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Posts
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Joined
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I am very impressed by the zone. I am unable to do anything else though. Everytime I die in a mission in the zone and go to the hospital, I crash about 1/3 of the way thru loading Grandville. A couple seconds before it happens I get a sound loop crash. And I never get the box to pop up for me to type what was going on when I crashed...must be because I'm between zones?
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I have leveled my thug MM to 8. I'm not sure I like the ranged aspect of them. When I picture a thug, I see someone who can shoot a gun, and brawl with the best of them. My punks (about 90% of the time) just shoot from range and won't brawl unless someone runs up to them. I would rather see them doing the running up to someone (at least more often).
When I upgraded them at 6, I was impressed by how quick all of us can take down a minion. I have them slotted with 2 acc, and 3 dmg. (at 6 was 1 acc, 2 dmg)
Is it just me or do they run real slow? It seems like when I order them to attack, I'm waiting for them to catch up to me. I don't recall that happening with any of the other power sets...of course I don't play MM all that much either so I could be mistaken. -
My first impression of the bodyguard feature was so-so. Maybe it's because I don't play a MM all the time (my highest on live is level 8) I liked the damage transfer portion of it, but the punks in defensive mode just stand around. I would attack someone and that character would run by my punks and they did nothing. I would have expected that if a baddie (goodie?) entered some sort of range of the punks that the punks would start attacking. It almost felt like I had to turn my point of view to look directly at them before they would start attacking.
Is this a possible bug, or are they working as intended? To be honest with you if this is how it's itended to be, I probably won't use the bodyguard feature (and yes, I had them in defensive follow and they were very close to me). -
Sounds like the same problem I'm having--defeated in mission, go to hospital, programs dc's half-way thru loading back to Grandville.
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Since I7 appears to be delayed a bit from it's original intended release, does this mean the rest of the issues that were planned to be released this year will also be delayed?
And I have a second part if I may be so bold. Will the future issues be more balanced with content for both games? -
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Hard numbers or not, we're permanently locked into power choices - that's not exceptable.
Especially since the game is leaning more and more towards PvP, villain patron powers are going to mean a lot in the new zone.
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It is quite easy to copy 4 copies of your villain to the test server so you can try out each patron power. I believe that is why there is a test server (well, unofficially--officially it's there to work out bugs in the game, but you probably knew that already)
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Also, I want a Rularuu Watcher, that I can ride around like a big 'ole flying beachball.
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That is actually a neat travel power idea. Riding a pet, or how about a vehicle? -
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I have it on good authority that Jake is in fact... a 5th Column Mekman.
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Hey, I saved a bunch of mekmen last night in a mission! Of course, they were masquerading as scientists being held by Crey in the 2nd part of a 2 part mission from the contact in Founder Falls that deals with Crey (sorry, I can't think of her name right now). -
States,
Could you confirm if there are *any* new power sets in I7? -
I just saw the nerf bat getting warmed up...again.
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Aww man, they're the same badge as last year? Well, at least there's the accolades this year. It'd be sort of neat to get a snowman for a gladiator (hint, hint, nudge, nudge, know what I mean?)
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Why not remove the NPCs from missions altogether? They are a pain in the rear end to have them running around like chickens with their heads cut off. Or, how about make them static--frozen in one place by fear?
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ooooo...Manticore has a secret!
I'M GOING TO TELL!!
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That's not what Herostats is telling me. Most all of my powers that are not slotted with accuracies are coming back with an average of 70% My Superstrength brute was 65% before I started slotting accuracies. My Superstrength tanker also was around 65%. Something is not jiving; it's either your data or Herostats.
[EDIT]: And it sure does feel like my brute and tanker miss a lot. So, I'm leaning towards Herostats being right. With a SO accuracy in jab on my brute I'm finally up to 80%; haymaker with SO and DO 85%
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For those players who have reached the Salvage Limit with one or more pieces:
Is your SG capable of making a Worktable so you can consume some of that Salvage into the raw material? (Raw material has a limit of 99 currently).
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We barely had enough to add the workshop and power room to our base with 50k left over. It sure goes fast, and with such low prestige from each kill, it's going to take us awile to get enough for a generator let alone a table for the workshop.
