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Posts
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Joined
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Various teleports (Recall Friend, Teleport, Team TP, Assemble the Team), the Good vs Evil Jump Jet, the Flight pack temp power. There is another badge at the top of the tower in Neutropolis that also needs vertical movement.
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Well, last night's attempt was good for a while. I definitely think we'll need to have a couple changes to make these more successful though. I'll see what I can come up with.
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What about sending the darn things back in time? The rockets have made their way into the distant past to hit Romulus from time to time.
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Go to any map edge that doesn't lead to the rest of the city (far north/south on all overground maps, east of Nova Praetoria, west of Neutropolis). When you get closer to the edges you should see these huge gun-like objects and get a warning. Ignore the warning.
/optionset noxp 1
To turn it back on:
/optionset noxp 0
Or go to menu->options, in the general tab scroll down until you get to "earn xp" and you can toggle it there. -
Check out Paragonwiki's flashback list. It shows exactly where all the badge missions are.
Corrupter badge is in Defender of the Truth (Level 30-34) -
I haven't tested it myself, but others have said that choice for going to primal earth counts.
To be safe you might want to copy it to the test server and try there before doing it on live. However at 22, you can't get any more missions at this point, and all the moral choices are solo-only arcs, so you can't "go back".
Even if the hero/villain choice to Primal Earth doesn't count, I'd expect you will be able to get it filled in Issue 19 and beyond. -
Quote:Sorry, I didn't intend for that to be anything other than a jest. I removed it.*sigh* you posted in the other thread yourself, concerning a reward buff. Maybe I should of said "selective memory" instead, since I was assuming what your little comment towards me was based off of from the previous thread.
Regardless, your snarky little comment towards me was uncalled for.
I do disagree with this somewhat. The game doesn't give players the tools to "stay organized". -
Quote:What selective reading. You only posted this:You forgot the insane regen rate that the AV has. Players have 45 seconds of "damage time" and while he is in the PFF hax he has a good chance to heal half his hit points even if the shields are brought down again quickly. What do you care though, I thought you were in a group that handlily defeated the trial? The trial was never "cake", except for a tiny while in Beta. Most beta testers didn't get to see those 2-3 runs.
You implied that this was "cake" at some point.Quote:the trial itself isn't all that hard, it's just the AV PFF hax that makes it overly difficult, once that gets fixed (don't know why it hasn't yet) it'll be cake again.
Care to say where you posted this? Not that I don't believe that you actually posted this account, but it wasn't in this thread.Quote:I specifically said "the last two failed attempts" we kept his regen/hp down, but we ultimately got killed by respawns and his PFF Hax, because the other teams couldn't keep up after the initial mob killing, so we couldn't capitalize on it and then he would be back to full by the time everyone got back from a massive wipe. We had tons of debuffs, but lack of AoE damage.
I quoted you fully, and I quoted you again in this post. You seem to have said something somewhere else, but I wasn't commenting on anything other than your post in THIS thread.Quote:when you're going to be a *********, get your information right first
Hmm. The last I seen on the subject was Castle saying that they couldn't replicate the AV shooting through the Only Affects Self shield. The only non-beta post he made on the subject was back in April. -
Let me guess:

Here is where all the locations are:

Basically the only location you have to choose a "map" for is the one circled in red. The other locations on the zone boundaries count on either map. Either (NP or IC) or (IC and Neu). -
Quote:I think the developers are fixing the wrong things:I can kinda of see why this has changed, but I don't think this is the way to do it. It's true that it's rare for twenty-four players being availiable to stack the same power, but if players think it's that needed, it may be that the trial itself needs looking at, rather than hampering the method that players are using to beat it.
These are the right things to fix.Quote:The main problems with the CoP trial right now are that:
A) The AVs can shoot through their "affect only self" shields. This is an obvious bug that needs to be fixed.
B) The AVs Regen rate is quite likely set way too high, especially on the "stormy" AV.
The rockets do three things:Quote:How does the restriction of an unrelated temp power affect those two things?
As long as these two problems exist Warburg nukes are almost REQUIRED to have a successful CoP trial. Now if the Devs plan to have the two actual problems fixed very soon after this "no Warburg nuke" patch goes in then maybe it'll work together as a multi-part solution to the balancing problem. With those two problems fixed Warburg nukes would (in all fairness) probably be overkill on the AV.
Biological Payload: Maxes most/all of the player's regen rate to survive the damage that the AV+combined spawns can dish out and increases damage output. (PBAoE, Ally +Regeneration, +Dam)
Chemical Payload: Floors the AV's defences so the nukes deal full damage. (Ranged AoE Foe -Res(All), -DEF)
Nuclear Payload: Deals a whole bunch of direct damage in a single burst and reduces the AV's End and Recovery. (Ranged AoE, Extreme DoT(Energy), Foe -End, -Recovery)
Note that these could be considered to be working as Intended, but not when the developer's pet is getting its butt whipped. I hate GMs that have tantrums that their "baby" was taken out too easily.
Absolutely positive. Castle posted that the AV's shields were "Only Affects Self". When a developer posts something like that, I tend to take his word. The only reason I'm not linking to that post is that it was in the Beta section. If you want confirmation, you can ask him yourself.Quote:=/ Are you sure the AVs' bubbles are bugged? They could just be Untouchable bubbles, not OAS bubbles. I like it that way.
You forgot the insane regen rate that the AV has. Players have 45 seconds of "damage time" and while he is in the PFF hax he has a good chance to heal half his hit points even if the shields are brought down again quickly. The trial was never "cake", except for a tiny while in Beta. Most beta testers didn't get to see those 2-3 runs.Quote:the trial itself isn't all that hard, it's just the AV PFF hax that makes it overly difficult, once that gets fixed (don't know why it hasn't yet) it'll be cake again.
