Virtual_Fighter

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  1. Haha.

    How bout melee sets like life drains, like Dark Melees, does it cause heal decay as well?
  2. [ QUOTE ]
    I've checked in game before posting and they are most definitely 80 feet. Normal pool Leadership powers are 60 feet, though.

    [/ QUOTE ]

    All my Crab's TT: Powers show 60ft. effect radius in the power detail page, at least. I wouldn't be surprised if it was wrong though...

    But either way, 60 feet or 80 feet, it's still much to small for PvP encounters.
  3. [ QUOTE ]


    Alright, seriously though I think 80 feet is already exceptionally good (best in game IIRC for this kind of buff) and 150 feet sounds, well, way too much. I mean, in PvE you could be fighting a different group than your teammates 120 feet away and they'd get the buff ; it kind of makes no sense in my opinion and removes the tactical aspect (as little as it might be) of these powers - in regards to that I'd be inclined to think the radius is already too much as it is, which might be why I have a hard time supporting this idea.

    [/ QUOTE ]

    They're currently 60ft. at the moment, not 80ft. At least I'm pretty sure.

    I don't think 150ft is beyond reasonable though. Splitting your group to tackle two groups could be part of leadership no? Sounds like good Maneuvers and viable Tactics to me!

    [ QUOTE ]
    Now if they could change it just for PvP without affecting PvE, why not. They'd want to look at pool Leadership too, though.

    [/ QUOTE ]

    Sadly range is one of those things they can't change, to my knowledge.

    In PvP zones especially, with everyone maneuvering as fast as they can, some flying hundreds of feet above targets, it just seems silly that the buffs are limited to 60ft.

    Apparently with the recent adjustment of SoA damage/defense in PvP since I've been gone as well it seems SoA aren't so hot. I haven't seen but one in the zones on Freedom, SC at least, since I've been back just messing around. I like mine, but I think of him as a support character and it'd be really nice if I could support more than just myself with those buffs out there.
  4. [ QUOTE ]
    Actually I think they should just make it 300 yards. That sounds perfectly reasonable.

    [/ QUOTE ]

    I agree...

    But 900ft. set off the sarcasm detector.

    I'd be fine with 0.038 of a mile though.
  5. Yeah, I shamelessly admit my reasons are solely PvP based...

    But it wouldn't be to much to ask for would it?

    60ft. just isn't much coverage in PvP. Surely they could be increased to 150ft. or so. I don't see how this could have any OP'd effect on PvE could it?

    /shrug

    Any thoughts?
  6. Is there heal decay on Dark Blast's Life Drain attack?
  7. Virtual_Fighter

    PvP now...?'s

    Cool, thanks.

    Another quick question, do heal draining attacks like Siphon Life apply the healing decay? I know melee sets self heals are not supposed to, while pbaoe heals do, but just curious on heal drains...
  8. Virtual_Fighter

    PvP now...?'s

    Is elusivity still in? Heard it was yanked or broken...or something, maybe? Didn't see it under detailed info...

    Is the combat attribute monitor borked in PvP? As in not showing correct +recharge values, etc.

    After you hold someone when can you hold them again, 15s right? Does that start right when the hold is applied? Can you immob, stun, fear, etc them before or does all mez share the same suppression or w/e?

    PFF + dispersion bubble showed like 20% defense on my pal's troller, just SO's, is that norm? Does IO'ing really help it out?

    Sorry, that's all the newb questions I can think of atm, besides if there is a up to date pvp faq...and why they don't take off the old sticky one. >_>
  9. [ QUOTE ]
    Swing and a miss!

    The point is this: There are only so many ways to point a gun at a target and pull a trigger. Of those there are only so many that make any sense. Of those there are only so many that make for a decent animation.

    Slug, Burst, and Beanbag are the only three single target attacks. They could possibly go into 'cryo' rounds and incendiaries. But ultimately the animation is identical: Level rifle, fire bullet.

    -Rachel-

    [/ QUOTE ]

    So you're argument is that a third ST target attack for Assault Rifle is out of the picture because the animation can only consist of you leveling the rifle and shooting?

    It doesn't bother you though that Flamethrower, Buckshot, M30 Grenade...all simply follow the same pattern? Single Target or AoE, you "level rifle, fire bullet."

