macskull

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  1. Quote:
    Originally Posted by Werner View Post
    (Edit: Also, some of the most fun I've had on a track was being a passenger in an old Datsun 210 with less than a hundred horsepower being driven by an experienced racer. It isn't always what you drive; it's how you drive it.)
    Oh god, we had a '79 Datsun 210 until about 15 years ago. Drove the thing to the dump because it was worth more for the scrap metal by that point than it would've been worth even selling as a car (also kept the tires, as they were worth more then the rest of the car as well).
  2. macskull

    SS/???

    Quote:
    Originally Posted by Silas View Post
    Best bang for your buck is SS/WP by far. Works great on just SOs.
    This... WP offers Quick Recovery which, when added to Stamina, can help with the Rage and Hasten crashes. It's a good balance of defense, resistance, and regen and requires minimal investment to perform decently.
  3. Quote:
    Originally Posted by _Lith_ View Post
    You're not necessarily calling targets, just need to get your debuff off before the countdown for the spike finishes.

    As for Rad/ on defenders, its a mixed bag. Not having the perception from Leadership because you needed phase kind of hurts the AT.

    Vert does well on his though, so it depends on the player, same as about every AT.
    Not having perception on your own isn't as big a deal in a team match where your Emps should be having CM on you all the time (one CM gets you just about to the perception cap IIRC). It's in dueling, small-team, and zone situations where having to choose is really the problem and it's why Corruptors are better than Defenders for just about anything PvP-wise these days (Rad notwithstanding).
  4. The one which goes to 11 is the deluxe edition, complete with monocle.
  5. SR is probably (Elude notwithstanding) better off now than it was pre-I13, because while DR cuts into your defense bonuses, you can still achieve respectable levels relative to the amount of tohit someone can get. The problem with SR and defense in general is that it's very subject to luck and has no real resistances outside the scaling resists to back it up.
  6. Personally, I like the idea of a use-anywhere market interface with the caveat that it only lets you place bids and collect inf from sales, and uses your existing market slots. In order to actually obtain the goods you win bids on, you'd have to go to the market building proper. Makes sense from a logic standpoint, as you are wiring funds to and from your account for bids and winnings, but need to go physically pick up items you've purchased.
  7. Quote:
    Originally Posted by moad_terran_hq View Post
    I know they posted the video card requirements, but I am wondering if those are the same for a mac as for a pc?

    As someone unsure of what the video card numbers actually mean, would it be possible for someone to 'dumb it down' for me?

    (I'm already pretty sure my ATI 256 mb x1600 is out of the running on Ultra, but am not sure I want to buy a whole new computer right now... Would running Ultra Mode melt the card? :\ )
    Should be roughly the same as the PC version, as the Mac version of CoH essentially is the PC version running through a translation layer. You might want a bit more power simply because of that fact, but I doubt you'll need it. Given that there isn't the wide variety of graphics cards available for the Mac as there is for the PC, most Macs with non-integrated graphics made within the last year or so should handle ultra mode just fine.
  8. Quote:
    Originally Posted by Hyperstrike View Post
    Maybe sometime after you divorce yourself from the smug condescension.

    As of right now, you're simply going to rip on whatever I say.

    So feel free, as I'm thoroughly sick of this subject (again).
    No, actually, I'm interested in your input on this matter. I'm curious what methods you believe would be used to counter a KB power without having to slot IOs. Given that people who know the ins and outs of the system have been trying for nearly two years and still haven't figured it out, I doubt anyone would be able to, but if there's a suggestion, I'm willing to hear it.

    If you wish to take it to PMs so as to not clutter this thread, I'd be more than willing to do so.

    Quote:
    Originally Posted by je_saist View Post
    just throw him on ignore Hyperstrike. He's been reported to be one of the major griefers and hell-reppers on the forums. Unfortunately, one can abuse the rep system, or the forum system, without abusing the rules, so I think the GM's hands are tied for this player.
    If your sample size includes only yourself, you might be correct. I have, however, been known to pick out people that are being obtuse or just plain idiotic and call them on it. Unfortunately in an age where everyone's coddled and can only say nice things, this is looked down upon. I'm curious as to how I've earned such a reputation among such upstanding posters as yourself, though, as I give out far more +rep than -rep, and never leave my name when I do either. Amusingly, given that I don't participate in any of the "rep farm" threads, it seems as though the majority of people that bother repping posts agree with me most of the time. Given that my rep hasn't been reset to zero by the mods (who can see comments and who left them), I'd say I've been pretty within the lines on how I've used the rep system. I'm also not sure how offering constructive criticism, build advice, sample builds, guiding new players, and giving away inf and enhancements could be seen as "griefing," but perhaps you're using a different dictionary than I.

