Necrotech_Master

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  1. no, all temp powers and most vet powers are disabled on master runs

    the only powers i noticed that are not disabled under the no temp setting are stuff you paid for such as the jump pack, steam jump, self destruct, and a few others
  2. some of those sound like good ideas, but prolly wouldnt be feasible code wise since the base code is so fragile

    1. sure why not dont see anything wrong with it and shouldnt be too hard to add

    2. this could go along with number 1 for normalization

    3. i dont think it would really be feasible code wise, no idea how it would be implemented

    4. would be nice, but i dont know if its feasible codewise to add

    5. this has been requested before, but i think hasnt been done due to fragile base code since stuff can break it easily (when they added the ability for us to free float and rotate items that broke all the defensive turrets lol)

    6. no i dont think this should be done, the base storage is for your sg, having other permissions would be like bringing a stranger into your house then letting them take whatever they wanted out of it

    7. would be nice, but extremely doubtful would ever happen, definitely see this one as a coding nightmare if even possible
  3. yes it is intentional that portion can be enhanced with slotting, i do not know about powerboost though
  4. Quote:
    Originally Posted by GATE-keeper View Post
    This happened on Infinity last night. What's interesting is, during the same run there was also a bug with the awarding of the Ready to Rumble badge. We fulfilled the requirements for both Ready to Rumble and the Hard Way, but only the Hard Way was awarded. Don't know if the two bugs are related.
    similar situation happened on victory 2 nights ago too except we were going for triple threat
  5. Necrotech_Master

    Team Transport

    i mainly use team transport for tfs that have to have the team travel out of the zone

    its especially useful on shard tfs as well if multiple poeple on the team have it

    it would be impossible to tp to the tutorial now as there are no door mishs in the new tutorial lol, but i did hear about the tping to the tutorial before freedom
  6. Necrotech_Master

    Is Absorb Live?

    Quote:
    Originally Posted by Asha'man View Post
    Doesn't one of the AVs in the Summer Blockbuster have an absorb power? It's similar to when the PPs hit MoG. He extends his fist in the air when he's low on health and then for some time after you don't do any damage. It's all "absorbed".
    nope he doesnt have an absorb power, what he uses is MoG but the new version, while most paragon protectors and valkyrie still use the old version of MoG
  7. CS insta recharges build up (or power siphon for scrappers) on a crit

    stalkers have the advantage of having a 100% chance to crit from hidden status so its very easy to plan out when you will get BU back

    this also makes placate on kin melee stalker MUCH more useful than for other stalker powersets
  8. why would you want to skip the ability to insta rech build up? lol

    CS for stalkers insta rech build up with a crit, which is guarenteed from hide

    my kin melee stalker currently has some major dps by doing BU+CS->BU+AS

    if i get some higher rech then i could do a CS after the AS since i have the chance to hide stalker ATO in AS
  9. Necrotech_Master

    Is Absorb Live?

    as far as im aware nature affinity, bio armor, and a few procs in the 2nd set of ATOs give players absorb, i do not think there are any live absorb powers aside from nega pendragons shield in the magisterium trial

    the absorb word your seeing has nothing to do with the absorb mechanic


    its basically the same thing as seeing the words "deflected" or "dodged" when using SR or shield
  10. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Oooohhh renames, I need a couple of those. Does anyone know if you buy a rename do you have to use it immediately or can you save it for later?
    i think it just gives you a token for it, like server transfers
  11. wow theres a lot of stuff on sale today

    definitely gonna get the freebie hat, i would get some more of the other stuff but i have pretty much all of the storage increasers and dont have much need for most of the other stuff

    the NPC costume toggles are ok, but the fact they remove stealth is kinda sucky


    one question though, why is the malta one priced 40 pts cheaper than the other 3 NPC toggles?
  12. the changes made to dimension shift definitely made it more useable, i keep it as a 1 slot wonder to cut off enemies in an emergency and if melee are near them they will still be able to attack, it can save the squishies long enough to heal ect

    black hole on the other hand, im surprised it didnt get the same treatment as dimension shift, and it is currently the only power in the entire game which still uses intangibility enhancements
  13. Quote:
    Originally Posted by Hopeling View Post
    Sure, but ResplendentMs has apparently had it for years, suggesting it came with the Valkyrie Pack back in the mists of time when Team Transporter didn't even exist.

