Official Thread for Recluses Victory: PvP Zone


Adam7

 

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too much


 

Posted

Wow, I have been playing CoH since 2 days after its release and was in CoV Beta and have been playing this whole time.

Last night in RV was the most fun I have ever had in a video game period. I never post, but read almost all the posting (bashing) all day long at work.

Playing my Necro/Poison MM on a full villain team going for about 2 hours we definitely held our own against EVERTHING the heroes threw at us. While of course we didn't win the zone due to the Heroes outnumbering the Villains, what we did do demonstrates to me that villains will have no problems once the numbers and lvls even out somewhat. What we did, which may come as a shock, is we moved together as a unit. The 2 MMs on the team, my necro crew and a Bot MM, stayed together, the corrupters and doms stayed near us, while the brutes went out and lured heroes into our death trap. Any tank, scrap with ELUDE, MoGers etc. who came near us went down. Anyway, my point is that bodyguard works great in PvP (I wanted to get hit with that nasty broadsword) and I can perhaps see why the Patron Powers may be somewhat different for the villains then the hero ancillaries.

Most villains and all who choose to will have access to a pet (for a limited time) in RV. This will only add to the moving plague like setup that I think a good villain team should use in RV. Any pillbox we wanted was ours...

A couple of other cool things I noticed. I also have 2 doms at 40, but have not done much testing yet in RV, but the Doms on our team were easily generating Domination, regardless, they would easily hold the multitude of "heavies" sent our way. Once held, was a matter of 15-30 seconds to beat the thing into submission. One fight we had 2 heavies focused on us, don't know how many scraps and tanks, seemed to be a bunch of icers, and Manticore, I think Stateman but he was not in my field of view. But this still was not enough to take our team down. The bodyguard change should really help to "even" things out. And the patron powers do not have to be UBER to help. Hmm wondering about adding the tornado thingy to one of my Doms at 41, that may be a perfect addition to the roving plague of death.

One piece of advice, all you PvPers neglecting your AoEs, time to dust them off... Especially controllers with AoE holds and those fire tanks with burn. My zombies did not like that one bit. Blaster 32 nukes will be key also to MM battling... Would not kill the MM but would crush my minions and leave me with about 1/3 health, thankfully the summons go directly into bodyguard mode.

Oh well, just wanted to post that I had a ton of fun in RV and the what I see so far in testing is in my opinion so far so good and the Devs are on the right track.

p.s. never had this much fun in WoWs battlegrounds...

Maggot Love
40 Necro/Poison MM
Tons of other heroes and villains.


Gaia's Banished- Virtue
Maggot Love 50 Necro/Pois MM
Infernius Dread 50 Fire/Dk Brute
Chloroenergy 50 Plt/En Dom
Artie Beta 0 50 Thug/FF MM
Rigamort 45 Claw/SR Stalk
Iced Hades' 42 Ice/Fire Dom
Electromotive Force 40 El/En Bru
Dread's Priestess 34 Fire/Dk Corr

 

Posted

One thing to remember Frosticus -

soon you will have the ability to take your PP armor. This will add about 30% resist/defense to those BS and Katana attacks. Sure the crits will ignore it - but throughout the course of a prolonged fight with say, that Katana - how much would that have changed things?

I know that with my Corr I will be less afraid of getting insta-mauled by a Scrapper once I can effectively slot up some more defense against their mainly s/l damaging attacks.


 

Posted

I'm sure this has been said many times (I haven't had time to read the whole thread yet...), but it's worth saying again: the exit/entrance to the villain base is IDIOTIC!

The whole "boxed in" thing allows for no kind of strategic maneuvering, and not much hope at all for someone without a stealth power (joyfully my temp stealth power ran out just in time to get me mauled!) to get by the hero campings. I wanted to just check out the area tourist style last night, but I couldn't get past the 20-30 heroes camping the villain base (with its 6-ish villains).

