-
Posts
221 -
Joined
-
No problem. Is Issue 13 the one with the villain cameos? And if so, do you think you could post pics of who got in it?
-
Actually I just checked the ftp site (ftp.coh.com) and issue 12 is on there. So it may not have been linked to on the comics page, but it's available for download if you want it.
-
[ QUOTE ]
When playing a toon from level 1-50, you receive the first infamy badge around lvl 28-30, the second infamy badge around 41, and the third around 48-49. It may seem like 20 million is a lot, but it isn't. My lvl 50 hero routinely earns a 300-500k influence an hour, so the 10 million to go from the second to the third infamy badge will be nothing by level 50. You should earn the 3 infamy badges without any extra effort.
[/ QUOTE ]
You're assuming that people never play in SG mode. For those of us who do like to play in SG mode and actually help out our SG's, this is virtually impossible to get. I didn't get the first badge until 32, and I doubt I've made any progress toward the second badge, since I like to play in SG mode.
For there to be a contact that requires you to completely abandon your SG in order to be able to do that contact's missions is just absurd. There are over two hundred other badges in the game. I'm sure there are plenty of badges that would be appropriate. -
[ QUOTE ]
I guess I'd rather have a requirement for the Television that is something I could help my SG-mates earn, even if it's difficult. I can help them kill mobs. I can't really help them gain Infamy any better than they can themselves.
[/ QUOTE ]
My sentiments exactly. -
One of my personal favorite things about this set is Lightning Reflexes. No question about it. I've always loved Quickness, and to have an equivalent in Electric Armor makes me drool.
-
[ QUOTE ]
Debt for an Accolade? oh yeah, that hurts. paying off debt isn't much of an achievement. It's not something you can specifically work at - it's just a byproduct of whatever you're doing at your time. This is not the same as hunting a specific group or doing a particular mission. You may as well make the levle 40 badge (whatever it's called) a requirement - and that would be a pretty lame requirement, IMHO.
[/ QUOTE ]
My sentiments exactly. I try my hardest not to die, and I've only had ONE character earn ANY debt badge as a result (and only the first one). And they only earned it around level 35 or so. Mind you I've only gotten one character to 40 in the past two years. So to have to purposely die and earn what is in my own opinion a badge of shame is really distasteful to me. I fully understand that some people have no problem with dying, some people like to be in permadebt, and some people just can't help it whether as a result of personal lack of skill, bad PUG's, lag, or any number of other reasons. I freely admit that I'm not as skilled at this game as many. I just have a cautious playstyle.
[ QUOTE ]
This is another reason why I hate to see contacts unlocked with Infamy badges. You can't work on Infamy. Let us unlock the special powers and contact with stuff we can go out and really earn.
[/ QUOTE ]
Like the new Television contact in Grandville that seems to require the Midas Touch (20 MILLION Inf) badge? Really, really bad idea in my opinion. I didn't get to do Doc Buzzsaw because of her badge requirement and this one requires 20 times as much! -
Nice post there. In all honesty, I really do like the set as is. It is unique, it has some neat things to it, and I really like the look. The thing I am most worried about is the lack of any sort of healing.
Sure I can take Aid Self, but that basically means that I can't take two other powers that I was really wanting to take. Not to mention a heavy expendature of slots. Sure I can group with someone who is capable of healing, but that basically means that I can't solo, which is what I am most inclined to doing, and specifically what I was planning on doing with my Elec/Elec Brute.
Knockback, for me personally, is less of an issue since I had been planning on going the leaping route way before we had any details on the powersets. It just means I need to take one additional power over the two I was already taking. Another easy counter to this is the flight pool, which requires less powers than leaping.
It is entirely possible that I might be able to get away without Stamina, but probably not until at least level 35. And even then I'm not certain. Electric Brutes do have the best possibility of not needing Stamina from what I can tell, but Brutes in general need to not have to even think about End problems.
That's why I originally felt that a minor (ie, Health level or below) Regen boost added to one of the powers (I was suggesting Grounded since it's passive) would help. It's not much, but it's something that could at least extend the duration that you could fight. I still think that something along those lines would be best. It would keep the uniqueness and it would reduce one of the holes. A Dull Pain type power would be great, but there's really nothing that I would want to get rid of for it, with the possible exception of Conserve Power. A self heal is similar.
I know for a fact that I won't be able to get to the later powers in the set before the Issue goes live. I'm too busy with work (lots of overtime happening nowadays) and I don't have enough time personally to test this as well as I might want to. So I could very easily be completely incorrect about the survivability of this set as it currently stands. I'm fine with that, and I hope I am. I'm prepared to not be though, which is why I'm willing to listen to and make suggestions for the eventuality of it needing some sort of boost. -
[ QUOTE ]
The other minor complaint I had was cardboard boxes- why am I be rewarded for blowing up Paragon City's trash? why are the cops coming after me- you think theyd be happy someone's finally cleaning the place up!
