Sailboat

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  1. No offense to anyone in this thread, but I think the issue of intellectual property in general is confusing to most people these days. Unlike previous times in history, the ability to reproduce someone else's work quickly and with little or no effort (via photocopier or computer file) and distribute it worldwide essentially for free (the Internet, peer-to peer filesharing) has somewhat outpaced the law's ability to adapt. Young people raised in this environment in particular seem to have very different ideas about IP than the previous generations.

    Meanwhile, the backlash of litigation for profit or for purely tactical purposes has confused the issue in the other direction, making everyone oversensitive about lawsuits.

    I would argue that some of the assertions made by both sides are not yet fully tested. We are in a time of flux.
  2. Quote:
    Originally Posted by Organica View Post
    Not sure why people would 1-star it... I guess they don't read.
    Eh. There's always someone who will one-star anything just to be that way. Somebody assassinated Gandhi, for cryin' out loud.
  3. I recently slotted up Total Focus on my Energy/Energy Blaster. It does take a long time, but I don't seem to have as much trouble with it as you guys report -- thoughtful target selection usually minimizes the corpse-blasting problem. I like the damage, even on a Blaster who has plenty of big damage attacks, so it seems like it might be good on a Tanker.

    The problem my Blaster has with Total Focus is getting killed during the long animation. I can partly work around that by mezzing the foe before starting TF, but it occurred to me that another solution would be to be a Tank with Energy Melee.

    Granted, I never used it in the old days. And it is slow, no doubt. Maybe I'm just patient. :P But my experiences with (one of) the slow EM powers, admittedly on a different AT, make me think it's not quite as bad as I've heard/read.
  4. I don't have Mid's at work, but doesn't this slotting

    Quote:
    Originally Posted by mauk2 View Post
    High Pain Tolerance[/b] -- RctvArm-ResDam(A), RctvArm-EndRdx(7), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/EndRdx/Rchg(9), Numna-Heal/EndRdx(11), Numna-Heal(11)
    mean you're not getting the most life enhancement out of HPT? Doesn't underslotting it for hit points partly reduce the effectiveness of all the investment in regeneration rate elsewhere?
  5. Sailboat

    Deleters Remorse

    I just want to compliment you on your thread title. Often, it's difficult to determine what a topic will actually be about because of a muddled or misleading thread title. "Deleter's remorse" not only clearly describes what you wanted to talk about, but it's immediately recognizable to anyone who's ever deleted a character -- I knew instantly what it would be about -- and it evokes the emotion with a minimum of words. Good job.
  6. tl;dr - allow scaling of tail length and thickness

    The costume creator allows one to alter the proportions of faces and some body parts using sliders. You can make a head wider, longer or taller, to varying degrees. Some of the possible changes are too subtle to be very noticeable, but some can be dramatic.

    It would probably be some work to add a scaling slider for tails, but it would enable a fair amount of creativity. Tails are very visible and attention-getting, and they’re “hot” right now with the Animal Pack being new; being able to make them shorter or longer, fatter or thinner would add a great deal of individuality to them, and allow the limited number of tails in the game so far to work with a much wider variety of concepts, even before (or instead of) creating individual new tails.

    Shortened and slimmed down, the wolf tail would be good for a variety of lab-type dogs. The cat tail, shortened dramatically, would work as an acceptable substitute for “whip” type tails on the sight hounds (greyhounds), beagle/basset types, and bully breeds. Cat characters might like to “fatten up” the cat tail a bit; it’s very slim as-is. A dramatically fluffed-up wolf tail might work for skunks and (maybe) squirrels. A slightly elongated bunny tail might be an acceptable substitute for a bear’s nubby tail. Some demon types may want a substantial tail, not the wire-thin one we have now. I’m pretty sure all the dragon players would like to increase the length of the reptile tail a bit. And so on.

    Clipping issues can be mitigated by carefully setting the outer boundaries of the sliders.

    This could theoretically also be applied to capes; they could at least be made wider to resemble cloaks or narrower (like a table runner, for want of a better comparison). But I accept that there are probably more clipping issues with capes.