    And yeah, I've never had the transporter fail to work after setting an active mission. Well, except the times I forget Pocket D has a no-teleport field and try to use it from there...
    true it is possible to have had the mish tp longer, but i honestly dont use it anymore unless my team transporter happens to be on cooldown lol
  14. there are 2 reasons why i dont do the CoP more:

    1. the major focus of the trial is all the gosh danged simul killing, that stuff is very annoying to me, even more annoying that simul glowies

    2. the rewards for this are AWFUL, you get NO drops the entire trial, and all you get is a mediocre inf reward

    otherwise i like the idea of an sg trial, it gives you some more reason to be part of an sg than just a giant storage warehouse
  15. i personally like fissure, its animation is cool, the only thing i dislike about it is the really short range (the aoe radius is fine to me, just the 40 ft range kind of sucks)
  16. personally i think it would have been better value to get the team transporter, does exact same thing but rech 4x as fast and works for teammates too if they are near you
  17. Necrotech_Master

    MM's and GM's

    as a /pain you might not even be able to solo an AV without incarnate stuff, with incarnate stuff ANY AT can solo an AV with lore pets

    without -regen its very unlikely to kill a GM though even with lore pets unless its one of the weaker GMs

    any mm with /traps should be able to solo any AV or GM when fully built lol
  18. Quote:
    Originally Posted by MarvelZombie View Post
    Agree.

    It seems a lot of newer MMOs are going with smaller "normal" (i.e., non-raid) teaming design. CO, STO, SWTOR, DCUO all have 4-5 person "normal" team size caps. I like it, myself: more role impact, more consequences for good or bad player performance, less particle effects.

    However, one bad apple has a lot more impact on the team, which is a big downside for PUGs. One of the advantages of being able to build 8-man teams here in CoX for normal content is that almost any combination of ATs is gonna faceroll the map, and you can endure a bad player or two much more easily. And the beauty of it is you can choose which size team you want to build (TFs excepted), so everybody's happy.
    ive never let tfs starting limits stop me from running them with smaller teams lol, its annoying to get around but doable
  19. Quote:
    Originally Posted by dugfromthearth View Post
    because Paragon City generally exists in the real world

    if you create a character who grew up in Iowa, you know Iowa exists.

    if you create a character who is psychic, you don't find out that all psychic people are taken by the state and turned into seers.

    are there corporations in Praetoria that you could own and run?

    Was there a World War II, Vietnam War, etc in Praetoria?

    You pretty much cannot assume any background is valid in Praetoria.
    the past of praetoria is mostly guessed to be the same as primal earth until marcus and stefan find the well of the furies

    that same point is also the turning point for other dimensions as well such as axis earth
  20. i personally dont like starting in praetoria because it is a literal jail for your characters, the furthest you can go out of praetoria is pocket d, while if you started hero or villain you have all of hero or villainside + all of praetoria to do whatever (granted you cant get contacts in praetoria until lvl 20 with first ward, but you can still go there to run mishs with other poeple)
  21. i for one am glad that they have given bonfire and tornado more of a purpose again

    i hated the insane kb they both did (the 2 fire control toons i ran never picked bonfire and the storm toon i have only uses tornado with kb immune baddies)

    with this i actually want to play my storm more and im looking forward to starting a fire control toon again

    if the pulse duration was changed so it would more closely resemble the other kd patches then i could potentially see that happening and would be perfectly fine with that, i mainly use the enhancement to get rid of the kb


    my view on KB is i HATE it in aoe powers, but can be very useful in single target powers
  22. i have not tried but i believe it does

    i can do some more testing tomorrow
  23. the only ways to use it are buy the AT or be VIP

    i think the lvl 20 to unlock still exists for all users, VIP or otherwise, but if you dont have AT access through buying or being VIP then the epic AT unlock message is meaningless