NordBlast

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  1. Quote:
    Originally Posted by Quatermain View Post
    Grats, you just had to shake your bad luck charm.

    Why so slow though?
    I guess, we had much more debuffs/offence on this team than on last one.

  2. Quote:
    Originally Posted by Vega View Post
    I've been having a couple of wacky problems with them, and was wondering if anyone else has had this experience.

    With the unlocking of Alpha slots, I have been logging in some characters that have been offline for a little while. One thing that I have noticed is that the Portal has been removed from my power tray. It no big deal, just wondering if it's just me.


    The second one his really baffling. I entered my base to dump off some EoE, then summoned a portal so that I could unlock yet another, but when I did, nothing happened. The power was consumed but I had no portal. I tried this with a few characters, all with the same result. Finally I bugged it in game and got a reply back from support saying that is working as intended. I asked in global channels and some people report the same problem as I have. Others say that they can drop a portal in base just fine.

    Is anyone else having problems with the portals? Im sure that it is not working as intended if the power is consumed, but hey, tech support sent me here, so I figured that I would ask before replying to them.


    Thanks.
    Was it in red side base? If so, that bug is there since i18.
  3. MO Apex with Traditional MO settings: no temps / 0 defeats



  4. Quote:
    Originally Posted by Roderick View Post
    Are you sure? I'd say he's missing Siege and Anti-Matter.

    Black Swan is required in the new arc. (She was in the old arc too, I think; Nightstar was the easy to miss one.) Siege doesn't exist at all in the new arc, if you did that one, then you have to do standalone missions until you get him.

    EDIT: Just saw Rajani's post saying that Black Swan isn't required in her mission. Is that for sure? I was sure I had to beat her when I did the mission.
    From badge hunter:

    Code:
     
    Badge Tips:
     
    Defeat Anti-Matter, Battle Maiden, Black Swan, Bobcat, Chimera, Diabolique, 
    Dominiatrix, Infernal, Malaise, Marauder, Nueron, Nightstar, Siege (Praetorian Arch-Villains or Elite Bosses)
  5. Quote:
    Originally Posted by docbuzzard View Post
    The funny thing was that after I quit the team (because I don't have interest in badges, and particularly wasting extra time in pursuit of them), they messaged me after I was in a mission to indicate that they had given up on master of, and were just doing it normally. However since they had already wasted 20 minutes of my time before that, I declined. Then I got on a Apex team after finishing my mission. That team got master of Apex. That's wasn't much trouble. We just had to follow instructions and play competently.
    MoAPEX is much more easily obtainable than MoTin.

    Last night we have decided to run DoubleMo APEX ( get MoApex badge and run it using Traditional MO settings: no temps/0 defeats just for added challenge). We got MoApex badge, but failed challenge (we had 1 death 15 seconds before end of TF). All it took just 31 minutes. And that time includes couple minutes we were waiting for one player to exit map to slot his Alpha, he forgot to slot it before TF was started.
  6. Quote:
    Originally Posted by Dispari View Post
    I'm still not sure what issues people are having with Trapdoor. If you just kill his clones (which is easy enough to do considering they're minions) he regens like a normal EB. I've soloed him with everything as far down as Corruptor damage. The only things lower than that in damage are Controller, Defender, and petless MM. And I'm pretty sure those have the tools to handle him as well.

    Kill his clones and use inspirations. If you still can't handle it, take a friend.
    I've done it on 8 different toons, and only in 1 case I had to kill his clones first (ironically it was on fire/kin, I just couldn't get through his regen even with all siphon power and FS flying around).
    In all other instances it was one of the following things:
    - brute force (ill/rad, widow),
    - lava (bane, AR/NRG blaster)
    - confuse: he will spawn clone and immediately kill it (mind/rad, mind/fire, fort)
  7. NordBlast

    Odd AI?

    Quote:
    Originally Posted by Chyll View Post
    Nord, are you saying that only Bosses can 'port? If so, that's news to me but may explain some of what I encountered. I'll have to test that. I don't remember noticing any difference in the past (boss vs. Lt), but Malta arcs are something I normally find a way to bypass with most characters.
    While paragonwiki lists teleport power for both Lts and Bosses, I've never seen Lt teleporting. And I farmed malta alot on my VEATs.
  8. Also, at one point it was Nightstar. You had to defeat her in old Maria's arc to get credit.
  9. NordBlast

    Odd AI?

