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Posts
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The rules are simple, you are to declare something mundane in every day life as not being a Nemesis plot. The catch is, preceding this declaration you have to reveal to terrible truth that the previous poster's declaration REALLY IS a Nemesis plot and come up with a convoluted explanation of why.
For example:
Quote:Originally Posted by Poster 1Kittens are not a Nemesis plot.Quote:Originally Posted by Poster 2Kittens sadly are a Nemesis plot. They're fluff-covered automatons that act as spies for the Prussian Prince so that he may gather info on everyone who owns one. Their purring is actually the sound of the turning gears inside.
Apples are not a Nemesis plot.Quote:Originally Posted by Poster 3Apples are too so a Nemesis plot. Especially the red ones. The red hue is a side-effect of the mind-control properties he has placed in this engineered "fruit." The general purpose of the apple is to allow him to manipulate the behavior of mankind through something commonly ingested.
Kites; however, remain safely of Nemesis plots.
The Moon's orbit around the Earth, I can safely confirm, is not a Nemesis plot. -
Quote:Technically it's an atom. It's still bigger and cooler though.Oh yeah...
I'm not a high enough SG rank to do that, so...
I think the last time I went to Port Oakes on a toon that wasn't leveling there was either to hunt for the Gangbuster Badge, or to meet up with someone's lowbie alt for an RP scene...
Cap is pretty much the Villainous version of Atlas Park anyway, it just comes at a higher level, so it lacks the centralization of Atlas Park.
(If you look at it, it is the "Hub" of the Rogue Isles. You can access every city zone, Bloody Bay, Cimorea (though the university) and the RWZ. The Black Market is always populated. There's a University and Midnighter Club Access, as well as Origin Stores. Plus it's one of the nicest looking zones in the Rogue Isles. Oh, and there's the huge Globe. TAKE THAT ATLAS! OUR GLOBE IS BIGGER!) -
Quote:That's precisely what I do. That doesn't make it any less annoying, though.I tend to play mostly melee types so I've run across a strategy that is fairly dependable for fighting sorcerers. When you approach the group hit the sorcerer first, this should start his teleportation ritual. Next select another target from the group and use your low end attacks on it; trying to avoid defeating it outright. The sorcerer should now start teleporting back to the fight to heal up the other mob; when he does hit the sorcerer with your stronger attacks until he ports away again at which point you switch back to the "bait" mob again.
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On that matter, where is Independence Port's neighborhood names and neighborhood music? You don't see or hear any of it as you wander around the Port.
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Sigil is a pushover, Kadabra Kill is just downright overpowered. You need to have particular builds to take him down quickly, otherwise he spawns a singularity, heals himself like crazy, and starts spamming mass holds and immobiles like there's no tomorrow.
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Heh, well... I meant "low" as in anything that wasn't an Elite Boss or above. Minion. Lieutenant. Boss.
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Huh? Did they just change it? I did a cape mission yesterday and it was the same time capsule mission it's always been.
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Well DUUUHH. That's exactly what I do.
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What are those particular low-spawning enemies that you have the worst trouble with? Y'know, the ones who could almost be an Elite Boss or above, but aren't. Somehow they seem to defy the norm and tear your characters to shreds and you're left staring at the screen and asking... "Wha... wha... what the hell was that?" Here's a few picks of mine.
Spectral Daemon Lords - It's suppose to be a lieutenant, but seems way overpowered for one. Some builds can take 'em down easy, but others? It's like... um... oh crap. Especially bad when they con orange. I hate fighting these guys.
Nerva Spectral Daemon Lords - Not as bad as above, but if you're not careful, can easily remind you such experiences with their earlier level bretheren.
Demolitionists - Lieutenants that make a Mastermind resummon or retreat a lot.
Mu Adepts - Sleep. Suck endurance. Sleep. Sleep. Suck more endurance. Suck. Suck. Zap. Suck.
Mu Guardians - See above.
Juicer Chiefs - Ditto. Also, might resurrect forcing you to fight it all over again.
Night Widows - Slash. Slash. Dead.
Fortunata Mistresses - Psychic blast of death.
Communications Officers - Quick, kill the alien before he calls for hel--Oh crap.
Sorcerers - Very irritating liuetenants for melee builds. They just teleport all over the damn place and even heal the guy you're trying to kill in the meantime.
Centurians - Um... wow... you hit hard for a primitive. Squishies beware, bring a couple purples just in case he gets too close.
Honorable Mention:
There's only one of him, but Kadabra Kill sucks completely. -
Actually, there's only as many tables as there are people online. The number isn't actually infinite.
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Quote:Yeah... that is a tragedy. I do hear that the boss fight with Abomination is rather challenging, but then you have to remember... it's the friggin' Abomination for Jack Kirby's sake. Of course he'll be the only guy to easily hurt Hulk.That's exactly what I meant, and I had a strong suspicion the Hulk game was like that. They did it right once. Why couldn't they do it right any of the other zillion times they've tried? I mean, we practically have a whole genre of Ultimate Destruction clones, and yet most of them end up playing like a GTA with super powers (or like Mercenaries 2, which actually fits that description).
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Most of my characters haven't used the 4th tray yet, but the ones that do usually dump miscellaneous temp powers in it.
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Oh yeah... endurance tests. How long can you stay alive until the little guys finally take you down? That is nice. I remember playing the Incredible Hulk demo in a GameStop some years back, and dude... Hulk was practically invincible. Every little piddly hit from a cop's gun only took off a pixel of health and only the Hulk-buster suits had a chance of really damaging him somewhat. And the whole time? Hulk smash. Hulk smash a lot.
My tanker, Destructeon, felt like this a couple days ago on the very same Mercedes mission you were referring to. Try as the Warriors might, they couldn't kill me fast enough. -
I actually ran into a jackass Stalker one time who thought it was my Mercs/Pain Mastermind's duty to heal him. He specifically blamed me as the reason Infernal wasn't dead yet. Then he rage quit, leaving us to deal with the said Hero.
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I see plenty of other folks running around on Champion, both Red and Blue sides. Granted, they aren't hordes consisting of eleventy-billion, but I do see 'em.
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CoX Devs: "We have secretly replaced the Wailer Lord with the Mothman. Let's see if anyone notices."
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Ooh, I like this topic.
Mistress Bloodwrath - Mercs/Pain
Soldiers: Gold Raptor, Gold Hawk
Medic: Gold Sparrow
Spec Ops: Red Eagle, Red Falcon
Commando: Black Vulture
Poison Lips - Thugs/Poison
Punks: Toadlicker, Rickroll
Arsonist: Roachfire
Enforcers: Anonymous, Johnny Cyanide
Bruiser: Mister Alkaloid -
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A Mastermind without henchmen is like a wagon without a horse. Useless.
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My first character, naturally. That's him in the avatar too.
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Unfortunately you are speculating far too much, claiming possibilities that have no basis in canon, whereas most of us are going on what we know to be true in canon: Kryptonians gain incredible powers in the light of a yellow sun. Without anything else added to that, it's an easy guess that this is natural for them. In fact, in most versions, Jor-El was fully aware what the rays of our sun would do to his son before sending him to Earth. Clearly this is evidence that Kryptonians have been aware of what a yellow sun environment would do to them.