Ultimo_

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  1. Ye gods, I have so many characters... I'll just hit the main ones...

    Ultimo - Lawful Good (He's a lawyer...)
    Canadian Shield - Lawful Good (He's a mix of Superman and Capt.America)
    Lord Dire - Lawful Evil (Based on Dr. Doom)
    Stalwart Star - Lawful Good (Based on Capt. America)
    Technaught - Lawful Neutral (Based on Iron Man)
    Die Grausigkeit - Chaotic Evil (Dark Sorceror)
    Dr. Solomon - True Neutral (Based on Dr. Strange)
    Thor, Son of Odin - Chaotic Neutral (Based on the Mythological Thor)
    Ch'ih Sung Tsu - Lawful Neutral (Based on Chinese Myth)

    There are so many others...
  2. Ultimo_

    A request

    I've been asking for years, I thought perhaps I'd put a thread here for us to voice some requests regarding Masterminds. I have a couple. Please add your own!

    1) Personal Attacks. It would be nice if every Mastermind had access to at least one good attack that doesn't rely on his pets. I mean, my Bots/FF best shot does around 50 damage when others are doing 200+. I'm not looking for Blaster level damage here, just something with a bit of a punch that doesn't require the use of a vet power. For a genre example, consider Dr. Doom. He uses his bots to fight for him, but he's capable of being a hard hitter himself.

    2) Bot Names. It's great that I can rename my bots, but I don't want to have to see the names all the time. Can we get the ability to hide our pet names?

    3) Better AI. There are times I want to pull my hair out as I watch ranged attack bots running willy nilly into melee, or watch them running off into multiple mobs, unwilling to follow the order to return. It would also be nice to be able to select a formation for the pets (so they don't all bunch up all the time).
  3. As I've posted before, I've been putting together a team of homage characters based on Marvel heroes. They're not copies, but they do hearken back to the Marvel characters. Most of them are pretty decent, and have the "feel" of the Marvel characters. The one I'm having trouble with is my Thor homage.

    Not wanting to just use Thor (since he's mythological, as long as I reference the original and not the Marvel character, there's no IP issues), I originally made a character based on Seigurd (Scrapper, BS/Regen), of Norse Myth. He's pretty powerful, but somehow just doesn't quite capture the "feel" of a godlike character.

    Thus, I made a character called "Nordhammer" (Tanker, Inv/Mace) who was supposed to be much like Thor without actually being him. This was even less satisfying as he had no real backstory for me to get into.

    When Electric Armor came out, I made a Brute and a Tank with Mace/Elec, each one representing the mythological Thor. In many respects the Brute fits better conceptually (especially since he can take Mu Mastery later on), but I tend to prefer playing Tanks. Either way, I feel like I'm cheating somehow by just making Thor directly.

    I did have the thought of transferring my Storm/Elec Defender over to the server, but he's just way too squishy.


    What I'm looking for is a character concept that will capture the "feel" of Thor without actually being Thor, and I thought perhaps some of you could offer suggestions. I'm inclined to have a Tank, but I'm open to alternatives.

    Any thoughts?
  4. Quote:
    Originally Posted by Nestor View Post
    Gawd, so many to choose from...

    I will humbly submit this one, more of a scene than a single quote, from The 13th Warrior, as our heroes stand facing the oncoming horde for one last final stand, they begin to chant:

    Buliwyf: 'Lo, there do I see my father. 'Lo, there do I see...
    Herger the Joyous: My mother, and my sisters, and my brothers.
    Buliwyf: 'Lo, there do I see...
    Herger the Joyous: The line of my people...
    Edgtho the Silent: Back to the beginning.
    Weath the Musician: 'Lo, they do call to me.
    Ahmed Ibn Fahdlan: They bid me take my place among them.
    Buliwyf: In the halls of Valhalla...
    Ahmed Ibn Fahdlan: Where the brave...
    Herger the Joyous: May live...
    Ahmed Ibn Fahdlan: ...forever.

    Damn if that doesn't fill me with the desire to raise a sword and roar a challenge.
    I really liked that movie, I never understood why it did so poorly at the box office.

    As an aside, wouldn't the viking leader (I don't recall his name) have been a great Thor?
  5. Ultimo_

    Basic Tactics

    Quote:
    Originally Posted by peterpeter View Post
    I think the Philotic Knight's Combat Handbook is what you're looking for: http://boards.cityofheroes.com/showthread.php?t=124308

    Personally, I think communication is the most important thing. The majority of team wipes I see occur when the team splits apart.
    A good guide, but not quite what I was after (and I don't agree with everything in it, but anyhow...). I was thinking of tactics, not general strategy.
  6. Quote:
    Originally Posted by Talen_Lee View Post
    This is a good rule to embrace. Be skeptical of everything, starting with your own perceptions. They rarely are fair and rarely rational.

