-
Posts
9 -
Joined
-
Thanks, and sigh, that was what I was afraid of!
-
Let's say I defeat player A and gain reputation points for it.
How long do I have to wait before I can get reputation points for killing player A again? (I believe it's 5 minutes?)
Also, if I kill player A before this cooldown period wears off, does the cooldown period reset? In other words, if I kill player A at 1pm, then again at 1:02pm, do I have to wait until 1:07pm to gain reputation points or will I get rep if I defeat them at 1:05?
Thanks!! -
Here's what I'm seeing on my favorite AE farm mission.
Solo - 3133 tickets from kills (i.e., not including mission complete bonus)
Duo - I receive 842, he receives 831, for a total of 1673 from kills (i.e., not including mission complete bonus).
Thus, about 3133-1673 = 1460 tickets just "vanished". This is NOT the way it should work, because in teams, a certain reward (inspiration, enhancement, recipe, salvage) will drop, but *someone* on the team is guaranteed to get it (sure if you are on a team of 8 you will be getting 1/8 the drops). It appears when tickets "drop", only 1 person on the team ends up getting it, but the number of tickets is reduced as a fraction of the number on the team.
If a given person got the full ticket drop when a mob yields tickets, this problem would be fixed!
Fix it devs! -
No it's not fixed.
I just ran through my farm map which gives me about 3000 tickets total solo (before mission complete bonus). When I was teamed with someone, we each got a little over 1100 tickets each, for a total of 2200 tickets, so a lot of tickets seem to be evaporating going from solo to duo.
So if you want your tickets, keep solo until for real fix this bug. Two strikes so far. -
I can confirm that ticket distribution on teams is still borked.
Running a farm map solo I can get about 6000 tickets solo after the mission completion bonus. Duo'd it with a 2nd comp today and we both got about 1500 tickets each, for a total of 3000 total.
Check it again Devs -
I agree, please change the nigh invulnerability requirement because it is absurd...even though I "only" have 4 nights of afk-damage taking left to go. Having to farm for this badge is dumb!
-
MAN I love electric secondary! I only wish this was here at the release of CoV, I'd give up my /Inv in a split second for an equivalent /Elec.
I am *not* looking forward to the lvl 40+ content with all the Longbow Spec-Ops EMP drain, Malta sapper EMP drain, Carnie death endurance drain, Mu EMP drain, Knives of Artemis caltrops, Spec ops webgrenades etc. that RUINS my /Inv (or at least makes it ridiculously annoying). With Lightining Reflexes and the power to protect against endurance drain all the extreme annoying of those powers is gone, and you can normally and just beat stuff up. I loved it! Plus, getting low on endurance, just hit Power Sink (3 recharge, 1 endurance modification) and bam you have enough to keep you going.
Yeah, the lack of real knockback protection from Grounded is a bummer, but I only liked Super Jumping as a power pool anyway so that works out for me, Acrobatics here I come.
Great job devs on the design of this set. I feel Conserve Power is a bit redundant (I didn't feel the need to take it on my free lvl 40 build), but this is the *one* thing that gets me exited about I7 (*glares evily at AV change*). -
Suggestion:
I don't see why they can't make it so that every side mission you accomplish adds to the experience rewarded when the mission is completed, i.e. +5,000 xp bonus upon completion That way you can't "reset" the mission and perpetually reap the rewards (e.g. the jewelry store heist which was nerfed).
I've run a few of the mission, and they're fun the first time around, but I can see that after a few I would have no desire to "smash stuff up" and complete sidequests if they give nothing but more time. Offering extra mission xp at completion for the sidequests seems so logical to me. -
I have High Pain Threshold, I don't have Shrouded. I do have Raider however.