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Drop Conserve Power, Stamina makes it redundant.
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Just echoing plight, my blaster cant live without either. -
I dont know about arena, but I have had serious connection problems since friday. The game locks me out of defiant for hours without any sane reason. I cant get onto defiant right now, nor could I log on this morning. At some point this afternoon I could but this is impossible. This tourney is on test server though, and so far I havent had trouble there, but who knows.
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The traditional way to solve the problem is to give everyone a random seeding. Seeing as there are 17 teams the 2 lowest seeded teams would be the only 2 to play in the first round and everyone else gets a bye to the second round.
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The way I solved this problem when organising console fighting game tournaments here in Finland (Tekken,virtua fighter et al) was making 2 or 4 (or any suitable amount actually) qualification groups where people played round robin (everybody plays everybody). Then among the best players from each round robin bracket I took correct amount of players with most points to make a suitable single elimination bracket for the final, top4, top8 or top16.
This format is very nice because everybody gets to play multiple matches even if they lose all and it can accommodate any amount of players. It is also very democratic. Bad thing is that the round robins can take a lot of time and therefore this format might be too much for COH, with 10 minute matches. By balancing qualification group sizes with how many groups there are, the total time can be kept under control. The amount of matches in a round robin bracket of size x is
= (x-1)+(x-2)+...+(1). But the qualification groups can be played out at the same time (actually in COX, all matches of same round can be played at same time).
Im not trying to push this idea, but I thought to voice it because of the occasion
EDIT: actually there can be byes in this system, duh. -
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Bone Smasher and Total Focus will never be in there - I'm a Blaster and I intend to play one, even if it does gimp me.
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LOL, good one. Taking any melee powers does not make you less of a Blaster. They are all Blaster powers. The term Blapper is just something some US Forumites came up with. Considering your primary, you need all the damage you can get.
Not taking certain powers because of some preconceived notion of what a Blaster should or should not be able to do is a big mistake IMO.
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And mostly because the game manual gives a wrong view of the ATs anyway as its years outdated.
Blasters equal damage, plain and simple, whatever way they deliver it is up to players. They get more damage at the expense of personal survivability, thats their quirk. Having melee attacks does not make you a scrapper.
However, without being too blunt about the build, Personal forcefield does not need 3 end reduxes, 1 at best. I have 1 end redux and 3 def boost in mine. -
Well then you'd get 1 team too many in the next round.. Plus eventually they wont add up at the top either. This is a bit nasty problem tbh. But I dont care as long as I get to fight
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One too many team for single elimination bracket, what you gonna do about the format?
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Well if you really decide to go for it War, I will be the targeter for you. Im sure we get lots of support from Goonies, iconites and inner monkey too. Word of warning though, its not that easy to keep everything under control
Also, whats the situation with the PA these days? -
What is ST referring to?
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Hmm isnt this like how it used to be? Except now with scaling?
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More or less yes, except now it is possible to get LESS than full debt when killed by a NPC. By all logic it should be really rare to get full debt anymore in normal PVP. Before last patch the situation was such that it was extremely difficult to avoid debt in pvp zones, cause some NPC always managed to nab a shot at you. And while the debt was scaled, you ended up getting it from most deaths meaning it quickly kept piling up.
After latest patch this 'piling up' should be removed. I am most happy if it works as it should.
Let it be said that I cried very loudly immediately after they introduced the first 'scaling debt' patch. Now we are where we should be. -
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Well the matchs are 10 Man domination. After timing and watching the test matchs we had they lasted on average about 10 minutes but that always depends on whos playing and who dies quickiest! all the First round will be fought at the same time!
Bring it Jum
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Yeah I forgot the domination match part. Duh I feel silly. heh. Hopefully I may be around on test server for practise tonight and Ill drag white with me. -
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Get this thing on the road again! The GFX bug has been fixed!
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Not quite, I wouldn't say fixed as such, its still not what it was before the GFX bug, but its enough to fight with.
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Typically ladylike responseNow are the pets invisible or are they not?
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They are visable but I'm pretty sure they aren't working (well tornado anyway) the same as they were before... can't quite put my finger on what the difference is though...
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I want further testing quite quickly because I fought against voltaic sentinel last night (also observed a match with a sentinel in it) and Im 100% sure it worked normally. -
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You didn't lose, therefore you don't suck.