    This is not the specific you, by the way.
    There was a poster in my high school chemistry class that said "The greater one's sphere of knowledge, the greater one's surface contact with the sphere of ignorance," (or something like that). The gist is, the more you know, the more you realize you don't know...
  7. So, to be clear, it's 0 Def when solo?
  8. Quote:
    Originally Posted by Hyperstrike View Post
    Okay, blue-side I've solo'ed EB's with Tanks, Scrappers, Blasters, Warshades, Peacebringers, Defenders and Controllers.

    Now, did I solo them without inspies on some of those? HELL NO!

    Pretty much any AT can. It simply takes halfway decent power selection, slotting and enhancement choice, as well as appropriate inspie use.
    Oh, any AT can, but you can't tell me it was with comparable difficulty. Nothing makes me hate playing my Defender as much as playing my Scrapper for a while...

    But as I say, this is a personal peeve, and the subject of a different thread.
  9. Quote:
    Originally Posted by Grey Pilgrim View Post
    EBs are easier than AVs, Ultimo, but some ATs can solo easier than others. A tank should be able to solo the EBs in the level 40 story arcs, but that's going to get a lot more iffy with a Blaster, for instance (even though a Blaster can solo just fine for most things at that level). So it's kind of moot here, as Tankers will be fine solo. The Madame of Mystery might be a little rough, but she's hard for everyone.
    Well, at the risk of starting an argument, I've always thought that all the ATs should be equally capable of soloing. They might do it differently, but there should be parity. Of course, that's not how it is, and that's the source of 80% of my frustrations with this game.

    However, this is just my opinion, and is really the subject of a whole other thread...
  10. I would disagree with one point here. I think you're supposed to be able to handle an EB solo, but not an AV. Granted, some will do better than others, but I think this is the intent (or EBs wouldn't spawn in missions set for solo play).
  11. However they do it, there's got to be a way to introduce the main villain and not have him defeated in the first mission. I like the idea of having a state of invulnerability at a certain percentage of health, and a retreat (either run away or teleport out). That way, the heroes get a sense of how to fight him early on.

    Something else that comes to mind...

    The ability to name different things with the same name. For example, I wanted a mission in which the players have to defeat a villain named Lord Dire. However, to make it more difficult, I wanted several Lord Dire androids in the mission. The problem was that I had to name them something other than Lord Dire which kind of gave them away.
  12. "I know what you're thinking. Did he fire six shots or five? Well, to tell the truth, in all the excitement, I kind of lost track myself. Now, seeing as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you gotta ask yourself one question. 'Do I feel lucky?'
    Well do ya? PUNK?"

    ~Harry Callahan

    Runner up:
    "Go ahead, make my day..."


    Not a movie, but here's another favourite (and my sig at STO):

    "That's why you came to me, isn't it, Captain? Because you knew I could do those things that you weren't capable of doing? Well, it worked. And you'll get what you want: a war between the Romulans and the Dominion. And if your conscience is bothering you, you should soothe it with the knowledge that you may have just saved the entire Alpha Quadrant. And all it cost was the life of one Romulan senator, one criminal, and the self-respect of one Starfleet officer. I don't know about you, but I'd call that a bargain."

    ~Garak (who has MANY really cool lines - and who was the killer in Dirty Harry, ironically)
  13. Ultimo_

    Basic Tactics

    I looked for a thread covering this, and didn't see one so here we go.

    I'm constantly astonished by players, often high level ones, that just don't know basic tactics. Blasters (anyone really) that don't know how to pull. People that don't know not to bunch up against foes with AOEs and so on. My hope is that people in the know will post tactical advice to this thread for the benefit of those that don't know "how to play."


    I'll start.

    PULLING:

    The idea of a pull is to draw the enemy away from the group or groups he's near so the team isn't overwhelmed. There are a few basic rules to doing it successfully.

    1) Fire and GET UNDER COVER. If you don't break line of sight, they won't come to you, they'll just shoot at you from a range.

    2) Try to use a lower damage attack. Most people tend to use snipes for their longer range, but I understand this runs a greater risk of aggroing more foes. Haven't seen this first hand, though.

    3) If someone on the team is sniping, don't rush in as soon as he fires. Wait for the enemy to come to you. This is the whole point of the pull.

