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You're suppsed to escort the villain to the map exit? =0_o= Geez, and I thought the reward was having an NPC helping you out in the fights. <_<
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No, you're supposed to take a kidnapping villain to the exit of the map, not the NPC villian.
The NPC villain is there to help you blow stuff up.
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If you ever get a mystery Key or don't know exactly what the side mission is supposed to do, check your CLUES tab. A short briefing of the side mission should appear.
Also, if you get a key with no waypoint, you can always check your mini-map for the non-bank, non-police station waypoint (its usually near the spawn you defeated). -
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Ah...
On the chance you're still floating about, Positron, are the mission available randomly selected then?
For example, might you have an arson mission in one level 8 mission, and then a kidnapping in another?
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Yes -
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According to the Prima guide, "Annihilator" is required for the "Marshall" accolade, which gives +5% endurance. Unfortunately, the Prima guide doesn't list an "Annihilator" badge and I can't remember seeing one in the game (though my memory isn't always that great). Anyone know what this badge is, or is it just a typo? Or just a badge that's not in the game until I8, which would be unpleasant for them to tease us with...
~Wyrm
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Annihilator is not in the current build of the game, but will be in the next.
Its location follows in after the SPOILER space:
SPOILER
END SPOILER SPACE
Defeating the Future Freedom Phalanx in the third mission of Recluse's Strike Force. -
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Well I did 2 mayhem missions so far around level 8. From what i understand there are multiple side missions in each mayhem mission.
well for some reason i can only find the arson mission. where are the rest in the atlas mission?
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There are 5 POSSIBLE side missions, the lower the level of the mayhem mission, the fewer actually appear.
So a level 8 mayhem will only have 1 of the 5 side missions appear during it.
A level 48 mayhem will have all 5 side missions. -
Ray generates anti-matter on his own. He used to have fine control over how he would generate it (quantity, etc), but injuries suffered in the Rikti War have shut off that ability. Now his body just randomly makes anti-matter whenever it feels like it.
The suit contains and transforms that anti-matter into an energy source, propulsion, and projected blasts. -
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And more importantly, unless Azuria lied about her birthdate to MAGI, she's less than 10 in the book. So...um...what about that?
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Magic -
The novel isn't given an exact date, except it's in the "80's". So lets call it 1987 or 1988. That would be 18 or 19 years ago.
Positron is in his mid 20's in the novel, with Synapse in his early 20's. Manticore is in his late teens.
So, by that logic, today Posi would be in his early 40's (but theoretically has slowed his aging since the Rikti war injuries). Synapse would be in his late 30's, but the Crey experiments have altered his metabolism so much that that he has the spring in his step of someone in their late 20's.
Manticore is in his mid 30's, and is in Olympic-athelete shape even moreso today.
Sister Psyche's body does not age while she is mind-riding in another physical body. She's done this several times in the past, which explains her youthfulness.
All in all, we're emulating comic books here, so character ages tend not to have relevances like they would in other forms of fiction. There are characters in comics that were teenagers in the 60's who are in their 20's now, in the year 2006. It's safe to assume that the "current" ages of the CoH characters are thier "permanent" ages for purposes of the fiction, i.e. 5 years from now, we will probably still say Manti is in his mid 30's. -
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Just a heads up:
I have several devs reading this thread, and are working on the bugs you guys are finding, and on ways to improve the Mayhem Missions (such as making the end Hero non-random; currently the end Hero you get is totally random, and has nothing to do with anything you did in the mission, we are looking into changing that).
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THANK YOU! for answering that little problem. Now we can quit wracking our brains about the 'why' of it and concentrate on other stuff.
I have a raelly bad bug for you... when I use my gravity powers on LOWLY 5hp Civilians... they don't get crushed into little balls of bloody fleshy goo.
Nor do they burst into screaming flames when my dedicated partner a flame/flame brute attacks or gets near them.
Nor do they collapse into a pile of shattered bones when my singularity lifts them...
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Nor do they change the rating of the game by allowing players to kill helpless civilians. -
Just a heads up:
I have several devs reading this thread, and are working on the bugs you guys are finding, and on ways to improve the Mayhem Missions (such as making the end Hero non-random; currently the end Hero you get is totally random, and has nothing to do with anything you did in the mission, we are looking into changing that). -
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Does this mean that villains can get isolator too, if thats the case, then heroes should get jail bird too.
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Now we begin to see the continued shortsightedness of the Devs' handling of Isolator.
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Wow, ye of little faith.
Isolator is marked as "Hero Only". Villains can kill the contaminated for 100 years, and never get the badge.
Only Heroes can get the badge. -
I've gone and lowered the costs of all the Empowerment buffs. There was a bug where the data was seeing Tier 2 Salvage (created by the Tier 1 salvage you collect) as Tier 1 quantities, i.e. the player would have a lot more of it.
The new Empowerment costs should be much more in line with what you guys were thinking. Sorry.
This will get up to the training room in the next major patch. -
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4. Will you folks ever do what you did in 2004 and sketch out roughly the year ahead what we players can be looking forward to, either via convention panels or 'State of the Game' forum post?
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Yes, answer this one, please.
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Since you said please...
Yes. -
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Can you tell us why certain powers (Lightning Rod, Chain Induction) won't be effected by Fury? Will they be just too uber with it?
