Panzerwaffen

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  1. Panzerwaffen

    Scrapper /shield

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    Of course Im going to snap your head off if you disrespect me, you sayin you would sit there and take it with out saying a word? yeah right....

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    Against my better judgment, I just have to comment on the above.

    Respect must be earned. Obsession with 'bein dissed', is an amazingly immature approach to life. A person who hasn't outgrown their concern with this by the time they make it out of grade school, is probably not likely to make it very far in life.
  2. Panzerwaffen

    Dual Pistols

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    This thread already exists here.

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    The one that hasn't been posted in for almost two weeks?
  3. Panzerwaffen

    Dual Pistols

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    How about for a hold, you shoot both hands of the target? I'm not sure about how to explain them not running around...Maybe shoot them in the feet? Or 'knee cap' them, like for the proposed immobilize...Either way, shooting the hands of the target would work thematically for most users, I think.

    Or a Web Envelope Bullet...

    ...What?

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    Better idea, go outside the box and give the set a Fear power, caused by the steely-eyed glare of your gunslinger.
  4. [ QUOTE ]
    The game was not made harder, no.

    However... that still does not address the fact that people who do NOT 'farm' (for inf or for drops, if not both) are effectively locked out of the market because their return rate is much much less.

    It's not a matter of 'working for it more'. It's a matter of 'working' period. Because that's what farming maps feels like to me - repetitious drudgery, in the company of strangers who all too often have the conversational capacity of a pet rock. Guess what? I get enough of that at my day job.

    However... if I want to get anything 'cool' or 'spiffy', then I have to punch a clock in this game.

    This is not what I consider 'fun' and frankly, it bothers me that the game mechanics and 'economy' not only support this progression, but actively promote it.

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    I'll try to say this as nicely as possible. You just come across as another player that wants to accomplish certain things in the game without putting in the necessary effort.

    Your claim that players who do not farm are locked out of anything is complete rubbish. As much as I defend farming, I rarely actually do any of it, and if I do, it's hopping up on the wall in Cimerora for 20 or 30 minutes. The only time I ever touch AE is pre-level 20, so my characters will have some tickets to play with. Yet, I still have plenty of influence, get plenty of drops, and make plenty of merits.

    However a player gets there, they have to invest time & effort. Whether that be through farming, playing the market, running TF's, whatever. If you want the 'shinies' you have to be willing to invest the effort.

    You should worry less about comparing yourself or your characters to other players and enjoy playing the game. The game is not some kind of competition between players to see who has the most 'phat loot', yet that seems to be the way you are approaching it.

    I do have a question for you..

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    if I want to get anything 'cool' or 'spiffy', then I have to punch a clock in this game.

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    What exactly is this 'cool' or 'spiffy' stuff that you cannot acquire except through farming? I'm honestly curious.
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    A Scrapper benefits from being on a team just as much as a Defender does. They bring different things to the team, but they each benefit equally.

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    Once again, you are missing the fundamental point of the Defender AT. The TEAM benefits from having the Defender, much more than the Defender benefits from being on the team.
  6. [ QUOTE ]
    Another favorite is Yoda's flawless Kat/SR AV-soloing rendition shown here . the saber duel starts at 1:30.


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    When Yoda drew his lightsaber in that scene, was the only time in my life I have ever seen an entire theater full of people cheer and applaud during a film.
  7. [ QUOTE ]
    You have some good points there, making a case for IO competitiveness under level 20.

    May have to rethink my purchasing patterns...

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    It's not just pre-SO either.

    From level 22 to level 50, replacing every 5 levels, one damage SO will cost a player a total of approx. 308K influence.

    One level 25 damage IO and one level 35 damage IO will cost a total of approx. 163K.

    Again, the IO cost is based on the table cost of the recipe and the full crafting cost. Salvage costs vary, so I did not even try to estimate them. Common salvage is easily obtainable by using tickets at the AE vendor however, so overall I consider the salvage cost to be fairly low.
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    But outfitting your guy in IOs is more expensive and time-consuming than TOs/DOs/SOs. Without a bankroll or sugar-daddy or lucky drop or ebil marketeering, a complete IO refit at level 15 is unlikely.

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    I really hate to see players keep perpetuating this myth. Between 12 and 22, using DO's, a player will have to replace them at least once before switching to SO's.

    Damage Enhancements (prices are approx.)

    Level 15 DO: 6000
    Level 19 DO: 7500
    Total Cost: 13,500 influence.

