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Meris
Okay.....I don't know how many ways I can explain this.
Please read the following lines repeatedly (that means over and over) until you understand.
RULE SAY: NO ASK MEETING
RULE SAY: NO ASK PRESENCE
ASK MEETING IS CALLING OUT. ASK PRESENCE IS CALLING OUT.
WE NO ASK MEETING. WE NO ASK PRESENCE. WE NO CALLING OUT.
WE ASK FOR ANSWERS
Get it yet? No? Read it again.
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You ask for answers. A presence would be necessary to give an answer. Therefore, you're asking for a presence. -
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Whining? Calling out? I don't see that at all. I see people with real enough dissatisfaction to keep a non-sticky post on the forefront of the forum for over a year. I see people respectfully asking to get equality, to get balance. Despite the obvious responsibility and authority of the Developers, we are their most important asset. We are the paying customer. We have a concern and as such deserve to have it directly addressed.
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Raising concerns is one thing. Deserve to have it directly addressed is another entirely. There seems to be a bit of confusion as to what 'calling out' means. So here's a couple from an online dictionary. nice and close to the top, as well.
- To demand or ask for the presence of
- To demand or ask for a meeting of
While we are the paying customers, the person we are customers to may not be best served (and we in turn may not be best served) by bowing to the whim of whoever asks or calls (even if only through response).
And always remember that the paying customer card doesn't play well against the paying customer card. After all, if person A, as a paying customer, demands X, and person B (also a paying customer) demands that X not happen... who do you go with? Not to mention the dilemma of what to do if the majority of the population wants Y, which happens to be something that would render X partially (but not to the satisfaction of person A or person B) enacted.
It's a more complex situation than "I want answers" and "When will you acknowledge my concerns?"
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So just to clarify:
Dear Developers,
I join with the other posters on this thread in asking WHEN will the pvp in your product be balanced? Please respond as soon as possible. We are faithfully waiting for an answer.
Thanks so much!
Nocti Forever,
OpenSorce
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So, just to clarify... this is calling out. Pretty much the definition bang on. -
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Player Auction houses are a great example of PvP content that is typically embraced by PvE players.
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o_o I think something in my head just broke upon reading that line.
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Non-combat PVP.
In WoW I made all of my money by manipulating the auction houses. This led some people to try and undercut, bypass, or otherwise make money in the niche that I had effectively cornered and made profitable. So to maintain my stranglehold I had to adapt to their tactics and in some cases adopt their tactics or their allegiance.
That's PvP. Just not in the sense of the word that some people are used to seeing it. -
Initial impression of patron power pools is that they're kinda... undesirable or bland for Masterminds. The only power I'm likely going to want is the charged armor for my bot mastermind, mainly for the sparking malfunction effect.
As I don't have enough experience with other AT's to comment I will refrain from doing so. As well, I will refrain from further comment until I've tested. -
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This is a known bug. According to QA, it's related to having the shivan shard temp power (there might be other things that cause it, too, but this is what they've been able to reproduce).
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Every time I've entered BB on Champion (admittedly only a few times on my Mastermind) I've appeared somewhere other than the villain base. Never had a shard temp power before, during, or after this on that character.
Foxtrot Charlie, Merc/Trap on Champion. Was level 18-20 at the time. -
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Because a power that is only "good" at low levels has real problems later on.
"Oh, that power? Just respec out of it at level 22 when you get SOs."
I can easily see it now.
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Or the flipside of what happens when a power that's good at low levels becomes slotted with SOs.
This isn't necessarily a bad thing, though. RI, for example, is good at low levels and excellent later on. And if we're talking about a set that needs loving then why not talk options that would be some sweet, sweet loving? -
This is disheartening and demoralizing, to say the least.
_Castle_, I appreciate your honesty even if I don't like your answers.
FF/Psy is where I have the most experience so this is the only part I will address directly.
When enemies had their ranges greatly increased the +Range in Psy stopped being a benefit. Psy damage is not widely defended, but not many PvE enemies have Defense buffs at all. Many enemies are resistant to Psy damage. When they are resistant they are greatly resistant to the extent that if I'm on a team it's more efficient DPE to let the rest of the team do the actual damage while I focus on CC through my EPP.