    My idea for ignite otoh was to simply convert it into a fast burst of fire from the flamethrower to ignite a ST in short-range. That animation would be no different than leveling the rifle the burst fire onto the ground, only much shorter preferably.

    As I mentioned above, some other games have the potential to add more positional attacks, including animations that have you roll and shoot, or dive, etc. Usually they didn't "root" you in place either so you could stay in motion as well.

    But, by your logic, how come;

    Archery gets 3 ST attacks? All they do is simply draw string, release?

    How come Sonic attack can have 4 ST attacks when all it does is simply open mouth, scream?

    Force Fields should really be in trouble! Look at all the stuff it does by simply throwing out your palms. Ridiculous!

  10. [ QUOTE ]
    There aren't many good explanations for a third ST attack. You've got Single-Shot, Automatic, and long range fire. What's next? Snapshot (minor damage fast attack, fast recharge)? Or are you going to have a bullet overloaded on grain so that it gets fired -really- fast for extra damage?

    Some powersets (like Fire, for example) Can have a series of attacks that are roughly the same thing with different outcomes.

    Flares: Single Target Minor Damage attack.
    Fire Blast: Single Target Moderate Damage attack.
    Fire Ball: AoE Moderate Damage attack.
    Blaze: Single Target High Damage Attack

    All four of these attacks involve the player hurling fire from their hand(s). Blazing Bolt doesn't count because it's a lazer, rather than broken flame.

    Meanwhile, with a Gun, your options are 'Shoot Bullets' 'Shoot More Bullets' and 'Shoot Moar!'

    You can't do much in the way of different animations with that, really. Look at the Arachnos Soldiers. ST single shot ST Burst, Cone Heavy Burst.

    You really can't -do- anything with it. (sometimes)

    -Rachel-

    [/ QUOTE ]

    I have to admit, this really confused me...

    I'm pretty sure they have lots of options for the Assault Rifle personally.

    How is a gun shooting various kinds of ammunition with "different outcomes" upon enemies any different from your Fire Blasts example?

    The assault rifle can apparently already fire in a Burst, Full Auto spray, and a Sniper shot, as well as Slug shot and Buckshot. The crazy gun also comes with a handy flamethrower as well as a grenade launcher. Why not an Incendiary Round as well, which we already see on NPC's in-game, that'll set a single target on Fire? Or simply a fast burst of our Flamethrower to "Ignite" a single target up close?

    We're able to pick up Cryogenic rounds, sleep grenades and "mini-"Rockets even in Munitions Mastery.

    Let's face it, the gun is a beast. I could think up a million things I'd like to see added to it honestly...I also would love to see Pulse Rifle fleshed out and proliferated...so I'll just keep on dreaming I guess.

    PS. I guess I'm sort of used to using guns in other MMORPGs that I played as well, such as the SWG pre-NGE days. They had plenty of gun attacks including "positional" attacks like diving shot, crouch shot, kip-up shot, roll shot, and others which had different effects like KD, snare, dizzy, disarm, and whatnot. Here, it's different though because they just use a certain ammunition load as the different attacks, hence the original frankengun...
  11. I agree.

    Personally, it would really help to remove the hassle for helping a friend with IO's. For example, when I know an SG mate is looking for a particular set I'll try and save any I come across for them. But it's really inconvenient to store them in my limited market space, then have to retrieve them later, or craft them myself just to store them in the base enhancement table.

    A SG base recipe bin would be a very nice convenience.
  12. [ QUOTE ]
    I would be against a change to ignite, because it is also an area denial tool, used in tandem with caltrops.

    Used when baddies are right around the corner, or right on the other side of the doorway, denying them the ability to hit you while burning them is a guilty pleasure of mine on my AR/Dev. 2 targetted AoE's is very powerful for a blaster. Dont give that up.

    [/ QUOTE ]

    Ah, having two "location based" AoE's on a AR/Dev is a nice trick. Using LoS to toss trops and a ignite patch "around" walls to cover small doorways without retaliation is nice...

    I'm not really fan though of the thematic AR/Dev pairing in that it's only real designed synergy seemed to be with web nade + ignite; making for a pseudo extreme damage immobilize.

    Just slap some energy damage onto web grenade; call it shock web or laser wire, or lethal damage; razor wire or tangle web, and convert ignite into a quick, short range, high DoT fire attack.

