Roderick

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  1. Quote:
    Originally Posted by Ironblade View Post
    Actually, they have already explained their purpose. The -1 setting made it absurdly easy to get the 'Master of' task force badges. They have stated that this is a TEMPORARY solution until they can code some sort of exception handling for the 'Master' TF's.
    I think he was talking about the new difficulty setting, not its exclusion from task force mode.

    It's interesting to note that he mentions large blue spawns, which shouln't be possible in flaskback mode. Sounds like they slipped in a stealth fix that made it so only "real" task forces ignore difficulty.
  2. Quote:
    Originally Posted by jacktar View Post
    And in the fourth I even had Lt Sofuloglu (?) as an EB albeit conned orange.
    Sefu

    Quote:
    The latest patch notes refer to a fix to the new diff settings to make them ignore personal settings during TF's and trials.

    As all flashback adventures come under the quasi TF rules does this mean they are now affected as well?
    That is correct.

    Quote:
    Finally as the mish with Longbow is in the middle of a TF I am locked into this and unable to play any other game content, for a break, without dropping the TF and having to redo all earlier four mishs just to get to the Longbow again. And of course to reset the mission I have to quit the game and then relog in the toon again.
    Also correct.

    Quote:
    Am I missing something obvious or can you point me to a large number of low level Longbow elsewhere please? (Bloody Bay?).

    Thanks Guys
    The only other place a hero can fight Longbow is Siren's Call, and those Longbow are HERO aligned, meaning you need a "friendly" villain following you around confusing you so that you can attack them.

    What you need to do is find someone (preferably lower level than you, so you can breeze through) who hasn't done that arc yet and do it the normal way, so that you can adjust the difficulty.
  3. Quote:
    Originally Posted by Space_Ace View Post
    Circle of Thorns are ghosts from thousands of years ago, yet again, I don't see people who have lived long enough to have seen people owned before would be very progressive.
    The Circle are regularly seen performing rituals on people in Kings Row. One ofthese rituals is the possession of the subjects' bodies. The victims are, as often as not, female. Those robes are pretty concealing. The ones with hoods up could easily be either gender.

    I wouldn't want to see the Council have females added. Doing so would mean that most of the costumes would have to be adjusted for female skeletons, and a few, like the Vampyri, would need new costumes. This is WAY too much of Jay's time for too little return.

    Most (all?) Nemesis soldiers are mass-produced automata. The only reason to have female ones are the existing replicas of normal people. The soldiers are basically period replicas, and female soldiers would be out of place.

    Typical Mafia have a less than modern outlook on women. I can't imagine them having women in the fighting ranks.

    Malta should have some female members. It's highly unlikely that the Malta bosses are going to take a highly skilled operative and say "No, we don't take girls in our regular troops. But here's an application for the Knives. They'd be happy to have you." To avoid the issue that Council would have, limit female models to specialists, like the Gunslingers, and maybe one or two others.

    The Tsoo seem well suited to female units. Either new mystically-powered Lieutenants that don't just spam Hurricane and O2 Boost, or actual ninjas, that use stalker-like powers (stealth, placate, crit/assassin strike).

    Either adding females to the existing "thug" groups (Hellions, Skulls, Mooks, Warriors) or adding a new all/mostly girl Thug group would be cool.

    Honestly, I don't see a HUGE disparity. We have females in Arachnos, Longbow, Vanguard, Rikti (they're fairly androgynous after the change, especially in armor), Knives, Carnies, Circle of Thorns (at least the Succubi, plus any that may be in the robes), several of the Praetorian groups (Mother Mayhem, Malaise and Battle Maiden at least), plus many Signature Heroes and Villains. More would be good, but is the work really worth the time spent on it?
  4. Quote:
    Originally Posted by Lemur Lad View Post
    I got Working Class Hero and Luddite Overlord just last week. There are plenty of good names to be had out there.
    Last weekend, I rolled an insect-themed Shield/SS tank. I already had Wikipedia open to look up alternate names, specific species, etc. Imagine my surprise when I got "Shield Bug" on the first try.
  5. Quote:
    Originally Posted by Smash_Zone View Post
    One more question.

    Whenever I join a team, this window pops up asking me if the level changes are okay with the Super SK'ing feature. This window pops up every time I zone while on a team. How do I get this window to go away? I found two slidebars having to do with auto-accepting level changes above or below XX, but I honestly have no clue what it means.
    The first auto accepts if you are being adjusted UP no more than X levels.
    The second auto accepts if you are being adjusted DOWN no more than X levels.