Current rewards (as of last week) were 10 merits or 6 merits plus a 7 day temp power. I don't know where you get the 20 merit reward from, but it isn't the case.Quote:Anyone been on test yet? I would expect that this got silently fixed in the same patch that they take out warbug nukes from being used (which I find hilarious since warburg nukes can be used to speed just about every other TF and trail in the game . . . but hey somehow they are overpowering in this trial which only gives 20 merits as compared to Sister Psyche which gives what, 50? Just saying).
Cause fixing a major bug in the trail at the same time as you remove an option from player to use in the trail would only be fair and logical. Amirite? -
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I think the hospitals (above ground), and the Market also work. The CDEC counts as a University location.
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Yay! It is stickied again, and not because of the above posts.
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Can the AVs get their regen rates cut in half to compensate for this? I'd like to say more, but I think I'd be banned from posting for a while if I said what I wanted to about this.
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Quote:If the Incarnate System remains the same for drops/rewards, then the CoP will award a specific piece of salvage for a successful completion of the trial:Well considering you get Zero rewards for defeating any mobs in the CoP, I can only guess your possibility to get salvage is upon the completion of the Trial for defeating AV.
Still not worth it, better off running 45+ TF/SF to earn that.
Or you could save up four Incarnate Shards from drops. Personally, I'd just team a lot and get shards for any Penumbras I needed.Quote:- Essence of Incarnate: Statesman Task Force or Lord Recluse Strike Force
- Hero 1 DNA: Lady Grey Task Force
- Ancient Nictus Essence: Imperious Task Force
- Dimensional Keystone: The Reichsman Task/Strike Forces (Kahn for Heroes, Barracuda for Villains)
- Penumbra of Rularuu: Cathedral of Pain
- Gr'ai Matter: Bought with 150 Vanguard Merits (a Mothership Raid typically gives 100-300 Vanguard Merits)
- 4 Shards: Hamidon Raid
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Why has this become unstickied?
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PVP is on life support as there isn't as many people in the PVP zones as there are in the other zones.
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Quote:APPs came with Issue 18, and it isn't -all- pools.Interesting! I hadn't played in quite awhile and didn't realize that both sides had access to all the pools (Patron Missions notwithstanding). Did they change that recently (last year or so?) or has it always been that way?
See this page for who gets what:
http://wiki.cohtitan.com/wiki/Epic_Powerset_Proliferation -
Quote:Yes, I have. At this point they've lost a developer on the site (SaintNicster), and are doing some catchup work. I'm not sure what is taking so long, but they might be untangling the "hero/villain" only badge lists.Both Glycerine and HeroStats are refusing to validate about 100ish of my badges on the City Info Tracker site. At first I thought I had gone through the settitle binds too fast, but even manually setting them won't get them to be validated even after the program reportedly sends the info to the tracker site.
Anyone else had this issue lately? -
Quote:Well one player tested it out in Beta: All you have to do is have one player in the group (sgmode or not) in the CoP instance when the timer runs out. This counts as an attempt for the badge. I didn't test it out personally due to the lack-luster reward.Really, now this is new to me because I've ran a few where it was failed and we didn't get any credits at all. can you explain this a little bit if you don't mind please.
I suspect when you failed that you left the instance and did other things while the timer expired. -
Quote:I don't mind.Edit: <does a little search> That's why that character name sounded familiar. Sorry Snow Globe, wasn't going to fight you all, but then everybody else jumped in, and I figured "What the hell."
And 1-on-1 I held my own against you.
But I really wished that the PVPers would have waited about 5 minutes. The badge group I was helping had nearly defeated Positron and Manticore/BABs would have been done quick. After that I would have been more than happy to stick around and PVP. However after being blindsided and losing the Hero badges for the group, I wasn't about to stick around and reward the PVPers by PVPing.
This brings the fact home again that if PVPers and Badgers want to co-exist in the PVP zones, there has to be a bit of compromise. Until both sides learn this PVP will remain dead. -
Quote:If it helps any the players don't have to be in sgmode and up to 22 groups (the hosting group + (24-3 groups)) can get that one point of credit each. The runs don't have to be successful.Actually I thought it was 20, thats what I had down for that badge when it was introduced. Either way, that was a old number and back then every character that completed it got credit toward the SG badge.
Now it has been increased to 100 and now only 1 person gets credit for it, which I think is horse ****.
The result is the same though: a lame pvp base item and a supergroup badge.
Other than historical purposes does it really matter?Quote:Silver Bullet was 200 when it was released. It may well have been down to 100 for a time after that, like how Isolator was briefly down to 50 and Kill Skuls was probably as low as 100, but that was one of the badges (along with Infiltrator) that led some to believe that there was "weighting" for different ranks of mobs when all of them counted for badge progress. I know for certain that the bar did not grow for every defeat back then. I have also never seen any evidence, other than an early post by a player, that Illusionist was ever 100 before the most recent reduction. That was almost certainly a case of players seeing a pattern with so many badges being for 100 of something influencing them to think that everything was a 100 count. You are spot on about Illusionist going from 200 to 500, though.
Actually Beef may very well be right. I was going by memory on the amount for that badge.Quote:Considering that you and Snow Globe even disagreed about what the CoP SG badge started out as (10 or 20?) I think there's plenty of room for everyone to be both a little bit right and a little bit wrong about all this. I readily admitted I didn't even remember an original value for that badge because I never considered it a fully functional badge to begin with.
