Panzerwaffen

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  1. Quote:
    Originally Posted by KaoruNanDrak View Post
    While not old enough to have fought in desert storm I come from a long military line namely Marines. And two of my much older cousins did fight in Desert storm and used the Desert Eagle during that time.
    Absolute, 100%, unadulterated BS. If they told you that, they are spinning you a bit of a tall tale there. No U.S. military unit has ever used the Desert Eagle handgun. To my knowledge, no 'real' military unit anywhere in the world has ever used them either. They were designed purely as a sporting/recreational handgun design.
  2. Quote:
    Originally Posted by Impyre View Post
    - any 2 of Maneuvers, Assault, Tactics prior to level 24(?)
    If the Leadership pool is mandatory, and I agree it should be, then I think Assault should be a mandatory power, and Maneuvers/Tactics optional. With the damage buff from 8xAM and 8xAssault the team will be just shy of the 500% damage cap at all times once fully slotted up.
  3. It's a requirement for the Archmage badge, which grants the Eye of Magus accolade power.

    http://wiki.cohtitan.com/wiki/Archmage
  4. Quote:
    Originally Posted by Impyre View Post
    Chatting with a couple people during the past week gave me an idea. One discussion was about starting a rad "super team"; the other was about their participation in generating mid-level recipes with the Market Forum endeavor.

    So far there are 4 of us interested in starting up a */rad super-team. It's been suggested that we start up a red-side team but nothing is finalized. Two of us are planning to eventually "park" our alts at 33rd or 35th, but there won't be a requirement that anyone interested in joining has to stop leveling.
    Just a couple comments..

    Quote:
    -Required/Suggested power picks/template
    For an all Rad team: Accelerate Metabolism (this is a no-brainer), Choking Cloud, RI, EF and LR. Some, but not all, may want to add in Vengeance, Fallout and Mutation (especially if Scrappy is involved ). Maximize AOE damage powers as early as possible. Add in Assault and Hasten from power pools. Stamina would be completely unnecessary with stacked AM's.
    Quote:
    -Supergroup (new or use/acquire an existing one?)
    -use of existing global channel or creating (yet) another?
    Most of us already have our own SG's. Seems best to stick with that to me. I'd say global channel would be the way to go, although perhaps we should simply stick with one of the existing channels. Maybe STF Masters...
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    -will there be a designated night or time to play together?
    This is always a tough one. Especially for me, as I have an odd schedule where I work 7 days on/7 days off.
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    -who is/are going to lead/spearhead this effort?
    *Passes star to Impyre*
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    -red or blue?
    Personally, my preference would be redside, especially if a secondary goal is supplying the market, although I'm more than happy to go blue. Blueside might need a little more discussion about powersets though, especially if there is a mix of Defenders and Controllers.
  5. Quote:
    Originally Posted by Illumancer View Post
    Is there any argument to be made for the other powers, such as fire sword (longer cast time for worse results than the four powers above), any of the ice melee, total focus, or thunderstrike (3.3 sec cast time)?
    Total Focus actually does fairly mediocre damage for its cast time, roughly 60 DPA. However, it does have other uses. The 100% mag 3 stun can be very useful when stacked with another control power to mez bosses. I regularly use a combo of Power Thrust, Beanbag & Total Focus on my AR/EM when fighting bosses.
  6. Quote:
    Originally Posted by Fire_Minded View Post
    Great,awesome,cool....not only did you throw a outside program at me,that not only is impossibly useless in anything but telling you maxamized numbers for a power set,it doesnt tell you how your going to perform vs the things youll face in the game,like villian/mob resistances,def %,do you need massive support from a team to do anything?Or if youll even like the build,or if youll be the type to play that particual build correctly.Plus,i didnt tell you that i wanted to make a toon that i wanted to try out for the olympics.

