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Posts
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Quote:Very hard for anyone to perform their role under status effectI understand completely.
You just don't understand AT "roles". A tanker goes in and draws (keyword) aggro. Scrappers go into melee (keyword) range for damage output and even draw aggro via confront. Even VEATs have confront. Their "roles" are to ACTIVELY draw aggro from the rest of the team. They can't perform their roles while under status effect - that is the design of the game. Understand now? You mention frustration later, how about a tank that is permaheld each and every mob group in a mission. Yeah, real fun there.
Quote:Well, this shows me you never played a blaster. Please don't say you have otherwise you would know you can still attack with DEFv2.0. Yes, even mezzed, I am still on top of my game and use the other tools in the game to win. If I, on the rare occassion, run into bad luck and die, then what? NOTHING. It's a game remember
Quote:Catwhoorg: Mezz Protection for All! 10-09-2009 12:31 PM Misleading
Quote:SHARKER QUINT:you do realize that break frees can be used even while mezzed don't you? and you can change 3 of the same inspirations into a break free while mezzed. -
Quote:No its lose sooner or later and no amount of skill changes that. It doesn't even take very much mez, just enough to drop your auras or prevent you from using an inspiration.
A single mez is an annoyance. A single mezzer is an annoyance. Mezzers in every spawn, each of which must be dealt with first, and have to be taken out perfectly, is frustrating. Sooner or later, you will miss. Then, they take away your ability to play the game and curb-stomp you. I like challenge, I enjoy it, but that isn't challenging: it's win or lose on a random roll of the dice. -
Quote:On solo settings you will be facing at most 3 enemies (And the occasional double mob with up to 6, but that is what insps are for), each with only a 50% chance to hit you at best (And if you are fighting against 3 they will all be minions anyway).
You can take one out before they even see you, likely one more before they get to you and by then you should be able to mez the third and go back to kill the original mob.
The wolves have a chance to KB and stun so it isn't 100% as far as I know, and solo you hardly ever see more than 1 juicer freak in a mob because they are LT's, and even the tanks only have a chance to stun - but why are you up close to a freak tank on a squishy?
Mez protection will make it easier for you to solo bigger groups, but the small group of ANYTHING (Apart from Cabal - who are a problem at that level on anything for me - damn storm!) have never ever been a problem for me on any of my squishies. Hell I had it worse when I levelled up my Warshade back in the day because I would often have an extra mob in the group (Void/Quantum) who could 2 shot me, and somehow I still managed it!
I am just going by the numbers, so let me correct the matters of fact first here. In the case of the freaks, Juicer freaks sleep you, stunner freaks have a ranged stun and the various smasher freaks have either an aoe or a st stun. In the case of the wolves what you get are mass attacks where attacking any one wolf at range results in the entire spawn picking up boulders and throwing them at you. Spawn sizes of 3 or 4/spawn were the observed sizes for difficulty set to 1/+0.
If you have a control power at your disposal you can indeed sort of one shot a mezzer or mezzers if you do not you are out of luck on this. If you have control powers but no AOE hold or stun available you are out of luck on the mobs with multiple mezzers. This is at least in regard to get clever and use the tools you have line of argument.
You bring up the issue of the EATs and their special Kryptonite. There are obvious reasons they should have their own particular Kryptonite in the game. Is there any particular reason that defenders, controllers, corrupters etc should have their own particular kryptonite ? Defiance 2.0 is already a nod to the fact that the way Mezzes were working incorrectly. -
Quote:I have been doing some testing to determine just what effect even minor mezzers have on squishies. The work isnt done yet but there is one thing that has leaped out at me. Aside from break frees there is no clever tool or tactical means of dealing with them.have you not read any of this thread? squishies have ways of dealing with mezzers before they become a problem. go back and read the thread all the way through. please.
There are maps were all critters have mezz and or knockback and there are other spawns where the spawns can be up to 75% mezzer*. Under these circumstances If you cant disable the spawn or ride out the mezz and damage it goes very badly for you.
Earlier this evening I was fighting Luddites and I couldn't help but think what a pain the Friars were. The Friars though are a pain for everyone. They aren't a special pain that certain ATs and powersets just get to ignore.