I'm sure (or at least I'd like to be) that the camping won't be as bad on live...but still, the whole "corridor of death" is kinda stupid.


Guides: Dark Armor and IOs | SS/DA | Crabbing | Fortunata

 

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One thing that always turns me off to going to Warburg in CoH when Im leaving a toon in the 40-50 range...it takes so long to get there from pi. And my 50 is parked in the Hive, so thats a long hike too. This is one thing that was well done about CoV...all the gates to the PvP zones are in the according PvE zone.

Is there anyway we could do one of the following...

1. Make an enterance to RV in pi
2. Make a gate that takes us to atlas from pi
3. Move the RV enterance alltogether

Another complaint about having it in Atlas is lag, especially near the statue. Its like putting it in Talos.

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Ever try Base Teleporter Pads?

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ok to defend the OP on this... I'm not sure how you have a level 50 tank and not know that the Telepads in COH are crap compared to the Pads in COV. We have way more zones then they do, and our telepads only go to zones that are really crappy. Yeh you can TP to the hollows to get to Atlas, but what about the return trip? Villians can use thier pads to go to every non PVP zone. I think heroes should be able to as well.

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Base --> Crey's Folly --> Crash Site --> PI

...doesn't take that long

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nope and couldnt have said it better


 

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OK. I'm not sure if this is the right place to post this or if I need to start a new thread (God forbid!)...but since it happens ON THE WAY TO RV...I figure what the heck.
I have noticed some new "changes" to Atlas Park. With out getting into specs. I do have above the recommended RAM, Video Card, Processor etc. But Atlas park's city hall seems to be screwing up observe the links below ... and apparently its happening to no one else. Also either I'm dumb...or I never noticed the shiny blue bricks on city hall's exterior, while uber fabulous I think may be the root of the problem.

image 1

image 2

image 3

As you can tell upclose there is a bunch of pixilated garbage stuff. It reminds me of when a Nintendo cartridge would mess up and you'd have to blow on it.... thats kinda how it looks.

So...I bugged it in game, and am posting it here out of lack of a better place to put it.


 

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One thing that always turns me off to going to Warburg in CoH when Im leaving a toon in the 40-50 range...it takes so long to get there from pi. And my 50 is parked in the Hive, so thats a long hike too. This is one thing that was well done about CoV...all the gates to the PvP zones are in the according PvE zone.

Is there anyway we could do one of the following...

1. Make an enterance to RV in pi
2. Make a gate that takes us to atlas from pi
3. Move the RV enterance alltogether

Another complaint about having it in Atlas is lag, especially near the statue. Its like putting it in Talos.

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Ever try Base Teleporter Pads?

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ok to defend the OP on this... I'm not sure how you have a level 50 tank and not know that the Telepads in COH are crap compared to the Pads in COV. We have way more zones then they do, and our telepads only go to zones that are really crappy. Yeh you can TP to the hollows to get to Atlas, but what about the return trip? Villians can use thier pads to go to every non PVP zone. I think heroes should be able to as well.

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Base --> Crey's Folly --> Crash Site --> PI

...doesn't take that long

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nope and couldnt have said it better

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Yeah.. but CoV has less zones altogether. You have as many hazard zones as CoV has regular zones.

Mercy > Port Oakes > Cap Au Diable > Sharkhead Isle > Nerva Archipelago > St. Martial

Compared to:

Atlas Park > Galaxy City > King's Row > The Hollows > Perez Park > Skyway City > Steel Canyon > Talos Island > Independance Port > Terra Volta > Brickstown > yadda yadda yadda

Crai More.


 

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alright, Im starting to notice the FPS whenver you exit RV. At first i thought it was atlas but then i went to a couple different zones and i still was running around at about 2 frames per second


 

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Yeah.. but CoV has less zones altogether. You have as many hazard zones as CoV has regular zones.