    Level 15 Common Damage IO
    Recipe Cost: 3500
    Crafting Cost: 7100
    Total Cost: 10,600 influence

    Yes, I am leaving out the salvage cost for the IO recipe. That can be very little, or a fair amount, depending on the exact items, and whether the player obtains them from drops. On the positive side, many of the recipes can be bought at WW for much less than the table price. In fact, a level 15 damage recipe is likely to cost less than 1000 on the market, making the common IO even cheaper.

    I think the time factor is a wash between the two. Yes, you have to spend time getting the salvage, recipe and crafting it. But you save the time wasted going to the right origin store, or having your enhancements go bad in the middle of a mission.

    When I started as a new player, I began using IO's immediately after the Invention tutorial in Steel Canyon on my very first character and had no problems affording them. Other than the very first TO's I used nothing but IO's on that character and never once had a problem affording them.

    My firm opinion is that, in the long run, common IO's are much more affordable and much less hassle than DO's & SO's. I will, however, say that with the ease of earning tickets in AE and being able to buy them directly from the vendor there, that the balance is not as heavily in favor of IO's as it was.
  9. Also wanted to add, if you have even a small amount of patience you can usually buy already crafted level 15 common IO enhancements at WW for around 2.5K. Place some bids for what you need in advance, come back a day or two later and the bids will have likely filled.
  10. [ QUOTE ]
    And one more question...

    If you don't have much influ is it still better to keep your enhancements up to date as much as possible?

    Is it better to try to get SOs, or stick to TOs when they are replaced quickly?

    I guess my question is does it make that much of a difference to min/max your slots while leveling?

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    IMO, it is much better to forget about TO's, DO's and SO's completely. You can slot level 15 common IO's starting at level 12, which will be equivalent to a DO, except they will never expire. At 22, you can slot level 25 IO's which are only slightly worse than an even-level SO (32% vs 33.3%). And again, they never expire or degrade. At 32, you can slot level 35 common IO's which are better than anything but a +3 SO, and will perform the same for the rest of your character's career.
  11. [ QUOTE ]
    I agree. (And I left her whole post in because it's all relevant.) There's a workaround today that you can use. But the original intent of TFs/SFs is that they're large team-based challenges.

    If you =can= solo them, cool. But there's plenty of other content you can run solo if you want to.

    --NT

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    And the original intent was that they be done over a several day period too. Look how that turned out. Saying "that's the way it has always been" is not a particularly valid argument.

    And, again, we're not just talking about solo runs here. What if my wife or a friend, and I, want to duo all the Freedom Phalanx TF's? Why exclude players from certain content, when they are capable of doing it? I run into players all the time who say they have never run a TF, or have only run one a couple times over years of playing the game.
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    I'm against dropping the TF reqs. The reasons being given for doing so aren't any different than the reasons we've heard for 5 years.

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    OK, so what are your reasons for NOT dropping them?

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    Well I for one don't mind that there are a least a few things in a MMO like this that are actually -intended- for a team. There is absolutely no reason that a MMO must be 100% soloable.

    With the difficult setting update in I16 people will now have the option to solo all sorts of missions the way they want with that feature. There's no "requirement" that TFs be made accessible that way as well.

    Anyway we all know that if you still really want to solo TFs you can get padders. I basically see no reason why that should be "easy" to do when it goes against what the Devs intended for that content. We probably ought to be happy the game will continue to let us play through TFs solo once started to begin with. *shrugs*

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    We're not just talking about solo players here. Many of the TF's require 6 or more players to start them. The content can still be intended for a team, but not have the same, high requirements it has now. Personally, I'd love to be able to duo all the TF's with a friend, without having to go through the hassle of rounding up 4 or more people to pad the team.

    And, as you said, it can be done now anyway, by using fillers. So removing the hurdle of the starting requirement really doesn't allow anything that is not already possible. It is simply a QoL increase for those players that want to do this.
  13. [ QUOTE ]
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    "Because."

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    I think if you drop the requirements to 1 player for TFs, it should only spawn the EB... and on top of that you should only get half the badge

    But on another Note, I think ALL TFs should be dropped to 3 people to start them.

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    Just change the rewards.

    In order to get the regular rewards for doing a TF they must have the minimum number of teammates.

    If they choose to do a TF with less than the minimum number of teammates, they only get drops as if the TF was a normal storyarc.

    After all they want to take their time and enjoy the content, it isn't about the rewards.

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    Why? A single player, or 2 players, or 3 players on a TF don't get any more rewards per person that if they were on a team of 8. They get the exact same number of merits no matter what. Why reduce the rewards if they are doing it alone or in a smaller than normal team? That kind of goes against the whole risk/reward concept.
  14. Panzerwaffen

    I16 and MA

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    If I can't change out the geometry for Spines then forget about it.