    (NO,mids does NOT work correctly,its a insufficient program)
    I've been using Mid's since the day I started playing City of Heroes, and it is an amazingly useful tool. It has helped me with every single character I have ever created for the game. If you can't figure out how to utilize it to help you out, I really don't know what to tell you. As far as the rest of your little screed, I'm not even going to waste time putting a reply together. I'm sure that regardless of what anyone has to say, it won't actually make a bit of difference to you...
  7. Quote:
    Originally Posted by Illumancer View Post
    I ask because my current attack chain is blaze (3.48 recharge and 1 sec cast), fire blast (1.39 sec recharge 1.67 sec cast) and flares (.76 sec recharge, 1s cast) with fireball, a hold, aim, or buildup thrown in there if there's a moment downtime.
    Are you aware that Flares & Fire Blast both do less damage for their animation time (DPA) than Energy Punch or Bone Smasher from Energy Manipulation or Charged Brawl and Havoc Punch from Electricity Manipulation?

    Base DPA at level 50

    Flares: 63
    Fire Blast: 51

    Compare that to:

    Energy Punch: 131
    Bone Smasher: 96

    So, Energy Punch or Charged Brawl does over TWICE the DPA of your second best ranged attack, which is Flares. Bone Smasher or Havoc Punch do about 50% better damage. The only attack you have that does better DPA than your melee attacks is Blaze. An attack chain incorporating your melee attacks will do significantly higher DPS than using only your blasts.

    Plus, which has already pointed out, Fire Blast has an atypically good ST attack chain to begin with. Other sets will benefit even more from using their melee attacks.
  8. I'm no hat expert, but to me it simply appears to be based off of one of many Western style hats, but not the classic Stetson 'cowboy' type hat. I have no idea what the correct name for that style of hat it, if there even is one. However, if you browse through just about any website selling Western wear, you will find similar hats.

    ETA: I assume they called it "Duster", since a duster was/is a type of Western-wear coat.

    http://en.wikipedia.org/wiki/Duster_%28clothing%29
  9. Quote:
    Originally Posted by overkillGA View Post
    Please sign this to make a pretty much redundant power slightly useful.
    Currently set for -visibility and to hit debuff.
    Forum Rules & Guidelines

    Quote:
    Do not create threads/posts to “petition” or “lobby” for game features, additions, changes, or other issues. You may post suggestions and/or ideas to the boards, but you may not create a ‘petition’ for others to sign. This is bumping in disguise and will not be allowed. Lobbying is continually bringing up the same topic repeatedly in numerous different threads or as an off-topic post in official threads to get developer attention. This form of posting is not permitted.
  10. Quote:
    Originally Posted by Call Me Awesome View Post
    The problem with that is that even a 1 second mez will kill Hot Feet/Choking Cloud and you'll have a lengthy wait until they're back again as I mentioned:
    You are correct, of course, that any mez will drop your offensive toggles. However, I personally never found that to be a significant issue. Please keep in mind though, that I am basing my responses on an IO'd build, which the OP seemed to be asking about as he mentioned possibly soft-capping defense and perma-AM.

    Quote:
    The base recharge of both of these powers (Hot Feet & Choking Cloud) is 20 seconds; because they're toggles with high end cost and also need slotting for their primary purposes most Fire/Rads won't have them slotted for recharge.
    With nearly 170% recharge from perma AM, nearly perma Hasten and set bonuses, my fire/rad's CC & HF recharge in just under 7.5 seconds with no recharge slotting at all.

    Quote:
    The combination of those two powers is what gives a Fire/Rad a large chunk of it's effectiveness; Choking Cloud slotted to ED capped hold duration does an excellent job of stacking holds on mobs while Hot Feet deals the damage and Fire Cages holds them in place. With luck the monkeys are managing to attack the same group you're fighting

    Loosing those two powers in a fight suddenly drastically reduces your effectiveness, and due to the recharge it will take considerable time to get them back up. Making sure they don't drop in the first place prevents that and keeps you moving at maximum speed.
    About the only effect having those toggles drop will have is reducing kill speed briefly, until they can be re-activated. A well slotted Choking Cloud should keep enemies held long enough to re-toggle, and if not, that's a great time for a panic-button shot of Cinders to carry you through. Again, this is obviously based off of my own personal experience and playstyle, but I have never found that situation to occur very much at all in the first place, or be a significant issue when it did. I'm not sure I can even recall the last time I was defeated because of being detoggled, whether running in TF teams or solo on +1 or +2/x8.