Mercy > Port Oakes > Cap Au Diable > Sharkhead Isle > Nerva Archipelago > St. Martial

Compared to:

Atlas Park > Galaxy City > King's Row > The Hollows > Perez Park > Skyway City > Steel Canyon > Talos Island > Independance Port > Terra Volta > Brickstown > yadda yadda yadda

Crai More.

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What exaclty is your post? A cry or a troll? Certainly not very constructive IMHO.

Quick list of things that may need review in RV:

<ul type="square">[*] Mission contacts - where are they?[*] Base camping - will probably mellow down as more higher-level villains pop up with PPPs (PPP discussions are in other threads).[*] Brute Fury - needs a PvP fix (known issue)[*] Heavies - too much damage? Too camped? Maybe need a despawn timer as suggested so people can't hog them?[*] Heavy AI - bugged? Needs investigation.[*] Round speed - too fast? Need less heroes and/ or more villians to be sure.[*] Prestige bonus timer - 5 minutes or 10? Working as intended?[*] Framerate after leaving RV - definitely something is up. Perhaps there are some residuals in RAM or VRAM?[/list]
Didn't have time yesterday to go on Test, but I'll give it another pass tonight I think.


 

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One thing to remember Frosticus -

soon you will have the ability to take your PP armor. This will add about 30% resist/defense to those BS and Katana attacks. Sure the crits will ignore it - but throughout the course of a prolonged fight with say, that Katana - how much would that have changed things?

I know that with my Corr I will be less afraid of getting insta-mauled by a Scrapper once I can effectively slot up some more defense against their mainly s/l damaging attacks.

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Quite true PorkChopXpress

However, to gain access to the -jump powers of Black Scorp, which will help me in virtually every foreseeable battle, means I will only have access to a +def shield. Sadly I feel that even at 30% defense (which would be very high and I expect more in the range of 20%) FA will blow through that very easily.

One of the resistance based shields would be sweet against scrappers, but personally the -jump is more important to my playstyle.

That being said at the stated 1end/sec burn rate of the shields I don't know what toon other than a regin scrapper with stamina could actually run them (cause they don't have any problem running FA through a 5min fight as their end bar doesn't even move). I hope the 1end/sec is just a typo and that the endurance use is more in line with the hero APP shields (around a third of the cost).

-jump alone is not necessarily a killer because so many people have superspeed too, but with one of the powerful slows that a corruptor has it is devastating. Your team can ravage an opponent(s) that is doing the baywatch run and stalkers can easily land an AS on that target despite being seen.

What corr's need is a super special PPP (like force or body) that has the -jump, an endurance recovery/conservation, a shield and finally, the token pet (though instead of the pet a ST hold would be better).

RV is good times (and I don't mean that new Robin Williams movie, not that I've seen it).

Frosticus


 

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Frosticus, the 1/sec thing for the shields isn't true. In fact, it was stated by someone in another thread that _Castle_ said (from a PM) it was more like 0.3/second.


 

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I'd like to chime in as well as a villain who had a great time last night.

I think a lot of the imbalance issues haven't been because of the innate superiority of heroes, but just that, for the first couple of days, at least, there were so many of them. If you were able to take a hammi'd out 50 BS/Regen on the villain side, he'd drop in seconds against those odds.

Last night we had a much more balanced ratio, and things were great. We even made the zone evil for a few minutes (before Mapserver, of course.) Heck, my dominator was able to survive (thanks for all the shields, friendly corruptors!) and make some heroes lives unhappy, as opposed to being a reputation generating device.

I'm really torn with I7. There are a number of things that I really want to do, and cannot do them at once. To me, that's a good sign.


 

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You're right, it was a troll.

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What exaclty is your post? A cry or a troll? Certainly not very constructive IMHO.