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Quote of the day -
As long as the amount of teams corresponds. If not, you can always make it a round-robin. Btw, I dont remember seeing the timelimit for the matches? is it the normal 10 minutes?
ps. Their team name is Max & Psydock until they decide to change it -
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Actually just checking the power descriptions on the webby, they've used the same Poison Trap description for /poison and /trap set. This is actually incorrect. The poison set one, just does sleep and a very minor amount of End drain (even slotted, I tried it on test)
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Correct. the poison set's poison trap is a bit naff power. The only one in the set, imo. Personally I'd take all poison powers before leadership pool. -
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Get this thing on the road again! The GFX bug has been fixed!
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Not quite, I wouldn't say fixed as such, its still not what it was before the GFX bug, but its enough to fight with.
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Typically ladylike responseNow are the pets invisible or are they not?
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Get this thing on the road again! The GFX bug has been fixed!
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I'm up for a rematch lol
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Anytime when im on, Herulus -
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im ont tyring to break mez protection
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Stacking holds was offered as a choice of action. I'm asking if it's feasible to stack holds as a Scrapper with what's available, out of interest.
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It most certainly is not if were talking about regen scrappers here. You'd need two scrapper epic holds just to get over a squishys acrobatics.. Scrappers with proper mez-resist powers..no go. Web grenade to slow down movement and heals, combined with spines -recharge, then its just a case of damage. Don't be depressed if you continue to have trouble with regens, youre not alone -
Remember to report back here what happened, im interested myself. MMs have strengths and weaknesses in arena pvp, and Im interested if it is indeed possible to set up correctly in time and end allotted. I have always thought that tactical start gives a whopping advantage for elec blaster against most opponents though.
ps. Nothing needs proving about no insp matches though. -
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The real question: Is going afk in a PvP zone for extended time and pretty much stopping the bounty system fair game?
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It happens, and you do get bounty out of all enemies, just lot less. Personally I think they should insert a code that made the bounty system switch targets if the target is not taken down in a decent amount of time, say 10 minutes. -
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Hmm i thought epic hold for scrapper did slow when against mez protection, as any other controller hold does in pvp
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That always depends on the hold itself. They dont automatically slow. Mez protection has nothing to do with it, some holds just have secondary effects added. Grav tends to slow, Fire does DoT, Mind has no extra effects afaik etc. -
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i know when i enter that i stand more than a fair chance of ending up in hossie - i aint built for pvp, i hate pvp, i only ever go in there for badges.
The "hero" and i used the term very loosely had set up traps just by the side of the hospital door and had tp foe, fortunately i had an insp that allowed me to enough time to leave the zone or i'd have been stuck there all day
im not complaining about getting killed but why create the safe areas if you arent "safe"
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Sounds like that corner just at the side of the villain hospital door, fair game but doing this all the time is just likely to make people leave. Worse is that unless something has been changed recently, heroes can get right inside the villain hospital. Wonder if confusing someone on mines makes there own mines blow em up *cackles* :P
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That corner is barely possible ambush spot. It is possible for a hero char to get there, but they might as well get droned for their efforts. Iirc dropping from directly overhead doesnt work that well anymore because theres a drone on the roof. I know I have managed to get there, but at least once a drone peeked around the corner (that is - moved) and ZOING:ed me.
Afaik the heroes can get inside the hospital but there are drones waiting inside. -
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i wasnt gonna bother posting but since the servers are down ive spent some time looking for the answer (if there is one) but i think its gonna be quicker to ask rather than search.
i was clearly AFK in Sirens call this morning stood between the villain hospital door and the guy you can cash in for enhancements off. I returned to the pc to find myself dead with a hero stood over me placing bombs/caltrops etc on my dead body.
are AFK chars stood in the supposedly safe zone fair game?
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Yeah. To be accurate, there is nothing wrong in going AFK in a pvp zone, ive done that lots of times, but then you acknowledge that you are fair game, and can't really complain if killed. -
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the trouble is no1 no's whether they've been taunted from an attack or taunt so unless u specifically do a test no1 really has much of an idea how good/bad gauntlet is
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I'm pretty sure they do, says Taunted in the corner like any other status effect (like Hold, Stun etc etc)
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as it does exactly the same if ur taunted by taunt/challenge...hence u dont no whether the taunt is an affect of taunt or gauntlet
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Exactly. I have played a couple duels against tanks recently and I can spot the actual taunt (which is pointless to use in a duel anyway) from gauntlet in normal attacks. These couple matches made me realize how weak gauntlet is as I was affected by it like 3-4 times in the entire duel or so. (felt like it anyway)
I wanted to raise discussion whether we should suggest the %-chance of gauntlet 'kicking in' to be raised.
Comparison to 'real' Taunt is that Taunt always taunts as long as it hits, but the % chance of a normal attack taunting via gauntlet seems too small.