    Quote:
    Oh, don't forget that a mez also drops RI & EF so you could suddenly be facing a large group of suddenly undebuffed mobs looking at you. Keeping those things from happening is more than enough reason for me to snag Psi for IW.
    Valid reasoning, of course. Personally, I find RI to be very situational and rarely use it. Losing EF will, once again, only slow down your kill speed for a short period of time when it happens. Not a significant issue in my opinion, for the rarity of it actually occurring. Don't get me wrong, I find getting mezzed to be frustrating on the rare times it does happen, even though it doesn't last long with AM's status resistance. I just don't find it troublesome enough to give up the benefits of the other AP pools. I also did not want to push my build to the point of getting perma IW, which seems to me to be the only point in taking it to begin with.
  11. Quote:
    Originally Posted by Deep Rootz View Post
    With the to hit debuffs and stuns I couldn't imagine being mezzed that much, but I'll just have to give it a try and see how it goes.
    Status effects are not quite so much an issue with perma AM, as it gives you significant status effect resistance, so when you do get hit with them, they don't last very long anyway.

    Quote:
    I've seen some builds, but noticed its debatable as to whether soft capping s/l defense is necessary so not sure If I want to invest that much into it.
    I have a Fire/Rad/Stone, and I only have about 30% s/l defense, and it has never been an issue. You only really need the defense to help mitigate the alpha strike a bit. After that, once you're in the enemy spawn, Choking Cloud has everything except bosses locked down. Once you hit the bosses with Char they're out of the fight too.

    Quote:
    Can anyone tell me how much recharge is needed to get am perma? I haven't really found any clear information on it other than a lot of recharge is needed.
    I'm running 70% global recharge and have AM up all the time, and Hasten is only down for a few seconds.

    One thing I did not see mentioned so far about Stone mastery, is the ability to have perma Earth's Embrace. Having capped HP is very nice on top of all the other mitigation you get.
  12. Quote:
    Originally Posted by Sardan View Post
    I wasn't able to do the map with no insps. But that's a pointless restriction anyway. Everyone who farms wants to do it as fast and safe as possible.
    Yeppers... If you're not popping insp as fast as they drop on you, you're just slowing yourself down when farming. But then again, so is farming at +3 w/ bosses enabled, for the most part.
  13. Quote:
    Originally Posted by Bellen View Post
    I have a couple questions about coalitions?

    1) how many super groups can be in a coalition?
    A SG can coalition with up to 10 other SG's.

    Quote:
    2) I see a coalition can enter a another supergroup base, can they use transporters, workbenches, and such?
    Yes, but they cannot use enhancement storage tables.
  14. Quote:
    Originally Posted by Samuel_Tow View Post
    At this point I have to ask where pistol ends and submachine gun begins
    We're really talking semantics here, versus any hard & precise definition. For example, one of the most iconic SMG's of WW2 was the German MP-40. Or more correctly, the Maschinenpistole-40 (Machine Pistol-40). Yet this firearm is a classic example of a submachine-gun: a compact shoulder-fired automatic weapon, firing pistol caliber ammunition.

    To be considered a pistol, a firearm would generally have to have only one grip, and be designed to be held and fired by hand only. If a shoulder stock is added to the firearm, it is generally no longer going to be considered a pistol, even if nothing else is changed.