    There are 2 types of gunslingers: LT class and Boss class. Only boss class is teleporting.
  10. Quote:
    Originally Posted by Dollymistress View Post
    Actually, the strategy is to leave someone outside the warehouse to teleport everyone out after the glowies are clicked. Then you summon pets and use bio nukes outisde, before returning back in to hit D11 with tonnes of nukes and draw him into all your pets to die.

    There is a downside to this plan - you only have 7 players to grab 8 glowies in 30 seconds, so no one is allowed to sit back after they've grabbed "their" first glowie. If you fail on the glowies I believe a bunch of large robots and a lot more CW/Malta arrive on the scene, so it's a really bad thing to let happen.

    Sending all 8 players into the warehouse for glowies, then retreating back to the narrow entrance hall is safer as far as clicking goes but has the obvious danger that if you aggro D11 early you're really in trouble with pets and nuking in time, before his invisible buddies start spamming mines.

    Of course, if you send all 8 people in AND you don't get all the glowies in time, you may as well reset since things will get ugly fast.


    p.s. I'm not happy about declared non-badge collectors coming on to the thread and suggesting ways to make things harder for badge collectors. I don't think a pvper would like it if I went to a pvp thread and suggested a nerf to something they do.
    You don't have to get Hacker on the same run. You can sacrifice it to buy yourself time to get prepared for D11. When you failed to click glowies in 30 seconds you only getting 3 waves of clockwork ambushes.

    After you defeated these ambushes, you can click on 7 glowies leaving last one. Summon you pets, buff, use BIO nukes if needed, and after that eat purples, use raptor pack or hover, and click last glowie. It will spawn D11 and rest of Malta. Debuff, Nuke him and have your badge.
  11. Quote:
    Originally Posted by Zombie Man View Post
    Bruce "Horatio" Harlick is no longer with Paragon Studios.

    But I agree with you, we need a better Game Master making decisions over allowing multiple solutions including, you know... PULLING.

    For a game that for years told those who charged into overwhelming force and kept losing and kept complaining that the foe was too hard to 'kite' their foe, to suddenly take away that very tactic of kiting is jarring.
    Wasn't Horatio responsible for Kahn and Cuda masterpieces?
  12. Quote:
    Originally Posted by EmperorSteele View Post
    LOL, Flea!

    Anyway, while Snow Globe's near-entitlement whining about how getting "hard to get badges" is actually hard sometimes grates me, in this instance I'm forced to agree. A master badge is something that should be hard, but obtainable via strategy and preparation.

    Without any way to prevent the mines from going off, or being set, or any warning if a mine that you personally haven't tripped is about to go off, it all seems highly luck-based. That isn't very good design, IMO.

    I get that we're supposed to watch our feet and move, but if everyone is close together, anyone who doesn't move or moves the wrong way will get blasted without warning. So okay, stay far apart... too bad more than one meleer will result in both of them stepping on each-others toes, in a sense.

    I'd say make the "mine-layer spawn" health % based. Spawn one at 50% health, 25% health, and 90% health. Maybe give them each a limited life span of about 5 minutes so that waiting the spawns out is a viable tactic?
    Also, it doesn't help that whole encounter happens on new warehouse map, that drops FPS as a rock. It is lagwise similar to longbow base maps and praetorian tech lab maps.
  13. Players still going to run it, at least once per character. This TF is required for Geas.

    What makes me wonder tho, is that devs changed RSF couple issues ago to get rid of retarded escort... and now they added retarded escort into KHTF. WTF?
  14. Quote:
    Originally Posted by gec72 View Post
    The new giant "open" room is awful for lag. Just hideous (about at the level of Longbow bases).
    Same thing here.

    New warehouse maps, Longbow base maps and Praetorian lab maps are all significantly dropping my FPS.

    Oh, and council pool room as well...
  15. Quote:
    Originally Posted by BrandX View Post
    What server are you on? I know I see Red Side Hami Raids formed like twice a week on Virtue.
    On Justice. We have 3-4 (sometimes more) blue side raids weekly (mostly in NR-3R format). We had couple red side hami raids a month pre i18. Not anymore.
  16. Quote:
    Originally Posted by all_hell View Post
    It makes sense thematically the same way that the Vanguard is cross-faction. And pragmatically, it'd allow for a larger pool of toons and players to participate. And personally, since I don't play blue-side it would give me a chance to finally do a Hami
    Before devs made decision to merge markets and allow to email loot and inf crossfaction, many players were making plans to switch some toons like emps, tanks, etc. to vigilantes or even to villains to participate in red side raids.

