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Posts
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Joined
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Gah, I don't have any pics of my baby on hand! Freyja is cuteness incarnate though, I'll post a pic tomarrow.
This thread made my night -
I'm so glad the thread is back and properly preserved. Reading them should be a requirement for rolling up a defender. I always loved the one about Trick and his journey into the land of the Pugs, funny and true!
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I can't believe people are giving Enant such a hard time either. What a bunch of insecure whinners. "Whaa, based on nothing he actually said I got the interpetation and he may cast dispersion on my 'natural' character! No one calls my char concept weak, not even imaginative inferrals!"
Enant, you wrote a very nice summation of what power sets work best for a natural character in the CoH setting. I for one completely get what you mean when you say fudge-factors or off the shelf tech. These people that are splitting hairs for no good reason are obviously just griefing for the sake of it and I would slap them on the ignore list and move on.
BTW, I would like to see that science origin guide! -
TG for dark defs and cors does indeed do -regen. Obviously this isn't going to give rads a run for their money, but it does help to stack and a little -regen is better than nothing. Its a nice power to attach it to really since your bound to be using your healing powers when fighting an AV/H anyway.
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When he hits a level 33 Rikti soldier (at level 32) with Haymaker, with 3 +dmg SOs, I think he does 56 points of damage. When he hits the same soldier with Hurl, it does 102 damage, closer to what he does with Knockout Blow. (In both cases, beginning of a fight, so little or no Fury.)
So no, his Hurl attack feels to me like it's closer to the damage output from the Carnie's Bronze Strongmen's version of the attack than to the player character version. I could be wrong about that, I've never run a super strength brute that high yet. But I was astonished by the amount of damage on that attack. Pleasantly surprised, yes, but I worry that it may be too good. I guess there's nothing unusual about having two "extreme damage, moderate speed" attacks at level 32+, but it's perceptibly more damage per attack than I'm used to from either the Assault Bot or the Commando at the same levels.
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Shhh, lets just ride the good times for once and let the devs nerf it later -
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I'm not asking to have Laser pistols or some such, just something sleeker and more Mastermindly.
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The Joker, is someone that I see as a Thugs MM. Surely you can't think his minions are more than common street-filth. But, does the Joker use the most basic of basic weapons, and tools? I think not.
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To be fair, you specifically said you would like something like the Robots MM Pulse rifle in your first post, a weapon that is in fact a laser gun
Also, as a big honking Joker fan, I do have to take issue with that just a bit. Joker freqently makes use of very imaginative and gimmicky weapons but he also frequently just pulls a normal gun or knife, or even just whacks Bats with a big ol' fish near-by (or something equally common and rediculous).
I understand your point that a robot MM need not be a robot, but that is less applicable for Thug MMs for an obvious reason, mercs. If you want to be a tactical professional, or a group of specialist jewel thieves, or what have you, but still keep your character grounded in reality, you have the lovely Merc set with its Natural origin style guys and their well-oiled ruthlessness. With that set availible, it does pigeon hole Thug MM's a bit into being lower brow criminals. After all, if your such a pro, why are you runnning around with street freaks and not Tac-Ops assasins? I'm not saying you can't have a concept that runs counter to that, but the set does lend itself more in that direction.
Of course, we can all agree that power customization would slove any RP prob. "Thug" thugs can keep their hand-cannons, Trigun fans can get their revolvers, and fashionable thugs can get some "sleeker" gun. -
Your missing the point I think, thugs MM's are basically thugs themselves. They live cheap and nasty, so picking up a common pistol, or heck, killing a couple of longbow and taking theirs works nicely! I would find it distracting to be running around with a bunch of bargin basement low-lifes robbing banks with some futuristic Tech-War gizmo gun. A big blocky pistol fits the bill remaining true to the "character" (of the set) while still seeming imposing.
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Yes, it would be great to grab a machine gun firing rocket launcher at the start of the game, but there is the issue of balance to keep in mind. All the MM sets have only one choice for a weapon, pluse laser gun has its two blasts and AoE grenade, Mercs get their SMG thing, again 2 blasts and a nade, Dark gets its dark blast powers lifted from the def set, Ninja get its bow and so on. MM's don't have the power slots left to throw in a snipe, another AoE, more blasts ect.
