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but does it rise to the level of 'Slap in the Face'?
One time while being mapserved on the Marcus Cole solo mish I clicked the market button- the window came up just fine even though the rest of my game was locked up. -
AFAIK you could always call your contacts, the problem was it took FOREVER to unlock. It may be my memory exaggerating, but I recall being sent all over hell and gone by a contact only to FINALLY get their number on the last mission they handed out.
We get them so fast these days that I regularly forget I can call in and catch myself automatically heading back to contact. Ah, habit... -
Quote:Safeguards always struck me as a rush job.Safeguards were intended to be the hero answer to mayhem missions. However, the devs missed the point completely with them, IMO. The thing that made mayhem missions fun was being able to trash @#$%. You can't do that in safeguards.
They began with a conceptual problem (playing defense is always a tougher sell than destroying stuff), didn't do much to address the gameplay issues inherent in the concept, and were eventually just pushed out the door to drown in a sea of player neglect.
I used to run them when getting the temp travel powers was a big deal, but nowadays gladly ignore them completely. -
Quote:It'd take maybe five seconds of thought to come up with a scenario where it would be.Of course trashing Paragon City (Or even the Rogue Isles) is not REALLY heroic.
The off the cuff justification in my old suggestion thread was heroes storming the Rogue Isles to bust up a generic 'evil scheme' set in a level appropriate villain zone. Someone wants to deliver a nasty payload via submarine, so you have to demolish a coastal fort, or they're going to broadcast some sort of mind control beam so you have to demolish the radio station building in Cap.
Etc etc.
as I'm fond of saying, story/rp is infinitely malleable. Coming up with a reason for heroes to level some part of the Rogue Isles is child's play. -
you know what would be a good existing spot, in the rotunda of the city hall in Atlas.
Already statutes there, everyone visits at some time or another... -
Quote:Good idea.While a statue would be cool of both statesman and sister psych, I think a museum or one central building dedicated as a memorial would be even better. This space could commemorate things from game lore/history.
Some kind of statue garden would be cool- if they were in a building most people would never see 'em. -
Okay, doubled my pleasure last night and took my range softcapped ar/dev through the first episode of SSA 2. Found out something I didn't know from one of the recent blaster discussion threads: Gun Drone's summon time was dropped to 1 second. I doubted that would be enough to make it worth using, but in the interest of fairness I decided to check it out. And also see how Big Payback did running a few 'regular' missions- after finishing off his softcap build I just ran him through a couple of X8 MA maps to see how it worked.
First up, commentary on ar/dev performance & gun drone changes:
One second makes a big difference.
Damage is still lame, it still rushes headlong into melee and gets killed, the duration is still too short (not a big deal until they fix the AI, since it dies every spawn).
BUT, now when it gets destroyed you can just drop another one minus the endless summon animation. This makes it more useful at diverting a bit of aggro & taking the alpha for you (stealth + SS up to spawn, let them blow up drone, pop out another one and go to work).
It still needs help, but it was useful enough that I'll be leaving it in my power tray.
General performance was a mixed bag. It was taking me FOREVER to kill stuff, which I attribute to fighting stuff with high lethal resists. After having blown through a bunch of DA content with my fire/ice, my ar/dev felt like a total slog.
On the plus side, he was ridiculously survivable, lying back behind a patch of caltrops & blazing away. He only had two minor bumps in the road, once when caltrops despawned fighting Atta- he ran up and almost one-shotted me in melee- the other fighting Clamor, who must be a relative of Master Illusionists as I was getting lit up despite my massive defense. But made it through with the help of a full inspiration tray.
I'll be interesting to see how the rumored changes to ranged attacks affect blasters in general and Big Payback in particular.
Now, about the content.
Overall, very enjoyable in spite of my issues with lethal resists. Engaging, well written for the most part, enjoyable characters, nice production values. More so than almost any arc I've played it gave me the sense of being a part of the story, and struck a nice balance between being the protagonist & playing 'fly on the wall' listening in on big developments with the other characters. I particularly liked the contact, Wavelength, and Penny's interactions with the Clockwork King in the first mission.
Really really fun.
Looking forward to checking out the villain side and seeing how they handle it. -
everything's been covered already, but just adding my voice to the choir of PURE SEXINESS.
For my money there's still nothing in the game to rival the glory of how cool you look throwing out a string of MA attacks. -
nice, can't wait to pick it up...might splurge on Beam Rifle while I'm at it....
