PvP. -
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Not sure you are witght when accuracy debuffs are concearned; as explained way back in the Smoke grenade nerf, at present add debuffs shave of a % of the mobs accuracy, just like defense will do in I7.
Of course, this infor could be dated.
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An Accuracy debuff, works EXACTLY like Defense Buffs do. Defense has never, and does not in I7 shave a % of the mobs accuracy, it is a straight minus of their Base ToHit.
Go read Arcanaville's guides, they explain it all. How a -10% ToHit Debuff works out to be the same as a +10% Def(All) Buff. It explains how the Defense scaling, which is NOT a change to defense at all, it changes the way Critter (NPC) Accuracy is calculated (all enemies in I7 have a base of 50 ToHit, and are given Accuracy bonuses equiv to the ToHit bonuses they had in I6).
When CoH first released, we 'thought' tohit debuffs were % decrease of an enemies accuracy, but it wasn't. It wasn't until recently we found out it's a straight subtraction of their ToHit value (Just like Buildup/Aim are not percent increases, they add directly to our ToHit value).
Going to be nice and give you links to all of Arcana's guides.
Arcana's Guide to Defense v1.0
In v1.0, ToHit de/buffs were believe to be multiplicative. While Defense de/buffs were additive.
Arcana's Guide to Defense v1.1
Here in v1.1 is the first version we've found out that ToHit de/buffs were additive just like Defense. In addition his guide takes into account ED now.
Arcana's Guide to Defense v1.2
Here in v1.2, he's taken into account the Pool Power Defense changes. It also explains the prelim data on the I7 Defense Scalar.
Arcana's Guide to Defense v1.3
And this is the latest v1.3. Here, we have the full data on the I7 Defense Scalar (which does NOT effect Defense at all, only how NPC's calculate their ToHit against players). In Addition, ya know those "innate accuracy" bonus that Broadsword etc have? Well, those bonus' MULTIPLY into your Accuracy Enhance Value.
So, instead of having say, 5% from using a sword, and 50% from your enhancers = 55% increase to ToHit Value. It in actuality is 1.05 * 1.5 = 57.5% increase to ToHit Value.
For the lazy, the most up to date Advanced ToHit formulae is this (Pullen from Arcana's GtD v1.3) : Bounded[ (BaseAcc) * (AccuBuffs) * (AccDebuffs) * (RankBuff) * (LevelBuff) * Bounded[ (BaseToHit + ToHitBuffs - ToHitDebuffs + Defense - DefenseDebuffs) ] ]
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Based on very careful discussions with some helpful rednames, this is how the I7 tohit mechanics will work
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Arcanaville said that in his guide. So, yes, I trust his formulae VERY much. -
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However, with Lightning Field giving you Fury you can avoid Shadow Punch and just stick to Smite and Shadow Maul. Siphon Life is a beautiful power - as it is just a normal part of my combo and gives unslotted 10 percent hit points back.
I've gotten a few bubs into lvl 8 and love the combo.
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Um, get Shadow Punch. It's the best DPS attack for dark Melee. Shadow Maul takes too long to animate imho.
And, for the record, Lightning Field DOES NOT GIVE YOU FURY! None of the PBAoE toggles give any amount of Fury. Only "Target Click Attacks" give a single 'strike' of Fury based on the rank of their primary target. (Using an AoE? Target the Boss to get a Boss Strike of fury, instead of a minion next to the boss)
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Does anyone else think the number of players even thinking of going fire/ or /fire just shrunk tenfold?
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Fiery Aura? Yah, but thats been shrinking since the dev's have been continously nerf-batting it. I'd say FA has been nerf-batted harder than Regeneration has.
Fire Melee? Heck naw, for I7 making a FM/ELA myself. Firemelee is a LOT of fun. Just pure damage, all of the attacks animate very fast, sure it does DoT's a lot, but, thats not a problem at all for me. Fire Melee is the first set I've found that can ignore Brawl and not take Boxing while still maxing out their Fury bar.
