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Posts
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Quote:You sir, must have alot of patience. Are you a school teacher by any chance?Nothing actually in CoX can buzzkill me. Players behaving like immature buttwipes can, but I just avoid them after I run into them.
Back to topic...
Another thing for me is knockback. I can't count how many times I've been on my tank and had just gotten the mob nicely packed, then wham! Bodies everywhere; leaving me muttering to myself "darnit...sigh." -
The question is in the title. When you're playing CoX, what kills your enjoyment the most and makes you want to just take a break for awhile?
Reason I ask is because I was on an 8-man team earlier today and the leader insisted that we fight +0 council mobs. Imo, that's fine when you're trying to gauge the effectiveness of your PuG, but he kept it through every mission; and MAN was it boring. I think I stuck with the team for maybe 3 missions until I decided to leave and find another, but when I did quit, I just felt like...ugh. Anyways, that's just one of my buzzkills; don't get me started on rogue fire/kins. -
While we're at it, can we make it easier to upgrade your enhances? Such as not having to say "Okay, I need 1..2...3...4..5..6..7...8...9 recharges" close screen, talk to clerk again, buy enhances, open enhance screen again, slot powers, rinse repeat?
What, am I the only person that has to count when they're slotting? I'd kinda prefer a simple, "Upgrade button." But that's a topic for another thread. -
I think your best bet would be a scrapper then. In my experience with SD/Elec, everything's usually dead due to your Alpha strike (BU+SD/LR+SD/LR). With this in mind, what's there left to tank when your done?
Sure tanks can handle AV fights and longer battles more easily, but with enough IO investment, you'll hardly notice the difference imo. -
A Fire/SS tank was actually the first tank I ever made back in 2004, and for some odd reason, he's still my favorite of all to play. But yeah, I pretty much retired him after they nerfed burn and have been waiting for a chance to bring him back out; which be soon due to the FA/ buff rumors that I've been hearing.
But anyways, anyone that ever does decide to make one, expect it to be a blast from lvl 1 to 50. Just don't expect much on the survivability side. =( -
Reason: Requiring a support to be in the middle of a huge mob isn't neccsarily a good thing. They're very squishy with no resistances nor mez protection, it's just not a great design decision. Leave the melee to scrappers and tank, and leave the ranged support to the controllers and blasters. Also, the power favors melee AT a bit too much; as unless the blaster is within melee range as well (which 9 times out of ten) they shouldnt be, they dont benefit from the power.
Suggestion: Have it work similar to siphon power, meaning I can use it from range, and still get the maximum benefit out of it. Also, have it so the maximum effect is transferred to allies both around the mob and around the castor.
A player can dream cant he? -
If it means that they're going to fix all the server issues that have seem to become more and more prominent over the past week or so, than by all means, they can take all the time they need.
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If you're referring to the actual "power" named stealth, than no, not in my opinion. I feel that it's reduced movement speed and lack of being actually able to stealth is far outweighs it's only pro, which is a small defense bonus.
However, if you're referring to the power Invisibility, than yes, it's a very useful power; particuarly on TFs and such when your team just wants to get it done. Note however that Invisibility can often times be useless without a recall friend from the teleportation pool, seeing as how often times the glowie or hostage is surrounded by a big mob, meaning you may not be able to take them yourself and need some backup.
Just watch out for Rikti, arachnos and rularuu, as they're the only ones(off the top of my head) that can see through invisibility.
Hope this helps. -
Wait, it does BOTH in ONE key? Even better!
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Quote:Okay so let me get this straight, I type in all of those individually? And then when I push 1 on the keyboard, it selects the team leader (1st in party usually) then just push + afterwards? (After everything is set up of course). Im going to go type in everything above exactly as it looks; is there anything else I should know, if not, thankyou very much. And everyone else that posted.By default, SHIFT+number selects a teammate whose number in the team list equals the number in the bind (top teammate is SHIFT+1, etc). Put bind for speed boost in a handy spot.
Alternately, you can bind the number pad keys:
/bind numpad1 "teamselect 1"
/bind numpad2 "teamselect 2"
...
/bind numpad8 "teamselect 8"
...and then bind a nearby key for SB:
/bind add "powexecname Speed Boost"
Then hit numpad1, add, numpad2, add, numpad3, add...etc.
P.S. You've just made me one happy Kin -
Hey guys, so I just recently rolled a ill/kin controller and therefore, I am subject to the infamous "Sb Plz" requests. I don't mind giving the entire team sb because for me, if their powers and footspeed are moving faster, than things are dieing quicker, which is good.
My only issue is, the whole *Scroll to teammate name, click, scroll to sb, click; then rinse repeat 7x's" really annoys me. Does anyone have any bind shortcuts that they use to make this process more keyboard friendly? Such as maybe, *tab, F7, rinse repeat?* Or something along those lines.
P.S. I know I could just opt to not take SB and not worry about it in general, but I always get a bit peeved when the kin on my team doesn't have it; don't want to be a hypocrite. -
Actually, this has been suggested before but one of the devs came to the thread and had to shoot it down, I believe it was BaB (don't quote me on that). But yeah, similar to before, everyone was all aboard the idea, even myself.
I personally asked for the death emote of you fall to the ground and recieve a chalk outline around your body. If things have changed since then, they may implement it, if they haven't, well then chances are, not.
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Quote:Yes, PvP is a nightmare, and I'm not going to even touch that topic. Besides, I never said "change" the combat, only add to it to give players more creative ways to defeat their enemy. The core mechanic (and I believe should always) would still be there.I disagree. In the spirit of not fixing what ain't broke, I'd rather the developers kept their hands away from completely and totally revamping the combat system. You've seen how well that worked for PvP, and that had at least a tangential reason to be changed. There's NO REASON to mess with the PvE game other than for the sake of changing it, and on the scale of bad reasons to do something, "Just to change it." ranks among the worst, slightly above "Why not?"