    4) If you're planning a pull, announce it. There's nothing worse than having multiple pulls happening.

    5) A good trick for pulling is to hide behind an object after targeting a foe. Queue up the attack, then jump. Your attack will fire and you will drop behind the cover before the counter attack can come.

    6) Try to know your foes. Some foes are easier to pull than others. For example, shooting a Mortificator will draw most of the group he is with. Shooting a Cadaver will likely only draw that cadaver. Generally, ami for lower ranking targets. Bosses tend to bring their friends.



    Please do add more tactical advice as you all see fit!
  14. For me, I'm delighted to have walking in the game. My Rorschach/Question homage is MUCH cooler walking through King's Row than when he jogged. It's better for the secret IDs as well. Now if only we could have a couple of little tweaks...

    1) Leave toggles on when Walk is activated. It's fine that you can't turn them on, just don't turn them off.

    2) Change the name displayed over your character to a "secret ID". You could keep the hero name in smaller text below (like a title) to prevent anonymous griefing.
  15. Ultimo_

    Gauntlet 2.0

    I'm at work, so I'm afraid I haven't read the whole thread. Despite this, I wanted to thrw my own little idea in the ring. It's something I suggested before. Leave Gauntlet as it is, but give it an endurance reduction bonus for every foe it affects.

    I know, this doesn't affect damage or survivability, but to me, Tanks aren't really suffering in these areas. It's endurance problems that kills them most often in my experience.
  16. Ultimo_

    Another Tank!

    Well, I've been enjoying the threads I started on similar topics, so here's another one!


    I've been creating and leveling a series of homage characters, as many of you may know. One of the more difficult to make has been one based on Rorschach/the Question. As detective-types, these characters don't really do a lot of fighting, but it seemed Scrapper was an appropriate AT. However, I've gone in a different direction, and I thought it might be interesting to see how others might make it work.

    What I did is this: Rorschach/Question are ordinary people, who make use of weapons of opportunity. One of the few power sets that seems to allow this is War Mace. I thought, I'll make several costumes in which the mace will be something different (ie. Baseball Bat on one, Shovel on another, Wrench on another). That way, I can swap to different weapons, making it look like weapons of opportunity. For his defensive set, Willpower was the most appropriate. This combination works for me because I prefer playing Tanks, even though it's technically too "tough" for a Rorschach/Question character. It's easily rationalized though.

    The problem I've had, however, has been the build. I originally included the Fighting Pool, since I might want him to fight with his hands periodically. I also included Stamina since I absolutely HATE fighting with endurance rather than the enemies. I also considered putting in Super Leaping, but in the end elected to go with purchasable travel powers (eg. Day Jobs). Finally, an aspect of the character is that he's intimidating, so I considered the Presence pool. The only thing with this is I HATE the animal growls. I can only hope for better animations in the future, but for now, I think I'd rather leave it out.


    My question to you all is, how would you build the character? Do you agree with my choice to make him a Tanker? How would you build the Tanker? How would you build him as something else?

    Just curious, and just for fun.
  17. I see no hijack, this is exactly the kind of discussion I was hoping would result.
  18. Not wanting to be abused does not make one a "whiny jerkwad." As I keep saying, you do not have the right to force your entertainment on anyone that doesn't want to be part of it.
  19. Quote:
    Originally Posted by Westley View Post
    Or, like a big boy and an adult... you could simply NOT LOOK at things that you know you'll probably be offended by. You know, exercise a little bit of self control? Or is that too much for you?

    Why ask some moderator to change the way the boards work for YOU, when you are fully capable of moderating your OWN behavior?



    Sorry if I sound a bit snippy, but I'm getting tired of people perpetually suggesting that they have some sort of "right" to "not be offended", ever. In this life you WILL be offended once in a while. That's reality.

    If I am looking in the direction of an ugly naked dude that stays in the same place all the time and never moves... and seeing that naked ugly dude BOTHERS me, then guess what? I don't LOOK at the ugly naked dude or in his direction anymore. I don't feel COMPELLED to have him moved somewhere else or to have him forced to put on some clothes. I just DON'T LOOK.

    How is that so hard? Someone please explain it to me because I just don't get it.
    No, you have it backwards. YOU have no right to force me or anyone else to play your puerile game. You can't go running around the streets playing paintball for the same reason. Are you going to tell me that people in the streets don't have the right not to be irritated by your game of paintball? Ludicrous. We are not here for your amusement.

    Also, if you actually READ what I said, I've supported your position that the current "tweak" is too restrictive.
  20. Since it's obviously very difficult, I'll explain it in detail.


