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Posts
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Joined
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I mostly solo, or play duos with my wife. I don't have any problem with it. There's enough varied content that I can do alot of different things, from the actual story arcs to MA content to Signature Story Arcs, etc.
I almost exclusively play Redside where I think, aside from the new Mercy Island (which rather blows), the writing and missions are all much better. If I make a new character, I usually just street sweep my way to the ferry and go right to Oakes. -
Quote:Almost. Only Athena came about that way, and she wasn't his first (it's usually one of his other kids that splits his head open) and even in that case, it wasn't spontaneous, it was because he swallowed Metis, the lady he got knocked up, and so naturally the kid popped out of his head (because that makes total sense).The first children of Zeus sprung, fully formed, from a cut in his forehead. Why do you think Statesman - the Incarnate of Zeus - wears the front-only helmet? It's a contraceptive.
All the rest of his kids were made by getting various women (his wife, some nymphs, random mortals) preggers at every opportunity, through conventional means, if by unconventional tactics.
So Statesman would need to have swallowed a pregnant chick to have a kid pop out of his skull. -
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Quote:It doesn't require precedence. There's no precedence that radiation DOESN'T protect from psychic attacks. Radiation Armor will set precedence that radiation used as armor does, in fact, protect from psychic attacks. Unless you can find a canon contradiction, precedent is being set by the existence of the set.Examples? Because there is no precedence that radiation makes one more resistant to psionic damage at all.
I mean, seriously, we're talking about what would be a good defense against an *entirely fictional* form of attack which has no real-world physical reality. Seriously? WTF?
Maybe you don't like the idea of Rad Armor protecting against psychic attacks, but lets face facts that this argument is entirely about your aesthetic preferences here, not because of any kind of sound reasoning.
Quote:Yeah, EMPs are effective against synaptic brain patterns, not psionic energies.
Where the heck do you think psionic energies come from?
Quote:Not even Electric Armor's Static Shield 'blocks' psionic energy. -
Generally, when strolling through the supergroup base. Sometimes when wandering around a hub area waiting for teammates to arrive.
Otherwise, not very often.
And I *really* don't understand people who get turned on by cartoons. -
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Because we all know that in the REAL WORLD, psychic mind bolts can totally pwn radioactive body armor!
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Quote:It's this simple. Radiation disrupts psionics. How do we know that? Because radiation armor is radiation and it disrupts psionics, and the game mechanics are the physics of the game world. Radiation disrupts psionics because in the physical reality of the world of CoX, radiation disrupts psionics.So *I'm* empirically determining that psi is energy-based? I'm dictating that psionics must have a component that is detectible or interruptible by radioactive means?
I think you have it backwards. I'm not the one dictating how psionics work (my explanation leaves psionics intentionally vague because the nature of psionics is *make-believe*) based solely on the statement that "because comics said so". I am challenging radiation's ability to thwart psionics beyond the explanation of "because it's radiation".
And it's not entirely unprecendeted. Nuclear radiation often is very heavy in EMP. Electric Armor uses EM radiation to disrupt psionics. EMP arrow can afflict nervous systems as per the description in the game. It makes sense within the "logic" of the game that something heavy in EM could protect from psionics.
I mean, if you could explain how real world psionics work in regards to radiation and why the ability to produce radiation at will wouldn't impact them, I guess you'd have a point. -
I recall a similar bug when I left the game for several months then renewed and re-activated my bases. I had to petition it and a GM fixed it for me. Worth a shot.
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Make /auctionhouse work inside the base.
I'm in my base, at my worktable, I have my vault nearby (and /vault)... but I can't /auctionhouse. This is a small QoL thing, sure, but it'd really make things easier especially when crafting base items. -
Quote:I don't get why people ever did the hit and run thing, it never made any sense. I've been playing stalkers since I6, and I've had to run away from a fight about 1% of the time (and with Regen, make that 0%... if they strike me down I'll become more powerful than they can possibly imagine. Or something). Don't listen to anyone who tells you crazy stuff like that. Seriously. Who WOULD want to play like that?I made a stalker long, long, time ago and the play style was hit with your AS, then run away until AS is back again, rinse and repeat, and whatever you do, do not hit anyone unless you are hidden.
I gave up in disgust.
I play my stalker the same today as I did back then, except I dumped Placate because it became much more situational and I'd rather have Burn Out.
Basically the battle plan is go into the room, size up the mob. Most of the time it's pick the toughest in the group, AS them down and then scrap the rest (again, this is how I've been doing it since I6). Sometimes you don't want the toughest because you won't scrap them down right away (EBs, for example) so start with their second toughest, clear the minions, then take down the boss.
In the past, I'd also throw a placate to bring the next toughest guy out of the fight to give you some damage mitigation which doesn't seem to be as necessary anymore, so I dumped it. -
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Pull one video card and see if it still happens. I know you have SLI disabled, but try it anyways.