Focusing on the resistances of enemies in the early game is not valid for me simply because it's faster to go from level 1 to 35 than it is to go from 35 to 50. More time is spent in the upper levels than the lower levels.
Knockback and Defense are all that FF has. We're better at Defense, but not greatly so. We're no better at KB, though. This is hardly fair.
Toss on that FF already takes it on the chin when it comes to the versatility of the set, particularly the fact that many things are either highly resistant or even immune to knockback reducing the usability of a set from 9 powers to 5 in a heartbeat. The toughest enemies in the game are completely immune to almost half the set. How is this fair?
The entire secondary powersets for Defenders in general is already low. When Containment is brought in many Controllers already outshine Defenders in the damage department.
This is one disappointed fuzzy chainsaw. Dark times for Defenders. -
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No, a patch note was not generated -- my fault, sorry! I simply forgot to note the change down.
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You know, this is the only problem I'm having with the game...
For the last several months *every* patch has had missing notes that the players have had to find out about and determine if there was a bug or an intentional change.
Statesman even said in Ask Statesman that this was inexcusable and needs to change... And sure enough, the next three patches all had faulty notes.
This is just getting under my skin. This and between-issue-blues. -
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We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).
[/ QUOTE ] Um...what does this mean exactly?
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I second this question!
EDIT: I trust the posters who have already answered this but I wouldn't mind an amen from a dev.
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It's pretty much what other posters already suggested. Many effects in the game are actually temporary pets (Blizzard, Fulcrum Shift, Caltrops, Burn, Ice Patch, etc). Since they are distinct entities, they are spawned fresh and buffless. This change allows the designers specify that a pet should get copies of buffs on the creator (Damage and To-Hit inspirations, Power Boost, Build Up/Aim, Accelerate Metabolism, Fulcrum Shift, etc). So yes, you could potentially Power Boost an Ice Storm, and having Fortitude could increase your Burn damage.
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Would the really pet-like not-pets and the pseudo-pets benefit from this as well? (thinking; Trip Mine, Poison Trap, Seeker Drones, Acid Mortar, that lightning thinger that elec secondary blasters get, auto-turret, etc..) -
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3) Spec Ops are limited to 1 per spawn point for generic spawns. There may be specific encounter groups designed with more than one, however.
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So... either the spawns are too close together or there are multiple spec ops/spawn (sometimes) in the difficulty one up from base difficulty.
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4) The Sonic Concussion power blows through anyones Hold protection, but it only lasts 1/4 of a second. It is working as designed, however, I'll pass this to geko to see if it is too strong of an effect.
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So it's essentially a toggle drop. You know, just like you took off the Ballistas. Seems a little off
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5) Arachnos is fairly tough, too -- especially if there are Fortunata's around.
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They're tough, but in a fun way. -
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Is it just that I'm not realizing what the Dev's S/N's are or is it that they aren't ever responding to our questions? I have been waiting 3 weeks for a response from a dev on some stuff i've posted on the forums. The GM's tell us to use the forums, why don't the dev's respond? Is there a section for questions that should always be addressed or what?
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Well, first this thread has little-to-nothing to do with what you asked.
Second, just because you ask doesn't mean they'll respond. Just think about how many people ask a question to the developers. How many per day. Now, just think about how long responding to those questions would take, especially when the same questions get asked many times.
Third, Developers Corner threads are generally read, but not responded to all that often. Especially when the threads are overwhelmingly negative, flame-filled, or hostile.
Fourth, what does S/N stand for? -
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Those who've PLAYED with me can judge far better my ability than those who look only at my character list.
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Yeah, and you play like you're PL'd. Not only that, you play two characters with generally far less skill than many play one alone.
Maybe you've gotten better recently, but overall... it shows. A lot. -
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omg, a Kill Skuls badge? is it for CoV or both? and can i kill any lvl of skulls? like ones in mercy so to speak at lvl 30? :P
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When they put the Kill Skulz badge in the game I was level 50. So... Off I went to Perez, got a group of lowbies, and swept the street for the badge (for me and them). Your 30 shouldn't have any problem in, say, Mercy. -
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By the way, this sort of thing is why the system is no longer working, and why I no longer actively encourage it.