[/ QUOTE ]
All those cardboard boxes are filled to the brim with packing peanuts. Those are a pain to clean up. And they had JUST finished boxing them up (from the last villain to pass through) when you showed up. That's why they're pissed. -
[ QUOTE ]
Dunno if anybody else has commented on this yet. I'm not really thrilled that most of Grandville's music seems to recycled from other zones. I hope the recycled music is just being used as a placeholder until the final music tracks are put in?
[/ QUOTE ]
Yeah, I noticed that as well and was disappointed by that. Here's hoping they change it. -
[ QUOTE ]
[ QUOTE ]
1. Targetable citizens means distracted pets. My plant would stand around trying to immobilize a citizen just inside the door to the jail instead of help me fight the dangerous targets inside. Making citizens targetable is one thing but when a cowering citizen keeps all of my pet's aggro that just isn't fun.
[/ QUOTE ]
2nd that, good lord thats annoying. Either make it so i can waste them or dont make them targets. Why are they targets now anyway?
[/ QUOTE ]
I'm in agreement as well, though I do really like knocking them arond. Possibly make it so they can't be targetted but make area effect effects work on them? Or have a priority systems so that civilians/objects are at the lowest priority so that pets won't attack them unless there are no more hostiles remaining.
I haven't actually had a chance to check yet, but is there one of the custom targetting commands that can make it so that you can alter the tab key to ignore civilians/objects? That would be extremely useful to counteract this, at least for non-pets. -
Having read all the replies and thinking on it more, while I still don't like the thought of adding another toggle, but I think in terms of concept/feel and effectiveness it might work. I agree with the statements that having it as a situational toggle like Rooted makes for a more strategic playstyle, which I do like. I personally have never played Stone though so I don't have enough experience with that to make statements regarding that. All I have is what other people have posted and Sherk's Hero Builder.
So Rooted is -Fly, -Jump, -Spd, Resist Disorient, Hold, Immobilize, Knockback, Sleep, and End Drain, and has +100% heal rate. According to Sherk's Hero Builder, it has an End Cost of ~0.19.
Grounded currently has a small resistance to Energy/Neg Energy and End Drain. If it becomes a toggle, adds on -Fly, -Jump and NOT -Speed, adds Knockback resistance and +75% heal rate as suggested and keeping the stuff it already has, I could see that working. I'd tend to suggest using the same End Cost of Rooted as well personally. It has less stuff in it than Rooted does, but the other status stuff for Elec is in another power, so as a set it balances out in a way. It's difficult to directly compare the two sets by numbers to see how they would compare in effectiveness since Stone is a combination of Defense and Resistance and Electric is pure Resist.
So, yeah. Still don't like replacing the passive (especially a passive that has End Drain Resist) with a toggle, but I think it could work and would shore up some of the holes. -
[ QUOTE ]
Which is why I suggested the very same thing earlier in this thread, except to make Grounded a toggle with a + regen component as well. It doesn't even need to be alot, +75% regen would work well.
[/ QUOTE ]
Honestly, I'd rather not have yet another toggle to take. I think Grounded is good as a passive. And for the regen component you're suggesting, +75% is WAY too high in my opinion. Fast Healing of the Regen set gives +75% and that's the ONLY thing that power does. I could see +30% or +40% (which would be equal to Health) at absolute most, personally. -
[ QUOTE ]
just add +Res Knockbac, -Fly, -Jump to grounded =\ plzthxkluvubai
[/ QUOTE ]
Given that Grounded is an auto power that you can't turn off, I think that's a really bad idea to restrict your travel options in such a way. -
I investigated the TV contact as well, and I must say, if this actually requires 20 MILLION Infamy to unlock, that is outright absurd. There are plenty of other badges, or even combinations of badges that could be chosen for this contact, why choose one that requires you to completely ignore your villain group for an extremely extended duration? I didn't even earn the Bling badge until I was level 32, so I missed out on Doc Buzzsaw as well... if I must earn 20 times as much as that to unlock this contact......
Please. Change it to something more reasonable. Don't have contacts unlocked by Inf badges. -
[ QUOTE ]
Numbers are the following
Charged Armor is 26.25% smashing, lethal and energy
Inductive Shield is 26.25% energy, fire, cold and 15% negative energy
Static Shield is 26.25% psionic
Only level 10 right now and getting grounded as soon as I can to test that.
[/ QUOTE ]
So with 3 Damage Resist SO's in each, that becomes
40.95% resist to Smashing, Lethal, Fire, Cold, and Psionic
81.90% resist to Energy
23.40% resist to Negative Energy
Not including Grounded. Certainly not bad in my opinion (and quite good for Energy since it's virtually at the cap), though I am somewhat worried about the mid to later levels and survivability, just because of the lack of heal potential. -
[ QUOTE ]
I've gone and lowered the costs of all the Empowerment buffs. There was a bug where the data was seeing Tier 2 Salvage (created by the Tier 1 salvage you collect) as Tier 1 quantities, i.e. the player would have a lot more of it.
The new Empowerment costs should be much more in line with what you guys were thinking. Sorry.