SS, it's Jab or Boxing to be able to max out Fury, and each time ya use Knock Out Blow you lose twice the Fury that you gain. They also lack Build Up (Sure, they have Rage, but what Rage really does, is makes SS' damage on par with the other sets, they just get max'd accuracy from it. What I mean by this, is other sets have higher max damage than SS due to SS having lower Damage Scalar's)
Dark Melee, Shadow Punch, Smite, and Boxing are needed to keep fury cranked up. Shadow Maul is like KO Blow, lose more fury than ya gain. Touch of Fear and Siph Life are on too long of a timer to help Fury gain. They also suffer from a poor PvP burst damage (Soul Drain instead of Buildup)
I haven't actually played a Stone Melee, but when CoV released, I made a SS/EA brute and my friend went SM/EA. His build was great, but he said he rarely got past half Fury bar as SM. But, despite that 'downfall' his brute still smashed enemies into the asphault.
Elec Melee seems to be a lot like Stone Melee. The timers are a bit faster, but ya definitely need Boxing to keep fury at decent levels.
Which levels Energy Melee. Well, this is still the overpowered set like Energy Blappers.
This is how I feel about the sets, they're all fun, though I don't play Energy Melee due it's FOTM'ness. I really do like Fiery Melee, especially with particle physics on, Cremate and Incinerate burn up so much ground. Your opinions of the above might differ, but I still see Fiery Melee as equal among the non-Energy Meleers. -
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I found Bill's guide to be completely dead wrong. I printed it out and followed every check box in the guide, and the result was horrible quailty graphics with lots of stair stepping edges. It looked horrible.
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Dead wrong for your system? Perhaps.
Graphic settings for each computer and each person is very subjective. If you had read the entier thread, you would have noticed that for BillZ, without FSAA it makes his eye bleed. But for others, they don't see a difference between FSAA on and off at high resolution.
It looks to me, that with BillZ's guide, and some subjective changes, you have gotten your CoV to look better, but it's pushing your system too far as you said and you're going to scale it back. So in that case, I would have to say that BillZ's guide HELPED you, and you're not willing to admit it and thank him for it.
For me, some of his suggested tweaks didn't work for me, others did work for me. Overall I'd have to say his guide helped me, and it helped YOU get better graphics that are still playable. -
OMG, BillZ, thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you!!!
I'm actually using catalyst 6.3 (omega), but looking over your tweaks and the mention to have the control center handle FSAA, and AF, I did that, and tried a few other tweaks based on my system and what I had before. And, I have now not only have better graphics, but I have BETTER FPS!!!
So, thanks again.
Whoa. o.O I seem to load faster too! I had no clue that having the control center handling the stuff would make a positive difference... Always thought forcing it was bad. -
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* Jacob's ladder cone is a bit narrow and short.
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I created a lv2 Elec Melee, and I gotta say, Jacob's was piece of cake to hit multiples with constantly. Far far easier than Shadow Maul actually, and from what I recall does comparable damage to Shadow Maul for half the animation time.
Shadow Maul is a 2.08 Scalar value, and Jacob's Ladder is a 1.5 Scalar. -
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FYI, Lightning Rod's Recharge Time will be being reduced.
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(tries to push luck)
can we get a dmg boost?
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No. I should say, "Not Likely" since anything is possible. Lightning Rod, with it's Area of Effect, does about twice the damage of any other Brute tier 9 power. Against a single target, its damage is comparable to Greater Fire Sword.
EDIT: Chain Induction: We're looking at options on this. The XP loss was not intended, but may be unavoidable with the current design.
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When you say comparable, do you include the fire dot at the end? or just the intial burst?
If it's the intial burst, then it's around a 2.44 Scalar value (Just read up and saw that it does 123 damage or so at lv 32 which puts it around a 3.84 scalar value, which is way above G Firesword. G Firesword has a scalar around 3.56 including ALL five ticks of fire DoT which happens very rarely).