    But market merge and email changes pretty much spelled death sentence to Red hami raids. You can do it on blue side with heroes, rogues and vigilantes, and email loot to your pure villains.
  17. NordBlast

    Too much Alpha?

    Quote:
    Originally Posted by James_Donner View Post
    Nothing you are referencing here has much to do with IO's. Your talking about strategies that people use to manipulate the mechanics of the TF. Prime example; Katie Hannon TF, Run this TF with a dark/* def and an cold/ice def. The ability to A. know the exact spawn point of the witch mob B. drop a tarpatch +sleet +any rain power and the apply tohit debuff -def -res and -regen to Mary and this tf goes from 30-45 min down to 15-20. Add in melee AOE, 1 stealth character with ATT and it just gets faster. No IO's or fancy builds or anything. People were doing speed runs of katie, eden and the sewers long before IO's and now the tactics learned LONG ago are just reapplied. Don't blame IO's for players who expose weaknesses in the games design.
    BTW, KHTF was nerfed in i19.
    Second mission requires escorting Ami to the exit now.
  18. Quote:
    Originally Posted by Fleeting Whisper View Post
    There's a noise and a graphical effect. The effect is very hard to notice if you've got your graphics setting turned down, or if there's already another blue swirling effect near you. (The ATF I ran, we had a Cold Corruptor with a matching blue Arctic Fog; he got caught many times.) The sound effect is also hard to hear if you have your volume turned down, or if there are too many other sound effects going on.
    Heh, we have Ice/Storm controller on our ATFs, so I have to dodge both death circles and Ice/Storm, that makes these runs much more fun
  19. Quote:
    Originally Posted by Snow Globe View Post
    I don't think that is always the case. At least it wasn't last night.
    That's true for countdown, especially when you are facing away from the mine. Although, red text for mine triggered by yourself seem to be visible always.
  20. Quote:
    Originally Posted by Spatch View Post
    Triggering is autohit?! So, once a mine is triggered, fuggeduboutit -- you're hit (as the triggerer)? Good grief. Am I understanding this correctly?

    I did a shivan run last night, and a nuke run, picking up all three nuke types (as an aside, first time I've used the Access Bypass salvage -- bloody handy that). Also respecced my badger, a Peacebringer, selecting Group Energy Flight as a throwaway replacement to a previous Fitness power. I can see it coming in handy for this badge, negating the need for everybody to get a jet pack, so long as they stay close to me.

    Heh, someone spoke of oddball, niche powers a few posts back -- I'd say Group Energy Flight qualifies.
    Triggering is when a countdown to explosion begins. You still have few seconds to get away before it explodes or hope that RNG loves you. Triggering in itself isn't failure, it is only when you got damage from explosion.

    Edit: Regarding the group fly I'm not sure it is going to help you much.

    I've been on 2 attempts last night.
    We had earth troller who blocked entrance chamber chokepoint with Earthquake and Vulcanic Gases, in hopes it will stop minelayers to get to the rest of team. It apparently didn't work. As whole team hovering near the ceiling with backs against the door's wall, the mines were placed near us and triggered on few occasions.

    BTW if mine is triggered by you, you will see red text warning. If it was triggered by someone else you will see gray text warning. Starting at 3 seconds before explosion you will see countdown text "THREE..." "TWO..." "ONE..."
  21. Quote:
    Originally Posted by Master-Blade View Post
    If you fly, you wont hit the mines. Just stay above his head.
    Quote:
    Originally Posted by _23X_ View Post
    is that true? I thought the mines had a fairly large vertical area for just that reason.
    Proximity Mine has damage radius 30 feet.

    Quote:
    Originally Posted by Spatch View Post
    Probably a stupid question, but do purple insps protect against the mine explosions? .... my thinking being pets, nukes, and purples while piling on D11.
    Yes and No

    Explosion has to-hit check, but its to-hit is 75%.

    Code:
     
    12-08-2010 00:42:59 Proximity Mine MISSES! Proximity Mine power had a 24.40% chance to hit, but rolled a 50.44.
    Triggering is autohit

    Code:
     
    12-08-2010 00:42:27 Proximity Mine HITS you! Self Destruct power was autohit.