Prof_Backfire

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  1. [ QUOTE ]
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    To lazy to read duh

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    Reading takes less effort than posting.

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    No kidding.

    Ever wonder how my post count got so big?

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    You cheated?

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    Well, I did some Forum Games a while back...
  2. Sounds like it's more fun that way.
  3. Prof_Backfire

    Katana or BS?

    Both go well with late-blooming sets like Super Reflexes and Shields... well, only Broad Sword is compatible with Shields, if that influences anything.

    You may as well make the decision entirely based on looks and style, there's not much else to worry about. Broad Sword has more customisation options and unlockables too.
  4. You totally need to get the Red Cap Daggers. I can only imagine they fit conceptually as well as in looks.
  5. Prof_Backfire

    Epic Power Sets

    Pistols Mastery.

    Just to shut them up once and for all.
  6. I think Fire might be uncommon due to being relatively new. Dual Blades, likewise.

    Martial Arts fits a lot of character concepts and has style, I'm pretty sure it's a go-to for a lot of new players.
  7. [ QUOTE ]
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    So I was reading all the posts in this thread and I saw no one posted the "real" reason this thread exists.

    You can deny it all you want but you know the OP wants to make a petless Thugs MM for the obvious reason.



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    yes, to be a John Woo poser

    much like the same reasons these threads pop up every two months for the last three years

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    Please devs, Dual Pistols can't come fast enough.
  8. My brief PvP experience has involved fighting MMs on my Scrapper in RV. They're a pain in the butt, hard to kill and even worse with a heavy among their pets. So I guess they'd be good.
  9. Prof_Backfire

    New to Game

    Virtually any Mastermind will solo very well. Everything else is just details and style.

    Masterminds are a bit tricky, but rewarding to learn. I'd actually recommend them to a new player with patience.
  10. Team Teleport should have been Assemble the Team, honestly.
  11. Or wait for Going Rogue, get an Illusion/Emp troller.
  12. Water is well-known for being really, really hard to model in video games.
  13. [ QUOTE ]
    I took it as a play on 'retcon'.

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    ...if they actually implemented this, that is what it'd HAVE to be called.
  14. I think the AE has a problem in that clues don't disappear when you finish the mission. By the end of an arc, they pile up. Architects may be trying to avoid that.
  15. Defender secondaries don't necessarily have to be mitigation-based, though.

    Damage is mitigation anyway. Dead foes can't hurt your team.
  16. That's not cocaine, that's anthrax.

    Sweet, sweet anthrax.
  17. Everyone saying badge farming and XP farming are the same, you're ridiculously wrong and you know it. Badges are completely cosmetic and serve no gameplay purpose, giving no unfair advantage over non-farmers. XP is of course the total opposite.
  18. That sounds like the problems that some canon arcs have, with a lot of exposition at the beginning and end, and mostly filler in between. Task Forces have this as a major problem too, actually.

    Well written arcs should have a plot that develops significantly every mission.
  19. This forum is becoming the new Defender forum.
  20. 'CoX for Dummies' would be a Scrapper, Brute or Stalker. Masterminds are a bit trickier but with similar results.

    The nice thing about Scrappers in particular is that they're easy to learn, but also rewarding to master. Just look in the Scrapper forum at all that AV soloing pride.
  21. Somehow when I play my Ill/Emp I get hot under the collar about healing. I've called someone 'The Grand Noobah of the City Built On Aura Rock 'n Roll'.

    Funny, when I'm playing my Kin/Rad Defender I'm either having far too much fun SBing everybody, or soloing, which is hilarity in itself.
  22. I don't know much about PVP, but I found a Mastermind in Bodyguard mode can actually be pretty damn tough if they don't run around too fast, and their pets make taking them out hard. Your team could use you as a lynchpin of sorts, maybe.

    I do believe Corruptors get the best buff and healing modifiers redside, so if you can make a Corr that can somehow take a few hits, that'd probably be the best idea. Masterminds can support too, but their base numbers are much lower.
  23. [ QUOTE ]
    I think the issue here is, after 5 years this guy expects some sort of special treatment.

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    He should know better.
  24. [ QUOTE ]
    Why not just have 4 choice when you choose an origin that give the same boosts to all origins but just have different names to them.

    They could all have minor things
    such as
    1) 5% boost to sprint speed
    2) 2% boost to punch
    3) 5% boost to "offensive gadget" (item at character birth)
    4) free "jump enhancer"

    taking the first example you could have natural be called "marathon training", magic be called "enhanced legs", tech be called "running servo's", mutant be called "altered stride" and science be called "sprint sustainer" but all would add the same innocuous boost to running... mind you not TOTAL running, just sprint.

    this would allow a variation in descriptions, and in the starting powers granted to all, without drastically changing the gameplay mileu

    (leaves 2 pennies on the bar)
    just my 2 cents....

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    ...I kinda don't see the point there. People are fine with power descriptions the way they are, doubling up seems like a waste of time.
  25. Actually, I wouldn't discourage their methods if they're straying from the farming mould. This way it's a bit more exclusive, and perhaps closer to actually playing the game and having fun.

    Farming only becomes a real problem when it starts taking over the game. The devs and I seem to have a similar opinion, if you need to be dedicated to do it, it's not worth stopping.