    Quote:
    the weapon had to be able to fire many rounds in rapid succession, but looking at the videos, it doesn't look to be THAT many, or indeed THAT rapidly.
    Actually, both of those machine pistols have rates of fire much faster than most automatic weapons. The Glock 18 and Beretta 93R have a cyclic rate of fire of approximately 1100-1200 rounds per minute, as opposed to most SMG's and automatic rifles which fall into the range of 700-800 rounds per minute. Needless to say, a pistol with a magazine capacity of 20 (93R) or 33 (G18) rounds, does not take long to run dry when firing nearly 20 rounds per second.
  15. Quote:
    Originally Posted by Dispari View Post
    For status protection (the kind that reduces the mag of a mez until it's low enough that it doesn't work), you won't be able to get any outside of knockback. Simply put, none exists.
    There are powers that do provide some limited status protection.

    Acrobatics provides mag 2 Hold protection.

    Combat Jumping provides mag 8 Immobilize protection.
  16. Quote:
    Originally Posted by Flash_JL View Post
    The Positron Task Force contains 17 missions. Estimating 30 seconds in between missions to take into consideration the time it takes to get from mission to mission means you will be spending 8 minutes on travel time. Assuming that you had 1 hour to complete it and 52 minutes after traveling that would allow you about 3:00 per mission. Regardless of soloing the minimal spawn size will be set for 3 people. There are 4 defeat all mission spawned for 3 people which will consume the bulk of the time and an Elite Boss at in the last mission. Most of the other missions are easily sprinted except for rescuing the FEMA workers which can be stealthed but the hostages must still be brought back though the mobs to the door. Additionally, the gold challenge time requirements for a Posi is 2 hours or less. They have yet to add a platinum challenge for 1 hour or less.

    What I would like to know is what purple out 50 can solo this in under an hour?
    I tend to be skeptical of claims of regular sub-hour times on this as well. I've run dozens of solo & duo Posi TF's, and just zoning and traveling between missions eats up a HUGE portion of the time even with shortcuts like Ouro, WW & base dayjob TP powers, mission TP power, Pocket D porter, etc. Sure, someone could get lucky with mission placement, and easy maps and pull off a really good time every once in a while, but to do so regularly? I'd have to see it to believe it.
  17. Quote:
    Originally Posted by Human_Being View Post
    If it's being carried for professional reasons, yes. The professional is carrying the weapon at all because it is believed such recourse may be all that can protect their or someone else' life. In that situation, being seconds too slow matters. A lot.

    To my reading, all of the actual discussion of firing handguns in this thread has been in the context of collectors and enthusiasts (unless I missed it). For sporting, prevention of accidents while having fun is more important than being able to defend yourself at a moment's notice.

    You explained your peeve. I explained my earlier statement. You gave context for your position. I've given some for mine. I suggest we drop it here.
    Fair enough. Sometimes I forget to account for my own professional bias and background when responding. I carry a firearm every day at work, and much of the time when not at work as well, and that certainly colors my thinking. In retrospect, there is nothing wrong about your statement, in the context in which you have framed it.
  18. Quote:
    Originally Posted by docbuzzard View Post
    Actually from what I've heard it was developed for the Mossad, not the military. The idea was to have a pistol which was pretty much guaranteed to punch through whatever vest someone might be wearing and get a kill.
    I'm not too sure about that.. If I remember correctly, from when the Desert Eagle first showed up on the firearms scene, it was developed by a U.S. company who then sold the design to an Israeli company, Israel Military Industries for production. Despite their name, IMI is a private company, and the Desert Eagle was never intended to be anything more than a "sporting" firearm. I have never heard of any military or law enforcement unit anywhere in the world using them, although I think Saddam Hussein had a gold-plated one to go along with his gold-plated AK.
  19. Quote:
    Originally Posted by docbuzzard View Post
    In that sense I suppose a car is more safe if you don't fuel it up, but it's not terribly useful for when you actually need it.

