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Ok ok ok, so it was done with 45 seconds remaining, with nearly everyone dead and theres evidence of it being done once.
Thats hardly a proven method to do it reliably is it. Go on, scroll up, you'll find thats what I've been discussing in my posts...
additionally I notice that it was done redside, which if memory serves was discussed being easier on test due to the style of the Villain AT's. Now I know we can side switch but I would surmise that the trial would have gone over time if it were done Hero side. -
You and one other person out of the entire thread have said they have done it... thats hardly "clearly illustrating" in comparison to everyone else that has disagreed. Please contribute something positive to the strategies as at the moment all I'm reading is posturing to troll.
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Quote:lol it makes no sense, but its not as far fetched as setting people on fire with a steel sword, so it looks a little more plauseable! and yes, it is DAMN cool to watch!Ah, the classic cutting wind... I've always imagined both Head Splitter and Golden Dragonfly as representing something like this, what with their ability to strike targets farther away than the blade can reach. And, yeah, among other things, this is precisely what I have in mind. It makes absolutely no sense, but it's so damn cool that it makes no sense NOT to have such a move
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Quote:And just like it says in that thread (referenced here) it's suggested that the Red Aspect AV is easier in comparison to the Purple one and that there is an issue with the monster regeneration of the latter. Both there and here your opinion seems to be in the MINORITY so I would avoid suggestion other players are "wrong" when discussing events such as the CoP.Then you would be wrong. As White Hot Flash said, we run this PuG and SG on Champion consistently without nukes, Shivans, Heavies.
Like I said on Virtue, just because they couldn't pull it off doesn't mean that they should take away someone else's accomplishments.
A better reply would have been to conceed the issues that's being faced by the MAJORITY of teams and offer positive ways in which the situation can be overcome. -
Quote:Given the amount of posts to the contrary I'm going to have to disagree there. If there was a proven reliable method for PuG's to do this then we'd be scratching our heads wondering what difference nukes made in the first place.In my experience, you don't need 'mind boggling' levels of co-ordination to do the CoP reliably without nukes. The Storm AV may be more demanding in this department, but not impossible. The other AV is very doable with a PuG group and no nukes and in a decent amount of time.
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Quote:Methinks you carefully chose what to quote and what NOT to...I don't know why people keep saying this. You only need 3 SG mates. If your server runs Hami raids regularly, you should have plenty of people to pick from for CoP trials.
Champion runs CoP raids sub 15 mins all the time with PuGs as well as SGs.
Why does it never occur to most folks that if you defeat something that's been deemed "hard" by the developers in such a short time, maybe that's not how it's supposed to work? Teamwork and coordination can get you far, yes, but there's a difference between being efficient and being stupidly fast.
what I said was that you needed mind boggling levels of co-ordination to do the CoP reliably without nukes, and by that I mean with a success rate similar to completing the ITF.
We know that you only need 3 in the SG, thats not the point. In order to overcome the regen we HAVE to take certain combinations of AT's and powers, now if we said to your main, sorry but 23 people aren't dragging your AT (if you're badger is a toon that doesn't always "fit" with the requirements" through it to get the badge then wouldn't you be a bit annoyed?
Perhaps if the trial was based on keeping the shield down through having a decent strategy for the trial, rather than just having to work out how to overcome the rather stupidly designed amount of regen the AV has, then the point would be mute. But no, we're given a time limit to overcome an opponent that has been made cheaply harder rather than intelligently. -
Quote:We've had a bloody good few goes at it so far, this does make it all the harder thoughRemoving Nukes from the CoP is a double edged sword to me. One one hand it feels incredibly cheap, doubly so since I'm not aware that Union (my home server) has even managed a successful CoP run yet, let alone one without nukes. On the other hand, I hate getting warburg nukes, due to a pathological loathing of PvP in this game, so it means I don't need to worry about it any more.
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sorry, an out of character additional rant from me, but I have just spent a rather large amount of my time getting my SG base raid equipped (and im solo so it wasnt easy)
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I'm actually really annoyed with this, probably more than I should be!!! If the patch notes suggested about removing the Warburg nukes, but they have made the trial more achieveable through a regen reduction (heck even just that and leaving the big fat overpowered cheap jerk to fire through his shields would be a start) thats ok, but as it stands, they have just potentially wasted the large amount of time i've spent earning the prestige to get the equipment to even do this trial EU side, let alone sinking the ability for a lot of people to get the badge.