Well, I'm gonna point out Footstomp. Footstomp is a 1.42 Scalar value, and does 32.23 damage at lv30. Now, here's the kicker for SS atleast, they get Rage which increases that damage by 80% to 58.014 damage, prior to enhancers/fury.
Now, footstomp is KD only (not KB as L-Rod apparently is), it doesn't have a clumsy targeting like L-Rod (press Footstomp and bam its done), and its available every 20 secs BASE. Above it was posted that L-Rod can get down to 70secs recharge, well, thats still 3 Footstomps to a single L-Rod, and thats not counting any rechargers thrown into Footstomp.
I don't think I have to say anymore than this, but L-Rod is VERY underwhelming for a lv32 power. Especially compared to the benefits of a Perma-Rager (Which, for the record, you can DOUBLE stack Rage and get +160% damage instead of just +80%).
Also, I forget, did they fix it so that L-Rod benefits from Fury? If not, whoa, another reason it's so bad.
Jacob's Ladder is pretty sweet looking, but, from the way I see Elec Melee currently, there's only 3 decently powerful attacks. Charge Brawl, Havoc Punch, and Jacob's Ladder. Thunder Strike is doing less damage scalar than Blasters Thunder Strike apparently, Chain Induction, the jumps give no xp and don't benefit from fury/enhancers, and L-Rod is just, well, weak. -
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Very well put Lumi...GP has done great work with TA and as far as the topic at hand is concerned, I call Balderdash on Castle.
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Look above at the math I listed. _Castle_ is spot on the scales.
Once I've been hit with Smoke Grenade, and I can still see the Widow (via Perception) I don't whiff like crazy.
The problem most people are having is that we don't get the benefit of seeing our foes immediately after we're attacking if we've been hit by a -90% Perception debuff (Which is the same across all of the AT's.
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The Night Widow's Smoke Grenade is exactly the same scale for both Perception (-90%) and To Hit debuff (-0.5) as Smoke Grenade (and Fire Controls 'Smoke' and Trick Arrow's 'Flash Arrow'.)
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As you can see, the only "Scalar" that he listed is the ToHit Debuff, which -is- spot on, and GP's numbers agree with it perfectly.
The trouble their for us as players is the -90% Perception. After being hit, we don't "magically" gain back that 90% lost Perception. Is this a real issue? I dunno, I've never had -that- much trouble with Widows.
But then, on the flipside, if our Smoke Grenades worked like that to enemies, where they can never see us long as we're out of Perception range, it'd get changed mighty quick. So, maybe it's time just for fairness that the Perception debuff be SUPPRESSED when players are attacked (and not just for the mobs). -
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The Thugs are crackheads I am sure that is why they behave as they do.
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Don't be ridiculous. Crackheads run faster than masterminds' thugs. (But then, so does Stephen Hawking.)
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Okay, I lied one more post to this thread.
HAHAHAHAHAHA. That had me laugh. -
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To be fair, you specifically said you would like something like the Robots MM Pulse rifle in your first post, a weapon that is in fact a laser gun
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True, I did say something like the Robots rifle. But, I did not mean it to be some laser pistol.
I have seen some sleek black pistols that higher level enemies use, and I think something like the Malta Gunslingers would look sweet. I don't think that would be 'too' high tech?
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Also, as a big honking Joker fan, I do have to take issue with that just a bit. Joker freqently makes use of very imaginative and gimmicky weapons but he also frequently just pulls a normal gun or knife, or even just whacks Bats with a big ol' fish near-by (or something equally common and rediculous).
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Haha, quite true he does. Maybe my memory is a bit off, but I do recall Joker using stuff a bit above the basic of the basic more often then not. (Poison gas, laughing gas, seems a bit out of league for a mere thug, atleast for me).
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Of course, we can all agree that power customization would slove any RP prob. "Thug" thugs can keep their hand-cannons, Trigun fans can get their revolvers, and fashionable thugs can get some "sleeker" gun.
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I just really hope they do give us power customization and soon. At the bare minimum, weapon customization.