    Just say no to banana melee!

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    Apart from Spines being able to use the geometry from Thorns, and Thorns being able to use the geometry from Spines (both of which can be colored), there will be at least one other set of alternate geometry/FX.

    As for Martial Arts, the alternate animations we have right now are mainly punches. The idea was to provide you guys with a way to make the classic, fights with their fists and feet, super-hero that many have been asking for. That includes a new animation for assassin's strike (Assassin's Blow?).

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    YES!!!!!!!!!!!!!!! I am so looking forward to dusting off my spines/DA scrapper now.
  15. [ QUOTE ]
    I didnt read most of the thread, so if this has been covered I apologize.

    My buddy started play this week, and we got him to 50 and are now powerleveling his crab, but since mitos are gone I was wondering if lt's or bosses are faster, and what level I should set it to 52 or 54? Any responses would be great, I'm not good at math.

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    Take your trolling elsewhere, please...
  16. [ QUOTE ]
    I'm against dropping the TF reqs. The reasons being given for doing so aren't any different than the reasons we've heard for 5 years.

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    OK, so what are your reasons for NOT dropping them?
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    Yes to taskforces/Strikeforces

    -Because I want to experience the content and reading the story. No rush
    -Because I dont want to go through the process of finding enough people for the team.
    -Because as a familly man I dont want the familly to suffer with me forced to finish the TF in one go. I want to do it when the RL situation allows it.

    BR Anders

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    All excellent reasons.

    When we are forced to team with others, we are placing ourselves into a position where we feel obligated to see it through at the team's pace.

    Real life can interfere with this and sometimes that places stress upon the team. Sometimes it causes the team to fail.

    Being able to start TFs by one's self brings far more good to the game than bad.

    Will it make it harder for those that only wish to team for SF/TFs? Yes, I accept the truth in that. But that's why we have supergroups. Join groups of like minded individuals and your wish to always team will be granted.

    To deny the pleasure of these TFs to those with hectic lives and/or those that don't wish to team is unnecessary.

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    I understand that we are not supposed to "petition" for things here on the forum, but there seems to be an awful lot of players that love the idea of dropping the TF requirements. Hopefully the devs will see that, whether by reading the various thread or through PM's, and at least consider including this.
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    On another good note, I can see purples going down in price thanks to this change.

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    Hopefully. But that depends on how they implement this. They could very well be planning on putting in some type of limit on drops.

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    Do you have anything to suggest that is actually the case ?

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    No, but the old saying "if it sounds too good to be true" seems fitting.
  19. [ QUOTE ]
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    Honestly, I don't think you need to give tips on how to make inf to a guy that said he just spent 4.5 billion on one character.

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    It depends on how he made the inf. >_>

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    Well, considering he supposedly just spent 4.5 billion, yet is asking for a scrapper build where influence does not matter, I certainly have my suspicions...
  20. [ QUOTE ]
    Defenders: Traps/AR *didnt see that commin*

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    Happy about AR, but would have preferred Fire Blast & Thermal overall.
  21. Great idea! Just what our influx of new players needs right about now.
  22. [ QUOTE ]
    Readdressing the matter at hand, the guide does offer good strategy for marketing, but my point is still that a newcomer will get a rougher time than he had to (market/salvage wise) because of the current pricing of common salvage. And I'm not talking about experienced players with new characters, I am talking about new players.

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    You are still incorrect.

    If that new player is running normal content, they will be getting salvage drops. They can either use those drops to craft what they need or sell them on the market if they don't need them. If they sell them, they can then use that influence to buy the ones they actually need.

    If that new player is running AE missions, then they can simply walk over to the ticket vendor and make a few rolls for 8 tickets each until they get the salvage they need. There are only 6 tech and 6 arcane common salvage in each of the 3 level ranges, so it will only take a limited number of random rolls to get what they need. They then sell the leftovers on the market for influence.

    It's not rocket science.
  23. [ QUOTE ]

    +Regen Tissue & Numina Uniques (45%)


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    Simple answer. When slotted in Health, the Regen & Numina uniques are further enhanced by the amount that Health is enhanced. So, if you have Health slotted for +100% heal enhancement, the uniques will show as providing a total of 90% regen bonus, not 45%.

    You can see this if you click on the Effects tab of the power window in Mids'.

    So, that is what Mids' does. The question now is, does it also work that way in-game?
  24. [ QUOTE ]
    In I16, you will be able to set your AE mission to spawn as if you had a full team of 8.

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    You are jumping to a huge conclusion there. It is just as likely that this feature will not work in AE at all.