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Quote:the exploit being that the STUPID amount of regen given to an AV with a 45 second attack window can, unreliably, be overcome thus making the trial completeable without having to wire together 24 sg mates who live in the same basement and pvp each other all day for the perfect setups...QR
If they removed the Warburg option and won't say why -- exploit.
thats a really retarded change and I fully support the suggestion to cut the AV's overpowered regen and ability to fire through his shield. -
I've always liked both styles, however I do get frustrated when:
- I see characters that look like someone has bashed the random button in the costume creator.
- The biography states that they are royalty, either of this planet or another (just that it's been done so, so many times) or some kind of royal ninja family.
- someone copies the style of my sensibly themed character, that I took great care in keeping the story canon tight and then gives him laser eyes and ghost shark powers etc.
but if you're going for big godlike attacks, then I hope thats the NDA I20 feature, as I would adore the attack found at 5:50 to 6:20 in this video as a unique attack for my character. -
Quote:What most people don't realise is that Statesman is in actuallity, a complete raving moron. Piling into a Rikti Ship face first (no flyposes for you boy) then muttering extremeties to himself as it flattened all the people below (who were up until 10 seconds ago thinking "we're ok, Statesman is here").Didn't Statesman actually just fly -thought- the Mothership?
Like it was in his way?
Yea.
However as powerful as his Zeus abilities are, his ability to do ad-hoc speeches and keep a straight face while saying "I meant to do that" are far more earth shatteringly amazing. -
13 and a Trap of the Hunter
or is that less than 12? -
Indeed I have, and since the screenies there have been even more changes to the base, piccies forthcoming soon!!!
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Supergroup: Zero Strykers
Server: Union
Editor: @TsumijuZero
First off, apologies for the HUGE post, but after several conversations and tours of the base given to a few friends it was suggested I post a tour of the work I've been doing to the base I've put together with just myself and a few alts.
The base itself is themed as an underground facility, in a Timespace where the surface is a barren wasteland. All rooms will be multipurpose functional and decorative, with function coming first, in line with the theme of conserving both space and rescources. I intend to continue to add to the base, ideally making a fully underground complex, however at the moment the slight mismatch of styles seemingly adds to the impression of the base overall.
The slight Japanese theme hopefully shows through in the decoration of the base, especially the communal hub room and Tsumiju Zero's personal node upstairs, which is sparse and minimalistic, a futher similar node is downstairs which I intend to award to players making significant contributions to the Supergroup.
The base was also geared toward running Cathedral of Pain trials, whereby equipment and facilities immediately required by players are at the front, whereas unnessecary and decorative areas are further into the complex.
I have spent quite some time making sure that the base has as few "glitchy" textures as possible, with two unavoidable omissions on a staircase and support pillars for the workshop door. However these have been hidden as well as I can manage and hopefully don't detract from the overall effect of the base.
Overall 12x16 plot, more than enough for the design both current and what I have in mind.
The entryway the the Temporal Vault. Given the equipment used in the Vault to sustain the Zero Strykers during temporal interventions, the decision was taken to collapse the tunnel to the surface, instead relying on dimensional access to the rest of the facility.
Design note: The room is simply designed for entry / exit and I wanted to really go for the underground look and feel, without adding unnessecary details for the sake of it.
The entryway connects to a section of natural cave, for the purposes of safety, the ceiling has been reinforced with girders to retain integrity and part of the base's exterior walls extend throughout the rock face.
Design note: The underground look continues here and was placed to make you note the difference between the exterior of the base and the actual doorway into the inner structure.
The actual exterior of the base features reinforced doors that can be closed in the event of a breach to the surface. The pillars to each side of the door are heavily armored and also provide reinforcement to the ceiling.
Design note: Tech storage items and pillars were merged to create a distinctive theme as well as a definitive barrier between the underground area and the more technical interior.
Inside the base, those granted access come straight into the central hub of the base, which also acts as a briefing area for Cathedral of Pain raids. You can clearly see the balcony where raid leaders can organise and give direction, as well as the main floor that acts as both a dojo and communal area.
Design note: The floor area consists of raised floor tiles, with a shelving based edge. Lamps had natural flames sunk into them to give the distinctive natural light look and burning embers while the wooden panels to the side are chair items slid under the platform to give the distinctive pattern. This room was re-designed entirely following feedback from a Cathedral of Pain run that suggested the briefing area was "too cosy".
Turning left from the entry there is access to the Raid Teleporter and Mission Computer beyond it.