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After all, if your such a pro, why are you runnning around with street freaks and not Tac-Ops assasins?
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Not sure where you're coming with this? Neither me, nor my friends Thugs MM are high enough on the influence ladder to have a personal army. Instead, we've resorted to family member's connections, and illegal corrupt connections respectively.
While I do agree that Thugs are lower tier, there is still a lot of room between Mercs and Thugs. (Which I think Joker is somewhere inbetween there, no? He's more than common street-filth like the men he uses, which was my point in the previous post though it was kinda fuzzy)
Well, alright, this'll be my last post in this thread. I love the Thugs Pets, they fit really nicely (except for the Revolvers, would be better as automatics if they can't get shell ejecting right on Revolvers). And we all agree that we need Weapon customization to better fit our character concepts.Think we all agree on this short little paragraph, ya?
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Smoke and Flash Arrow combine very nicely. I have both on 3 SO acc debuff, and I see a decent amount of "whiffage". In I6, acc debuff seems to sacle with level, so I actually debuff high level/rank mobs pretty well. I guess this will disappear with I7.
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Ya got that bass ackwards.
In I7, Tohit debuffs (and defense) is MORE effective against high level/rank mobs.
Currently in I6 against a boss with 65% chance to hit. A -15% ToHit debuff drops them to 50%.
In I7, that same boss after being hit by a -15% ToHit debuff wil drop to 45.5%
For more info, see Arcanaville's thread: I7 Defense Scaler -
And yet, I'd have to say you're missing the point.
My Thugs MM, is actually a Hacker/Techie. She makes incredible gadgets out of seemingly junk, and is also able to get her hands on top secret gear. Why is she a thugs MM? Because her brother is over-protective and has his posse constantly following and protecting her to their deaths (Though, she's hacked into the med-ports for her brother and his posse, so they're unable to be hi-jacked, or killed. She winds up in the jails of missions because it's fun breaking out).
My friends Thugs MM, is an ex-cop. A corrupt cop. She used her connections, many illegal connections, to spring some thugs who now work for her. Doing her dirty work for her to work off their 'debt' they owe her.
In the end, I -still- think that the Thugs MM's pistol should be more than the most basic of basic. The basic of basic is what you give to your underlings, while you hold onto the good stuff, and ya give the best stuff to your 'Second in Command' (The third tier pets). And I would have to say that for Mercs, and Robots that holds very well true.
I'm not asking to have Laser pistols or some such, just something sleeker and more Mastermindly.
"As a Mastermind, you excel at using others to do your dirty work. Perhaps you build killer robots, command deadly Ninja, order hardened soldiers, or summon the undead to do your bidding. Whatever your choice, you have an army of minions at your beck and call. You can summon them when needed, order them to work your will, and even use your own powers to enhance them or weaken your foes." - CoV in-game
The Joker, is someone that I see as a Thugs MM. Surely you can't think his minions are more than common street-filth. But, does the Joker use the most basic of basic weapons, and tools? I think not.
"masĀ·terĀ·mind
A highly intelligent person, especially one who plans and directs a complex or difficult project" - dictionary.com
To say a Thugs MM is a thug himself, is like saying Robotics MM's are Robots, or that Necromancy MM's are undead. They're not always, some are, and some aren't.
Just looking at the in-game description for MM's, and the dictionary definition of the word, I feel the Thugs MM weapon is lacking the feeling that it belongs to a MM. It's missing that sleekness that says, "I'm in-charge." No one else feels that missing? Maybe I'm just crazy, maybe I'm the only one looking past dual-wield (gawd is it sweet though)? I dunno. Just wanted my two-bits out there for sleeker pistols.
Would be better if we could choose how our guns look, so some can have sleek and others can have, uh, blockiness? -
Can anyone confirm or deny that Cloak of Fear, and Oppressive Gloom break Hide?
It was my understanding that only when you activate an attack does Stealth/Travel supression come into play (Such as Radiation "Anchor" Debuffs, they used to suppress the entire time, but no longer. Only for the activation).