    If you are carrying a gun for a reason, having it ready to go is rather important, and to be quite honest if something bad does happen, the gun is a hell of a lot less safe for you without a bullet in the chamber.
    Love the car/gas analogy. Hope you don't mind if I shamelessly steal that!
  20. Quote:
    Originally Posted by Psychosus View Post
    I couldn't agree with this more. I just have to add the rule I give to my students in my law enforcement/corrections academy:

    :: puts on her red Instructor polo shirt::

    Shoot nothing red!
    That's what instructor body armor is for!
  21. Quote:
    Originally Posted by Samuel_Tow View Post
    That still, however, leaves the question of what, exactly, a "bolt" is and what it does on the Desert Eagle. I went through several ideas of what it might be, and each has been shot down as total nonsense (which they were), so I don't know where to go. Let's simplify the question and see if that'll get through to me. What is the little plate that closes the gap on the side of the barrel where shell casings are expelled called? I'm assuming it isn't the bolt, so it must have a name of its own.

    Afterwards, back to formula, am I correct to say that the "bolt" is the thing that plugs the barrel and, in a semi-automatic handgun, is attached to the slide, and that a rotating bolt is merely one that locks so it stays in position longer before recoiling back?
    You're on the right track here. The bolt serves a couple different functions, depending on the type of firearm. It encases the base of the cartridge, and seals the gap at the rear of the firing chamber when closed, holding the cartridge in place. When the cartridge fires, the brass (or other material) cartridge case expands, fully sealing the chamber and preventing the hot gasses being vented rearward. The rearward motion of the bolt will extract the empty cartridge case from the firing chamber, followed by ejecting the empty case from the gun, as well as c0cking the hammer or striker for the next shot. Forward motion of the bolt will strip the next round off the top of the magazine, and load it into the chamber. That sequence of actions can be accomplished either manually, in the case of a bolt action or lever action rifle, or automatically in the case of a semi-automatic rifle.

    One way to think of a slide on a semi-automatic pistol is as an almost fully enclosed bolt. The operations & functions are nearly identical. A rifle bolt's movement generally occurs inside the firearm, whereas the slide on a pistol is part of the gun's exterior.

    On a pistol, what you refer to as the "plate" that covers the side of the ejection port is generally simply the rearmost part of the barrel. When the slide recoils and moves backwards the open ejection port in the slide moves back away from the barrel, allowing the empty cartridge to be ejected. On a rifle, what you refer to as the "plate" is generally the bolt itself.
  22. Quote:
    Originally Posted by Human_Being View Post
    If maximum number of rounds is important, one can also put the magazine in, chamber a round, then remove the magazine and put one more bullet into it before reinserting it. So you have a full magazine plus one in the chamber. (Note that this is inherently less safe than carrying the weapon without a live round in the firing chamber.
    Nothing personal, but I've got to jump on this one. It's one of my pet peeves. There is nothing that is inherently less safe about carrying a modern semi-automatic pistol with a round chambered as opposed to with an empty chamber, provided the operator is properly trained and follows proper safety procedures. Nearly 100% of "accidental" firearms discharges occur because of negligence on the part of the operator. In other words, the idiot with the gun pulled the trigger. All those news stories where somebody was cleaning their gun or some cop was in the bathroom and the gun "just went off"? Pure, complete, unadulterated BS.

    Modern handguns are almost without exception all "drop safe", meaning that the gun cannot fire without the trigger being pulled, due to passive mechanical safety devices built into the design of the firearm. Long-guns such as rifles and shotguns are a different story, and it is generally a good idea to store or carry them with an empty chamber until it is necessary to use them.

    Considering this is a thread about firearms, I think this is an excellent point to bring up firearms safety. There are four simple & easy to remember firearms safety rules. If every gun owner (including police and the military) followed these basic rules 100% of the time, no one would ever get injured or killed with a firearm accidentally.

    1. All guns are always loaded. There is no such thing as an unloaded gun!
    2. Never let the muzzle of a firearm point at anything you are not willing to destroy.
    3. Keep your finger off the trigger until your sights are on the target AND you have made the decision to fire.
    4. Know what your target is and what is beyond it.