    Quote:
    Originally Posted by Sailboat View Post
    Huh. There's been some kind of massive cultural shift recently?
    Your definition of "exploit" is probably pretty broad. There are very few exploits that are capable of causing problems for another player (TPing people into geometry they can't get out of, or getting under the map to grief people as they spawn are about the only two examples I can think of). For the most part, use of powers as they appear in-game is a legitimate use. You might not like how a player uses those powers against you, but odds are very good they're not utilizing an exploit.
  9. Quote:
    Originally Posted by Hyperstrike View Post
    There are strategic ways to handle KB-heavy foes
    Please inform us of these ways, oh wise and knowledgeable PvPer.
  10. Quote:
    Originally Posted by SkeetSkeet View Post
    I'm curious. Most of the replies in this thread seem to suggest it's a bad thing that 2 (or 3 or 5 or whatever) people with webnade can usually finish a kill.

    My question is this... flipping around the evasion issue, how many people do you think you should need to have vs 1 person to prevent them from evading and finish the kill. Not how many are required under the game as it stands but what number in your opinion do you think should be able to close the deal?
    You can't flip around the evasion issue, that's the thing. Prior to I13 you could have a team of two experienced PvPers wreaking havoc on entire enemy teams simply because they were more skilled and more coordinated. Now, unless you're a melee character you don't stand much of a chance if you're outnumbered and phase/Hibernate isn't up, which completely removes skill from the equation (evasion, prioritizing targets, inspiration management, situational awareness, etc.).

    The issue is that under the new ruleset, those 3-5 people don't have to work for their kill because after a certain point the mechanics give them that kill (don't need to have coordinated spikes because heal decay means you can just keep clicking buttons until your target dies). I know I'm a better player than most of the random melees I see in zones, but it's incredibly frustrating to die to them when there's absolutely nothing I can do. It's one of the reasons I can barely stand zone PvP anymore - prior to I13 there were lots of valid tactics and at the same time there were ways to counter those tactics, and now the tactics are different and there are no ways to counter them.
  11. macskull

    Ele/Ele

    Yeah, then my flying AR/Dev might be good. Hey, wait a minute... I actually got kills on that thing prior to I13.
  12. macskull

    Ele/Ele

    Quote:
    Originally Posted by KillfanB View Post
    wow you guys suck. No offense. I AM ASKING FOR TIPS, SUGGESTIONS... Not stupid no comments.

    Thanks.
    You asked if Elec/Elec was good in PvP. I answered you. Just because the answer isn't what you want to hear doesn't make it a "stupid no comment."
  13. Quote:
    Originally Posted by tanstaafl View Post
    About changing the drop rate:


    so increased drop rate might well mean no PvP IO going for cap price again...
    Right, but then people even slotting one PvP IO without extensive farming just wouldn't happen.
  14. Nope, needs an ally target just like the other rezzes. The reason Howling Twilight doesn't need an ally target is because it's an AoE rez which is targeted off an enemy (which also has a substantial debuff on any targeted enemies).
  15. Before Solo mysteriously disappeared again, we were throwing around Bane builds in a thread. I can't find that thread, so here's the last build I remember posting:

    (Replace Pulverize with Shatter Armor, as I don't think Mids has been fixed regarding that yet)

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Concealment
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Mace Beam -- KinCrsh-Dmg/KB(A), KinCrsh-Dmg/EndRdx/KB(5), KinCrsh-Acc/KB(34), KinCrsh-Rechg/EndRdx(36), HO:Nucle(36), HO:Nucle(37)
    Level 1: Wolf Spider Armor -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(3), S'fstPrt-ResDam/EndRdx(3)
    Level 2: Bane Spider Armor Upgrade -- S'fstPrt-ResKB(A), TtmC'tng-ResDam(5), TtmC'tng-ResDam/EndRdx(7), TtmC'tng-ResDam/Rchg(7)
    Level 4: Combat Training: Defensive -- Krma-ResKB(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def(9), LkGmblr-Rchg+(42), Ksmt-ToHit+(50)
    Level 6: Build Up -- AdjTgt-EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(13), AdjTgt-ToHit/Rchg(13), AdjTgt-ToHit(15), AdjTgt-Rchg(15), Rec'dRet-Pcptn(17)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Poisonous Ray -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(25), Dev'n-Dmg/Rchg(25), Dev'n-Acc/Dmg/Rchg(27), LdyGrey-DefDeb/Rchg/EndRdx(27), LdyGrey-%Dam(31)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(33), Mrcl-Heal(36), Numna-Heal/EndRdx(37), Mrcl-Rcvry+(40), Mrcl-Heal/EndRdx(48)
    Level 16: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(17)
    Level 18: Tactical Training: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(19), RedFtn-Def/Rchg(19), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(34), RedFtn-EndRdx(34)
    Level 20: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(21), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31), GSFC-Build%(33)
    Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(23), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc/Rchg(40)
    Level 24: Mental Training -- Run-I(A)
    Level 26: Placate -- RechRdx-I(A)
    Level 28: Cloaking Device -- LkGmblr-Def/EndRdx(A), Krma-ResKB(29), LkGmblr-Rchg+(43), LkGmblr-Def(43)
    Level 30: Shatter -- Mako-Dmg/Rchg(A), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg(39), Mako-Dmg/EndRdx(39), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(40)
    Level 32: Grant Invisibility -- Krma-ResKB(A), LkGmblr-Rchg+(46)
    Level 35: Invisibility -- Krma-ResKB(A)
    Level 38: Phase Shift -- RechRdx-I(A)
    Level 41: Web Envelope -- TotHntr-Immob/Acc(A), TotHntr-Acc/EndRdx(42), TotHntr-Acc/Rchg(42), TotHntr-EndRdx/Immob(43), TotHntr-Acc/Immob/Rchg(48), TotHntr-Dam%(50)
    Level 44: Pulverize -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(46)
    Level 47: Combat Jumping -- Krma-ResKB(A), Zephyr-ResKB(48)
    Level 49: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    ------------
    ------------
    Set Bonus Totals:
    • 18% DamageBuff(Smashing)
    • 18% DamageBuff(Lethal)
    • 18% DamageBuff(Fire)
    • 18% DamageBuff(Cold)
    • 18% DamageBuff(Energy)
    • 18% DamageBuff(Negative)
    • 18% DamageBuff(Toxic)
    • 18% DamageBuff(Psionic)
    • 4.25% Defense(Smashing)
    • 4.25% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 13.9% Defense(Energy)
    • 13.9% Defense(Negative)
    • 3% Defense(Psionic)
    • 5.5% Defense(Melee)
    • 24.9% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 18% Enhancement(Accuracy)
    • 5% Enhancement(Immobilize)
    • 32.5% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 228.9 HP (21.4%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -43)
    • Knockup (Mag -43)
    • MezResist(Held) 9.35%
    • MezResist(Immobilize) 8.8%
    • MezResist(Sleep) 2.2%
    • 20% Perception
    • 9% (0.16 End/sec) Recovery
    • 44% (2.36 HP/sec) Regeneration
    • 2.5% Resistance(Smashing)
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 13% RunSpeed




