War Walkers


Aura_Familia

 

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All the tearful scenes of comrades delivering slow, airy monologues as the life drains from their bodies will be replaced by a quick trip to the hospital and a merciless ribbing over coalition channels.


 

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Originally Posted by Golden Girl View Post
I'm pretty sure Castle said that was just for testing purposes
For testing the possibility of just such large enemies being implemented; the reason they don't exist ingame is because the targeting system can't or couldn't handle it properly.


Arc #40529 : The Furies of the Earth

 

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Originally Posted by Golden Girl View Post
We will - As we watch the two coolest enemies in the game duke it out
Fixed that for ya.


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Originally Posted by Samuel_Tow View Post
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Originally Posted by residentbaka View Post
all the tearful scenes of comrades delivering slow, airy monologues as the life drains from their bodies will be replaced by a quick trip to the hospital and a merciless ribbing over coalition channels.
carl!!! Nooooo!!!


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Originally Posted by GuyPerfect View Post
I'm hoping they change it to EB. They're way too big to be Boss.
I disagree. They're not too much bigger than Zeus Class Titans. Making them EBs would remove them from conventional spawns, making the War Works robots faction significantly dumber to fight against for lack of anything big in there to take down. Sure, having specific War Walkers be elite bosses I don't mind. The Goliath thing might be a good fit for that, provided it's not unique. Call them Heavy Walkers or what have you. They can even share the same model and powers.

I'm heavily against the game "reserving" the handful of truly interesting enemies is has as "special" content. A few Issues ago, it was impossible to see Longbow Wardens solo because someone had decided to only ever include them in team-sized spawns. Several Issued before that the game would plain and simple not spawn lieutenants when solo. Ever. And at Launch and in I1, you couldn't see bosses in regular street spawns.

Leave well enough alone. If you want giant robot elite bosses, then make NEW giant robot elite bosses without removing a commonly-spawning enemy from the spawn tables. And, no, having an EB spawn at random is not an acceptable compromise.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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And remember that you're only seeing the War Walkers in level 40-50 content, about the same range you're taking on stuff like Warhulks, Zeus Titans, Rikti Chief Soldiers and Heavy Assault Suits, and the like. You're supposed to be kind of a big deal in that range, or at least tough and experienced enough to deal with some big robots. While I usually grumble about every enemy and it's minion-y brother being taller than a hero can be (it feels wrong having Council troopers bigger than my 8'3" robot guy), I'm fine with Praetorian WarWorks being gigantic next to heroes. You've got ten foot Terminators and giant mechs. That suits them, and you feel like you're a badass doing it.


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Mentioning Assault Suits... Those are actually genuine EBs. The... Problem, let's call it, with that is I've only ever seen one. Rather the same one about six times, and it's the one Hro summons as an ambush. Rikti invasions tend to lag my computer and my cognitive abilities, so I avoid them, and... Where else do those spawn, anyway?

My point is that making something an EB makes it incredibly rare, and something this cool should not be that rare. I'm fine with bigger War Walkers, War Walkers with fancier paitjobs, War Walkers with more guns or otherwise "better" War Walkers being treated as elite bosses. In fact, I wouldn't mind a Kronos-size Walker/Crawler that serves as a GM, either. But the "normal"-sized walkers I really want to keep as bosses, because that means they spawn in missions and I can pretend I'm awesome by taking out giant robots.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by Samuel_Tow View Post
Mentioning Assault Suits... Those are actually genuine EBs. The... Problem, let's call it, with that is I've only ever seen one. Rather the same one about six times, and it's the one Hro summons as an ambush. Rikti invasions tend to lag my computer and my cognitive abilities, so I avoid them, and... Where else do those spawn, anyway?
They serve as the Riders in the Lady Grey TF.


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Originally Posted by Samuel_Tow View Post
Mentioning Assault Suits... Those are actually genuine EBs. The... Problem, let's call it, with that is I've only ever seen one. Rather the same one about six times, and it's the one Hro summons as an ambush. Rikti invasions tend to lag my computer and my cognitive abilities, so I avoid them, and... Where else do those spawn, anyway?
They seem to occasionally spawn "outdoors" in the Rikti War Zone, particularly the north of the crashed ship. I've seen the odd Rikti Priest (don't worry, that one's only a boss) up there, too, and those normally seem restricted to Rikti Invasion spawns.