I'll revise and add to it as the community requests, but I have little or no faith in people willing to adhere to any sort of structured behaviour on Champion, based on my personal experience in the matter.
Upsen.
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Now, I realize this post was from quite some time ago, but the thread is being kept alive.
Until today I had no idea that raid uniforms were even presented, let alone if there was any attempt to implement them. The system had a few flaws (even before graphic suppression):
1. This is the big one; the majority of players don't read the boards. When they do some portion of that doesn't check the server boards. If they don't know about the uniforms then how are the uniforms supposed to work? I've been on about 15 raids. No one mentioned uniforms to me in all those raids, other than no aura/cape. I've been reading the boards for far longer than my registration date (you can read without posting) and never noticed this thread. If someone that even reads the boards doesn't know about it is it then any surprise that very few people knew about it, much less adhered to it?
2. People had to give up a costume slot to do this. When some sg's already have sg uniforms tossing on an additional layer of costume slot sacrifice can annoy people. Especially when they don't like the uniforms they are being told they should wear.
3. Relied on people to put forward effort. Many gamers are quite lazy and don't see the point to going out of their way to spend the time to make a raid uniform.
4. Many were willing to make the concession to have no cape/aura costumes for the raids. Most feel that this is enough.
5. Many players are ego driven and want to stand forward like a peacock. They don't want to be told what to do/how to look. If someone says 'do this' they're inclined to say 'why' when polite, and 'blow me' when less polite. -
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After using an earned respec (in order to replace it with the second version)
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Pretty sure I still have all three respec badges. The ones I did lose, though, were One Time the Victor up to Nine Times the Victor, as I progressed to Ten Times the Victor. -
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not the usual scenario*** But they might end up limiting clear mind to not stack from the same caster anymore
[/ QUOTE ] I love it. Here is ONE power in the entire game that can allow a team a guaranteed way to see all Stalkers and people who play stalkers wanted it eliminated.
Nevermind that it doesn't stop you from still getting AS crits. And god forbid a team should have a way to totally prevent you from sneaking up on them. Nevermind that AT's that can do it are totally susceptible to being one-shotted...regardless of whether they can see you.
Stalkers have no problem with their entire AT forcing all the other toons to change their playstyle in PvP...but can't suffer one power set, causing them difficulty.
Retro, I realize you aren't saying they "should" do this, but I have to laugh at the general sentiment in this thread that this is somehow unfair.
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Essentially, you're saying it's good to have a guaranteed, 100% effective way to negate the defining ability of another AT... Stealthing is what they do. They have to be able to do it, and do so without a 100% effective counter.
Otherwise it would be as crippling as, say, an ability to prevent the raising of toggles. Not a toggle dropper, stun, or other status that would drop it, but an interrupt for any ability that would raise defenses. Just think about what that would do to a tank.
Removing self-stacking from CM would be a simple solution, as it brings it more in line with other buffs and doesn't completely negate this tactic. You would just need enough empaths to make it possible, and this is enough of a restriction, generally. -
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Only 4 new NPC types? Mooks are similar to Family. Goldbrickers are similar to Sky Raiders, but definitely destinct enough to warrant being considered seperate. There has alo been additions to the CoT (Beserkers, Nerva demons, Succubi), Freaks (Meat Doctors, Sneaky Freaks [but they might only be in that one mission]), Tsoo (Blue Ink Men), Infected (like the ones in outbreak, but there's more of them now)and probably more. The new ones include the Snakes, Wyvern, the Scrapyarders, the Arachnos (which are quite heavily varied), Luddites, Longbow, Rogue Island Police/Cage Consortium, Slag Golems, Shivans... basically everything in CoH, and then a bunch more. And this is only listing to level 25. I'm not sure about what else lies ahead.
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What? No Ritki? We have all these organizations and they leave out the Ritki? Sorry I am thread stealin here but I am upset there is no Ritki in Rogues
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I was only listing the ones that had changes/additions and the new ones.The Rikti are in the isles. I just haven't seen any new or different ones.
