Teikiatsu

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  1. No one mentioned Serenity?

    That show was canceled before it even aired its first episode.
  2. Teikiatsu

    Playstyles

    [ QUOTE ]
    Wow! Awesome help, all!

    I agree, "playstyle" isn't quite right. Suggestions?

    [/ QUOTE ]

    I don't know if anyone suggested this, but I like 'Approach' to the game. And in some cases I'm submit that the type of character modifies the Approach to the game. My Ill/Storm chaos queen controller and my Dark/Elec debuff defender may be run by the same player, but each would deal with the same obstacle in different ways.
  3. Teikiatsu

    CO

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    im pretty sure a blow up in CO is inevitable just by who is their dev is (JE)


    [/ QUOTE ]

    This. How much did CoX's QoL improve *after* Emmert left?

    Additionally, lest we forget, Bill Roper from that fantastic game known as Hellgate London is also on the CO staff.

    I predict a car wreck, and by cars I mean egos.
  4. Logistics and Support are highly under rated
  5. Teikiatsu

    CO

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    Get a total of 7 powers, 7. No more, no less

    Enjoy


    JJ

    [/ QUOTE ]

    and that's different from the 8 powers in guild wars, or the 10 here (yeah yeah, you have 10 trays, but I doubt anyone uses them all...I use 3 at most, and even they aren't filled)

    People just want to find one little thing and complain about it, no matter how silly it is.

    [/ QUOTE ]

    Only 10? Are you mental? We get 26 (i think?), not counting temps, vet rewards and accolades.

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    And Macros. By the time my toons are 35-38 my main 3 trays are full and I have 3 trays off to the side holding the lesser used stuff.
  6. Update:

    EmperorSteele showed us a trick last week with the Security Chiefs. If you send one stealthed person out to prompt all the chief spawn points first before any fighting there seems to be a very good chance the Key may drop from the first Chief defeat. It's not a 100% guarantee but in her experience it certain hedges your bets.

    We'll keep trying this tactic in the future and see what the running odds are.
  7. Fix the 'fixed' LGTF by allowing it to level scale just like the ITF.

    Original post and discussions here.
  8. Star Strider Forces Registry
    Name: Resting Breeze
    Global Contact: @Teikiatsu
    Level of Classification: SL50
    Origin: Magic
    Super Rank & Super Group: Commander, The Seekers

    Star Strider Forces Registry
    Name: Midnight Lightning
    Global Contact: @Teikiatsu
    Level of Classification: SL50
    Origin: Natural
    Super Rank & Super Group: Reservist, The Seekers

    Star Strider Forces Registry
    Name: Kold Ztatik
    Global Contact: @Teikiatsu
    Level of Classification: SL50
    Origin: Mutant
    Super Rank & Super Group: Reservist, The Seekers
  9. Adding a new note:

    We have been very successful in single pulls of the Inner Circle with the following tactics:

    Defender snipes when the Flier is not hovering directly above the AV's. Wait for the flier to be either behind or on one side or another of the LR statue. Low damage from the Defender version of the snipes does not appear to be enough to grab more than one AV. We've been using Zapp slotted for range but no extra damage.

    Tank with TP Foe slotted for range. I can't confirm if the Flier was in near proximity with the pull but I was never paying much attention when I TP'd them so I'll say for now to be better safe thean sorry and wait for the Flier to move.
  10. Hey something that happened at the Saturdy 8/9 raid that I meant to mention before but forgot.

    Without planning, we were able to take down 2 Blues during the final Yellow mito phase. I'm not sure how that happened but I suspect we had an abundance of blasters. From what I could tell we only had 4 or 5 non-melee per blue distracting the Greens away from healing the Yellows but we may have just had too much ranged damage for them to compensate.
  11. [ QUOTE ]
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    as a side note: we have always found that putting ANY toggle power (preferably, radiation infection) on LR will stop his spawning. Not sure how or why... but it's worked for us, so we use it.

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    His "Summon Bane Spiders" power (the one that he always uses that summons Executioners) seems to be interruptible (Recluse never seems to summon if something is auto-hit affecting him...yet the in-game power description has no interrupt time listed); however, I'm not really certain on the "Vomit Hordes of Banes at Low Health" power's vulnerability to interruption, as it seems to have zero activation time and I cannot figure out its actual name.

    For the most part, I have never seen that power stopped, with or without the Blue affecting him.

    [/ QUOTE ]

    I have never seen the power 'stopped' but then I've never seen him summoning banes unless there is a slew of power effects flying around LR and making it hard to see what he's doing.

    What we *have* noticed is if you anchor an effect on him like Rad Infect, Darkest Night, Snow Storm, etc and *do not damage him* he will not summon banes while he is at 100% health.
  12. [ QUOTE ]
    So now that CoH and CoV are the same game, would it be possible to get some balance for content?

    The villians have so many fewer zones, so many fewer Task forces and less of everything except class.

    What have the villains got for new zones or zone revamps that are NOT shared zones?

    As far as I know... errr.. anyone? anyone?

    [/ QUOTE ]

    To my understanding that was the feedback that the CoV devs got from the playerbase when the game was designed; fewer zones, less TFs and more Story Arcs. Not that I agree with that feedback, but that seems to be the story I've read.
  13. People always point to Boomtown as an argument but that's not the best example. At one point it was a popular place to go streetsweep and level until the Hollows was created and was more accessable to the young toons, and had more content. Renovate it like with Faultline and see how it's popularity changes.