I suppose OG might break Hide due to the damage taking, but I hope they don't break hide (maybe they just don't effect enemies until after leaving Hide?).
Otherwise, really enjoying the DA set for Stalkers. As much as I want to make a Defense based toon, I just have so much trouble playing them.DM/DA has been really fun for me so far, especially the surprise of Assassin's, but that's a little offtopic I 'spose.
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I just wanted to ask how are the end cost on the powers so far. For those that are Dark/Dark are you having extreme end issues that scrappers and brutes get with this set? Also is the AS 100% dark damage or is it split smashing/dark?
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While my Dark/Dark stalker is only lv 6, with SP, Smite, Hide, Dark Embrace and Assassin's, I haven't had a lick of trouble in either my HP nor End bar's. (I did have some trouble prior to getting Dark Embrace).
My first Stalker I made had Shadow Maul, ick, SP/Smite is much better for early Stalker levels than Shadow Maul. (mainly due to the lack of auto-crit status).
When I first used Assassin's, I was like, omg, not the EM/MA animation! I was about to logout, and then BLAM! This huge freaky skull flew out and nearly scared me to death. Needless to say, I'm hooked, haha.
Dark Stalkers might become the only Stalker who can fight a Scrapper with FA and win, easily. Just depending on if the Scrapper is smart enough to bring a few BF's or not, and even then a little hit and run can drain any BF's they do take (Since most non-squishies don't rely on BF's). -
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Goofy_Parrot's guide to TA.
Incidentally, this isn't the first time that _Castle_ has told us that Flash Arrow's accuracy debuff is identical to that of Smoke Grenade or Smoke. That post, however, you can locate with SearchFu.
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Okay, I just looked at Goofy Parrots number there, and that's a, well, mistake. See, that's using the "old" incorrect style of Accuracy calculation.
Back in the day, we thought that ToHit buffs and debuffs were multiplicative. Hence, GP said that the ToHit debuff was between 10 and 20% (we'll take 15% for this case). Under the multiplicative (incorrect style), You would do this:
( 50 Base ToHit ) ( 1 - 0.15 ToHit Debuff ) ( 1 + 0 ToHit Buff)
50*0.85*1=42.5% Tohit after the Flash Arrow.
Now. Under the actually Accuracy calculation, Tohit buffs and debuffs are -additive- this is key here. Instead of multiplying them together like above it's like this. (Going to use _Castle_'s numbers of 6.25 ToHit debuff unslotted)
( 50 Base ToHit) - ( 6.25 ToHit Debuff) + ( 0 ToHit Buff)
50-6.25=43.75%
Now, as you can see, these values are VERY close to each other. So, GP's numbers, while they are correct, are using an incorrect formula for calculation. Where as _Castle_'s numbers are using the Scalar system (See: Power Data Standardization for more info), and is using the correct formula for accuracy calculation.
I hope this helps clear any confusion.
Edit: PS. As _Castle_ said, with SO's Flash Arrow is a 9.6%ish ToHit debuff, in I7, against ALL foes, that will be a 19.2% damage mitigation.
( 50 - 9.6 ) = 40.4% Chance to hit.
40.4/50=80.8% of original chance to hit.
This is for Minions.
If the enemy is a boss, then it's.
( 50 ) * 1.3 = 65% Chance to hit (before Flash).
( 50 - 9.6 ) * 1.3 = 52.52% Chance to hit (after Flash).
52.52/65=80.8% of original chance to hit.
(Edit here. Boss Accuracy bonus is 30%, not 15%. They used to have a +15% ToHitbuff. It still comes out to that 19.2% damage mitigation, which is the great thing about the I7 changes)
Currently on Live (I6), Flash Arrow is exactly what has been said above. To tiny to matter, but once I7 comes out, it'll be quite a bit better (though not as good as other tohit debuffs). -
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A couple of things:
1. Crey agents were using the pistol model thug MMs get long before Longbow ever existed.
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Crey tech would make a little bit of sense though. They're evil.