Quick list of things that may need review in RV:

<ul type="square">[*] Mission contacts - where are they?[*] Base camping - will probably mellow down as more higher-level villains pop up with PPPs (PPP discussions are in other threads).[*] Brute Furry - needs a PvP fix (known issue)[*] Heavies - too much damage? Too camped? Maybe need a despawn timer as suggested so people can't hog them?[*] Heavy AI - bugged? Needs investigation.[*] Round speed - too fast? Need less heroes and/ or more villians to be sure.[*] Prestige bonus timer - 5 minutes or 10? Working as intended?[*] Framerate after leaving RV - definitely something is up. Perhaps there are some residuals in RAM or VRAM?[/list]
Didn't have time yesterday to go on Test, but I'll give it another pass tonight I think.

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<ul type="square">[*] No PvP Mission contacts... only one goal in the zone.[*] Base Camping will not go away any time soon... Unless the villains can actually fight back and win.[*]Brutes are not always furry, I don't think we need a fix for that. However, I don't like how the scaling goes for gathering fury.[*]Need more heavies. Not just spawn points, but how many spawn apiece. I don't know what the dev's think the average population of the zone will be, but 3 is right out.[*] Heavy AI uses Pet AI for MMs, which I'll agree is bugged. On both accounts.[*]Round speed does not allow much time for fighting back, and is certainly not to scale as Siren's call.[*] Prestige bonus timer should be shortened. I don't treasure the thought of being a potato being farmed for prestige by heroes.[*] Framerate issue. Even on a 7800GS, I was even getting flipbooking. Newest drivers, 2 gigs of memory, 3400+ 64bit proc.. yadda yadda.[/list]


 

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All in all, I think I've spent a combined total of 5 or 6 hours in all of the PvP zones with all of my heroes and villains, so I think it's safe to say I qualify as a casual PvPer. Keep in mind that this is written from that perspective.

Went on to test last night to play around for a bit with my Ninjas, get a feel for some of the changes, and get a look at the new FF bubbles.

After a while I decided to wander over to Recluse's Victory. Here's some of my thoughts from the night's experience:

Ooo. Shiny. New.

Henchmen won't follow through the Portal that leads down to the ground floor of of the hospital. Nothing like stepping out to command your pets to attack the hero outside, finding that you're all alone, heading for the hospital, and finding the bodies of your henchmen next the portal.

Hospitals don't seem to function correctly. I think I should have more than one HP when I rez in the base.

Pillboxes are pretty well fortified with a FF MM sitting at the controls and running all toggles (including the Leadership toggles) with henchmen standing guard. A sustained bombardment by heroes is eventually going to take you out, but not without a few casualties.

Back Alley Brawler ran me over like a freight train over a gnat before Manticore could even get a shot off.

Only three commands available on the Heavies: "Attack My Target", "Follow", and "Passive". Not sure how much controllability I was expecting, but that seemed limited. I definitely kept looking for the "Go To" command. Guess it'll do, though.

Commanding Heavies issues the same command to all of my henchmen. Boo.

Being part of a 2 on 2 Hero vs. Villain Heavies battle in the middle of the zone is fun!

Heroes don't expect to see a flock of flying Ninjas and one Arachnos heavy come raining down on their heads from above.

Even though I know they're fine without me, it's fun to bubble Ghost Widow and Lord Recluse when they put in an appearance.

FF MMs without Personal Force Field are easy prey. One particular tank totally had my number. TP Foe the MM within range (and out of range of Bodyguard), disorient with the first shot, finish with the second. He got me eight times that way. So, if I want to do any amount of PvP with my MM, I need PFF? I need to rely on a panic button that cuts me off entirely from providing the benefit of any bubble or leadership toggles I have running to my henchmen or my team? I need a power that I really have no use for in PvE and have no plan on ever picking up?

Overall impression:
Like:
* I like the use of strategy in the zone.
* I like the concept.
* I like the new toys.

Dislike:
* Henchmen not following through portal out of hospital
* Current Hospital functionality
* Commands issued to Heavies automatically issued to all henchmen
* I guess this is really more a complaint about PvP in general. I really don't like taking my MM in there. Maybe when I get my Brute to 40 I'll give it another shot, but until then, I think only my Inv/SS Tank, MA/SR Scrapper, and maybe (haven't tried it out yet) my Dark/Dark Defender will be entering Recluse's Victory.

