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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.
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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.
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It's a requirement for the Archmage badge, which grants the Eye of Magus accolade power.
http://wiki.cohtitan.com/wiki/Archmage -
Quote:Just a couple comments..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.
Quote:-Required/Suggested power picks/template ). 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?
Quote:-will there be a designated night or time to play together?
Quote:-who is/are going to lead/spearhead this effort?
Quote:-red or blue? -
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.
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Quote: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...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) -
Quote: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?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.
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. -
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 -
Quote:Forum Rules & GuidelinesPlease sign this to make a pretty much redundant power slightly useful.
Currently set for -visibility and to hit debuff.
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. -
Quote: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.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:
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.
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.
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. -
Quote: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.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.
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.
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.
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. -
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.
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Quote:A SG can coalition with up to 10 other SG's.I have a couple questions about coalitions?
1) how many super groups can be in a coalition?
Quote:2) I see a coalition can enter a another supergroup base, can they use transporters, workbenches, and such? -
Quote: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.At this point I have to ask where pistol ends and submachine gun begins
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. -
Quote:There are powers that do provide some limited status protection.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.
Acrobatics provides mag 2 Hold protection.
Combat Jumping provides mag 8 Immobilize protection. -
Quote: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.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? -
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Quote: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.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. -
Quote: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.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.
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Quote:Love the car/gas analogy. Hope you don't mind if I shamelessly steal that!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. -
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Quote: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.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?
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. -
Quote: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.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.
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.