Warmaster

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  1. [ QUOTE ]
    <QR>


    Hey States, any talk of PvE base raids?

    Like if you do so many SG missions from the SG computer (yeah, that's not in either) against a specific NPC group, they get upset and attack your base?

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    LOVE this idea.

    Imagine this - you've been running PB missions from the SG computer all day, when you get the next tip. Only this one is in a different color ...
    -----------------------
    "Hey <SG NAME>, we're hearing some nasty rumors about <VILLAIN_GROUP>. Seem's they are happy with you for taking down so many of their people. I'd suggest you dig into this and find out the truth!"

    WARNING - Taking this mission will lead towards a raid on your base by (VILLIAN_GROUP). This raid will happen shortly after you finish this mission, and will be sized according to the number of heroes in your base.
    ------------------------

    If you take that mission, you'll get the usual "Kill All in map XYZ" mission. You'll then get the clue that the group is already heading to attack your base! 10 minutes after mission complete, the raid begins.

    Mob groups will begin to spawn in your base, and try to destroy the base by placing bombs. If they place X bombs, you lose. The groups will spawn in waves, with each group working towards a different room to place their bomb.

    This mission could be done only once per week, per SG, to prevent farming. There are obvious balance issues, but the core concept seems pretty cool.

    -- War
  2. But you do pay taxes on certain things you own, like cars and houses.

    -- War
  3. <qr>

    My biggest complaint about bases isn't the cost - it's the benefit from that cost that most SG's see.

    Currently, bases provide minimal in-game benefit - teleporters that save a minute or two, rez rings and storage. CoV adds the special TF from the mission computer.

    I personally could care less about the aesthetics of my bases (although, thanks to some dedicated members, they do look cool), I want to see more of a benefit from having a base.

    That mission computer is pretty empty right now - how about allowing SG's to start all TF's from there provided someone in the SG did it previously (SG badge). Likewise, Police Band missions should be accessible from the SG computer. All of these should be flagged to generate some extra prestige when in SG mode to encourage groups to use their base.

    Likewise, the ability to flag your base as "public", as suggested, would be quite cool. Some people have created very cool bases. Others are, well, not so cool. Who care? Show them off! Add a guestbook item that would allow visitors to leave comments.

    People complain about costs when the benefits they get are out of proportion to that cost. Give us more benefits to having a base, more utility, more reasons to HAVE that base. Right now, there just isn't enough.

    -- War
  4. [ QUOTE ]
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    Let's be real honest - when is ANY particular AT needed given a team of competent players?

    Seriously - are we asking too much that there be situations when a given AT is required or needed?

    It's one thing to have an AT desireable, another to have it needed.

    Personally, when taking down an AV, I have, and still do, prefer to have a Tank around. I feel it's just safer that way.

    -- War

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    So the new team role for Tanks is to be a placebo?

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    Sure - just like every other AT.

    There should not be a single mission where ANY AT is needed. Ever.

    -- War
  5. Let's be real honest - when is ANY particular AT needed given a team of competent players?

    Seriously - are we asking too much that there be situations when a given AT is required or needed?

    It's one thing to have an AT desireable, another to have it needed.

    Personally, when taking down an AV, I have, and still do, prefer to have a Tank around. I feel it's just safer that way.

    -- War
  6. I think it would be a bit too powerful, and too limiting with your restrictions.

    Right now, with SO's and aggressive slotting, I can stack 3 Siphons (for a very short period), and usually have 2 on them. That's a potent debuff for both speed and recharge.

    Making it AOE, even limiting it to say 5 targets, would mean that I have essentially hit 5 (or more) targets with that debuff.

    Consider Lingering Radiation from Rad - this would turn SS into a similar power, but with a +Speed and +Recharge instead of -Regen, but signifcantly sooner and with lower costs attached.

    -- War
  7. Any chance some nice person could repost it so those of us blocked by work firewalls could read it?

    TIA!
    -- War
  8. Warmaster

    Top Issues 8.10

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    And as for the 30 fir bolg mission. Any chance in making it somewhat more possible?

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    Can they make it much easier than it already is? I don't think so...

    -- War
  9. ... there used to be a bug with Freezing Rain where the -RES debuff would be applied again with each tick.

    -- War
  10. [ QUOTE ]
    As for provoke, at first it WAS auto hit, it was nerfed in or bit before Issue 2 so it required a to hit roll.

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    THAT'S right - that was the real big complaint about it from us - that a pool taunt power would auto-hit like our primary taunt power, but was AOE.

    It's interesting to look back at the evolution of my tank from the early days through today. Pre-Invince, post-Invince, perma-Unstoppable, post-GDN and now post-ED. I'm just hoping one day there will be a post-passive buff entry too.

    -- War
  11. [ QUOTE ]
    The official strategy guide came out with the game and stated all attacks had a mag 4 taunt associated with them. I was also being a bit sarcastic on how "no wonder it works badly, it was part of the flawed initial design"

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    Correct - all tanker attacks would taunt a mob if you hit them. What wasn't present at release was the ability to slot for that effect.

    Likewise, the Taunt power was auto-hit, but single target only. Provoke required a to-hit roll, but it was AOE. This let to many tankers take Provoke, and complaining that the Pool power was much better than their power. That finally got changed.

    Part of the intent behind the "punchvoke" was to reward the tanker for active play, not merely spamming taunt and provoke.

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    Nope, Scrappers had Critical Hits from the beginning.

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    Nop. That I am 100% sure is not so. Few (VERY few) powers had a chance to critical, but thats very far from being an hinherent ability of the AT. The inherent critical chance was added much later (at this time they just gave all powerst hat were already able to crit a higher chance to do so)

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    Bingo!