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Originally Posted by Olantern View Post
They seem to occasionally spawn "outdoors" in the Rikti War Zone, particularly the north of the crashed ship. I've seen the odd Rikti Priest (don't worry, that one's only a boss) up there, too, and those normally seem restricted to Rikti Invasion spawns.
Yeah, the Priests confound me, too. There's one in one of the War Zone arcs, so I know what they are, but why are they so rare? From what I remember, Priests are just Mentalists in a different uniform. They're cool. I'd like to see more of them. Same for the Rikti Magus things. They're cool.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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They've got slightly different powers, like Recovery Aura and some Kinetics thrown in, along with mental blasting. And I frequently see Assault suits trucking around near the mothership, as regular zone spawns. Albeit at level 53-4 I think. So purty nasty.


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Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

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As they are now, I think the War Walkers have been implemented poorly.

They spawn as Bosses and except for their heal dragging out the fight out as long as an EB battle but without the damage or rewards. Flashy attacks aside, they're no more special than any other Boss, just more annoying. I'm sick of the devs definition of 'challenge' being a 'a big sack of HP with regen' or 'throw a bunch of debuffs at players to nullify the abilities they spent 50 levels acquiring'.

The War Walkers, the IDF and the rest of the high level Praetorian mobs continue this 'proud' design tradition in this game of Demonic Spiders.

When scaled up to EB level as demonstrated with the one-off Siege mission, the same War Walkers become nigh-unsoloable without temp powers like Shivans and Nukes even for characters capable of soloing EBs. This is due to their fast recharging self-heal activating when they get to 1/4 health and instantly healing them back to 1/2 health.

I have no reason to expect a AV level "Goliath Class" War Walker would function any different, so I suspect the 'challenge' with this new TF will being putting together the "right" team by discarding characters who can't bring the debuffs and spike damage needed to beat the War Walker's self heal and regen.

Which frankly, sounds like business as usual, except now the devs get to obfuscate the issue with their catch all disclaimer/excuse "This TF recommended for the Alpha Slot".



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Originally Posted by Johnny_Butane View Post
As they are now, I think the War Walkers have been implemented poorly.

They spawn as Bosses and except for their heal dragging out the fight out as long as an EB battle but without the damage or rewards. Flashy attacks aside, they're no more special than any other Boss, just more annoying. I'm sick of the devs definition of 'challenge' being a 'a big sack of HP with regen' or 'throw a bunch of debuffs at players to nullify the abilities they spent 50 levels acquiring'.
Debuffs aside, I prefer to stay away from the forums' notion of "challenge," which just results in enemies I can't fight. Either they're too annoying or they're too strong and I'm not awesome enough, or they come up in weird situations, like that 30 Fir Bolg mission. I am just fine with them not being much of a challenge more than normal bosses.

I managed to fight a few of those things on the Maria Jenkins arc. They didn't prove to be too hard or too tedious to kill, though admittedly mine were scaled down into lieutenants, just like all my bosses are. They were fun fights and I would very much like to do more of this without it becoming more complicated.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by Kobolt_Thunder View Post
Like these?
Oh my god I demand those in the game right now! AWESOME!


 

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Also remember this: Praetorians are supposed to be really, really tough. In fact, they're designed for Incarnates. Remember how they mentioned at the panel that you really want that Alpha slot for the i19 task forces?

Besides. I don't find them that irritating. Challenging? Oh yes. But never the cheap moves of, say, Malta or Carnies. There's a difference between Hard and Shenanigans.


You want to know the secret of the world? It's this: Save it, and it'll repay you, every second of every day.
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Crow Call - Gods of the Golden Age

 

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I so need to /e air guitar on top of it!


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Originally Posted by Doc_Reverend View Post
Also remember this: Praetorians are supposed to be really, really tough.
Why? Why would they be tough? Everything I've seen of Praetoria as a Praetorian in Going Rogue indicates they're not that hot:

-At level 19, my character alone easily beat a clone of Emperor Cole that had half his power.