    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
  16. Quote:
    Originally Posted by KillfanB View Post
    ITS ALWAYS REGEN,REGEN REGEN... UHG. Ele is fine, when you IO it.
    Yes, Elec is fine, when you IO it. Regen's just that much better, which is why there's almost no reason to play anything else.
  17. Quote:
    Originally Posted by Odacer View Post
    I have also heard lots of talk that if your inspirations aren't full you are much less likely to get a PvP drop ... that bothers me because rewarding PvPing without insps seems like they may as well remove insps.
    This is just as true as that bit about clicking the glowies on the respec trial making the last mission harder. In other words, it's a lie.
  18. Quote:
    Originally Posted by Fulmens View Post
    2) The "stop paying for the game, lose your Wentworth stuff after 2 months" option. This is a more conservative version of the old 60-day rule.
    It already works this way.
  19. You can choose either, and some builds will even have room for both. If you can only pick one, take the Bane armor, as it offers better mez protection, better resistance, and some +HP (which is, unfortunately, unenhanceable).
  20. Quote:
    Originally Posted by Hyperstrike View Post
    WRONG!

    Maybe you cannot PVP against other people with multi-billion builds. But you can still PVP.
    You should try playing a squishy in even semi-competitive PvP before you tell someone they can PvP with SOs.

    (You can't. You will get called as the target, KB'd, mezzed, and spiked repeatedly because you'll lack both the necessary KB protection and hit points to be competitive. I mean, if you think that's fun, that's one thing.)
  21. Quote:
    Originally Posted by Supermax View Post
    Honestly, surviving on anything with hibernate IN A ZONE is no harder than surviving on a regin or tank or stalker....in some cases even easier. You get in trouble, you hiber, then phase and run to drones. It's not hard. People have done it for years.
    Unless you don't have phase, get camped when you go into Hibernate, or are all the way across the zone from your base...
  22. Quote:
    Originally Posted by peterpeter View Post
    When is the last time a dev described something as "horribly broken"? And what did they do to it afterwards???
    While I don't think the term "horribly broken" was used, you can look at the I13 PvP changes to see an example of this. I'd rather have things be "horribly broken" then have them "horribly fixed."
  23. Quote:
    Originally Posted by FourSpeed View Post
    To further clarify:

    If you build a toon (any toon), and you PvP with it, what criteria would
    you consider before you would call it successful at PvP?

    A thread in the market forum (of all places) is prompting this query, mostly
    because (as I read it) their position appears to be that you need a L50
    with IO's (typically sets, if not procs and purples) to be competitive at all...

    Personally, I disagree with that position, having several toons that meet
    the "success criteria" listed below. Toons count as successful at PvP for
    me if they meet the following criteria:

    1> Kill Ratio > 1:1 (I kill more than I get killed)

    2> The toon is able to gain 400 rep honestly (ie. killing 400+ guys that were
    trying not to die)

    3> I have more fun than ire when I PvP with it (which is usually true by
    default if points 1 and 2 work out).

    That might be fairly naive criteria, and you might note that Level and
    Enhancements aren't even factors in the equation, so I'm curious to hear
    other viewpoints.


    Thanks in Advance,
    4
    While people may have different definitions of what makes PvP "fun," there is no goal in PvP other than "get more kills than the other guy(s)," therefore the only definition of "successful" is "do I get more kills than deaths?" (Obviously, this varies a bit, as some builds are more suited to team play than others.)