    I’m honestly not sure if this would add graphical lag by increasing the amount of costume information packet, but that might be a concern. I know capes supposedly are graphically intensive; I assume moving tails would be too.
  7. Quote:
    Originally Posted by Call Me Awesome View Post
    This is a power you want soon, but there's no need for any slots. It's a great place for a Luck of the Gambler 7.5% recharge if you have the cash... since the only portion you can enhance is the per ally buff there's no reason to invest slots.
    ...unless you're doing some kind of dedicated team thing where you'll be able to rely on having 1 or 2 partners close by, in which case it might be worth another slot or two.

    Regarding the powersets as a whole: Parry. I mean that as a verb -- use the Parry power, a lot. I found that it added a shocking level of survivability to the character. Slot it for damage too -- you'll be using it over and over. It's not particularly hard hitting, but that's okay -- everything else is.

    Skip the tier 2 attack (Slice) but take and slot and abuse Hack, the tier 1, as it's a very hard-hitting and fast single-target attack (probably the best Scrapper tier 1).

    Remember that Disembowel's knockup and Shield Charge's and Headsplitter's knockdowns are helpful mitigation too, so chain them accordingly (i.e., with a filler like Hack in the middle so that just as the enemy is getting back up, you knock him down again) when you need mitigation.

    After that it's just clang-crunch-clang-win! Broadsword has a certain pacing...it feels like you're swinging something heavy, unlike Katana -- but there's a payoff when it hits. If the animations seem a trifle long, fill the time by thinking of snappy banter like "Here it comes, Khan."
  8. Quote:
    Originally Posted by Six View Post
    Not to dismiss the serious problems some people seem to be having with this, but I'm a big fan of the new launcher for one very specific reason: clicking on links now opens them up in your default web browser, instead of firing up Internet Explorer every time. That's been bugging me for years!
    Uh, I had the exact opposite experience -- for the first time, instead of opening in the default browser, the new launcher opened Internet Explorer for me.
  9. Okay. Always willing to play by the rules and support the company. I clicked this thing and ran through a lengthy process of download, configuring, checking for updates, adding COH, adding COH Test, and then deleting my old shortcuts.

    What do you know, it worked! It loads them okay, first try.

    It's MONSTROUSLY SLOWER than the old method, of course, on the order of one or more minutes longer to get into the game. But what does MY time matter?
  10. Sailboat

    Why Elec/ Tank?

    An attractive feature of Elec is that it has high smashing & lethal resistance AND capped energy resistance AND some psi resistance. While, as always, s/l is the dominant damage type faced by players (and rightly so, IMHO, by comic book standards) a lot of the high-end content does energy and some psi damage. In fact, Elec is almost tailor-made for neutralizing Ritki, who do huge lethal attacks with their swords, tons of energy ranged attacks, and a modest amount of psi.
  11. Quote:
    Originally Posted by Acemace View Post
    I tried to fit it in, and did for about a month, but ultimately the very long recharge makes it less effective for my play style then BU.
    I look at it not as an either/or choice, but as an "oh-my-God-this-too?" opportunity.
  12. I don't have an Electric Tanker, but I do have fully mature, IOed-out Invulnerability/SS/Pyre and Fire/Fire/Pyre Tankers. While the Inv is clearly head and shoulders above the Fire for durability, there are many situations where he'd still be alive, chugging through a crowd of foes, but in the same situation the Fire Tanker would have already killed everything and be healing up from the beating she'd taken.

    Fire/Fire's damage is very good for something as durable as a tanker. It's not just a little bit better than the typical Tanker. A Blaster once told my Fire/Fire/Pyre "You kill like a Scrapper!"
  13. Quote:
    Originally Posted by Acemace View Post
    I slot mine with three Adjusted Targeting in Build Up. ;]