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OK, last question I'll answer today. Apologies to those that are typing up questions as I write this.
Lightning Rod does build Fury, we fixed that very recently. Not sure about Chain Induction though.
And Lightning Rod gets my vote for Coolest Use of the Power System. -
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Positron,
Would you and your staff like some pie? *holds out pie* With the storage capability of bases coming in i7, will we be able to store infamy/influence as well? sort of like a treasury with permissions settings?
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Inf Banks have been back burnered, and may even be off the stove right now. -
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Pos, any word on any changes for Dominators?
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There is a positive change for Dominators in Issue 7. -
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Any talk of changing the permanent part of Patrons or something?
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It's really not as simple as "let's let them respec it!"
Since Patron sets are tied to Contacts you receive, you get the set of the Contact you choose. We'd need to add a bunch of technology to take away access to Contacts (something we don't do currently), to make sure you couldn't end up with multiple Patron Pools.
We have talked about it though, and are not through talking about it either. -
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Positron, can we expect a mission in I7 for villains that takes place in Croatoa? Perhaps so some of us can finish off the Cap Buster badge?
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I don't know of any Croatoa specific missions, but there are so many added that I can't say for 100% certain that we didn't do something to help you finish the Cap Buster badge. -
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I'm crazy busy right now, but I'd be happy to answer a few questions, as long as none of them are "when is I7...?"
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Can you tell us a little about forthcoming villain accolades?
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The powers will parallel the Hero accolades as best as possible, for fairness sake. -
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When is I7?
Just kidding -- How about talking about the new costume options being available in I7?
There have been mention of a few but then we got a few surprises like the robot shoulder pads, anything else we haven't seen in screenshots, Posi?
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I said no "When is I7?"
Interview over.
Yes, there are more costume options you have not seen. -
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FIRST THING: I want the devs to take their time with I7, seriously. Take your time. No rush, get it right, yadda, yadda.
SECOND THING: That said the inmates are getting restless.
SO,
THIRD THING: Like the subject line says, how about a quick Q&A with Positron (like his recent badge thread) where we're allowed to throw out questions and Positron answers as few or as many as he wants. Just friendly, perhaps we sic Clintonian on anyone who trolls (since Happy Fun Taser is out of that business).
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I'm crazy busy right now, but I'd be happy to answer a few questions, as long as none of them are "when is I7...?" -
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Sounds like a nice feature. Is this the way the system currently is, or is it coming in I7?
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This is for Issue 7. -
Setting to Bodyguard
You can set any Mastermind Henchman to Bodyguard by selecting the Defensive Stance and the Follow Order. Your Henchmen must be within Supremacy range for this function to work.
Bodyguard Mode
When set to Bodyguard mode, the Mastermind and his Henchmen share damage from any attack that the Mastermind takes damage from. Each Henchman takes one Share of the damage, and the Mastermind himself takes 2 Shares. This is in addition to any damage that the Henchmen themselves might incur from Area attacks.
Example: If a Mastermind has 3 Henchmen set to Def/Fol, and he gets hit with a 100 point attack, each Henchman will take 20 points of damage, and he himself will take 40 points. (total of 100 points of damage).
Example 2: If a Mastermind has 3 Henchmen set to Def/Fol, and he gets hit with an Area Effect attack for 10 points of damage, then each Henchman will take 2 points of damage, and he himself will take 4 points. Henchmen that were also in the Area of Effect will take an additional 10 points each.
What Does This Mean?
Bodyguard will work as long as a Henchman is in Defensive Follow. This means that they will follow you around and attack back when you or they are attacked. Issuing an order of Attack my target will take them out of bodyguard mode, as will issuing any other stance or order. You can set as many of your Henchmen to bodyguard that you want. As long as the Henchman is in Defensive Follow and within Supremacy range, he is in Bodyguard mode. Being stunned will not turn off bodyguard mode. -
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No was not thinking of that at all. Who would be the best person to ask?
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_Castle_ or Positron
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In the lobby of the watchtower in Grandville is a statue of each of Lord Recluse's lieutenants. At the base of this statue is a plaque that, when you click on, brings up a text box with tabs. The tabs are for the Archetype, and it goes into detail about the powers (including the hard numbers) that that Patron will give that Archetype. (Thus you can easily look at all the patron powers for your AT, and even those not for your AT).
You are given a mission to visit each of these plaques before you choose your patron. -
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I love this game. I almost never complain. But this time I feel I need to.
Patron choice being permanent? Bad, but perhaps necessary.
Having to chose a patron? Very bad. I'm sorry, but my Mastermind is an evil genius with plans of world-domination and an ego the size of a galaxy. In-character, he would never, NEVER take a patron. From the sound of it, I'm going to have to break character. I want to play an archvillain who's trying to take over, not an apprentice of a bigger villain!
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You are not forced to do any of the Patron content. -
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Oh and in beta you USED to be able to change AT's through the Terra Volta trial. So the tech is in place to change patron powers. Just like the tech is available to do name changes, etc.
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Actually that was the original, on-paper, plan for Terra Volta. The Strategy Guide went off the on-paper plan and said that is the end result of the trial. Thus there is no "tech in place" for this. The Terra Volta trial was not in the COH beta, it was issue 2, I believe, that it made its debut. Changing ATs has never been in the game, it was never programmed.
Hopefully that clears that up.