    X, of course, is the value of the slider. Set them both to 50 if you never want to be asked, set them both to 0 to always be asked.
  6. Quote:
    Originally Posted by Zombie Man View Post
    For further clarification, you'll tell 'the guy' you want to build and you'll then have an instantly created 1x1 entrance room. *Then* you can enter your base, which is just that 1x1 entrance room, and once inside, then you can add to it by spending prestige. Don't forget to play in 'SG mode' so you start earning prestige.
    Actually, it's a 2x2 entrance room.

    To add to this, the default plot size is 8x8, and you must leave a one-square gap between all rooms. This means you have room for nine 2x2 rooms in a 3x3 plot.With planning, you can get all your basics into that plot fairly easily.
  7. Quote:
    Originally Posted by Sarrate View Post
    If you hit Rage before the crash, it never hits you to begin with. If you use Rage again during the crash, it will eliminate it. If you're worried about survivability, it's best to use it before the crash to stop it entirely. Luckily, it doesn't take much extra +rech to do this. If you have 95% rech in Rage, it would take less than 15% global rech to allow you to fire it before it crashes consistently. (Assuming no rech debuffs, of course.)
    OK, so with 4 sets of Crushing Impact in my final build, I'll be able to get enough recharge to hit it early.

    I wasn't too worried about the crash, since I'll have high resists and near-capped HP, I was mostly curious if hitting Rage during the -def period would end that debuff prematurely. Sounds like it will. Thanks.
  8. Roderick

    Ultimate respec

    Quote:
    Originally Posted by Fatty View Post
    I was also thinking that after choosing your new secondary, you could keep one build with the old secondary and one with the new, so you could have a Stone/ SS tanker and a Fire/ss tanker at your disposal from one character...
    So, basically, your proposal is that after doing a special trial to earn the ability to change your secondary, you can end up with a character with two builds with different primaries, but the same secondary?
  9. I recently rolled a Shield/SS. My intention was to put Active Defense on auto, and put Rage on the same button I typically use for Build Up, then hit Rage whenever I stop doing damage.

    If I do it this way, will activating Rage during the crash still nullify the -Def, or do I need to get a little more recharge, and hit Rage before it crashes?
  10. Quote:
    Originally Posted by Not_Epsilon View Post
    How dare you. My spelling looks cooler. 7 out of the 5 voices in my head said so.

    Schitzophrenik.

    Dun be jealous.
    Schizophrenia has nothing to do with multiple personalities.
  11. Roderick

    Server problem

    Something I haven't seen asked yet, and nags me with of each of the OP's posts...

    You are running the updater, right? There's a way to bypass the updater, and if you do that on a fresh install from disc, even if it's the newest box, it won't be up to date, and will need to be patched. Bypassing the updater when patches are needed will result in issues similar to what you describe.
  12. Quote:
    Originally Posted by Fleeting Whisper View Post
    3) Turnip?
    Rutabaga!
  13. Quote:
    Originally Posted by Smash_Zone View Post
    Got a few questions here that are completely unrelated. Here you go.

    1) Say I set my difficulty to treat me as a four man group solo. With the same difficulty, I make a team of six people. Does this treat the team as a ten-man group? Or will it treat the team normally as a six person group?
    Your difficulty is always in effect unless the real team has greater values.
    -The spawns are based on the virtual team size or the real tem size, whichever is larger. The two do not combine.
    -You always fight Bosses at regular strength if you are teamed, and always fight AVs at full strength if on a team of 6 or more, regardless of your difficulty.
    -Only the difficulty setting of the Team Leader (If no mission is selected) or the mission owner's difficulty (If a mission is selected). All other difficulty settings are ignored.

    Quote:
    2) I have a toggle that grants me defense to Smashing damage. I go and fight an enemy that does smashing and energy damage at the same time with his attacks. He attacks me with a smashing/energy damage attack, and my smashing defense rolls in my favor. Do I only block the Smashing portion of the attack, or do I still negate the whole attack?
    It's not that simple. Each attck has one or more attack types, which may or may not match the damag types dealt. The attack checks against the best of your applicable defense types. If the attack roll misses, the whole attack misses, not just the part checked.

    Quote:
    Bonus) Did anybody else notice on the new difficulty options villain side, the fateweaver says she's a part of SRSLY? Goes to show the devs have a sense of humor. =D Go talk to a Fateweaver and read the opening dialog to see what I mean.
    Probably the work of War Witch. She rocks.
  14. Quote:
    Originally Posted by BigMoneyHustla View Post
    Am I reading that right ? Thursday 8th October to Sunday 11th October ? 4 Days ?
    9pm PST (Midnight EST) - Midnight on Thursday, then all day Friday, Saturday and Sunday.