    If you're going to take it, what the other guys said is all you need.
    You're skipping the newly improved Fiery Embrace?
  14. Quote:
    Originally Posted by Ray_Ray View Post
    Also, does anyone know off the top of their head how long the duration lasts for?
    20 second duration. It would be fine to shore up your defensive slotting and your main attacks before slotting up FE.
  15. Quote:
    Originally Posted by Ideon View Post
    That was me!
    Was it, in fact, you? Or was it a very clever duplicate?
  16. Quote:
    Originally Posted by Darkaj View Post
    Ignoring defense debuffs, is there ever a situation where a scrapper with, say, 50/50/50 positional defenses will do better than a scrapper with 45/45/45 positional defenses?
    And as a final (?) point of clarification, there is a situation where 50/50/50 is probably better than 45/45/45 -- the one you ruled out, defense debuffs. Against characters with some defense debuff resistance (DDR), but less than /SR's amazing 95% DDR, the extra points can come in handy. For example, Invulnerability on a Tanker has "only" 50% DDR; I find that a few points above the soft cap are quite helpful when facing numerous, moderately debuffing enemies like Cimerorans.
  17. Quote:
    Originally Posted by Syntax42 View Post
    Critters with higher than 50% to-hit are rare. Off the top of my head, I can think of a few: eyeballs, Battle Maiden, Devouring Earth with their crystal buff, and Nemesis when buffed with Vengeance. For all of those except Battle Maiden, the difference between 45% defense and 50% defense will be insignificant.
    To expand on this for the benefit of the OP: theoretically, more defense would be better for these specific situations of to-hit buffs. The problem is, you'd need a lot of it -- more than you can get, or more than you can slot without totally gimping your build in other areas. 100/100/100 or 150/150/150 would probably be quite helpful against those situations, but even if you could get it (which you pretty much can't) you'd be carrying it around all the rest of the time, against "regular" enemies where it does you aboslutely no good, but still takes up slots and power picks.

    So for that reason we advise that you get allies or get tactical for the few specific situations that overwhelm the soft-cap.
  18. Quote:
    Originally Posted by Werner View Post
    But adding more defense isn't going to help you at all, outside of specific enemies with to hit buffs higher than normal.
    This is why the term soft-cap was coined: it's not actually a cap, but for most purposes, going above it won't help you, so it's a "soft" cap.

    I really don't know why this belief, that "higher level enemies make it useful to exceed the soft cap" has become so popular lately. The way it works was understood fairly soon after the change, and has been explained exhaustively. Even the term soft cap is a clue: "Wait a minute, there's that other word there, "soft." Why is that there? Maybe I'd better do some reading." But noooooo, everyone either just assumes higher level enemies will require more defense, or they parrot something they've heard.

    For the record: it's NOT TRUE. What Werner said is true.
  19. Sailboat

    Bruising Caption

    Yeah, and the Tier 1 attacks all have short recharges, so it's fairly easy to reapply it. My /SS Tanker has the recharge of Jab down below the cast time now, so he can permanently chain-Jab an enemy if he feels like it. "Bruising is forever!"
  20. I also use it sometimes for a "plowing through water" look around the feet of a character who's based on a naval warship.
  21. Quote:
    Originally Posted by MaestroMavius View Post
    The 'City of' franchise has been far to lucrative
    Yes. The WoW phenomenon has skewed some people's perceptions, but WoW's subscriber numbers are unique, something that's never happened before or since. By the standards of all other MMOs, CoH/V/GR is very successful and a decent moneymaker.
  22. Well, my Fire/Fire/Pyre Tanker is currently sporting Spiritual. I guess it's not necessary that the Inv/SS be different....
  23. Currently piling up shards and stuff on my Inv/SS. He's mostly defense-built, and didn't take an ancillary/epic pool worth mentioning (2 slots in a hold for the set bonus).

    Very happy with him generally. He can run low on endurance in stupendously long fights, but not enough to be a problem; a couple of times recently I've tanked AVs through four to six applications of Dull Pain, which is on a 2 minute and 25 second recharge, without running low on end,and if I do, I carry a few blues. 50% global recharge from set bonuses; no Hasten.

    My instinct is, if no particular need screams out to be filled, use the damage Alpha ability (Musculature). Also, I often feel like enemies are still alive with a sliver of life after 2-3 hits. It seems like an uncommon or rare Musculature of some sort would help with that.

    But I haven't given intense thought to Incarnate slotting and may be overlooking something obvious. So if you'd care to share what you decided and why, or make suggestions, please do. Thanks for reading!
  24. Quote:
    Originally Posted by Ironblade View Post
    Not that I've ever noticed. Aside from the King, it's all smashing and electric. Now, the standard-looking clockwork in the Lady Grey TF are a different story....
    Ah mud...I did run a Lady Gray later that same day. Can I plead "too many hours on TFs"?
  25. Quote:
    Originally Posted by StratoNexus View Post
    Other than the Clockwork King, I do not think Synapse features any Psi damage?
    Eh, I saw a lot of the psi-damage animations coming at me from the little clocks. I guess it could be a different damage type that uses the psi animations.