macskull

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  1. macskull

    Pum

    Quote:
    China must urgently address the physical fitness of the nation's youth or run the risk of raising a generation incapable of fighting the Japanese in a future war
    lolwtf?
  2. macskull

    evil

    Any hunt mission is evil.
  3. Quote:
    Originally Posted by Silit View Post
    I didn't really read any of the responses, but rad is pretty bad on Corrs (bugged LR is nice, but that's really it). Go kin. People will say "KIN IS USELESS LISTEN TO ME I THINK I KNOW WHAT I'M TALKING ABOUT". Don't listen to them. Kin is amazing.
    Kin's not complete trash, but it's not that great either - you've basically got SB to counter TAs/webs and a bit of +recovery (because lol recharge with DR), IR is nice anyways, and then there's Transference for sapping a Blaster or something. Yeah, the set has a few tricks, but in many situations it's a spot on a team that could be filled by something else (in other words, a Kin's not a necessity like it used to be for team matches).
  4. Drop the Medicine and Fighting pools, pick up Leaping. Needs a lot more KB protection (should be in the 41-45 area). Needs Taunt. Should grab Mace mastery for Web Envelope and Focused Accuracy. Needs more HP. Rage's slotting is poor.
  5. Quote:
    Originally Posted by Hard Kisses View Post
    and this game would kick major *** if it had the pvp WoW has
    lol

    (Explanation: this game's PvP is terrible post-I13, but it's still better than anything else out there. Unfortunately the devs realize this so they refuse to un-**** the system.)
  6. macskull

    Taunt. . . .

    Quote:
    Originally Posted by IcyKiri View Post
    Taunt is just a bugged power that bad teams rely on.

    -Kiri
    Dunno about that - even with it breaking properly with a LoS break, and witht the suppression that's supposed to be there, you can be effectively taking out one of the team's damage dealers (even if you couldn't keep someone perma-taunted, you can still watch for when they might be starting a spike, and throw a taunt in to make them lose target).

    Of course, when both teams bring a taunter it basically becomes a 7v7 instead of an 8v8 unless one/both of the taunters are really good at breaking LoS to get taunts/webs on other targets.
  7. Quote:
    Originally Posted by Noxilicious View Post
    Yeah, obviously it differs from TF to TF, and personally I don't actually care for Merit Rewards to begin with, so that never bothered me.

    What does bother me are posters, like the one above you, that seem to think this is all just a disparity in player-skills when it is also, if not more so, a disparity in player-style.

    It's not that I'm not good enough to speed-run SFs for maximum efficiency, it's that I simply don't like speed-running, i.e. ignoring every mob and rushing to the end of every map. I prefer tackling those mobs in front of me, go pew pew and watch them fall down.

    And that's exactly the thing, I don't think anyone who shares my mentality would tell a speed-runner to to slow down. If you have fun, great! But whenever someone brings up Merit Rewards for T/SFs, there's several people that just say "YOU'RE JUST NOT GOOD ENOUGH A PLAYER! STOP COMPLAINING AND SPEED-RUN LIKE ME!", and I do not like being told how to play, especially if it's the kind of play-style I don't enjoy at all.

    That's why I say this is a conflict of play-styles. Ideally, you would get suitable Merit Rewards regardless of how you play, but when Merit Rewards are gimped to the point where speed-running is considered necessary to make doing an SF worthwile*, you'd think that's an indication that there's a problem, no?

    *That is not to say that this is the case. Like I said, I don't care about Merit Rewards, so whether the rewards are gimped or not, I don't know. It's just that when some people say they are, and then others tell them to shut up and SPEED-RUN MOAR, NUB, I get the impression that a problem does exist.
    Nowhere in my post was I suggesting anything about people that don't speed-run being bad players. However, I find it ironic that you say you don't like being told how to play, yet a suggestion like the OP's would be the very definition of being told how to play. You'll notice throughout this thread evidence has been presented as to how speed running has not significantly impacted merit rewards, except for a few pieces of content which only have a low reward because most teams that were running them before I13 were speed teams. Fact is, for the majority of content out there, there aren't enough speed teams running to really affect the reward.