*Any of the wolf maps has critters, 100% of which have KB and stun. Freak spawns are up to 75% mezzing freaks. I am sure there are more but I havent checked further yet -
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Quote:Oh boo
I know you know that resistance and protection are two very different things in this game. -
Quote:If it wasn't clear that post was about defense not resistance.actually i have a **** build on my fire/kin right now. in fact i have to do a respec and get rid of the 25 common io's i have in him. and if you are talking smash/lethal resistance then the mezzes CAN hit you. resistance means you don't take as much damage where as defense means things hit you less. so my half *** built fire/kin takes on maps full of +2/x8 with no problem. and that is getting right into the middle of the mob where i am more likely to be hit by the lt's and bosses that have MA that mezzes. i still don't see why squishies would need mez protection. i certainly don't with the half *** build i have right now. the key is tactics and some inspirations if you need them. but most people should not be trying to do things they know for certain their toon can't handle. again that is not the games fault or anyone elses but the player of the toon.
in fact, here's another prime example of squishies not needing mez protection for ya. i have a fire/cold corruptor half *** built also. when rikti head gunmen were the rage to set up the massive ambush in the back room in the AE, i solo'd those set for 6 people with no problem. maybe a death or 2 a run but that was from incomming damage not being mezzed. i very rarely got mezzed on him.
I have some numbers from herostats and running squishies solo through various maps but there is a simpler way to frame the question.
If Squishies are just fine without mezz protection against holds and stuns would they be just fine without the ability to gain knockback protection ?
If Squishies should be able to gain KB protection they should be able to gain other mezz protection. If you feel giving them KB protection is wrong and spoils the game well then your position is at least consistent.
Now back on track my position was not that squishies needed more protection as much as melee toons could do with the less and that it would improve the overall game experience. If you are going to reply to me please reply to my actual positions. -
Quote:BLA ::Looks over her glasses::Considering there are no spawns consisting of only +3 bosses, I consider this an irrelevant point.
IIRC correctly you were there on that boss challenge map. Heru-ur's Shield/Mace tank was laying waste to it and neither one of our toons could even engage. I finally managed to get my Archer to hold her own only by popping Eye of the magus, Geas of the kind ones, and followed up with surge of power. Even then after they crashed I got caught by an incoming ambush.
The point was just because you have a map and an AT/Powerset it doesnt mean much. It really doesn't have much bearing on the issue if squishies can do better than melees on spawns that don't mezz.
What I see as the argument and point of debate here is are the ATs ballanced against themselves.
Do I think squishies should get mezz protection ? Well it would be nice if a mezz werent such painful kryptonite for them. I always felt that when toggle suppression was put in making the offensive toggles drop was wrong. That is something that goes across the board squishy or melee. -
Quote:A point, like many others in this thread, that some here cannot grasp. My fire/rad controller and AR blaster are immensely faster at defeating large enemy groups than any of my scrappers, whether solo or teamed.
It depends on the group. I have seen tanks solo spawns of entirely +3 bosses and do so at a very effective speed. Much faster than any squishy ever could. -
Quote:Well for one take damage. They have tonnes more hitpoints than squishies.You do realize that when a tank gets mezzed his taunt aura drops, right? If a tank is out of commision for even a couple seconds all those critters he had beating on him shift their attention to the rest of the team. At which point the squishies will be doing all they can just to stay alive, and the tank will probably never get unmezzed.
If no one at all had mez protection...well scrappers would be unplayable for one. Unable to solo at all because they can't enter melee before they are mezzed. Not very useful on teams because they're getting mezzed and the defender is focusing on the people that do more damage or can soak more agro.
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You can view that as a challenge if you like: Name ONE thing aside from withstanding mez that a ranged AT cannot do better than a melee AT.
Now that we are past the throwaway item we can look at giving the ATS something like defiance instead of the absolute protection they now enjoy. After all if it is fun and challenging for squishies to deal with mezzes shouldn't it be the same for melee toons ? -
Quote:I think you are really missing where I am coming from here.my examples, if it wasn't clear enough, was the first 2 were for teams. the second set was for squishies playing the normal difficulty setting for solo. there is no need for this discussion at all. but just for s&g's, i run my council map set +2/x8 on my fire/kin with no problem ever. even before i16 when the mobs had 2 bosses and 6 lt's. if i do manage to get mezzed, i eat a break free and go back to the buisness at hand. by the time the break free wears off the spawn is dead.
if people are having a hard time at normal diff, then they should not be playing a higher diff with their squishies. true story.
