speeka

Rookie
  • Posts

    19
  • Joined

  1. Great thread!

    now who is going to be clever enough to put in an excel spreadsheet where we can select out powers, select our enhancements and show the graph over time of endurance

    (I, unfortunately, am excel challenged !)

    Does anyone have a number for recovery aura? If not, I can go try out
  2. speeka

    Debuff question.

    Well, they never were clear on the SG fix about allowing stacking from a single blaster but the real change was the mistake where it provided -50% ACC instead of -5% ACC allowing it to effectively get the ACC to the 5% floor in two hits....even if it does stack now, you are only getting the 5% ACC each time - which is great if you have patience and it does stack
  3. ah thanks. I'll try the unselect command first
  4. Another challenge to the advanced macroers...

    Is it possible to completely bind a "drop" type of ability to a key? That's the sort of ability where you get a target circle and usually have to place it with your mouse, like summoning a pet.

    =============

    Definately, look for the ultimate TP bind in this thread (lshift+rclick powexec_name Teleport) This will allow you to simply click activate....since it works for teleport, I assume it should work for any other click location power
  5. I cannot seem to make the following bind work:

    /bind numpad2 "team_select 2$$powexec_slot 6"

    This is a healing bind so that I can quickly select a teammate by hitting one key, selection the teammate and hitting them with a heal. Any ideas? I would have thought this would work just fine but will not execute the heal the first time hit (only selects character). Not totally useless as I can just tap the key twice but rather annoying!
  6. The joy of joysticks link no longer links to a valid URL or file. Does anyone have this file somewhere or a valid link as I am having an interesting time trying to program my joystick!

    BTW: Has anyone figured out a reliable bind to take on the mouse lclick requirements? It seems to be the only thing required to move your hand to the mouse and it would be nice to eliminate the mouse altogether if possible
  7. Casting every 30 seconds or so is not fun. The duration of all of these should be upped.
    -------------

    yet more trash talk. So do any damage dealers use a power more than every 30 seconds? Of course they do. So why the heck should people be annoyed if something needs to be used every 30 seconds from the medicine line. Move your finger an itsy bitsy bit and hit the stupid key and get over it
  8. Why is it that status effects drop toggles? Is this not a strange, aberrant behaviour that seems completely out of place?

    It would be one thing if you could just get them back when you come out of the status, but someone like my MA/SR scrapper has a LOT of buttons to push even after a fast sleep cycle (which cycles over and over and over when surrounded by 6 ink men!)
  9. Lets take a look at things from a level perspective:

    At level 5, 3 even con minions are a challenge right? Now why is that? Lets see.. at level 5 I have maybe 3 attacks at the most. I have very limited combat capabilities and the Minions I'm fighting are proportionately similar.

    At level 30+ I now have over a DOZEN skills both offensive and defensive. The Minions of my level, on the other hand, are still using a very FEW basic abilities.

    So from my point of view, Minions should be slowly getting weaker and less impressive as I become more and more formidable....

    ------------

    well there's the flaw. When you are going up against higher level villians, do they really need to recruit morons - I assume there is SOME prestige in being part of a more nefarious gang? Don't they audition to belong? They should also have some tricks in their sleeves or they would die in their audtion or be laughed at and be sent back to the PPark streets to hang out with the other minion losers
  10. --------------------------------------------------------------------------------

    I understand your point. Then what we need to see at the higher levels is less and less minions and more and more leut. and bosses. *switching to software developer mode* That way the missions don't have to bog everybody's computer down (or the servers) by multplying the number of minions in the mission by team members * 10. We should get more and more tough villians to keep the numbers down.


    --------------------------------------------------------------------------------



    I can live with that compromise. Would make sense too. As the Hero becomes more and more of a "problem" with the local crime lord, the AV would assign more and more of his "best" people to thwart the hero. Sending goons to protect a base or secure a "shipment" just isn't working anymore.

    However I would still like to see the instances where the Hero has to wade through a pack of goons here and there (and still have them be a challenge - not a bunch of greys fro crying out loud). Just not a whole mission filled with them...
    =================

    Totally agree. That is another way of solving the problem aside from what I commented on above which is scaling colors to actual MOB powers (anyone with a mez affect - auto + 1 )

    And totally agree - throwing in a mass minion spawn would be fun - but as cannon fodder - i.e. when you step in the door and then you are done with them!
  11. Change the documentation or charge the game. paper sounds easier, but I'd rather keep the same color coding the whole way throught he game, as long as XP is scaled appropreately.
    ===============

    Hear Hear. This is the ONE issue I have with the game (I apologize to only making it to page 4 of this thread).