    Striga, Croatoa, Faultline, Hollows, those are new zones that were done right. I think that CoV could use a few hazard zones all to themselves that offer a little optional variety.

    Snake Caves, similar to CoH sewers or troll caverns.
    Forbidden Islands, where Recluse sends the more troublesome inhabitants that he may need later.
    Volcano Island with secret lair, where villains can raid for temp powers.
    Rogue Arachnos Base island, where you are sent in to quell the rebellion and return it to Recluse' control.
  14. Leave my FB alone.

    Replace Repulsion Field with Telekinesis.

    My 2 cents.
  15. Teikiatsu

    Real World PnP

    Any people here who live in or around the Northern Kansas City Area who are interested in real-world pen&paper RPG of a supers game please send me a PM. Yes I know CoX is great for light RP, but I'm really interested in getting back behind a GM screen for some more serious stuff. Thanks.
  16. After last night's raid it seems that some modifications were made to Hami. It seemed like it was much harder to pull the Mito's attention away from the initial tank sent in the goo. Every single tank that went in to taunt Hami first had their regen floored within 5 seconds and was dead within 10, even WP tanks. The second tank had a much easier time of it.

    Also, we were griefed by people pulling in GMs while we fought others but we maintained composure and got'r done. Good Job Virtue.
  17. I'm thinking O-portals might be useful in the tree room to set up visual markers of where unprepared squishies should not travel any further south.
  18. Question: Have cages/confinement fields ever been used on Mitos? I was wondering if you could take blues and greens out of the equation using those, during the yellow phase?
  19. [ QUOTE ]
    And yet every time we've brought it up the devs have insisted that they prefer the powers as situational. What I would think of the change isn't going to make it happen.

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    Not picking a fight with you but this inspired me to look at all the Tier 9 'situational' defender powers as the Devs call them:

    Dark Miasma - Dark Servant - you only want to avoid this power when you want to prevent aggro on open maps

    Empathy - Adrenalin Boost - Not much of an Emp player, someone help me here.

    Forcefield - Force Bubble - Great to pin spawns into a corner on a closed map and some open maps, and has a lot of use in PvP right now.

    Kinetics - Fulcrum Shift - Great in large teams to give potentially enormous damage boosts to all toons willing to wade into a large spawn.

    Radiation Emission - EM Pulse - One of the greatest holds in the game, also -regen, no reason to not use it as soon as it recharges on every large spawn your team comes across.

    Sonic Resonance - Liquefy - Not familiar with this power much, but it looks like a great spawn neutralizer when I've seen it used.

    Storm Summoning - Lightning Storm - great for open and closed maps to hold back foes, protect a bottleneck, many other uses.

    Trick Arrow - EMP Arrow - See EM Pulse

    So... I guess the question is FB on the same level as the other Tier 9's in the case of usefulness?
  20. [ QUOTE ]
    Oh, and I HATE the idea of making PFF supress like a stealth ability or travel power. If I had to wait ten seconds to activate it after performing my last attack, I'd respec out of it without a second thought.

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    And on my defenders I never take PFF in the first place because I *can't* attack though it.

    Moreover, you could hypothetically *never* attack out of a supressable PFF as is described above and you'd always have the PFF protection, so voila problem solved. You gonna respec out of that?
  21. Personal Force Field: I really like the supression idea where the defenses drop if you attack. Give the allowed attacks an accuracy penalty akin to Group Flight, and perhaps only allow the Tier 1 and 2 attacks from the secondary, so that you can't abuse sniper attacks. Perhaps also reduce the range of any attacks that are allowed.

    Deflection Field: Any buffs to this power should reduce the duration of the bubble. I like this power as-is.

    Force Bolt: Increase the chance of detoggles. Add some type of anti-anti-knockback power that would reduce the protections the target has without increasing the magnitude of the bolt. Alternatively, allow knock-back enhancers to increase the magnitude of the KB.

    Insulation Field: Any buffs to this power should reduce the duration of the bubble. I like this power as-is.

    Detention Field: Make it more obvious; make it opaque or have some "DO NOT ATTACK" graphic posted above it, whatever. Allow it to take hold duration enhancers. Alternatively make it work like the Hibernate toggle in that you can turn it off early but it cannot go past a certain time.

    Dispersion Bubble: I like swapping sleep -> immob weakness. Also add defense debuff resistance. Anything else might reduce the effectiveness of the power.

    Repulsion Field: I really like the Bonfire idea. Include chance for stunn.

    Repulsion Bomb: Super Force Bolt, akin to Nemesis Staff.

    Force Bubble: Add -Dam and -Acc to Smashing and Lethal Attacks
  22. Speaking of Flight and other travel powers, how many other of the older single-planet-based games allow 100% access to all areas of the board? One thing that annoyed me about Guild Wars and some other MMOs is that you have to stay on invisible paths even though you can see scenery in the distance and no obvious barrier to block your path! Heck, being able to jump an obstacle and keep moving is pretty awesome
  23. [ QUOTE ]
    it's a cool costume, but alas yer not only too late, you also have metallics up the wazoo... so I would not have chosen ye dahling... still it's a good design!

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    Actually those are tights/shiny and leather on the main body and head. I guess the gloves and boots would still count as 'metallic,' sorry.

    Are 'metallic' and 'shiny' synonymous? I don't know the verbage enough I guess. Previously she was matte black but I added the shine for a more 3D feel.
  24. I hope I'm not to late for this contest but even if I am, I have this toon I want to show off

    Anistasis