Yes its very possible to build a squishy to deal with particular circumstances well. The famous/infamous Fire/Kin with smash lethal cap is a great example. On a council map as you describe the mezzes can't hit you. On a Rikti map that fire/kin doesnt do so well.
Now don't get me wrong I enjoy the challenge inherent in playing a squishy. I am in the camp that is for the Melees having less protection.
We can look at the big arguments on this and apply them equally well to the Melee toons. If they are teamed with squishies the melee should go in and draw the aggro and the squishies should need to debuff/buff what have you to make certain the melee doesn't get mezzed. This is teamwork. -
Quote:B: "Mezzer" ???? If there were only one per spawn nobody would be talking about this.ok. im going to say this as clearly as possible for the 3 that still don't get how mezzes and melee don't work.
now mezzes and squishies:
A: squishies close in on spawns.
B: squishies identify mezzer and hit aim/build up or aim or build up and use thier snipe power or longest ranged attack or controllers/dominators hold/mez the mezzer and no problems.
C: mezzer either dies or takes another blast to the face and dies.
D: squishies move on to the rest of the spawn. good times
Its a little more like
A. Squishies spot spawn
B. There are about 3 or 4 mezzers in the spawn.
C. They try to prioritize and hit the most dangerous one first.
D. All goes well 2 of the mezzers are out of the action and one or 2 of the squishies is out of the action.
The mezzed people are a little annoyed especially if they have for all intents and purposes been one shotted by minions. -
Quote:That made me laughI just don't like how heavily-used mezzes are in high level enemy groups in order to make things "difficult". Mezzes are over-used while other methods, like debuffs and buffs and synergistic combos, are under-used.
Why can't they just use breakfrees or get it from their teammates? Sheesh, it's not hard. Maybe they should try adapting their playstyle and learning that life is tough and they won't get what they want. Perhaps they could just go for the mezzer first, that fixes everything. Maybe I'm just repeating what's already been said.
Especially after seeing posts where people complained that Melee ATs didn't have good damage output (If a scrapper can take out 2 AVs at once there is no complaining about damage output). -
Anyone else getting a lost connection to DB server when logging into protector ?
Been that way for about an hour for me. -
QR:
I don't PvP much so I am having some trouble understanding this thread. Can someone actually list why Psi is better instead of just saying wrong ? I have a Psi/MM blaster so it would be nice to know.
Here's what I have managed pick up from the thread
Psi 4 st attacks vs 3 Sonic
Psi 4 attacks 80ft vs 2 Sonic
Psi has a proc for will domination that gives it a big advantage.
Sonic has -resistance in all its attacks
Sonic does more damage with its attacks
Why are Psi's advantages the winners ? In what circumstances ? -
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I mean I can breeze through pretty much anything in this game with any AT/combo, but even I felt the wall at about lvl 34 with my ice/elec and that is one of the safer and more powerful combos. I happened to like the "wall" but it was clear how it would eat most people alive. And did.
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So very very true. The above underlies the denial in this thread. The only DPS that matters is effective DPS and when you are dead your DPS is zero.
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Blasters should have a "Make your own corpse explode" then.
Sorta like their last act of defiance.
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Rise of the Phoenix ? -
Thanks everyone.
I didn't post the build of my ice/ice because i never planned it out with mids. I kind of played it and picked powers as I leveled trying what looked fun.
The ranged defense idea with sleep and shiver looks interesting. Frostbreath+Shiver+Ranged defense looks like it should shut down the baddies.. I have to play with that on my ice/ice but that looks like it could be a real bad pug build for the ice^3.
Tempest_56 you said I was kind of bare minimum where should I look to improve. -
I have two Ice blasters, and Ice/Ice/Cold and an Ice/Ment/???. I am struggling with both of them. My Ice^3 (That's Ice Cube) seems to be suffering from too much of a good thing. Its safe but it seems horribly expensive to get the recharge levels that would make it fun. Between the built in large cool down for aim and build up and the long recharges on the AOEs (1 minute base for ice storm ?? Where is that from ??), this blaster just seems a little glacial in its pace. ( I make no apologies for the ice jokes in this post)
My new Ice/Ment so far seems a little faster and I am thinking of going electric for the APP which might make it work which might thaw the pace of this one. I just have to wonder is my outlook frozen in place by the other blasters I play ?