Design note: This room was kept small in size to encourage Cathedral of Pain raiders to just head in and load the trial rather than loitering, additionally the Mission Computer is immediately availiable to avoid having to seperately find the Control Room for those unfamiliar with the base layout.
Turning right from the entry there is access to simple medical Reclimators, the rear wall of the medical bay is reinforced, given its proximity to the base's exterior perimiter.
Design note: This room was kept simple in design to be functional. The auto doc was lowered from the ceiling and slid into a tech storage container to continue the base's style.
Next to the medical room is access to the base's workshop and storage. The workbench is located outside the lower room for ease of use.
Design note: The workbench was placed outside the lower room in order for Cathedral of Pain raiders and visitors to use without having to access deeper into the facility.
Inside the lower workshop room are sterile empowerment facilities. This room will be added to when sufficient rescources are availiable for underground tunneling to be completed.
Design note: The walls are cabinets floated off the side of a Cubicle, with cabinet trim, designed to give a sterile, but Japanese theme to the room.
Staircase up to the workshop storage area.
Design note: The staircase was created to create easy access up to the second floor and storage area. The main challenge here was levelling the floor against the top of the stairs and then creating the second floor around the corner. The corner was placed so that the floor tiles used could be slid into the wall to allow for the stairs without breaking the pattern.
Reaching the top of the stairs you immediately note the storage equipment.
Design note: The room has been kept intentionally sparse up here to give the imperssion of "loft" style storage.
Above the lower workshop doorway is additional storage.
Design note: The wall and floor space has been maximised as much as possible to give sensible access to storage items.
Directly opposite the entrance and underneath the balcony are the main teleporter batteries for the Temporal Vault. They are organised to offset other Temporal access via the Ouroboros Citadel and are assembled for quick access in case of rapid response to temporal combat.
Design note: A second floor was added with desks and the teleporters connected with Supergroup platforms and tech storage items to theme and light the area under the second floor. Ceilings were kept low to retain the underground theme.
Teleporters continued with small residential habitat in the distance at the end.
Design note: The floor was lowered in the middle to continue the underground feel as well as to place the Teleport Beaconds at eye level for easy use.
Vacant residential node for future members or storage.
Design note: A 2 story residential node was created above and below the second floor from shelves. The glass is sided by raised floor lamps that gives a distinct visual appeal. This room is to be used for future Supergroup activities. Internally there are cabinets to "theme" the room somewhat in keeping with the Japanese hints around the rest of the base.
Heading to the left at the end of the Teleporter bay is upper floor access.
Design note: The same use of shelves was employed here to create an enclosed light source for the corridoor. This will be added to as additional rescources become availiable.
Starway to upper floor.
Design note: Floor Lamps used for safety rail and more detailed view of how the floor was made.
Lower level access to base exterior (rear) again to be added to, but left open at the moment for access to the cave area beyond it.
Design note: Continued use of shelves and same glass system.
The "Temporal Observer" system, a quantum computer connected to an artificial Pillar of Ice and Flame. Used to "Observe" Supergroup members in other Timespaces to maintain their existance and make temporal predictions.
Design note: Use the same theme as the Medical Room, with details added to give the impression of a larger unit behind the panels. The Pillar of Ice and Flame is functional and the Dimensional Anchor is used to represent quantum calculations in an "Arcane" style.
View from the base corridoor out into the rear cave system.
Design note: Similar design to entry underground area.
View from the rear cave back into the base, noting the upper viewpoint area.
Design note: Extended use of shelves to make exterior surfaces.
At the top of the stairs is a small corridoor along towards the viewpoint looking into the rear cave system.
Design note: Partition walls - not required to be floor-ceiling touching as it merely divides the corridoor from the viewpoint area.
View into the viewpoint room (undecorated at this time)
Design note: Unfinished room, plotted out as required but with details to be added later.
Closer view of the viewpoint windows.
Design note: Closer view of the glass and light combination for reference.
Heading the other way from the viewpoint on the second floor is the upper residential node.
Design note: Additional upper floor space reserved for an upcoming design feature and room access.
Above the Teleporter Room is the feature walkway to the balcony area.
Design note: Additional upper floor space reserved for an upcoming design feature, however at the moment it has been decorated to give a striking visual impression.
Closer view of the balcony announcement platform.
Design note: Lighting was important here to make the platform and balcony viewable and distinct when viewed from below.
View from the balcony down into the central area and across into the underground entrance.
Design note: The central platform was put together to give a large, but multi-purpose area for use in events and raids.