Screenies:
Occupying a base with my MA/SR Scrapper.
Turret controls on left, info on control point bubble shown on right.
Hero with heaby passing by (1)
Hero with heavy passing by (2)
Hero heavy close-up (1)
Hero heavy close-up (2)
Villain base occupied by Ninja/FF MM.
Manticore arrives
And brings Back Alley Brawler with him (between the legs of the heavy)
BAB packs a wallop


The Players' Guide to the Cities

 

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Excellent constructive criticism.

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<ul type="square">[*] Framerate issue. Even on a 7800GS, I was even getting flipbooking. Newest drivers, 2 gigs of memory, 3400+ 64bit proc.. yadda yadda.[/list]
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Q_Arkhan posted a useful test I'll be trying next time I leave RV (link):

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The command "/reload_gfx" should clear this cache. Your display will look pretty ugly for a few seconds, then it will return to normal.

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If it is indeed a memory block not clearing out properly, this command may help to test that.

The fact that the code isn't "optimized" yet may be part of the problem.


 

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I am wondering if anyone else felt the 1 hp and 1 end when you go to the hospital is a bit much. My dislike of it is for the following reasons:
1. It gives griefers more power. They kill you as you are coming out of the base and you have to go back in for a long time... until your rest recharges or you gain your hp + end back.
2. Often when you are going to the hospital more is when your side is heavily outnumbered and so it is more important that you get back in the battle sooner. The low end and hp means that players are going to get back in the game slower and this hurts the outnumbered side more than the one with big mobs.
3. The wait has the opposite effect I think the devs wanted... or at least I hope that the devs wanted to make it harder for big groups to dominate. Currently as things stand it makes it much easier for the big groups to dominate the field and makes it near impossible for the side with fewer to recoup and be able to mount some resistence
4. Not sure if this was a bug or not but in Warburg I was fighting a NPC and died... went to the hospital and was hit several times by the delayed attacks and died. I got double debt for dying.
5. The change is going to make it heaven for the base campers who sit outside the hospital in the PvP zones and snipe away at everyone leaving the hospital... as they straggle out one by one it is basically going to be a shooting gallery... and not fun at all if you are on the recieving end.
6. Come on! What is a hospital for but to heal you? What is the point of going to the hospital and being practically dead.

All in all I think it is a horrible idea and seems quite unpopular from what many were saying. It introduces a level of annoyance that is really not needed. Just think of the squishies who end up in the hospital a lot. It makes most of their game time being waiting to heal because they can only use rest every once in a while.

In practice the 1 hp and 1 end points is a terrible idea and I really hope the devs kill it. It only makes it easier for one group to dominate the field and makes some of the more difficult to play ATs practically impossible to play in PvP. ATs with regen and Fitness are harder to kill but they also can get back in the game quicker. MMs, Doms, Corrs especially are effected.

When playing my ice/dark corr I spent more time in the hospital waiting to heal than I did playing while the heroes camped outside the base and killed us as we left. They controlled all the turrents and there was no hope of the villians recapturing them as they all were lingering inside the hospital. To me it was the only real drawback to RV. It does suck that hide is worthless but that is really another topic. (since hide is no good they should give the stalkers at least some more hp or something to make up for it and make them more viable. I just do not see how sniper attacks are going to even things out)

Maybe a good fix for this would be to make the side with more players on the map have the low hp and end when they go to the hospital and the side with fewer players come out of the hosp fully charged. This would allow the side with fewer players to mount a better resistence and would make it more difficult for the side with the huge mobs to dominate so easily.

Other than this I thought RV was a lot of fun and can't wait to get to 50 to see what it is like then.

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I just got finished reading this (uses the Visene)

Just want to let you know that I'm 99.99% sure this is a bug (read: Test Server)

I'm almost positive this is not "working as intended"

(Edit: one of the biggest non-issue posts I've ever read. You could have summed this up in 2-3 sentences.)