    -- War
  12. [ QUOTE ]
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    PBAoE's such as Whirling Mace are limited to the number of critters that take damage -- in this case, up to 10 critters.

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    So if you miss everyone of them you taunt nothing?? I think there should be a min of at least 5.

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    I suspect that the answer is "Yes" - if you don't damage the target (meaning Miss), you don't taunt it or have Gauntlet trigger.

    -- War
  13. [ QUOTE ]
    But we don't yet know all the powers available in a patron pool. They might be almost identical to the CoH APP's, or they may have several types of powers to ensure that any concept can fit into the patron pool. We don't know that yet. That's why I'm waiting.

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    My interpretation of the dev remarks is that each sponsor will have a theme for their powers. Each AT will be different, but still reflect that theme. Hopefully, those powers will follow the CoH APP's, and fill in some of the gaps of each AT.

    -- War
  14. [ QUOTE ]
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    a tank shouldnt need a self res

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    Reading between the lines you're saying that tankers should never die.

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    More like saying that tankers shouldn't expect to die more than other ATs that don't have self-rez powers.

    "Here, take this self rez power instead of a power that helps you survive or kill things. You're going to need it."

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    "Here, take this self rez that if things go bad, you can get back up and try to get it back under control instead of lying around dead."

    -- War
  15. Warmaster

    Badge Questions

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    Currently the badge is given to ANY team or player-not-on-a-team that does 25% or more damage to the Giant Monster.

    When Giant Monsters get tougher (Issue 7), this number will drop to 10%(or more), encouraging more teams to fight them. The rewards will be increasing as well.

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    What about Hamidon Raids? At the moment, the only people getting anything for their money during the "Mito Phase" are the damage and sometimes the Umbrella teams. The PA Droppers, the Agro Team, and the Agro-Heal team get nothing at all, but without a single one of them: Sea of Orange Names (Raid Over)!

    Is something going to be done to reward these people? They aren't even in the running for the single SO or Salvage piece! I mean, even the id10ts who get in the one or two hits and run back to the rock get something for their money!

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    So the people they are protecting aren't bothering to share the rewards with them?

    Imagine if those heroes requested that some compensation be given to them, or else ...

    -- War
  16. [ QUOTE ]
    As someone once said in a thread about Hurricane in the PvP forum, Hurricane isnt overpowered, the brains of those who want it nerfed are underpowered.

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    qft

    -- War
  17. Hang on people - chill on the doom and gloom.

    What this does is give us very specific areas to open discussions on. We've got more information that we've had in the past - so USE IT.

    Start discussions in various threads on these points and actively try to get the devs involved in those discussions with us. Castle gave us quick points because that's all he had time for. Work to get those more detailed explanations and see where that goes.

    This isn't the end - it's the start of better discussions.

    -- War
  18. Wow - many, many thanks, Castle!

    -- War
  19. Warmaster

    Ten Tracks

    1) Crockett's Theme - Jan Hammer
    2) Peter Gun Theme (Twang Mix) - The Art of Noise (really cool version of a classic)
    3) The Philosopher's Drinking Song - Monty Python
    4) Particle Man - They Might Be Giants
    5) Hurt - Johnny Cash
    6) Back in the USSR - The Beatles
    7) Walk On Medley: Get Organ-ized - Boston (A church organ in rock? Durn right!)
    8) Twilight Zone - Golden Earring (Back to the 80's!)
    9) Rubber Biscuit - Blues Brothers
    10) Run Like Hell - Pink Floyd (Brute music)

    -- War
  20. Warmaster

    Twas...

    Nice work!

    -- War
  21. [ QUOTE ]
    Well great, we've already muddled up that question.

    Can we have another?

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    Why do we park on driveways, and drive on parkways?

    The the question at hand, do we look at it from a defender's perspective (no, or minimal, opportunity to react) or the attacker's perspective.

    Quason - by State's definition, would a defender TP'd into a group of 3 blasters, all of whom hit their nukes, apply? What about stacked burn patches with Caltrops? To go back to the example of Caltrops + mines, what if each power was dropped by a different attacker?

    I'm not trying to be difficult, just probing the boundaries as far as possible now, rather than later.

    Personally, I don't think it's possible to completely eliminate all scenarios where a defender is defeated without a chance to react. I think what is possible is the elimination of the defeat by a single attack.

    Stacking multiple attacks is going to be nigh-impossible to block, and I think it should be allowed. It takes multiple powers, some basic tactics and, most importantly, time.

    -- Warmaster
  22. [ QUOTE ]
    No what I said is what I said. In response to her comment that it was ONLY true of control powers. Fireball indeed does have an accuracy penalty. Anyone that has ever used it can tell you that.

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    Even without the dev post, I can quite confidently say you are wrong. Fireball does NOT have an accuracy penalty. Fireball is slotted the same as Fire Blast, and the two powers have nearly the same accuracy in HeroStats.

    You are wrong.

    -- War
  23. 1 DO slotted for Accuracy since I hit 12. Accuracy has been around 90% since then, per HeroStats. No tactics used. Fire/Kin.

    For DO/SO buys, I always, always grab Accuracy first, then anything else.

    -- War
  24. You are aware that they have, and will probably continue to do so, released Issues with known errors and bugs, right?

    I can't remember the exact post (around I3, I think - you can find the post if you'd like), but if there aren't any "show-stopper" bugs such as huge load times, consistent crashes when zoning, etc, they'll release the Issue and patch it.

    Expecting a perfect, bug-free release is ludicrous.

    -- Warmaster