Here is what I am looking at as the final carved in ice build
I was melting a little towards taking out the world of confusion and putting in ice storm and franken slotting with positrons blast detonation and pacing of the turtle. No set bonuses to speak of but the triples from the sets give a nice assortment of bonuses.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Icy Meme: Level 50 Magic Blaster
Primary Power Set: Ice Blast
Secondary Power Set: Mental Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Flight
Ancillary Pool: Electrical Mastery
Hero Profile:
Level 1: Ice Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Subdual -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(7), Dev'n-Dmg/Rchg(7), Dev'n-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(9)
Level 2: Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(11), Dev'n-Dmg/Rchg(11), Dev'n-Acc/Dmg/Rchg(13), Dev'n-Acc/Dmg/EndRdx/Rchg(13)
Level 4: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(17), Range-I(43)
Level 6: Aim -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(31)
Level 8: Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(21), BasGaze-Acc/EndRdx/Rchg/Hold(21)
Level 10: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(25), Posi-Acc/Dmg/EndRdx(25)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Concentration -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(31)
Level 18: Bitter Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(31), Dev'n-Dmg/Rchg(33), Dev'n-Acc/Dmg/Rchg(33), Dev'n-Acc/Dmg/EndRdx/Rchg(33)
Level 20: Swift -- Run-I(A)
Level 22: Health -- Heal-I(A), Heal-I(34)
Level 24: Stamina -- EndMod-I(A), EndMod-I(34)
Level 26: Telekinetic Thrust -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(34), KinCrsh-Rchg/KB(36), KinCrsh-Rechg/EndRdx(36), KinCrsh-Dmg/EndRdx/KB(36), KinCrsh-Acc/Dmg/KB(37)
Level 28: Drain Psyche -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal/Rchg(37), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/EndRdx(39), Acc-I(45)
Level 30: World of Confusion -- CoPers-Conf/EndRdx(A), CoPers-Conf/Rchg(39), CoPers-Acc/Conf/Rchg(40), CoPers-Acc/Rchg(40), CoPers-Conf%(40)
Level 32: Blizzard -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), RechRdx-I(43)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A)
Level 38: Hover -- LkGmblr-Rchg+(A)
Level 41: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Range-I(45), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46)
Level 44: Shocking Bolt -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-Rchg/Hold(48), BasGaze-EndRdx/Rchg/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(50)
Level 47: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), Aegis-ResDam/EndRdx(50)
Level 49: Surge of Power -- TtmC'tng-ResDam/Rchg(A), Aegis-ResDam/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
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[u]Set Bonus Totals:[u]- [*]13% DamageBuff(Smashing)[*]13% DamageBuff(Lethal)[*]13% DamageBuff(Fire)[*]13% DamageBuff(Cold)[*]13% DamageBuff(Energy)[*]13% DamageBuff(Negative)[*]13% DamageBuff(Toxic)[*]13% DamageBuff(Psionic)[*]5% Defense(Energy)[*]5% Defense(Negative)[*]2.5% Defense(Ranged)[*]2.25% Max End[*]36% Enhancement(Accuracy)[*]4% Enhancement(Heal)[*]83.7% Enhancement(RechargeTime)[*]4% Enhancement(Confused)[*]94.9 HP (7.87%) HitPoints[*]Knockback (Mag -3)[*]Knockup (Mag -3)[*]MezResist(Confused) 10%[*]MezResist(Held) 19.9%[*]MezResist(Immobilize) 12.8%[*]MezResist(Sleep) 10%[*]MezResist(Stun) 10%[*]MezResist(Terrorized) 12.2%[*]18% (0.3 End/sec) Recovery[*]42% (2.11 HP/sec) Regeneration[*]2.5% Resistance(Smashing)[*]7.56% Resistance(Fire)[*]7.56% Resistance(Cold)[*]3% RunSpeed[/list]------------
[u]Set Bonuses:[u]
[u]Decimation[u]
(Ice Bolt)- [*] MezResist(Immobilize) 2.75%[*] 13.6 HP (1.12%) HitPoints[*] 2.25% Max End[*] 6.25% Enhancement(RechargeTime)[/list][u]Devastation[u]
(Subdual)- [*] 12% (0.6 HP/sec) Regeneration[*] 27.1 HP (2.25%) HitPoints[*] 3% DamageBuff(All)[*] MezResist(Held) 3.3%[/list][u]Devastation[u]