This will get up to the training room in the next major patch.
[/ QUOTE ]
That makes a lot more sense to the costs that were being shown. So inferring from what you've said, it sounds as though they will now cost around 2-10ish of the refined (or Tier 2 as you're calling it) salvage? Better, I'll have to see what it's like in practice before I make any more judgements on it. Thanks for letting us know what was up. -
Whole lots of ambushes, made it difficult to do anything at times, died multiple times as a result (3 person team in the mid 20's). I agree with what some posters have said about needing to quantify in some way what you're getting the time bonuses from so you can know what might be good to be working for.
Definitely like the side missions in it, robbed a jewelry store and was getting ambushes like CRAZY, so after the two deaths, I sent the other two ahead to the bank at the end and stealthed my way to stealing the other stuff in the store. Got around 6 minutes of extra time as a result. Great stuff, though the sheer amount of ambushes may be a bit over the top.
I can't remember what our hero was like (It was Ms. Shock, she was Boss rank), since she went down quick. Given that we were fighting other ambushes at the same time, I don't have a problem with that.
I know the broker (Mickey the Filch in Sharkhead) said we'd have 20 minutes in Steel Canyon, but when we entered the mission we had 15 starting. No timer was active prior to entering the mission.
The temp power we earned for finishing the mission is cool: Group Recall Friend, on roughly a 2 minute timer (didn't actually time how long it is, that's just a rough estimate). It lasts for 24 hours of gameplay. One thing that was fun that we did with it was everyone go to different locations and recall the group at once. People were swapping places all over the place. Very useful temp power though, it's a shame it's only 24 hours of gameplay. But I can understand that they don't want people to have it forever and stuff. Also didn't get a chance to check (or more accurately I didn't think about it until I had already logged off) whether this would recall pets as well, hopefully it will though.
Also, two of us in the group had access to doing a mayhem mission, we did one of them, for the person who's mayhem mission we didn't do (mine), I still had the option to do my mayhem mission and didn't get credit toward a contact by doing my teammate's mission. Not sure if this is intended or not, and in a lot of ways I like it this way because this means more mayhem is available. But wanted to mention it just in case.
Overall, VERY fun stuff. Was difficult due to the sheer amount of ambushes. The SWAT may be a bit burly, especially in the quantity we were fighting as a team of three all on villainous. Didn't have a problem with the Longbow. -
[ QUOTE ]
Otherwise we might have cool powers that some Defender click power that attaches a 50% disorient effect to every attack another player makes for 10 seconds, or a "fire fists" like power that adds a fire DoT to every attack or something.
BTW devs, this would be really cool if you ever get around to implementing some way to do it.
[/ QUOTE ]
That would be burly. I like -
I must be one of the few who actually really do like Longbow, but that's not to say that I wouldn't approve or enjoy more diversity. I agree with what some people have said... Longbow are Ms. Liberty, Wyvern are Manticore (and are in a very narrow level range), so why not have another couple groups? Heck, add in the Hero Corps, they're established already, why not use them in the Rogue Isles (or in Mayhem Missions, since they are established and known in Paragon City, if not the Rogue Isles)? I also enjoyed the Legacy Chain, but they were also a very narrow level range, why not open them up a bit more?
Incidentally, where did you see that we're gonna be fighting Longbow in the Mayhem Missions? I had thought I had read all the dev interviews and posts on the subject, but I don't remember seeing that... Do you have a link available? -
My favorite part of my conversation with it:
Ctab: I didn't lie!
User: I didn't say you did. And don't lie about me saying you did lie, because I didn't even begin to imply that I may have said that you lied.
Ctab: What don't I what?
User: Glad you're confused. -
Ok, so let me start off by giving my compliments to all of you who have worked on this. I just finished going through the entire thread, searching for a potential answer for my potential question. Since I didn't find anything that answered it, here's my question.
I'm primarily a Super Jumper, not a Flyer, so while I figured I could probably modify these to use SJ/CJ I stayed away for a long time. But I finally got around to trying it out last night. I had a number of problems initially, but after working with it, and deleting all the binds and trying over, setting it up as if I had Fly and Hover, and then going through every file and replacing hover with combat jumping and fly with super jump (my text editor can have tons of files open and replace everything in all files, so it went easily and quickly), I got it working virtually perfectly.
The only problem is that I like to have Sprint (or in my case Prestige Power Rush) on when moving as well. In addition to the CJ/SJ powers. Have any of you figured out a way to essentially combine the ground/fly modes into one so that they're off (or in hover/CJ mode) when not moving and on (flying/SJing PLUS sprinting) when moving? I realize this may not be possible, but if it was, it would rule without question and make my life (at least as far as movement in this game is concerned) complete.
Also, while this is comparatively minor, have you considered adding an option to your program that allows for CJ/SJ directly instead of Hover/Fly without having to edit all the files? There seemed to be the option for Superspeed, but not for us Jumpers. We need our lovin' too!
Thanks a bunch, and again my compliments on your hard work.