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6 zones
5 re-mixed ATs
4 'new' enemy npcs
3 unique powersets
0 Accolades
0 Items of Power
0 HO's for villains
It doesn't even come close. Let me cut off one response right now "but just wait they'll add stuff". My free month is up. I'm talking about comparing this to coh launch.
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Okay, trimmed your post down to two important bits.
You're comparing it to SoH launch?
Well, at CoH launch there was many more than 6 zones, but many of those zones are bland and featureless (IP, the unused massive portions of TI and CF), or places people don't go there unless they need to or they want a place to hunt in low population areas (Boomtown, Faultline, RCS). The CoV zones are crawling with activity, are larger in general, and have a much more quality over quantity feel.
The remixed AT's feel new enough. They play completely differently as well. This bothered me at first until I noticed how different things were even if many parts are the same. Plus I recall one of the devs stating how much work a whole new powerset is (art, animation, balance) and it wasn't feasable to be done at launch but that they are working on more.
Only 4 new NPC types? Mooks are similar to Family. Goldbrickers are similar to Sky Raiders, but definitely destinct enough to warrant being considered seperate. There has alo been additions to the CoT (Beserkers, Nerva demons, Succubi), Freaks (Meat Doctors, Sneaky Freaks [but they might only be in that one mission]), Tsoo (Blue Ink Men), Infected (like the ones in outbreak, but there's more of them now)and probably more. The new ones include the Snakes, Wyvern, the Scrapyarders, the Arachnos (which are quite heavily varied), Luddites, Longbow, Rogue Island Police/Cage Consortium, Slag Golems, Shivans... basically everything in CoH, and then a bunch more. And this is only listing to level 25. I'm not sure about what else lies ahead.
Only 3 unique powersets? Merc, Necro, Ninja, Robot, Traps, Therm, Cold, Energy Aura, Ninjutsu, Poison, Thorns...
0 Accolades? Well, if you're comparing it to CoH launch... Accolades were only introduced at issue 2 with badges. So there were no accolades at CoH launch either, and there wasn't until about 4-5 months after launch.
0 items of power? And you're comparing it to CoH launch? Which doesn't have items of power either?
0 HO's? Well, HO's are only level 50. Maybe there will be some HO's with the raising of the level cap (which was also 40 at CoH launch).
So comparing it to CoH launch kinda tips it in favour of CoV, for me. Especially since there's very little in CoH that's not in CoV and there's very much in CoV that's not in CoH. -
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No, disorient is useful on Villains, just like it is on Heroes.
Small problem: All Villain powers are Clicks. Even movement powers.
So, just like a human player, a Villain's AI says "get away, you're mezzed!".
And they do. Since they are gifted with Hurdle automatically, and since all movement powers are Clicks, they don't drop when the villain is "mezzed".
See? It's quite simple. Disorient doesn't suck, this is all just a side-effect of the game engine!
Doesn't that make you feel better?
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There's one thing wrong with your logic: You can't use click powers while stunned.
Anyway.. this has already been explained as a bug.
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Any click powers that are on when you get stunned stay on. Hasten doesn't drop just because you get stunned nor does Practiced Brawler. Since all NPC movement powers are click powers if you stun someone while they are flying they stay flying. I believe that if you stun someone who can fly but is not flying then they do not fly away, they walk away. But I haven't tested that; it's just what I've observed and remember from normal fights. -Note- some NPCs (CoT Ghosts) are always flying so they are especially problematic for stunners.
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I think an easy way to nail the flying disorient bug is to attach an inherent -Fly to Disorient. Even things with auto fly get grounded with this (so far only tested on Prototype Oscillators). Well, as grounded as they can get. This way they can still stagger around, sprint off, and leap but they won't fly away.
Maybe a solution for the PvE disorient would be to have a -speed on it as well. That way if they do sprint off maybe they'll do so slowly? -
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The Hero/Villain thing is fairly obvious, but how might spies fit into the CoH/V universe?
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Crimson and Indigo, for starters... -
.ogg files can be played by by Winamp, as far as I can tell. If this is the case then the process of pinpointing individual sound files should go *much* more smoothly, but I'm at work and can't try this at the moment. Has anyone else tried this?
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Blech. Typical fascist propaganda.