    Quote:
    Originally Posted by Megajoule View Post
    The position that players should be earning, on average, 1 merit per three minutes from task forces is not mine, it's the Devs'. My suggestion was simply that if the Devs wish to enforce that game design decision against people who have found ways to change the ratio substantially in their favor, capping the final award at 1/3 of the actual time spent might be one way to do so. I do believe that this would be fairer to players than reducing the rewards for everyone to reflect common speed-run times, which would be another method to enforce their game design (one which they've used in the past).
    This would be a good point if the speed runs were meaningfully lowering the median completion time (they're not). That's not the only issue here - trying to tunnel everyone into a particular style of play will only cause problems down the road.

    Quote:
    Originally Posted by Megajoule View Post
    As I understand it, about a year ago(?), some of the Kheldian arcs were being completed (in Ouroborous) in much less time than their merit awards suggested. Players became aware of this and began farming those arcs. This, of course, came to the attention of the Devs. The awards were adjusted accordingly, most of them downward.
    The arc in question gave 29 merits per run because the devs had so few runs to datamine a good average completion time. When there's not enough data to make a good decision, weird things happen, and that arc was one of them. In other words, it should have never been worth 29 merits in the first place - it was lowered because it was too high anyways, not just because people were speed running it (that was also the first week of I13 when merits were broken). Don't forget that most merit adjustments that have been made were either made due to a change in the formula to determine merit rewards (at I13 launch it was originally 1 merit per 5 minutes, now it's 1 per 3), or due to an increase in runs allowing a better view of how fast the average team completes a task.
  8. We were told what the chance an NPC of a given rank (minion, lieutenant, boss) has to drop a recipe when I9 was released, but as far as further information regarding drop rates and weighting (i.e. random roll weighting, PvP IO drop rate), we're not really sure. People seem to be pointing at a 1 in 60 or 1 in 70 drop rate for PvP IOs (on rep-valid kills), though, based on quite a bit of testing.
  9. I would like the ability to "make your own enhancement type," actually. (Can't find an acc/heal/tohit debuff enhancement? Make your own!)
  10. Quote:
    Originally Posted by Hard Kisses View Post
    i think ppl have found ways to manipulate the blind bidding.
    Such as?
    Quote:
    and i think a buy-out option would throw a wrench in their mechanisms. a WoW style market would prolly floor profits for them.
    There already is a "buy out" style option in the CoX market - bid higher than the last 5 sales. It's up to you to figure out what you should bid, but as long as there is supply and it's not listed at a ridiculously high (relative to the last 5) price, your bid will fill. But you want to happen NOW, so you're having to pay more. Oh well. Too bad, so sad.

    (Disclaimer: This is said as someone who rarely, if ever, plays the market.)
  11. macskull

    Taunt. . . .

    Castle says there is supposed to be but I've never seen it in effect. Regarding the "break LoS to break taunt" thing... yeah, that usually works but there have been times where I'll break around a corner and it'll stick well after I've moved away from where the taunter is able to see me.
  12. macskull

    PAX and PvP

    Quote:
    Originally Posted by EnD_Reitanna View Post
    can we roll pvp IOs with rep?

    any buff for ice blast?

    psi blasters????....<_<

    ANYTHING about widows IW fix????????????????

    anything about procs hitting 60-70% out of time and procs like chance for hold being unresistable mez?

    Any way to put confuse on same timer as hold?

    merge market plz tnks

    Also tell them, russians are raging cuz of all the bugs and are willing to drop nukes on devs :>
    There is a chance some of these may be fixed with I17.

    Quote:
    Originally Posted by K l e s k View Post
    Ask them why CoH runs like crap on a mac... It's all I have @ work
    What kind of Mac? I don't have issues running it on mine and mine isn't exactly a beast of a machine...
  13. Quote:
    Originally Posted by Noxilicious View Post
    It's more that speed-running actually lowers the merit rewards for T/SFs
    This is only if the majority of runs of that TF/SF are speed runs (see: Eden, Katie, Cap). You'll notice that the LGTF offers 36(?) merits, which works out to about 108 minutes median time. Almost every team I'm on that runs these regularly (and some I'm not) finish in around 25 minutes. Obviously not enough of these speed runs are happening relative to total runs to skew the results greatly (you'll notice that the merit rewards for the LGTF and ITF actually increased during the first round of merit adjustments).
  14. macskull

    Arena Stalemate?