    If you want to set up area denial you can still throw down trops and trip mines at the door, remain in complete safety, and still dish out a lot of damage without being retaliated against. While those using AR without devices, or with, can use ignite more freely as a ST damage dealer that it sorely needs without any gimmicks attached.

    So, yeah, I'd definately vote to give up one ghetto area denial trick for that, especially when an AR/Dev still has plenty of safety/tricks in stealth, trops, and mines.
  13. [ QUOTE ]
    One good idea would be to change the (now useless) Base Salvage storage into Recipe storage.

    Thank you.

    [/ QUOTE ]

    Salvage racks have already been changed to hold Invention Salvage rather than base salvage, albeit with a lower maximum capacity of only 30 instead of the previous 100.

    I'd be all for a recipe bin of some sort for bases as well though.
  14. [ QUOTE ]
    Sam,
    I'd rather keep the extra cone. The lack of an easy to use 3rd strong ST attack, is part of the cost AR gives for the AOE ability.

    Mind you it does have a strong 3rd ST attack own version in ignite, but that has tactical limitations.

    [/ QUOTE ]

    The loss of Aim should cover the cost itself imo.

    Doing away with the "tactical limitations" of Ignite would be a fair deal for the set.
  15. What I mean is, some more "gear" like powersets without the focus on setup, stealth, or subterfuge.

    Perhaps a Manipulation and Support set using gear that would be more thematic for Robotics, and eventually Pulse Rifle if it ever comes to pass. Something more advanced perhaps, no caltrops, and more quick and dirty, straightforward, rather than relying on traps and preparation, or stealth and surprise.

    I haven't taken the time to think out a whole powerset, I'm just shooting from the hip. For example, some manipulation powers for blasters could include;

    - Anti-Gravity Grenade:
    Location AoE, 15ft radius, Minor Damage (Smashing), Foe Knockup
    Basically, just a thrown grenade at an area which would neutralize the gravity within the radius, sending the foes into the air, much like Gravity Control's Lift power, then they crash back down. A more quick and dirty, advanced, form of caltrops perhaps.

    - Enhanced Optics/Targeting:
    Toggle; Self +Range, +Dam
    Perhaps just a small amount of +Damage, only +15-20% or so, combined with a +~40% range. Given that "Your enhanced targeting system allows you more precision with your attacks, allowing you to attack from a greater distance and to more vital parts of your enemy." Sort of the opposite of Targeting Drone's +To-Hit, +Perception.

    - Sticky/Plasma Grenade:
    Targeted AoE, High/Superior Damage (Energy), Foe Fear
    Basically, think Halo. Just a short range grenade that would stick to anything, fear the target for 3 seconds or so, then explode for AoE damage. No setup, no stealth, no "toe-bombing" just straightforward, upfront "here ya go I made this for you."

    Basically, there is bunch of more "tech" powers that could be thought up and incorporated into "tech" powersets that wouldn't focus on being sneaky bombers or trappers.
  16. I'd be more in favor of seeing Ignite changed. Ignite being made into a short range, 20-40ft, single target DoT would be very favorable to me personally.

    Perhaps now that it's recharge has been corrected and it can't be spammed as it could be, some others might come around to this.

    I've always thought it would be cool to simply light up a single target, throw on the melt armor like animation on them, and let them burn for a good bit. Take away the complication of the power and just let us use it as a nice single target, fire damaging attack.

    If I was able to drag and drop down a wall of fire, or actually block most doorways it'd be different, but a 4 foot radius with a 3s animation, pfft...
  17. [ QUOTE ]
    I vote NO... This game is not a democracy... it's a frickin GAME! GET OVER IT!

    [/ QUOTE ]

    Whoa, calm down Scorpion.

    GET OVER HERE!
  18. Every recommended suggestion by the players is then voted on by the players and those that pass must be implemented by the Developers.

    Those that fail, well the person who suggested it will have one of his characters locked out.
  19. [ QUOTE ]
    Smoke Grenade has two effects.

    1) A perception debuff. In Pve this is auto hit. In PvP it requires a hit check.

    2) A to hit debuff. This requires a to hit check in both PvE and PvP.

    As such the power probably "should" allow the accuracte to hit debuff sets to be slotted.

    [/ QUOTE ]

    It would definately make sense.

    Thanks gents.