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The actions of Statesman and the Freedom Phalanx acting in conjunction with Longbow and under the umbrella organization known as the Freedom Corps, must be viewed as the actions of rogue independants and not the actions of the country.
The actions of the terrorist organization known as 'Longbow' should not, and must not, be tolerated by any government. How can a government allow menaces that attack sovreign nations to exist?
Menaces that know no bounds in limitting the civilian casualties in the horrors of their attacks, including using tactical nuclear devices in civilian centers, as was demonstrated by the terrorist known as "Positron" releasing unknown quantities of radioactive contaminants in the civilian populated areas of Mercy Island. Even doing so near those civilians that are protesting the presence of Fort Darwin. No doubt it will be the work of many superpowered individuals and robotic workers to clean the radioactive contaminants left by the terrorist Positron.
Untold damages to the city infrastructure was caused by the assailants such as the terrorist 'Synapse' who caused untold damage to civilian homes and workplaces (that he would no doubt attempt to dismiss as 'collateral') with unrestrained blasts of energy. The effect only increased aggravated working conditions for the civilians setting out to work and clean the neighborhoods around their homes, their workplaces, and their homes.
It also appears that much of the damage to the local flora and fauna has been traced to toxins in the water table. These toxins have since been forensically confirmed to be released from poisonous arrows fired by the one known as 'Manticore' during the terrorist attack.
Much of the terrorist assault was also dangerously close to the Fort Darwin medical facility. It was only through the brave actions of the citizen superpowered irregulars that Fort Darwin Medical Facility did not fall to the terrorist attack.
Given the extent of the damage to civilians caused by these paramilitaries who were not acting under the command of the United States government, yet who exist with full knowledge of the United States government as the organization known as the Freedom Corps, it is our request that the members of the organisation known as 'Longbow' be considered as acting in numerous violations of the Geneva Convention, which the United States is bound to as a High Contracting Party even if a state of war is undeclared.
Particularly Convention IV, Part I, Art 3, section 1 which states:
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(1) Persons taking no active part in the hostilities, including members of armed forces who have laid down their arms and those placed hors de combat by sickness, wounds, detention, or any other cause, shall in all circumstances be treated humanely, without any adverse distinction founded on race, colour, religion or faith, sex, birth or wealth, or any other similar criteria.
To this end the following acts are and shall remain prohibited at any time and in any place whatsoever with respect to the above-mentioned persons: (a) violence to life and person, in particular murder
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Those civilian non-combatants injured and even killed by the likes of Positron, Statesman, Manticore, Synapse, et al. deserve justice for the unwarranted and illegal actions of the Freedom Corps. In acting in blatant violation of the Geneva Convention they must stand trial at the Hague to answer for the harming of innocents by their actions. -
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I think this will be my last post in this thread.
I've learned two things here:
1. The risk vs reward as no value for PvPers if they insist on hitting the weakened enemies.
And don't give me the council in striga crap, they are AI and they are coded to attack.
Players have common sense and chose to attack weakened players (would they even bother hitting a NPC enemy if his health was down to 5% ? no, because there is no xp for this)
2. PvPers don't want other players in "their" zones. So, instead of asking no pvpers not to come, why don't they ask developpers to not put any PvE content in their precious zone ?
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Maybe a better lesson is in PvP as a whole, instead of neatly defined conflicts.
Lesson 1. PvP is usually quick and messy. PvP conflicts are usually over in a fraction fo the time of a PvE conflict, and often begin and end with little warning.
Lesson 2. PvP in zones with PvE objectives should always be viewed as PvP objectives. The PvE foes are tools and obstacles for the PvP fight. Use them, avoid them, get used by them... just be aware of them.
Lesson 3. Cowardice isn't Griefing. It's exactly that. Cowardice. It's siezing an opportunity and using it. If I wanted honorable duels I'll base raid or go to the arena. If I want true PvP then the zones are the best place.
Lesson 4. Don't travel alone. While you can solo the PvE content it's much more dangerous due to it being in a PvP zone. You want to talk Risk vs. Reward? Well, PvP reward is all about the taking down the character of another player. Overcoming the risk is usually reward in and of itself. If you want the PvE rewards without the PvP risk then you're likely going to have to find help. If you go in a group a lone stalker likely wouldn't attack (too risky). If you go in alone then you're bait.