    So no, you're not reading it right. It's 3 days, plus 3 hours.

    I notice that the announcement doesn't mention Prestige being doubled. I assume it still is, just like it always has been?
  15. Roderick

    Malta

    Quote:
    Originally Posted by Schismatrix View Post
    Of course if your mission is spawning for 8 there may be closely grouped or overlapping spawns at some points on the map.
    This. Even before i16, I would sometimes run into places where 2-5 groups would be so close you can't avoid aggroing multiples (I'm looking at YOU, T-junction with a balcony on the lab maps!), and you end up fighting multiple Sappers. But I can't recall multiple sappers in a single spawn, even on 8-man teams, in the 2+ years I've been around.
  16. Roderick

    A bind question

    Quote:
    Originally Posted by panthera View Post
    For turning on toggles: /bind <key>
    Regarding turning on toggles you should be aware that you can only activate one power with a bind (there are some clever workarounds, where you can press the same key, and activating different powers, but that is more than just a simple bind).
    That bind involves setting one power to auto, and then activating another, resulting in the power on auto firing after the triggered one. Toggles and interruptable powers can't be set on auto, so this doesn't help the OP.

    In short, there is no way to turn on all your toggles with a single keypress.
  17. Quote:
    Originally Posted by Kitsune Knight View Post
    Natural origin characters get bonuses with both of the powers.
    Not quite. They get the bonus with whichever they pick as the 33 month reward. If one of these is selected at 54, that one does not get any bonus damage, regardless of the character's origin.
  18. Roderick

    Halloween event?

    Quote:
    Originally Posted by NightshadeLegree View Post
    I really hope they don't extend the use of the invasion code. It's fine for free for alls with dozens of heroes or villains in the same place, but if you've ever fought an invasion event rikti or zombie solo with a low level character you'll know they are 'even-con' in name only, being far more resistant to your damage than a genuine equivalent level enemy of the same rank.
    For Baby New Year, the invasion code won't be needed. The entire team will be adjusted to the level of the Mission Owner under the new SSK rules, meaning that you CAN'T run an all-grey mission for easy rewards.
  19. Quote:
    Originally Posted by Ironblade View Post
    Yep, told me "Welcome, Paladin."
    No, I'm Paladin!

    Wait, no I'm not. But I was. Now I'm confused....

    Hi! I'm Confused!
  20. Roderick

    Ouroboros access

    Quote:
    Originally Posted by GATE-keeper View Post
    I just wanna get into Ouro for Day Job purposes. Is this possible for a pre-25 toon?
    Yes, but only through the method the OP described. If you don't have the mission porter, you won't be able to get there. And at least one day job badge (the Vanguard one) is level restrcted. This one may be as well.
  21. Did you update your video card drivers?

    Are you running Windowed or Full-screen?

    Are you using the Mac or Windows client?

    Umm.... That's all I can think of for now.

    I'm at work, so I can't log in, but I saw the blasts last time I tried customizing them, and I'm 99% positive that there hasn't been a patch since the last time I tried.
  22. I've seen a couple zombie invasions since i16 on Victory. My understanding is that turning in Halloween salvage, at any time, has a CHANCE to trigger an invasion. Last I heard, it was being estimated at a 20% chance.
  23. Like I said, I think Master Illusionists only spawn at higher levels. You may have to find 40+ or even 45+ Carnies for a chance at MIs.
  24. Quote:
    Originally Posted by Zombie Man View Post
    I believe it's actually *extra* influence. Not exactly *double* influence.
    Still, it sounds like the OP was getting LESS, which should not be the case.
  25. Quote:
    Originally Posted by Roderick View Post
    My Kat/SR has Quickness, sprint and swift 2-slotted with level 50 run IOs (roughly equal to 3 SOs), plus a set of Winter's Gift (+6% movement), a set of Gaussians (+5% movement), 3 pieces of Performance Shifter (+5% movement), 2 pieces of Regenerative Tissue (+4%), and 5 Gift of the Ancients Defense/Runspeed (+7.5% each, for a total of +37.5%).

    I get about 60 mph with just sprint turned on.
    Hm... looks like I changed some of that on my last respec, I'm only going 45mph with Sprint turned on. But I plugged those enhancers into Mids and got 54mph. Very respectable speed for no travel power, if you ask me, considering that's the same as a level 14 with unslotted Super Speed (SS scales as you level).