-Most of their super humans are dead.

-Their military has been structured around fighting the specific threat of the Devouring Earth. They shouldn't be that prepared to fight a planet of superhumans, even if they've been preparing to fight a planet of superhumans. "No battle plan survives contact with the enemy."

To put it in some historical context: the tactics and training the US practiced in WW2 and Korea left them unprepared to fight a very different war in Vietnam.

The state our Praetorian characters leave Praetoria doesn't lead me to think the Praetorians will be waging the war united. Even if Cole has the people's support, the people are Enriche-addled normals who the game describes as having never raised their voice, let alone fought.

So why would the Praetorians be tough? Because they have battle suits and robots? So do the Rikti, with technology hundreds of years in advance of either Primal Earth or Praetoria, plus the Rikti are psychic to boot.

IMO, Going Rogue didn't do a good job of setting the Praetorians up as a credible threat for level 50 heroes or for Primal Earth. Quite the opposite.


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In fact, they're designed for Incarnates. Remember how they mentioned at the panel that you really want that Alpha slot for the i19 task forces?
Three things:

1. I'm against enemies who /take longer/are annoying/are tougher yet don't have commensurately greater rewards.

As they appear in the revamped Maria and Tina arcs, the Praetorians fall into this catagory.

In the case of the two new TFs, if they contain more of the same, they can rot for all I care. As long as Incarnate Shards drop from any old 50, why should I deal with the devs Demonic Spider BS?

2. I work all day and when I come home, I don't want to have to work more at a game I pay for because the min/maxers want more "challenge" after they did everything they could to remove challenge from the rest of the game for themselves. If Demonic Spiders is all I have to look forward to from the rest of the end game, why should I stay subscribed? Story? I can read the story on Paragon Wiki for free. It's easy that way because most of the story is told through text anyways.

3. Also, I don't get off on the devs moving the bar two notches higher and justifying it because the Alpha slot moves characters up one notch. That's not my definition of becoming more powerful. Also, I'm frankly not impressed with the Alpha and I think it alone is a poor place to begin the Incarnate system. While the abilities in the rest of the system do interest me, the direction the Incarnate content appears to be going kills any desire I have to chase it, with or without those Incarnate powers.


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1. Then don't.

2. Then don't.

3. Then don't.

That way, you don't have to complain and the rest of us can enjoy the game without you. Win-win!


 

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Goliath War Walker + Kronos Titan + Clockwork Babbage = CAGE MATCH EXTRAORDINAIRE!

--NT


They all laughed at me when I said I wanted to be a comedian.
But I showed them, and nobody's laughing at me now!

If I became a red name, I would be all "and what would you mere mortals like to entertain me with today, mu hu ha ha ha!" ~Arcanaville

 

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Originally Posted by NuclearToast View Post
Goliath War Walker + Kronos Titan + Clockwork Babbage = CAGE MATCH EXTRAORDINAIRE!

--NT
I would love to see a poster mockup for this.

One thing did kind of make me chuckle with regards Emperor Cole's plan...

Huge Battleship: Spoilers: Incoming, no refuge!






He mentions that he'd take down the Mediport grid and thus it'd be a matter of days before eventually his army would succeed by grinding the heroes down.

1) Some people CAN self-revive Marcus...Fire/Dark/Regen scrappers/Tankers/Brutes can all get back onto their feet without need for the mediporter, infact with Fire/Dark it makes them stronger than ever for a few moments. Regen Scrappers can always just wait until Revive kicks around and then revive straight into a MoG.

2) Anyone with the ability to revive other people...there are lots of them.

3) Howling Twilight...that is all.


Though I would like to see the shock on his face where he wittles down a massive group of Paragonian/Rogue Islanders only for the last one standing to fire off Howling Twilight...then all the superheroes get back onto their feet, dust themselves off and get ready to go again.