I don't want to get into the specific ideas. I just want to say that the system does not need to be more complex as far as I'm concerned, and making it more complex has the potential to make me like it a whole lot less.
It's just always bothered me that fire blasters are usually the preferred type role for a team seeing as how they deal more damage than the others; because let's face it, that's what the blaster's specialty is, so why not want the best of the best? With the above mentioned topic, it would give team leaders something else to think about, like say "Hmm, we have a fire blaster, an ice blaster would really compliment him." Same idea applies to any others powerset made to compliment each other.
It's a theory that I strongly believe could benefit CoX, but hey - To each, his own. -
Quote:I like where you're going here with this idea, as my biggest belief for CoX is that its "combat" system has been the same since day 1; Click on the enemy, click on your power, rinse repeat. It's time to evolve it a bit more and make it more immersive. Maybe give us the ability to launch stronger versions of our attacks for more endurance; or smarter/diverse A.I. (Malta targets blasters 1st, while warriors focus on scrappers).1. Fighting on the move mechanics - Not sure how impossible this would be but the ability to fight and move i have come to see is a real deciding factor for some, if the move roots them in place no matter how amazing the power is, people will overlook it.
Or something along the lines of, having an ice blaster and a fire blaster on your team can compliment one another, such as, the ice attacks lowers the enemies temperature, then the fire blaster's attack shoots it back up, causing more damage (going from 0 degrees to 100 degrees body temperature cant be good for you).
I'm sure there are many other things that could be done, but yeah, that quote of yours got the gears in my head spinning. =) -
With the Vet reward City Traveler, does anyone with it still take the pre-requisite power needed for their travel powers? Reason I ask is because I could easily take that slot and pick up something else, but is it wise?
I'm currently playing an Invuln tank and have CJ & SJ. I would drop CJ but I dont know if I'll miss the extra mobility, not to mention the small defense buff you get from it. I know on my blaster, I dropped hover and only took fly - no problem; but for some builds, it's a bit more tricky.
Any thoughts on this? -
I'm sure this has been brought up before but I feel that a topic like this needs to be discussed every once in awhile so that hopefully the devs will take action.
The spawns in the reactor room need to be either made faster or stronger...
I can understand why the current system is what it is for the first respec trial (the one in Independence Port) as players are just diving into SOs and haven't really gotten their big hitter attacks so they may need the additional time. But for the Founder's Falls and Peregrine Island, it's absolutely pathetic at how easy and boring the reactor is. Honestly, it it were left to me, I'd do a complete overhaul of the reactor and make it something similar to the last mission of Faathim of the Kind's TF; you walk in, the enemies are already there and preparing their attack and then - madness (If you can't tell, I'm a scrapper/tank at heart).
I'm not asking for much, just something challenging, but overall, fun. Think about it, when was the last time you actually used one of those coolant belts to heal the reactor?
Just my 2 cents of the matter. -
Quote:While I still think Sick Puppies, "You're Going Down" is the best Scrapper Theme song
Here's another good one, Invincible
Hmm, I like the way you think! -
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Hey guys, I was just wondering if a theme song for us scrappers was ever decided on? And if so, what is it?
Or maybe even, which songs do you think best represents the scrapper?
For me, it's this one..... =P
http://www.youtube.com/watch?v=R3xwD...eature=related -
Quote:I was thinking of a power like sonic boom, but the main reason flight speed has the cap that it does is that the rendering engine isn't built to propel a player that fast. SS and SJ are faster, but that's because you presumably can't go high enough to see the entire zone then zip across. Your line of sight across the zone is usually restricted by buildings and obstacles, so it's not a strain on the renderer.
If they could get over that, then i'd rather have the short-term super-fast flight =)
Oh, i was always under the impression that it was made that way for balance purposes. Simply so it wouldnt be OP'd of the other t'powers. May be both though, im not sure. -
Your pacify description made me laugh so hard, lol.
Anyways, I like all of them except for speed's and flight's. Just to throw my 2 cents in, I'd suggest for speed a power along the line of something like:
"Vibration (click power) - You can vibrate your body so fast that you begin to actually leave this plain of existence. The next few attacks targeted at you will pass right through you. However, staying in this new dimension can be dangerous, so time spent in this state is barred to only 5 secs per activation."
- Think of it as a shorter form phaseshift, with the ability to attack.
For Flight, I'd say: "Sonic Boom - Sometimes sight-seeing just isnt an option. When this power is activated, the hero/villain breaks the sound barrier and begins flying at unprecedent speeds. However, the sudden burst of momentum restricts the hero to only flying in a static direction and also drains them of a considerable amount of endurance in the process. (This is to keep it from being too OP'd from the other T'powers)"
As for Teleportation, simple: "Sudden Strike - This attack transports the hero directly in front of his enemy and delivers a crushing blow. (Of course, the enemy would be a targeted one.)"
Just my 2 cents. -
Quote:genius!!!i'd rather see tp changed to be dependent on whether or not you're in combat.
Tp in combat - teleports you to the enemy you have targeted, within x range, or if you have no foe targeted but are still in combat, in the direction you're facing up to the maximum range of the power or the nearest obstruction (wall, for example). That gives it maximum combat flexibility, allowing you to use it to quickly enter or exit a fight, just as it does now, without any of the clicking or hovering.
Tp out of combat - brings up a map covering the range of your teleport ability. You select waypoints on the map, then activate the power and automatically teleport to each waypoint (1s per point, just enough time for a fast, snazzy animation). Map can be expanded in zones to allow for chained tp over several miles, with an appropriate endurance cost, of course. This makes it easier to use as a travel power, and a heck of a lot more like comic books (in my opinion).