I hope that this tour has been of interest to both Unionites and base builders alike. I am hoping to add members, prestige and new facilities to the base as time passes, and am quite happy to let people tour the facilities time permitting.
I thank everyone that has kept on to this point for reading and look forward to your comments.
@Tsumijuzero -
We were talking earlier in the week about taking lots of Dark based characters for some of their -Regen powers as well, its just a shame that this trial is so specific given the numbers we are up against lol
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Gratz guys! it was good to see so many regulars and new players on in PD last night, I really enjoyed the time I got to spend in PD before I had to head off!
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Ok!
Party outfit ready? CHECK!
Going Stag tonight? CHECK!
Already logged out in Pocket D? CHECK!
Sadly Zero will be ducking out early as I said earlier, but I'm looking forward to some social time with Paragon's finest -
First off, allow me to explain my reason for this thread. Long since Hamidon was given severe beatings and updated, it has long been noted, that the greatest threat to Paragon City and the Rogue Isles... well, he just sits there doing nothing. In fact, he doesn't even show up unless Hero's or Villains entice him out of... well wherever he sits.
Second of all, the Crashed Rikti Ship, very cool idea, well implimented and easy to run. However, again, Ukon Grai just sits there until someone taunts him out of the middle of the ship...
Again Cathedral of Pain, Rularuu sits there, shooting through his shield with his stupidly overpowered regen.
In all of these cases, we are fighting predominantly one large target, with stupid amounts of HP, and in a lot of cases the challenge of the battles isn't an active fight, its just bringing the right types and amounts of debuffs (Cathedral of Pain, I'm looking at you for being so cheaply programmed).
All of these could easily be categorised as Static Targets.
Now, what would be awesome, is some kind of raid, where players actually either- Engage and defeat a standing army, where waves of enemies will attack players and its upto the players to shift tactics dependant on the enemies attacking. This could easily be a Portal Corp mission, defending portals from Praetorian Warworks and various types of Clockwork troops, Praetors etc, or Devouring Earth monsters trying to get into Praetoria through the underground tunnels (how cool would a GM pegging it down those tunnels look).
- A group of Players actually attacking and infiltrating an area, such as the one in Striga, but where Stalkers could eliminate guards, turn off targeting computers for turrets etc, or attack differing parts of the same structure to divide defending forces etc. This could easily be attached to a structure like the Cimeroran fortress, various Arachnos bases, the aforementioned Striga base and even Grandville.
I just think the game engine and the designers could do HUGE things with the tools at hand, such as being able to slave objectives, like those found in the Halloween Banner event, across zones dynamicially, or create tactical choices like the use of the gun turrets in the Reichsmans Taskforce.
I can think of lots of scenario's, especially with the Incarnate content coming up, where situations and raids like these could be so much more fun than what we have. Don't get me wrong though, I do enjoy the challenge of completing things like the CoP trial and working out what we need, but I'd also like to see more fights decided by players actions rather than just on the numbers behind powers. -
New base upgrades would be amazing, heck, if they just let us put items in doorways it would be a start lol. Definately support anything that adds to bases and allows Praetorian access as well!
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Makes a lot of sense to me and I sincerely hope the Dev's take this one on board!!!!
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bah I have a real life party to attend 7pm tonight, I'll be there for the start but excuse me if I have to duck out early!
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The ever improving artwork of CoX is something that always astounds me and gives me plenty of enjoyment when putting together costumes etc, so I had to comment.
A lot of the existing pieces in low resultion, I would imagine are some of the tights, patterns etc that have been in the game since Issue 1. The tights, well they tint the skin, but the skin color still seems to show through, especially with lighter colors.
Now for some themes, it looks really great. Mixing a midtone skin with white tights gives a great etherial style look for undead characters, but it wouldn't look so good for characters wanting to sport actual white spandex.
I think the best option alas would be to give the players the choice of the old and new pieces, however as suggested updates to the categories these pieces are in would be required within the costume creator such as legacy tights / redux tights or therein.
I myself use some of the older textures on characters, but normally to depict T-shirts and such under newer items, such as the Praetoria Police chest detail.
I'm sure everyone here appreciates the time you have taken to at least ask the playerbase for input David, I surely do! -
Quote:Flea, cheers for the input, could I trouble you to check Alpha-One's data from this post
Over in the Guardian CoP thread
Just in case and suggest corrections to the tactics accordingly, hoping with the timing and powers data we are gathering between us we'll get a viable, repeatable strategy!