 

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I think War Walkers are perfectly fine as normal bosses right now. Even with Boss level HP and damage they are BRUTAL opponents, what with their crazy high resistances to everything and their "ZOMG BLOW U UP FROM SPACE" Orbital Lance power (among other nasty attacks). The thing is? I LOVE fighting them. They aren't like some other bosses (freakin Master Illusionists...) that resort to cheap tricks to gain the upper hand. They just require you to have a good strategy worked out before you jump in.

In fact, that's what I like about the IDF in general. They are challenging, but never really resort to cheap tricks. They aren't like Knives who just annoy the crap out of you with Caltrops, or Malta where you need to kill the Sappers before starting on anyone else. Each individual IDF mob by itself isn't really all that tough, but together they complement each other's weaknesses. Seers and the like are weak on their own but can buff the hell out of their allies, Troopers are of average strength until they pull out the Battle Orbs, and the BCU's and the like are just big sacks of hit points that only become truly terrifying when in the presence of said seers and orbs.

This sort of asymmetrical villain group design with multiple subgroups within one villain group is my favorite kind of group design in the game, as it requires players to work out their own individual strategies for dealing with them that vary from character to character.


 

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Originally Posted by Dr_Mechano View Post
He mentions that he'd take down the Mediport grid and thus it'd be a matter of days before eventually his army would succeed by grinding the heroes down.
Interestingly, the new 20-29 Hero arc deals with the mediporters, and why every citizen doesn't have access to them - and that arc is one of the ones that will have Praetorian text options - so I think there might possibly be some openings for loyalists to try a little sabotage


@Golden Girl

City of Heroes comics and artwork

 

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Originally Posted by Golden Girl View Post
Interestingly, the new 20-29 Hero arc deals with the mediporters, and why every citizen doesn't have access to them - and that arc is one of the ones that will have Praetorian text options - so I think there might possibly be some openings for loyalists to try a little sabotage
Except, canonically some Loyalists are against the Invasion. Marchand sends Loyalists to Primal Earth to avert an all out war. Marchand is a Responsibility Loyalist. Power Loyalists on the other hand would more likely go to the Isles.

As a Loyalist, chosing Paragon over the Isles is the ultimate choice you make between Responsibility or Power. The game says as much.

"Go to Paragon City. Become a Hero. There may still be time to save the innocents of Primal Earth from Cole's invasion, if you can convince them that not all Praetorians seek to destroy their way of life. You'll have to go to Primal Earth and help the people there in any way, shape, or form in order to show them the goodness that resides within Praetoria. Perhaps then, Cole will see that an invasion doesn't have to happen, that the war effort can be used to help secure Praetoria from monsters like the Hamidon."

"Go to the Rogue Isles. Become a Villain. Why would you want to go to help the people of Primal Earth when all they've shown is disdain and hatred towards Praetoria? If you go to the Rogue Isles, you can carve out your own destiny, your own path for power, for glory, for whatever you want. When the time comes that Cole invades, you'll either join alongside him, or fight him off using your new found power."


To me, if you're a Loyalist in Paragon and you take on and complete a task to sabotage the Mediport system, or even perform some espionage, that should act like an instant Morality mission and boot you to the Isles because it goes against why Loyalists chose to go to Paragon in the first place.

For all we know, perhaps it does.



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But stopping the invasion was Marchand's Plan A, which has failed - the war's started now, so he would need a Plan B - which could quite easily be asking the loyalists who went to Paragon city to try and take out the mediporter system to end the war as fast as possible, and save as many lives of his Praetorian troops as possible.

It'd be another classic "greater good" set up for them - take out the mediporter system so one side gets slaughtered fast, rather than allowing the war to drag on for ages, with huge casualties on both sides.


@Golden Girl

City of Heroes comics and artwork

 

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Originally Posted by Samuel_Tow View Post
Yeah, the Priests confound me, too. There's one in one of the War Zone arcs, so I know what they are, but why are they so rare? From what I remember, Priests are just Mentalists in a different uniform. They're cool.
Not exactly. More like a hybrid of Chief Mentalists & Chief Mesmerists, with Transfusion and Siphon Power from Kinetics and a +recovery aura thrown in.


Arc #40529 : The Furies of the Earth