 

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Frosticus, the 1/sec thing for the shields isn't true. In fact, it was stated by someone in another thread that _Castle_ said (from a PM) it was more like 0.3/second.

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That is good to hear and realistic too. Once I got a few vam-ies (villain hamis) in some attacks, thus lessening the endurance burden I could make use of a shield throughout a fight.

A lot of people seem really concerned about villains. I feel it is because stalkers have become less of a force (still strong, but not pwn you every time strong). But it is important to consider what other villains can contribute.

MM's seem quite a bit stronger because of bodyguard and the faster charging upper tier upgrade.

Dom's seem to be stronger now too and I've actually witnessed some using domination (which was really rare previously)

Brutes will be a force if and when fury is fixed in pvp. Their big hitters pack a major punch when they get rolling.

I'm fairly happy with where I see corr's going and consider them to be the deciding factor in fights.

The ultimate outcome goes to the heroes though because even once all is said and done they have better support through 2 buffing ATs and support is what wins the big fights.

I'm not spearheading the initiative to nerf FA or anything (but you might see my signature on the petition ) I wouldn't mind if a scrapper occasionally missed once they have been debuffed, but it is more of a concern to stalkers and brutes I think. The power does not need to be gutted, but an overall reduction in effectiveness (compensated by a reduced endurance cost so even DA scrappers can use it) might be expected down the line.

I'm not sure how I feel about trollers becoming high damage AT's at this point in time. I still can't figure out why containment does triple damage in pvp as opposed to double (like pve). If a troller manages to mez you then prepare for them to drop the hammer. 0.55 damage modifier or not you will feel their wrath if they lock you up for a second. Look at it this way: my corr is listed as a high damage AT and does good respectable damage, trollers aren’t described as that. However, primal, fire and ice can all kill me faster than I can possibly kill them (from a pure damage standpoint, and probably even if I scourged every attack from 50% down). Psionic and stone don’t seem to have the same damage output, but have other benefits like mez protection and hp boost.

I look at it this way: seeing as how trollers inherent helps them output more damage and dom's inherent primarily helps them increase control then..... What if doms got a triple contol bonus for damaging you? They sort of did get a control bonus before for their damage because they had tog drops but that aspect is virtually gone for them now. That to me, kind of highlights how I see containment working in pvp right now.

Certainly there are some imbalances, but DOOOOOM is not upon us. Another 10 levels will only help us out on the villain side.

Frosticus


 

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One thing I feel I need to point out if the 1hp Hosp thing isn't a bug (I apologize if this has been beaten into the ground already):

I have tried the zone on both sides and I can clearly say that it is unbalanced for my Regen Scrapper. If he dies - he is back into the action immediately! The only hindrance is the time it takes to run back out. If my Corruptor dies it is a slow process to painfully watch my bars slowly regin. If Rest is ready it is an option - but something I have no need for on a Regen. I guess I could waste all my insps to enhance the recovery speed but once again that is something my Regen doesn't need to fret over.

Just pointing out that any Regen type character doesn't sweat the 1hp thing like the rest of the playerbase does.


 

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Just pointing out that any Regen type character doesn't sweat the 1hp thing like the rest of the playerbase does.

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*starts twitching*

Psst... hey, Beo... I know you're tryin' to be helpful and all, but... Regen's not even MENTIONED in the patch notes for the first time ever. Let's keep our mouths shut and keep it that way, 'kay?


 

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Here's the stuff I think needs to be touched on.

1. AI of the heavies is really out of whack. They tend to run off on their own and ignore commands.

2. Drones have a bug that sometimes causes a perma hold/intang. rather than an insta kill.

3. To keep hoarding out of the picture, Heavies should reset with each Dimensional Reversion. This may seem too quick, but you have to consider that once the villains catch up in lvs, rounds are going to last longer.

