Peteroid

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  1. [ QUOTE ]
    When you still have an Atari 2600 and a Vectrex that still work....and most people won;t even know what a Vectrex is....

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    I own BOTH (including a FULL Vectrex Collection, all games, all attachments, but in storage somewhere).....and my age? Let's just say ALL my toons are younger than me if one equates a year with a level....hehe
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    Darwin was right. Those who do not adapt will die...

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    Actually, I think his contribution was more along the lines of: "Things change"

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    Yes, he did also say the equivalent of 'things change' (evolutoin). But survival of the fitest is more along the idea that adaption is required to continue existence (of the species).

    And Darwin probably saw a few hurricanes in his travels (how about that pathetic attempt to get back on topic? lol)...
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    a) stand in awe of your pathetic whipped-dog mentality, that you mewl about how far up the [censored] we COULD have taken it

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    A beaten dog knows to fear the hand.

    ~Gabriel

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    Darwin was right. Those who do not adapt will die...
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    So, I've been reading around the tanker forums, get a grasp on how things will be. And I've stumbled upon a couple of sayings that there will be no more detoggling.

    First, I was wondering if this was true.

    Second, I was wondering if it was just Brawl, or all of them.

    And third, if it is true, I think its a huge problem. The only way I can beat a BRUTE is through detoggling him. And I detoggle him through Brawl. Wait until Unyielding or wahtever hes using goes down, then hit him with IS. All toggles go down, I pummel him to death.

    Granted, this is a huge OK for all tanks, because this is your biggest weak point. But its also the way for many AT's to beat you, and they cant without it.

    And although tanks damage isnt te best (Aside from SS), it still can kill quite a few AT's, Brute vs. Tank would be tough. But Tanks still can dish out some insane damage with PVP specced.

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    Detoggling isn't going away. But, it is being reigned in by a large margin.

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    Detoggling is a kludge. Its another one of those strange mechanics that becomes more important in and of itself than the powers we use to create our characters.

    It should be difficult but not impossible to overcome toggles using our powers, not strange mechanics.

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    While I believe I understand what you mean, I'm wondering how this logic also doesn't apply to de-buffs? A de-buff is also a mechanic to 'drop' a buff, and so is also 'strange mechanics'.

    The importance here though is that tankers in particular suffer from toggle dropping since it is the basis of their primary (defense, which should be continuous).

    This would be an interesting mechanism. What if each toggle had a color ring around it. Green means full, yellow and orange mean damaged, red means off. Now, every time a toggle WOULD have been dropped it is dropped in status (green->yellow->orange->red). A power can be restored to green by re-clicking on it, if it has re-generated.

    Now it is the tank's own dang fault if he LETS his toggles COMPLETELY drop, since he has plenty of warning! The power is at full until it reaches red, at which point it must be re-activiated to have any affect.

    I know, too much of a change, but thought I'd mention it anyway...
  5. I can see the justification for fly being somewhat slow, especially compared to the other travel powers.

    Super Speed - the fastest travel power where you need to actually inhabit all the locations in between. It's extreme speed is traded off by it's 2D limitation. One can also attack while moving (although suppression will kick in then). This power also benefits by allowing one to get hasten without using up a powerset.

    Teleport - faster than super speed if used to its extreme. Motion is 3D. But very hard to 'aim', no real control over distance, its an endurance hog, and attacking while using it is not possible (without hover, and then the attack is really during hover, not TP).

    Super Jump - 3D motion with good manueverability. Almost a cousin to fly, but different in that one must 'touch the ground' and be constantly moving.

    Fly - So, the reason fly has to be slow is that it is 3D and has full manueverability control (heck, you can even stay in one location in mid air!).

    The point is that every travel power has a balancing factor to it to keep them almost equal choices. Super speed is balanced by the 2D restriction. TP is balanced by the lack of aim and difficulty of use. Super Jump has to touch the ground. So, it does make sense that fly would be the slowest.

    And so the problem is this. If you up the fly speed, then every other travel power needs to be 'upped' too to keep the balance. But, if you up those powers, we're back to fly is still holding everyone back.

    So, if you want to up the flight speed, you need to come up with some DISAVANTAGE to add to it to compensate. Got any ideas?

    Finally, I can see good reasons to allow combo's of travel powers to have some advantage. Like if one could turn on both super speed+ fly to fly very fast. This works because it's balance is that one must use up two powersets, and both powers have an earlier power requirement.
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    Sample size is too small to draw such a conclusion. Short run statistics lie, once again:

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    Sorry, I'm going to stick with my intuition here.

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    Yeah, wouldn't want the FACTS to cloud your judgement...LOL

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    Those weren't facts. Those were statistics based on assumptions on top of a nastygram about how my sample size was too small to conclude that my accuracy was floored.

    I've seen floored and capped accuracy in action. I know what it looks like. That fight looked like floored accuracy. Who cares about some lies and damned lies when we're not talking about statistics but a real event? No one cares unless we're actually trying to establish exact numbers, k?

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    I just reacted to your comment, didn't really pay attention to the previous post. I just found the statement funny out-of-context...

    But, I have to agree with the concept that a single event does not a statistical run make. Single runs can be remarkably un-characteristic of the norm - just ask the people who go to Las Vegas all the time...hehe
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    Sample size is too small to draw such a conclusion. Short run statistics lie, once again:

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    Sorry, I'm going to stick with my intuition here.