As for the animation time, its not that bad. Seems about the same for any other weapon type power (bows, AR). I like to make powerful characters too, but lets not get so fixated were down to counting seconds on powers that arn't really the MM's primary method of dealing damage. -
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One of the upcoming Veteren's Rewards will be trench coats.
You earn it for having an active account for three months, allegedly
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Heh, not a problem for most people on the fourms. I saw this in another thread after posting in this one. Is there any word on if this will be included with I7, sometime during I7 as a minor patch (such as togas and laurals during the febuary event) or if it will be until I8 until we see them? Really, seems llike if you have NPCs wearing them that work off the basic player skeleton, it should be an easy thing to insert, the hard part was making/animating them. Hope to see them (realitively) soon! -
Wow, kickass on the 2nd upgrade costume changes! Thats fantastic stuff. But when are we player characters going to get long coats and clip belts? C'mon devs, give the people what they want! It's bread and circus time here!
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Nice, like the other posters I will as well laud Fortitude. I recommend picking it up ASAP and not leaving it till 30. 6 slotted with def and recharge to keep it on as many as possible is the way to go! Make tanks hulking monsters of agro control and blasters pin-point accurate and durable machines. Just today I dusted off my old pre-ED emp/elec (my first and still fav character), he is a mess and a respec is more than welcome (of course I have a free one from all the holidays and issues I havent played with him through) so this guide was helpful in seeing how people are playing their emp/elecs post-ED. I would do things a bit differently, but still a nice guide!
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So now that everyone has had more time with the thugs, what are your impressions?
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I think Sunchild has stock inthe other sets and is trying to drive the price of claws down
Guy apparently has nothing to do but write essays explaining a fairly accepted arguement that claws is less effective than other sets. Thats fair to say, but its far from gimped or teh suck. These new animations help it a whole lot.
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Yeah, I would agree thats a problem. If anything, they should be super (and ineffectively by way of changing targets a lot) agro. I mean, its called "Gang War", your calling these guys to make a mess out of some mooks! Of course, I don't want to make this a "I win" button, have them very agro, just do light damage. That fits conceptually too, these are your second stringers and hangers on, losers that just don't have the stuff for your regular escapades but are still dying to prove their worth to the set. They should jump at the chance to do some damage and mix it up with the enemy, but they should still be pretty weak.
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Hum, seems to be a lot of disappointment in this thread. I rather liked ElecM myself. I do nice damage and the various AoEs give it a different feel from the other brute sets. The damage isn't overwhelming, but its far from limp.
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Edit: Found the video still picture. This is what I expected the Thugs to look like. And I don't care if they couldn't keep the trenchcoats at least these guys have some meat on their bones and visual flavor.
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Dr Thorpe
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That IS how they look once they get the second upgrade.
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Is that confirmed? Seems a lot of stuff to add on costume wise. They get a do rag, bandana, sun glasses, vest, and chest symbol all on the last upgrade? The arsonist loses his arm bandages? -
Your refering to MGS3 of course and Eva's automatic Mauser I think. I think that only applies to automatics to get a sort of fan like spray in a room, thats less applicable for regular pistols.
That said, its still a game and still fits the CoX world and lets drop the topic! -
I love how everyone is complaining that no serious shooter would ever hold their gun sideways. Guess what, no serious shooter would ever use two guns at the same time either! bah. It seems odd to point that out as illogical but accept the fire breathing, energy spewing, physic robots of doom that abound in CoX.
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Can we get some photos of the various thugs availible with upgrades applied to them and an actual break down of powers for each type? I searched the fourm first of course but ended up with the phone book.
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I love the new animations, claws are useful now! With the new costume opitions I can have the were-wolf I always wanted
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I would just like a small backpack toss. Of course then people will complain about "where does the back pack go?"
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ah, bragging about your gun knowledge on the net never gets old! Im having a flashback to the old CS fourm days....
Anyway, its a comic book game, if sharkheaded monsters are allowed, gansta-sideways grip is fair game no matter how silly in RL. -
I'd take hurl just to feel mighty :P
TY for the good guide. I did have one question though, is hover and brutes compatible at all? With other characters I have enjoyed floating in the air to get that classic hero/villain feel, but is it just too slow and akward for the face paced melee brutes? From here it seems like the slot may better be spent on AS, but one the other hand, I do love hover and try to build chars to concept.