4. If a player with a Heavy takes over a pillbox, the Heavy should reset. This again is to cut out hoarding or at the very least encourage teamwork if they want to take advantage of both.

5. If a player who takes control of a pillbox leaves the contol room, then they should loose control of the turrets and another player (same side) can then take over. This just makes sense to me.

6. While it doesn't bother the 50's any, I think for the sake of those brave 40+ players that venture in that the debt given by the sig AV's/Heroes be reduced or removed. These guys are really tough and usually come in pairs making them debt machines.


 

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I've noticed that very little actual testing could get done in the test server. I've tried every day at all different times and every time I'm in Recluse's Victory there is some annoying person that thinks they have to kill me like its the regular game. Then on top of it I return to the same area to continue and they kill me again and again, talk about annoying. Come on isn't it obvious when I'm trying to look around and not even fighting back that I could actually be testing something? The test server should really have some restrictions put on it.


 

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I've noticed that very little actual testing could get done in the test server. I've tried every day at all different times and every time I'm in Recluse's Victory there is some annoying person that thinks they have to kill me like its the regular game. Then on top of it I return to the same area to continue and they kill me again and again, talk about annoying. Come on isn't it obvious when I'm trying to look around and not even fighting back that I could actually be testing something? The test server should really have some restrictions put on it.

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You have a good point, but they can't really put restrictions on the Test Server. Conditions there need to replicate as close as possible conditions on Live.


 

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Just pointing out that any Regen type character doesn't sweat the 1hp thing like the rest of the playerbase does.

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*starts twitching*

Psst... hey, Beo... I know you're tryin' to be helpful and all, but... Regen's not even MENTIONED in the patch notes for the first time ever. Let's keep our mouths shut and keep it that way, 'kay?

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Hehe, I know Hell but it makes all us diehard Regens that have been around since the beginning sad that the Devs have forgotten us so easily.

When Regen loses nerf bat aggro we are all in danger.


 

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I've noticed that very little actual testing could get done in the test server. I've tried every day at all different times and every time I'm in Recluse's Victory there is some annoying person that thinks they have to kill me like its the regular game. Then on top of it I return to the same area to continue and they kill me again and again, talk about annoying. Come on isn't it obvious when I'm trying to look around and not even fighting back that I could actually be testing something? The test server should really have some restrictions put on it.

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You have a good point, but they can't really put restrictions on the Test Server. Conditions there need to replicate as close as possible conditions on Live.

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If what we see in RV is what will be in live, RV will be totally devoid of villains.


 

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Here's the stuff I think needs to be touched on.

1. AI of the heavies is really out of whack. They tend to run off on their own and ignore commands.

2. Drones have a bug that sometimes causes a perma hold/intang. rather than an insta kill.

3. To keep hoarding out of the picture, Heavies should reset with each Dimensional Reversion. This may seem too quick, but you have to consider that once the villains catch up in lvs, rounds are going to last longer.

4. If a player with a Heavy takes over a pillbox, the Heavy should reset. This again is to cut out hoarding or at the very least encourage teamwork if they want to take advantage of both.

5. If a player who takes control of a pillbox leaves the contol room, then they should loose control of the turrets and another player (same side) can then take over. This just makes sense to me.

6. While it doesn't bother the 50's any, I think for the sake of those brave 40+ players that venture in that the debt given by the sig AV's/Heroes be reduced or removed. These guys are really tough and usually come in pairs making them debt machines.

[/ QUOTE ]

hmm. i agree with all but 2 of them. #4 seems too extreme to stop hoarding. when all you have to do is make them auto dismiss when theres a clarified winner, or as you said during a reversion. and make it so one person can only have one at any given time. and #5 already happens.


I believe in quality, not quantity. also i have a short attention span...

Guardian
Main: Goomba: 50-Tank Inv/stone...2892 hours
33-Brute
Pinnacle
Secondary Main: Captain Battleship: 22-Tank Inv/SS