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    Yeah, wouldn't want the FACTS to cloud your judgement...LOL
  8. Will the new AV rules apply to missions already 'on one's plate'? I have a mission that I tried to solo, only to run into the Clockwork King. I have yet to get that mission off my roster. So, when these new rules kick in and I go back to that mission and try to solo (I'm set at rugged) can I assume I don't have to fight the King again...?
  9. I opened a lot of presents, then finally got both snowball and snowbeast in about an hour of each other.

    Does anyone know if you can 'hord' snowbeast powers? That is, can you have more than one snow beast temp power 'button' at a time (I'm guessing no)?

    And how good is the snow beast?
  10. [ QUOTE ]
    I think you are all spoiled with being financed by your SG or alts in CoH. Prices are the same as is the drop rate and mission rewards.

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    No, this is a REAL problem. I've played a lot of CoH, and I can tell you we are very cash poor in CoV.

    And it is now serious. Apparently level 19, is the breaking point. I'm now at level 18, and DREADING getting to 19. That's because almost all my enhancements will turn red, and i won't have anywhere near enough infamy to get enhancements, And with most of my enhancements going red, i won't have the power to get the infamy.

    Thus, I hate to say it, but I think it is best if I stop playing till I hear there is some remedy here. Otherwise I'll level myself into an inability to continue...
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    It's 2000p for 1,000,000 inf. (1 per 500, not 1 per 50).

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    Ahhhh, I see...hehe

    Might be a good idea to have those kind of numbers include the commas in the text, it looked like 100,000 to me...

    BTW, very clever that the abrevaition for both 'influence' and 'infamy' is 'inf.'...
  12. [ QUOTE ]
    One thing to note though is that you won't get any salvage if you go the purchasing route, so depending on your goals you may have to go for the lower prestige rate anyway.

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    Good point!
  13. I see that while in SG mode you get Prestige instead of influence. However, if you go to the lady in Atlas Park (who you setup the SG and base with) she will sell you prestige for 2000 every 100000 influence. Note thats 50 influence to 1 prestige.

    However, at level 40, I get like 17 prestige or 1200 influence. But I can 'buy' 24 prestige for 1200 influence. So, even if I want prestige, I'll do better staying out of SG mode since I can buy more prestige with the influence I get out of SG mode than I get as pure prestige in SG mode per defeat.

    Of course this is based on like 2 hours of play, so there may be lots of details I'm not aware of (yet)...
  14. Plan ahead, especially for when things don't go as planned. Consider what you will have to do when that openning snipe misses. Always have a Plan B (which can often best be run away).

    In my case, I almost always lay down an ice patch before an attack. It gives me a place to escape to or run foes though as defensive manuevers...

    Triage all foe mobs you are considering to attack, and don't be afraid to pass on groups you either feel might be too powerful or you have a bad feeling about. Learn the unique characteristics of the foes you fight, and realize not all same-conning foes are alike. As a rule, the lower the level with the same con the harder the foe (since this means its either an LT or boss). Con EVERY foe in the group, sometimes more than once. Look out for hidden foes (which can often be hiding in things and be the highest ranking member, such as a boss). Look out for conning using keyboard (double check visual, adjusting position if necessary), as you might think there is one foe of a type when there are two or more 'in a row', and you just thought the keyboard didn't respond!

    On accuracy enhancement: I like to 1-slot my single-target powers and don't put accurancy into my AoE's. My logic is that AoE's will usually hit something, but if single-target misses at all it misses completely. But I think it's perfectly reasonable to also slot AoE's for accuracy. In fact, I slot inferno (my nuke) with 1 accurracy just for insurance (and I have noticed it now misses only maybe 1 foe in 20 or so, and I always use BU+AIM beforehand).

    And I don't slot my snipe for accuracy. But blazing bolt (snipe) has accuracy enhanced naturally. When it hits it needs to be as powerful as possible, and it's true strength is its range. It is currently 5-slotted for damage, and I plan to fill the 6th slot with a range extender (which will put it at 180 feet)...
  15. Peteroid

    XP and I5

    [ QUOTE ]
    "You've simply proven my point: no travel powers (by your own math) equals more time an account is open. Nothing you wrote disproves my original assertion.

    If travel powers are good enough for Peacebringers and Warshades at level 1, they should be good enough for anybody who wants them."

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    You appreciate travel powers only because you have exerience NOT having them (I know, very zen)...

    Anyone who is playing a warshade or peacebringer has to have done his time in the streets in a previous life...

    The cost effectiveness of the entertainment for an on-line game such as CoH is amazingly great. Going to a movie one gets 2 hours for $10. With CoH one get as much as one like in a month for nearly the same price!

    The dev's actually would prefer players' average use be a lesser amount of that available time per month since it costs them more via bandwidth (while player cost is fixed)...

    CoH is constructed such that the available gameplay is so vast one person could never experience it all. I'm not talking about 'content' here (e.g., story), I'm talking about play experience. There are 5 origins, 5 AT's, each with two sets of specific power sets to choose from with mutiple choices in each, not to mention the variations with pool powers, or enhancement setups, etc, etc...

    Those 'long' trek's one has to take pre-level-14 to get to where you are going is costing the dev's more than the players...

    So why are such time-consuming details still in the game? To keep the play experience more REALISTIC. Remember, this is a roleplaying game for many, not just a numbers and power-one-upmanship game. Some of us appreciate HAVING to go long distances, making the sacrifices, because it makes the rewards more meaningful! What good is, say, a badge if it's just given to you? Nothing. But if you have to earn it, it means something. The more it takes to earn, the more it's worth. This applies to aspects of the game besides just badges...

    - iceburner level 33 fire/ic mutation blaster - victory (currently in brickstown)