    There are people that like to play the rep game, complete with the flaming and antagonism. For them, the way the system was before (with comments appearing on the Control Panel page) was fine as it was. That is how it should be for them.

    There are people that did not want anything to do with the rep game. They should have the ability to disable the rep system in its entirety. That means people should not be able to post negative rep OR negative comments on these posts.

    Simple. Those that want to play the game can and without the current inconvenience, and those that don't need not be concerned by it in any way.
  21. Quote:
    Originally Posted by Impish Kat View Post
    No.

    You can still give rep to others and leave comments.

    To see the rep/comments others have given you, click on the rep icon in your own posts. To see how this works, try it on a post you know you've received rep on.

    To see a list of your posts, click in the space to the right of your avatar name to access the dropdown menu, or go to your CP -> Profile -> Statistics -> list posts.
    Ah, so what's all the hue and cry about?

    Wait, I see a problem (from my perspective). It seems negative comments can still be posted on posts made by people with rep disabled. They just don't see them. To me, this is actually worse, in a way. Part of what irritated me was that people were making insuting or derogatory comments and just getting away with it. With this "tweak" they still can, it's just made it harder to call them on it.
    Moreover, it's now harder for those that DID enjoy the rep game to enjoy it.

    If I have rep disabled, no one should be able to comment on my posts, period. This isn't rocket science, why is it so hard to get it right?
  22. Quote:
    Originally Posted by Arcanaville View Post
    If you mean the one about adding damage to kb, I think most people think that's a good idea in principle, although it might be difficult to do in terms of the details (i.e. should a KB power do extra damage to a target that is immune from knockback).

    If you mean the one about changing all KB to KD and requiring people to slot KB enhancers to regain the KB effect, but add extra damage to the KB slotting, I think it could be made workable for single target attacks, but not in general for AoEs (while I think KB would be a good compensating control for AoEs, allowing KB to increase AoE damage would in general be dangerous for game balance).
    I should clarify that the extra damage being done would be relatively minor, perhaps something like how DOT from fire attacks is. For example, a hypothetical Energy Blast does 50 damage. With normal damage slots it does 100 damage. With knockback slots it does 90 damage. The knockback might do an extra 10 points of damage (if it activates). Note that these numbers are just for illustration.
    In this sense, I don't see it being much different from putting regular damage slotting in.

    Quote:
    Originally Posted by Twilight_Snow View Post
    My opinion about this suggestion (and also something like -kb enh) is that it is not flexible enough. The current implementation of kb is that you don't have a choice between kb and kd, but you can control the kb distance through enh. With the suggestion, it is an improvement that you can choose between kb and kd when you do the slotting, and then control the kb distance by slotting more.

    I think the best example is energy blast. If you solo, you might want kb. But in teams, you probably want kd most of the time and kb occassionally. With your suggestion, I think the only way out is to have 2 builds, one for solo and the other one for team. But still, that doesn't allow the flexibility that you may want to do some kb in teams when it's appropriate to do so. In fact, I think this is the main issue of the suggestions that based on enh.

    The nature of kb is that it should be used appropriately, not throwing them out all the time. Currently, we are forced to kb all the time (as in energy blast). But your suggestion is like going to the other extreme, i.e. you can't kb even if you want to till you change build. Either way is not the best solution.
    I'm not sure why it doesn't seem flexible to you. Perhaps I should be more clear?

    As an example, suppose we take an Energy Blast. It does knockback now, so it gets changed to do knockdown. With normal damage enhancers, you blast a foe and it knocks him down. With one knockback enhancer, that knockdown becomes knockback (smallish amount). The more enhancers you add, the more knockback you get (as usual).

    You could have two builds or not. If you used a build slotted for knockback on a team, it would be much as it is now. The idea is to make it your choice whether you do knockback.
  23. I'm confused... They removed the ability to leave comments ENTIRELY? Is that what they did?

    I'll point out that's NOT what I suggested. All I wanted was to have the comments be turned off if the rep system was turned off. That way, people like me who don't have any interest in the forum "game" would not be forced to put up with it, and those who DID have an interest in it could still take part.

    I think I'm seeing another example of throwing out the baby with the bathwater.

    Again, here's how it SHOULD be.

    1) Rep is disabled, comments are disabled.
    2) Rep is enabled, comments are enabled.


    Would that not have satisfied everyone?
  24. Quote:
    Originally Posted by GPBunny View Post
    At the very least you should give us 1 more day to make up for today. Best case give us til after the weekend. Halloween 1 more week!!!!!
    Oh my god, your avatar is going to give me diabetes....