    You can still get a tie even through sudden death, if neither side gets a kill (I've only seen it happen once).
  15. macskull

    Best PVP Duo

    Quote:
    Originally Posted by Silit View Post
    2v2s have changed lots. Emp/Blaster was never the best 2v2 combo either. Pre-i13 it was solid, in that it was versatile, but far from the best.

    Now, Blast/Emp is pretty bad. It's still versatile, but you can't really kill anything if the other team is semi-competent and brings a healer.

    Try a Cold and a Therm, or two Therms... maybe a Therm and a Kin. Chris and I have had success running two psi/ems as well, but that team isn't as stable. We are currently working on a double Warshade team, but I can't say anymore about that.
    That match against you and Void (was it Void?) on your Kin and Therm trollers suuuuuuuuuuuuuuuuuuucked.

    Con and I usually run Therm/Dom and have never really had issues with it.
  16. Brute: 750
    Blaster/Corruptor/Stalker: 500
    Everything else: 400
  17. That helps (it contibutes a small but not insignificant amount and means you don't have to spend so many slots building for +dam in addition to everything else), but it's also for the +percep, +tohit, and res(-percep) in Tactics.
  18. My guess is simply that the real numbers display is incorrect. Of course, it would be nice to buff Conditioning to provide a bit more benefit (scale 1.10, or even 1.15, instead of 1.05)...

    * Quick Recovery is a 30% boost unslotted
    * Stamina is a 25% boost unslotted
    * Physical Perfection is a 12.5% boost unslotted
    * Conditioning is a 5% boost that cannot be enhanced!?

    To be fair, Conditioning is a boost to the base modifier which means you get more mileage out of endmod-increasing powers (Stamina, IO sets, Numina/Miracle unique), but is it enough of a boost to provide some benefit without being one of those "there for show" powers?
  19. No, I just checked this out for myself on a Bane with no accolades (or even enhancements for that matter).

  20. Quote:
    Originally Posted by Castle View Post
    Conditioning, the Power, has no effect. It exists only to give insight into the class table advantages the VEATs have. Their BASE recovery rate is 1.05 and any powers or enhancements improve upon that instead of the normal 1.00. Similarly, their base Regeneration is 0.3 instead of the normal 0.25.
    In that case, the real numbers tool should display the base recovery rate as 1.75 EPS, not 1.84 EPS.
  21. Quote:
    Originally Posted by JonnyDeadSide View Post
    Mac, I will very respectfully disagree, which I hate, because i normally do agree with you and respect your game knowledge greatly. But.....but...but....getting your accolades, Tacitcs, 2-3 KB I/O's(which by no stretch breaks the bank red or blue side), acrobatics, and teaming will take care of many, if not all, of the KB/mez/perception problems you might experience with many zone players.
    Yeah, not gonna disagree entirely here. However, even with Acro and 2-3 KB IOs you will still be sitting at 23 points (assuming 3 KB IOs and 2-slotted Acro) which isn't enough to protect from the most common high-mag knockback (Levitate/Lift, which requires 31 points with DR on). The problem with KB is that it's an all-or-nothing deal, which means that if you don't have enough KB protection, you're on your *** all the time. Honestly with the I13 changes giving the ability to have completely different PvE and PvP effects on powers, they should just bump Acro back up to 100 mag and boost the damage on KB effects that don't already deal high damage (the only real examples of this are Gale and Force Bolt - Levitate/Lift and Power Push already do solid damage in PvP).
  22. Quote:
    Originally Posted by Techbot Alpha View Post
    I looked at hte numbers a while back, and Conditioning seems to give next to no bonus at all. It doesnt even have any numbers in the detailed info window, so...*shrug*
    This is because Conditioning's regeneration and recovery boosts are part of the AT's base stats, not added on later (you'll notice that real numbers lists the base recovery for VEATs at 1.84 EPS while standard ATs are 1.67 EPS). Just like Scrapper or Stalker crits, or Corruptor Scourge, or Controller Containment, the effects of the inherent are coded into powers themselves. For example, look at a Scrapper attack - it'll say (example numbers) 50 lethal damage, 10% chance for 50 lethal damage, or some such.
  23. Elec/Shield is one of the few combinations I'd recommend a Scrapper over a Brute for.