My sg has about 20-30 members, but only 3-5 of us are active on a daily basis. I guess it's time to recruit.Any plans to raise the prestige amount, especially for 50s? I find it hard to believe I'm still getting 14-17 prestige per kill with my 50.
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Virtue, Freedom and Victory are yellow almost every night.
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Virtue is a surprise. Must be with CoV, people want to roleplay now. Usually Freedom and Justice are the ones in the yellow each night. What's wrong Justice?? -
About a year ago when CoV was announced, someone on the boards jokingly said something about City of Monsters. I always thought that would have been cool; I alway picture it resembling the old arcade "Rampage" game.
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That said, remember this is all a long way off. I've been playing with numbers and still have to get it all to the way I like it. Then, I talk to geko and he and I go over everything to make sure he agrees with my assessments (and we are never 100% in agreement on this sort of thing!) After that, we need to get animation time, which is in very short supply. It will *probably* be in the next Update, but it may be sooner, and it may be much later.
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If I could add my 2 influence (infmay--whichever is your preference), I would like some distinctions between the hero version and villain version. I would like to see bot have advantages and disadvantages over each other. This way, it won't feel like the same power set being used for both games. I was some what disappointed to see the same powers reused in both games. I can understand that heroes and villains can have the same powers, but I think each should have their own style. Kind of like the light side and dark side of the force. -
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"Soon(tm)"
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lol, it's not just a joke to us! -
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You'll have your chance - I'll be playing the one and only Statesman!
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Please stay on past 8pm PST so I can get home from work and kick your [censored]!
Actually, you'll be kicking mine since my highest villain is level 10 -
Whoo hoo!! Paper missions in CoH!! Talk about sharing the best of both worlds.
Now, all we need are the new water viuals in Atlas! -
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Unlike most blasters, I think Defiance may be... Overpowered. We'll have to see. That's a heck of a lot of buffing, there. And you're making it even MORE worthwhile?
Is it too late to make a blaster suggestion?
Why not let us just have a power that extends the range of our attacks and does a minor resist debuff? An innate blaster power that let's us Total Focus at 10 feet, Blaze at 40 feet, cast Bitter Ice Blast at 70... More or less letting us double are range.
So we can actually BE ranged. Even our melee attacks could have a ranged component (like KO blow).
Personally, I expect massive issue 6 nerfs for defenders and blasters when it becomes clear that tankers and scrappers have no real role in the game.
Teams of blasters and defenders (with some controllers for spice!) are going to dominate issue 5.
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My view of defiance is something that can not be done all the time. I know people are going to try to expoit it by being as close to death as possible, but you are still a squishy.
I've gone through about five missions with my blaster trying to absorb as much damage as I can, then popping a couple lucks, and I still die. Maybe on a team with a bunch of buffers I could live a little longer, but it's my expeirence that when you go red with a blaster, you are going down.
Defiance is just a nice little something to have, just like critical hits are a nice little something that scrappers have. It is not something that you can depend on; it's a "quality of life" change. I do not plan on using defiance on any of my blasters unless I'm going down and I know I'm going down; I'm going to try to take as many of them with me as I can. -
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I didn't think they actually ate. I thought they got their energy from their drug and batteries or whatever... HOW do they deal with their bodily functions? Are those claws and hammers removable? o_O
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If they aren't removeable, then it's got to hurt to wipe.
Oh, I forgot they're suped up on painkilling drugs--well, they'll rust from the inside out then! -
Yes, a shortening of the task forces would be very much appreciated. The team I was on for Lanaruu TF broke it up into 3 nights; unfortunately, I was not able to attend the last night due to work and lost my oppurtunity at getting the badge (whenever it is decided that you will retroactively give them). I kind of feel like I wasted 2 nights for nothing--my toon was already 50--I was just doing it for the badge possibility. As it stands now, I probably won't do too many others unless they are shortened. Four hours is perfect for a task force. Six hours like Positron is getting too long. In fact, I wouldn't mind it if Positron was shortened a bit. But I must get back on topic.
I would like to see you guys "rebuild" the shadow shard in the Striga standard that all new hazard zones are going to have. Going from contact to contact, having unique missions, and moving on to the next contact for more. I would also like to see you guys make the tunnels that the missions occur in the SS look more "alien" Seeing the Ruraluu in the trolls tunnels just doesn't feel right.