    Hey even better- how about add the MOB powers into the color coding - Geez. A BLUE underboss is a CHALLENGE! A Purple Totem is a wimp. Maybe if we could get a more dynamic color coding based on what the mobs do versus just their level and their rank....

    When we get stronger, so should the villians. There is something BROKEN in the game when you just end up having to go up the color sheet as you gain levels. I am 1000% for the changes on test that have made the outcasts etc. alot harder. The game MUST become harder - it will increasing grouping WITHOUT affecting solo'ers - they just will have to start hunting what they used to hunt- things at their own level range.

    My solo lvl20 MA/SR scrapper has no problems against +1 red bosses, 2 or 3 Oranges, or a whole wack of yellows.
    My buddy and I at lvl 25 only hunt (as a two person team) - MOBS of 10 * lvl 29 Purple minions (DA) or 6 - 8 reds (IP) with a boss or two thrown in. In general, we are playing against minions + 4, Lieuts + 3 or 4, and bosses between +2 and +4. This is just silly.

    I guess what I am saying is that as we grow stronger, so do the mobs - so rescale this game so that the colors MEAN the same thing throughout the game instead of really only meaning it until you hit your 20's, get your premium powers start coming in and things get out of wack.
  12. Hear hear! Super-Reflexes is for people who don't want to get hit. Resistance and healing is for dumb palookas.

    I'd like to see an endurance-shield type power - where hits that do manage to beat your defense are dodged at the last moment, expending a proportionate amount of endurance instead of health to represent the superhuman effort of getting out of the way in time.

    Either that, or have the Super-Reflex powers augment the Scrapper's offense: killing mobs before your +def luck runs out. If a character has the speed and skill to dodge supersonic projectiles, imagine what they could do with something sharp?

    Ah well.

    ------------

    Well, that is why I am MA/SR - Focus Chi gives me my accuracy and damage bonus but that's beside the point.

    I REALLY like your idea of endurance drain instead of HP drain. Totally cool. Just like absorb pain uses HP instead of Endurance for emp class. Count me in!

    I like the idea that I can avoid taking damage by expending my trained bodies endurance through some super human move. Mind you - I need a new animation. You now have a pretty standard animation for 'avoiding' attacks (sort of like a boxers bob and weave). If we could implement this, I want my character to do something like.... ?
  13. new category for the kiosks.

    Most XP (non)earned by lazy heros. Just records XP earned while further than 200 yards from arrest or XP earned over a period of time without moving.

    This whole discussions is bizarre. Talk about non roleplaying.

    Late game is more interesting than early game because you get to hit a few more buttons and didn't actually have to work at your toon when they were learning the superhero ropes and maybe had to think about the few powers they had and use them effectively.

    So lots and lots and lots of people comment about how easy the game is later on - heros FAR outperform the poor mobs abilities and AI. So this is just another way of

    1) Not actually having to think about your development (why bother trying combinations of powers/selected powers when you have your path all thought out but just need someone to hand you 1Million XP to get there
    2) Avoiding risk. No deaths, No actual fights, don't play the character until they have uber powers - no stamina early? Don't worry? Don't play the game until your character gets 6 slots on stamina

    Illegal, cheating - obviously not or they would implement a SIMPLE rule like they did with KS'ing where you need to be within 200 yards - or maybe they just haven't bothered - YET, but is sure is:

    Sad, Sad, Sad - life is full of shortcuts I guess. Maybe the addition of low and mid-range content might change this behaviour a bit and maybe they might actually go look at what's new before they sit back down for their lattes
  14. Not sure if this has been mentioned. SHould work exactly like Kill stealling. If you're more than 200yards from the take down - NO XP.

    Heroes work for a living. Not sit on their a.s.s
  15. Great program Zloth...thanks!!
  16. can anyone point me to the city of bindings program that someone named jonathan created? It was great but I can't find it back on the boards!
  17. well, I'll say it again..I STILL can't believe that we have the one power that I know of that let's us commit suicide...but that being said, I was playing around with absorb pain yesterday and another defender kept healing me immediately after I cast - a surprise to me since I thought there was NO way to heal after casting absorb pain...unless the fact that they were 10 lvls above me somehow affects the ability to overcome the downtime for healing....anybody know how long you are unable to heal with absorb pain?
  18. watch the health levels, when no-ones yellow or red, target my leader (assist) and nail the nasties with radiation defense debuffs ....
  19. good guide. The question is: is it the empath's place to tell certain players when they are not playing their archetype? Some people keep getting all the damage or getting killed due to lack of proper inspiration use or going melee as a blaster.

    I hate when I have to start making choices of healing as I finally decide 'they are just going to die anyway!'

    I like the idea of taking some of the leadership skills if that only meant that people recognized empaths as logical leaders....we are usually the only ones behind the scenes seeing what's going on in the mess of fireworks!