Lesson 5. Be aware of your environment. Ask yourself: Would a Stalker be able to stealth attack me here? if the answer is 'yes' then start moving. If the answer is 'no' then start looking for the stalker.
Lesson 6. Honorable combat does happen. This should not be expected, however.
Lesson 7. Your lesson 1 is flawed largely because there is no xp for a PvP kill.
Lesson 8. Your lesson 2 is flawed because it assumes egocentricity. Instead of asking for no PvE content it is equally valid to say that a non-pvp'er must assume risk of pvp for that pve content. Like almost all content it is completely optional. No story arcs go into a PvP zone unless they start there. Your choice to go into a PvP zone, even if for the PvE content, denotes consent to PvP. It's not that PvP'ers don't want non-PvP'ers in zone (quite the opposite). It's that they don't want people coming into a PvP zone and complaining when they got a spoon full of PvP content while there.
Lesson 9. Griefing is never acceptable. Some people, however, have really thin skin and these people should not be coddled. Should griefing be strictly defined it will never be restrictive enough for some, or open enough for others. A general description is often better.
Lesson 10. Difficulty. PvP zones are generally an order of magnitude more difficult than PvE zones as unplanned combat is not only a possibility but also a likelyhood. Free For All zones an order above this because the attacker can be hero or villain and tactics have to take into account 10 AT's instead of only 5.
Lesson 11. Higher risk should entail higher reward. The reward in this case is accomplishment in the face of real adversity. Beating AI for a reward is reward one. Beating other players while working for a reward is reward two. No in game numbers for reward two, but a reward it is. Intangible rewards are still rewards. Reward two is where much of the appeal lies in PvP. What's the reward for a game of poker with a friend when there's no money involved? And how is it different from a game of poker with a computer AI when there's no money involved? Some things go beyond simple numbers, and Pvp is most definitely one of them.
Lesson 12. PvP isn't for everyone. If you don't want to PvP then don't go into the PvP zones. Simple, isn't it? If you want to PvE in a PvP zone then acknowledge that you're going into a PvP zone first and foremost. If this is upsetting then don't go into the PvP zone.
Lesson 13. PvP is *rarely* neat, organized battles. an arranged meeting for battle is by far the exception and not the rule. A better rule is: Anywhere, Anytime. Except safe areas, of course. Guerilla combat is the norm.
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-Started PvP in the *early* days of UO (1995) when there were more PvP zones than safe zones and going outside of town was often 'consent to PvP'.
-Still fondly remember my first WoW PvP server venture into contested areas. I was killed within 10 minutes by a rogue. Ganked, really. Hard feelings? Nope. It's part of the game. For what it's worth he /cry'd over my corpse before running off.
-Now CoV/H has PvP. I welcome it, even though I'm not going to be there very often. -
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Actually, I think it would have been cool to have Crey Security appearing early on, as a good guy group, protecting things and people that you have to steal/kidnap. Maybe add in some new lower level Crey security guard types, not in riot gear. Have the riot guys be Lt.s and the agents as bosses.
CoV is lacking non-villain groups early on, and an extra security force would be a good addition, without much graphical work needed.
Plus, it would be kind of interesting to have them seen in a positive light in CoV, and then seeing the dirty secrets in CoH.
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The image of Crey protecting the Hellions from the Rippers...
Have the hospital staffed with Crey medics (privatized medicine?). Newspaper missions busting up Crey Charity Balls (like casino missions, but a charity function instead).
They make great good-guys-provided-you-don't-look-too-closely bad guys. -
Okay, sorry if I missed this in this thread already...
The changes to FF *still* leave SR and positional defense behind the typed defense for one simple reason...
Dispersion has *all* (except toxic) types of defense but only AoE for positional. This creates a gap for the positional defense in that the typed defense people will get the full stacking (up to) 55%, but the positional people will only be able to get up to 33% (22% vs. AoE).
The simple fix to this would be to make Dispersion +Def (Melee, Range, AoE, All types), as the only imbalance this would create would be to give toxic defense to Dispersion (it already has Psy defense).