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Quote:ran my ar/dev through the the first episode of the new SSA to check out the cast time changes on gun drone.While I can get two out for a bit with one build, I would gladly give that up for it to be perma. I guess I could be satisfied if it were buffed and left castable. I used to constantly summon sings and I still have to manage Dark Extraction, so continuing to manage gun Drone is workable if it were better than it currently is.
It's a lot less annoying to keep out now, although it still doesn't do much. When it (inevitably) gets mauled in HTH, I can just pop another one out on the spot. It's a good improvement, but still needs a buff as far as effectiveness goes.
AR vs clocks was predictably tedious, but I've been playing my fire/ice blaster a lot lately and my AR just felt like he was lagging bad. I really miss Ignite, which I dropped in my quest for the ranged damage softcap.... -
I'd like to retcon the entire industry back to a time before everything was rebooted every other week because the editor knocked back a few too many at lunch.
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"Do my grandiose muttonchops make this hat look small?"
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mayhems I like fine as is.
safeguards are boring and pointless and I never do them.
I'd like to see them replaced with a hero version of a Mayhem, with heroes running amok on Rouge Isles city maps. I threw out a thread on this topic a while back but it didn't get much feedback- guess most folk don't find them as aggravating as I do. -
Which is much less impressive, thus much more believable.
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Quote:before the AI went nuts and made it immediately rush into HTH I'd throw it out before a tough spawn. I didn't make much of a difference, but every little bit helps. But the cast time + short duration meant I mostly ignored it.Hey. I like Gun Drone. I just wish it was a perma pet. It draws aggro, does decent damage, and I like its sound effect and look.
A fast cast might be a more helpful change than I think- I'll mess with it tonight and see how it plays.
Agree it should be perma.
Either that or a whole heck of a lot better than it is... -
Quote:Ok, so still not worth keeping in your tray.Nah, they reduced the defiance buff to match the new cast time.
The defiance boost was the *only* useful thing it did.
although, given its predilection for rushing into melee it might be decent at taking an alpha now, sort of a poor man's seeker drone.
I'll log in my ar/dev tonight and mess around with it... -
That's a useful improvement I wasn't aware of- if the Defiance bump stayed the same it's at least worth throwing out before attacking a spawn.
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Quote:Huh!Back in the day, if you ran in Supergroup mode, you used to get no infamy at the higher levels. But that was changed some over time, so the lowest penalty you get is 50%
Learn something new every day.
The market so warped my relationship with inf I stopped registering anything about defeats that wasn't XP. -
Quote:IMHO it's got everything it needs to be unique, but a re-think of several powers is in order. Targeting Drone is really cool and thematic, but much of its thunder was stolen by inventions. Gun Drone *should* be an awesome source of damage & mitigation by drawing aggro, but instead does comical damage & charges into melee resulting in nearly instantaneous destruction- combined with its annoyingly long cast time & measly duration, it's nothing but a set mule. Trip Mines should be tweaked so they benefit from your drone & don't take 500 years to set up.They can theoretically deal a lot of damage, but not in the same conventional way as other blasters. Perhaps if there was something relatively unique about /devices that could be made to mesh with normal blasting, that would give it a little bit of the kick it needs.
(Just had an idea that would make Trip Mines appealing to me- have them work like Caltrops, in that you just chuck out a whole field of them at once. Maybe a random number, so it's sometimes more or less effective. I like them except for the setup time, if I could just lay them out all at once and get on with things that would be great, even if they didn't deliver quite the same BOOM as one of those meticulously constructed minefields that take ten minutes to set up.)
Anyway..../dev is still thematically strong and works okay, but needs some tweaks to make it really fun again. -
you don't get inf for defeating enemies, you get prestige instead.
not a big deal in the modern game, where selling drops will make you millions with no effort beyond visiting the market. -
co-sign most of the stuff in this thread.
Really, the massive improvements on nearly every front during my year long hiatus are positively startling. -
Quote:This is pretty much pure nonsense.Okay, I will quantify that with - all those I've played, I've never had any problems fighting x8s on melee ATs (which would exclude stalkers, since I've never taken one past level 18) - and I'm no buildmeister and don't consider myself skilful.
I mean you can do it against certain enemies with certain non-optimized ATs, or against most enemies with most optimized ATs, but to present like anyone can roll into a random X8 mission and plow through it no problem just because they're a melee character is bunk. -
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A memorial statue makes perfect thematic sense if he was supposed to be the Superman of CoH.
He'd look great in Steel Canyon, replacing boring Captain Shoulderpads by Posi & Valkyrie.