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Quote:I like having truly evil villains, but I do agree that there were some missed opportunities to make villains more epic. I think the Dean->Leonard Clone Army arc was a positive step in the right direction for the kind of things we should be doing, but really, there were some AE arcs that were as good if not better.The problem with City of Villains is it focuses on how villains are repugnant without really giving them much of a chance to be cool. After all, we admire the Joker not because he's a cold-blooded murderer, because he ruins lives, destroys people and all that. No, we admire his for his audacity, for the sheer scope and depth of his plans, and for the wanton disregard that an unpowered individual can enact against generally super-powered foes. We like him more because he's a COOL villain than because he's a NASTY villain.
And City of Villains has very, very, VERY little that can make a villain feel cool. Sure, there's Time After Time, and there is the occasional Mayhem mission. Oh, and the Dean -> Leonard arc is also pretty cool. But most of the rest is pretty narrowly confined in the realm between "life is pain" and "I'm just in it for the money." There's just no chance to shine, as it were, and that's the boat anchor around the neck of the villain-side game.
But I have no problem with having truly villainous villains. I DO have a problem with having INEFFECTUAL villainous villains, however.
That said, I still find red-side content far more engaging than Blue Side, which I always found rather meh. -
Yet, there's a bunch of people saying it's hard for them. So... either it is hard for them, or they're lying.
Anyways, I don't really care. I think it's a stupid mission in a stupid arc and is stupid easy and this change won't fix any of that. What happened to the good writing we started to see come out of Paragon Studios over the past year? This whole arc is just sad, sad, sad. -
Quote:You know, it took me less than 5 minutes to defeat that encounter. Anyone who had to do a pull would probably take considerably longer without the pull, if they could even do it.Because the Devs don't want you to be able to circumvent the primary encounter mechanic?
So WHY is it a problem if those people circumvent the primary encounter mechanic? It just turns the game from "5 minutes of fun" to "25 minutes of suck" for a large number of people. Why is this good for the game? Unless there was some kind of metric to scale the encounter based on AT and Powerset to ensure a level playing field, it's still going to be stupid-easy for some people and stupid-hard for others. All this change will do is frustrate people. -
I did this on my SS/Invuln Brute on +4/x2 and mopped the floor with him once I saw all I had to do was kill his clones. I just rounded them up about 2-3 of them at a time and plowed through them, then engaged him immediately after I got the last clone down. He dropped quickly after that.
HOWEVER, I don't see why it's a problem if people figure out a good tactic to use to avoid having to fight the clones. I don't see what the difference is. If you WANT it to be harder, then Pro Tip: DON'T USE THOSE TACTICS. Do it as a stand up fight if you prefer.
I really don't see why this needs to be fixed. -
Quote:Most travel powers have an offensive option with them (Whirlwind for Speed, Air Supremecy for Flight, Jump kick for Leaping).Except, they were never meant to be offensive/defensive options, really.
And while it's not stun, SS does lead to Whirlwind
They may not be very GOOD offensive options, but they're there. -
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Quote:This. I think the incarnate story arc is pretty weak. Even silly. I wasn't sure how they were going to develop the lore around the Well, but I'm seriously unimpressed with what they came up with.If I wanted to RP my characters as godly superbeings, I probably wouldn't use the Incarnate system as the explanation why.
So, I'm choosing to ignore it ICly (or mentally re-write it through the lens of my character's goals: it's not the well of the furies, it's the final formula I need for my immortality serum!. That sort of thing, at most). I just generally ignore it. -
Quote:I think the confusion comes from that there is code to prevent you from dying from a fall. You'll always land with 1 hp left from a fall that would otherwise be fatal. I think people extrapolated this into a "no one shot rule"Signed, as ever.
Oh, and;
Seriously; Where to people keep getting this idea from?! It's not true! Go in game, go up to a mob of even con or higher, and hit rest. In fact, to prove it, go to the warzone or somewhere and walk up to the biggest, nastiest Rikti you can find. Then rest in front of it.
You. Will. Die.
One shot, one kill. End of story.
There is no one-shot rule. Or if there is, its only in very extreme cases. -
Low levels have such a hard time with downtime. I pull rest out of my tray in the mid-levels, because it's useless after a point, but in those low levels, you need it.
I think cutting down or removing the recharge on Rest is a great idea. -
Quote:I left the game in January of 2008 to try out some other games and came back in January of 2009. I've been back since. I'm considering leaving for a little while when some other games I want to try come out, but absolutely plan to be back. I always intend to come back to this game, even when I leave for a while.Honestly, you can come up with an excuse for any time. If you couldn't hack it in late summer and you can't hack it in early fall, it's unlikely that you're ever going to hack it. I'm sure there's some scattered exceptions but those who fall into the overlap of "Really wanted to return" and "Couldn't do so in summer" and "Couldn't do so in fall" and "But really will someday... honest!" on the Venn diagram is probably a pretty small number.
How does that fit into your Venn diagram?