(Ice Blast)- [*] 12% (0.6 HP/sec) Regeneration[*] 27.1 HP (2.25%) HitPoints[*] 3% DamageBuff(All)[*] MezResist(Held) 3.3%[/list][u]Positron's Blast[u]
(Frost Breath)- [*] 2.5% (0.04 End/sec) Recovery[*] 1.58% Resistance(Fire,Cold)[*] 9% Enhancement(Accuracy)[*] 6.25% Enhancement(RechargeTime)[/list][u]Basilisk's Gaze[u]
(Freeze Ray)- [*] 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)[*] 2% (0.03 End/sec) Recovery[*] 7.5% Enhancement(RechargeTime)[*] Status Resistance 5%[/list][u]Positron's Blast[u]
(Psychic Scream)- [*] 2.5% (0.04 End/sec) Recovery[*] 1.58% Resistance(Fire,Cold)[*] 9% Enhancement(Accuracy)[*] 6.25% Enhancement(RechargeTime)[/list][u]Devastation[u]
(Bitter Ice Blast)- [*] 12% (0.6 HP/sec) Regeneration[*] 27.1 HP (2.25%) HitPoints[*] 3% DamageBuff(All)[*] MezResist(Held) 3.3%[/list][u]Kinetic Crash[u]
(Telekinetic Thrust)- [*] 3% RunSpeed[*] 2.5% Resistance(Smashing)[*] Knockback Protection (Mag -3)[*] 6% (0.3 HP/sec) Regeneration[*] 7.5% Enhancement(RechargeTime)[/list][u]Doctored Wounds[u]
(Drain Psyche)- [*] MezResist(Terrorized) 2.2%[*] 1.26% Resistance(Fire,Cold)[*] 4% Enhancement(Heal)[*] 5% Enhancement(RechargeTime)[/list][u]Coercive Persuasion[u]
(World of Confusion)- [*] 4% (0.07 End/sec) Recovery[*] 4% Enhancement(Confused)[*] 4% DamageBuff(All)[*] 10% Enhancement(RechargeTime)[/list][u]Positron's Blast[u]
(Blizzard)- [*] 2.5% (0.04 End/sec) Recovery[*] 1.58% Resistance(Fire,Cold)[*] 9% Enhancement(Accuracy)[*] 6.25% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Combat Jumping)- [*] 7.5% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Hover)- [*] 7.5% Enhancement(RechargeTime)[/list][u]Positron's Blast[u]
(Static Discharge)- [*] 2.5% (0.04 End/sec) Recovery[*] 1.58% Resistance(Fire,Cold)[*] 9% Enhancement(Accuracy)[*] 6.25% Enhancement(RechargeTime)[/list][u]Basilisk's Gaze[u]
(Shocking Bolt)- [*] 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)[*] 2% (0.03 End/sec) Recovery[*] 7.5% Enhancement(RechargeTime)[*] Status Resistance 5%[/list]
Code:[/color]| Copy & Paste this data into Mids' Hero Designer to view the build |
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Yeah I know where this slippery slope leads. Let me just say I love Posi TF for merits, and with a well built duo sub one hour times are not out of the ordinary.
But I like to leave it as hearsay... theres nothing to see here devs. Move along. move along.
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LOL I think they record every run's time. -
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Lunch Box indeed has it.
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Oh well, I have never seen lost. -
Protector strikes again
Our team of 3 managed to get positron done in 1:17:25
TF Time Screen
Woo Hoo we may need to change our entry in the wiki from the soloists server to the server where the difficult is easy and the impossible only takes a little longer. -
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How about a TV series where someone sits in a bunker and pushes a button. No-one would ever watch THAT would they ?
Even if they spruced it up with like a plane crash or something.
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There was a movie
http://www.imdb.com/title/tt0076845/ -
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That may be true, but some of us had the temp power, but none of us used them.
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Really, because in the chat log Mentalshock clearly says "I have it to. I just used it."
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Didn't see him fire it, but if he did. it was way at the end. I didn't remember my Fire Blaster still had the temp till he was down to about 10%
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Obviously you will just have to go back and do it again to verify now.
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I don't think I like you anymore.