While I do agree that the tier1 Thugs probably should have an automatic of somesort, I don't think the MM him/herself should have the same style of Pistol.
The MM should have something sleek, and sophisticated (Look at the Merc/Robot rifles. They scream I'm an MM weapon to me. The Bow as well is sleek and sophisticated, but hey, I'm partial to archery).
I just feel, the MM Pistol should atleast be something thats unique or atleast elitist I suppose. Not some weapon that a large majority of NPC's use. Something like James Bond's weapon of choice. Who else used it? Practically no one in the movies.
Maybe something like one of the main characters Pistols from Trigun (I mean like Vash's, or Brilliant Dynamites Neon's gun, leader of the Bad Lad Gang, episode 7). Just something that kinda stands out.
I suppose to sum up what I would like, is for the pistols to stand out and invoke "Whoa, those are cool" aside from them being dual-wield. -
Oh, I'm not complaining that they're reusing models. Just, I'd have prefered something not belonging to the Longbow. It just doesn't seem, right. lol I dunno. I would actually love to have more of a Revolver like the tier1 Thugs pets, that is if they fix how the Revolvers eject casings.
The Mercs MM got a new gun, and so did the Robots MM. I was kinda hoping for some new flashy Pistol (Or a Malta Gunslinger Pistol) for the Thugs MM, instead of a pistol that lv9 or lower Longbow use. -
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OK, I'm not sure where you guys are coming from with the whole "everything is good enough" attitude. The animation speed sucks. Period. I hate how it takes at least half a second to aim before firing the MM pistol(s). This may not seem like much, but that's a half-second longer to use inspirations, a half-second longer to activate another power... it adds up. Why cant the single-shot be like the pets'? Also, I would appreciate greatly a choice of weapons at the beginning (a sub-power set menu) so you could choose from a variety of different weapons (pistols, automatic pistols, uzi, sniper rifle, rocket launcher[may be a bit too powerful for starting weapon], nail gun[Like the one in F.E.A.R.], MAYBE A LAPTOP GUN! COOL! sentry turret and machine gun in one!, etc.)
IF pistols are the only choice, they should be a bit beefier in damage, or at least give all powers in the set slight chance to knockback (would give impression of more stopping power)
Would it be out of the question to choose different weapons? Like maybe at lvl 20 get another gun?
If you only can change one of these things, definately beef up the pistol dmg, sound and knockbackness. Thanks
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While I don't agree with Rage on the animation time of the pistols, I think they're really fast and stylish.
I do agree we NEED a different Pistol for our MM. It was itching at me for a long while, and I just realized why I don't like our Pistol for Thugs MM. Whats the problem with it you say? The pistol is LONGBOW STANDARD ISSUE. Every low level Longbow minion uses this exact gun, and it is eventually faded out of use.
So, I have to wonder, why is my Thugs MM using a Standard Issue that is only used by low level Longbow? And why the heck am I using Longbow weaponry anyways?!
Otherwise, I am LOVING the Thugs MM Set to death. -
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Masterminds having the set borders on broken but the villains need something like this set among their sets. It should have been a corruptor set, but that was not to be.
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Heh, totally agree on that... I got a TA/A up to 38 before I finally gave in that TA just sucked for Defenders. When CoV came out, I told everyone to avoid TA for Masterminds like the plague, figuring it'd be just as bad as it is for Defenders.
Then I finally made a Ninja/TA MM... oh my gawd... I've never seen such an overpowered combo. The two sets mesh together so perfectly, it's sickening. I rather think that TA was designed for MM's, and just given to Defenders as a bone... But, that's just a conspiracy theory, hehe. -
While a Domination backed Mesmerize won't drop said scrappers toggles. Domination backed Mesmerize followed by Mass Hypnosis seems it will. Maybe even dropping a Tanker's toggles with that much mag stacking.
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Can already tell it's not working right, RedTomax.
Mastermind HP = Blaster HP? No way in heck lol.