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That doesn't sound right, but I'm not sure what's wrong. The normal game client should be used to play the demo files, and if the sound is set up correctly in it, it should make sounds. The demofile itself doesn't include sound commands, I don't think, it's just built in to whatever animations are played.
Maybe someone else can give better answers. And you may not be able to get the normal in game music. Sound effects, though, I'm pretty sure I can hear just fine. (Although maybe something's changed recently?)
The only thing I can suggest is opening the downloaded and clicking Verify Files. Then see if your demo shortcut has any odd switches set that might be turning off the sounds. -
Definately you want to sell SOs to the vendor, but buy from the market. You can get some SOs for as little as 5000 inf. Level 25 SOs normally run around 30,000 from the vendor. (Of course, there are some you may have to buy from the vendor, as they won't be on the market. And don't ever pay more than the vendor price for an SO, that's just dumb
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This is also a good way to make some quick cash. Assuming you've got around 30,000-60,000 inf, hunt the market for 5000 inf SOs. Usually there are some in the 30-48 range you can pick up. Don't bother with anything over level 50, though, they will almost never sell for that little. Then go back to the vendor and sell them, you'll get about 15,000 each. (Half the selling price) You can double or triple your invested money that way.
"Playing the market", buying up goods at low prices to sell them high can make you a lot more money, but it takes a lot longer. The nice thing about the above trick is it takes only a few minutes. And it seems like there are always people selling for such low amounts, and I assume it's high level players doing it on purpose to help out lowbies. (Honestly, I always need so much influence I sell to the vendor no matter what level I am, but I'm really a casual player)
As for salvage, basically you want to sell any yellow salvage you find to the vendors. White salvage check the market, you can usually easily sell it for 10-100 times the 250 inf you would get for it. If nothing else just drop it on the market for 250 inf and wait for it to sell. Red salvage you should ALWAYS sell, unless you want to keep it. If you're lucky enough to find a red salvage worth more than a million, you'll be set.
Recipes I would put on the market no matter how much they sell for. Help out some other players who are trying to earn crafter badges.If you come back after a few days and it still hasn't sold, pull it off the market and sell it to a vendor.
(Vendor buy/sell prices, for reference: SOs, around 15,000/30,000, DOs, around 3000/6000, white salvage 250, yellow salvage 1000, red salvage 5000) -
Quote:I like all of this.Yes, the stalker can and will put a serious dent in that boss's hit points for you, but there's a ton a stalker can ALSO do for you on the way to the victim that you can benefit from. The important thing is that the two of you coordinate. Every situation is unique.
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Quote:Well, yes, but the "die" part doesn't exactly make that seem like a very clever strategy, does it?Oh believe me, I've seen plenty of Stalkers going off on his own and starting to AS and then either run away or die.
Honestly, I actually tanked once, on a Stalker, when I duoed with a Dominator. It took some teamwork and strategy, but it was actually quite managable. Basically, I took the aggro to start, and let the Dominator start laying down his AoE controls. As he started grabbing aggro, I fired off my Placate and let him take the hits, while I criticalled. Then I used the extra damage to get aggro back and keep them off him while he backed away.
The issue is that a Stalker, by virtue of his abilities, intentionally throws off aggro. There really isn't any other AT that can do that. He can hold aggro for a short time, but he really is diametrically opposed to the concept of tanking.
Of course, the OP's post was in regards to how best to tank for a Stalker, and I think that's the POV I was really coming from. The Stalker will be throwing off aggro, and it'll be up to the tank to pick it up so it doesn't go somewhere unexpected. -
You don't look like you are building for soloing, more for a team, so I'll skip my usual advice there. I'll echo others, though, in saying to pick up Dispersion Bubble the instant it opens up, and five slot it as soon as you can. Repulsion Bomb is also an extremely useful power; despite its long animation time, it does impressive damage, and is guaranteed to send the foes clustered around a tank bouncing to the floor.
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Quote:Yeah, but you sure notice the critters that sleep... particularly when they immediately stun, or hold afterwards.Later, when playing other characters without status protection, I was shocked to learn all the types of critters that stun and hold and immobilize -- something that I'd completely failed to notice on my first character.
It's not as bad as it used to be, since being slept no longer drops your toggles. I'm not sure if the status protection supresses along with the defense, but even if it does, it seems like when the sleep ends the hold breaks, too. Still, it was incredibly frustrating to be chain held because a Rikti/Lost would use that sleep/hold combo on me. -
Quote:Hopefully no one here would find this a surprise, but the Stalker is pretty much never going to make the opening attack on a team.Stalker is kind of on his own. He can pick and choose his target most of the time and you don't really need to watch out for him unless he does something stupid like opening the battle with AS on a very large team and dies too quickly.
He may go into the spawn AHEAD of the tank, simply because he can. But he'll stand there and wait for the tank to make his move. After the tank has aggro and has bunched the group up, that's when you should see the Assassin Strike go off.
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From a tanking standpoint, Stalkers are kind of odd. They don't really need protection like a squishy does, as they can survive in melee just fine, as long as they are ready to duck out at a moment's notice. What a Stalker really needs is an awareness of the situation, knowing where everything that could threaten him is, and if he's a good Stalker he should already be doing that.
What the Stalker needs, though, is someone to pull aggro off so he can make his Assassin Strikes and Criticals. So the tank is there as a distraction. You just need to hold the foes in place, so he can scope out the situation and choose the best target to strike. Plus, because of the secondary effect of an Assassin Strike, if he can hit a Boss or AV while you are holding a lot of Minions around, and he doesn't kill it, those foes will be hit with a -ToHit and Fear effect, which should help keep you alive.
The biggest threat for a Stalker in a group situation is AoEs. If lots of them are being fired off around the tank, it's likely he will be hit and his Hide spoiled. Stalkers get REALLY high AoE defense for this reason, it's something like 35% when they're in Hide. To me, this says that the best strategy for a Stalker is to choose a target, let the Tanker/Brute come in, strike and scrap for a while, then duck out for 10 seconds to let Hide come back up.
It depends on the Stalker, of course, but I would say that what you should probably do is just do as you always would, and let the Stalker act around it. If he's darting in and out of melee, don't worry about it, he's probably thinking like me. If not, try to keep aggro off of him and possibly draw away AoEs as best you can. Take advantage of the Fear from his AS's when you can, and just carry on as normal.
Note that all of the above is totally my own opinion, and I'm not really sure what other Stalkers may have to add. -
Quote:The biggest difference you will see between a Brute's damage and a Scrapper's damage is if they are on a team, and their damage is being buffed. The Scrapper will quickly pull ahead under those conditions. Then again, the Brute will be getting better defensively.So if you are looking at a brute on par with scrapper damage levels, well, all of them are, at least they are close enough that if you play it right you really won't notice the difference.
I would honestly say that the concensus seems to be that Super Strength and Stone Melee do the most damage for Brutes, while Broadsword or Katana is in the lead for Scrappers. Since they cannot be compared directly, there is probably some disagreement about which is the stronger. I suspect it isn't all that great a difference, though, Dark Melee, Fire Melee and Kinetic Melee all seem to have been studied extensively, and it doesn't look like there's an advantage one way or the other. (KM does have much better damage boosts on a Scrapper, but it's said to have relatively low damage otherwise. So this may be a situation similar to Super Strength) -
And don't be afraid to give in to altitis. Once you're comfortable with a Scrapper, switch to one of the other ATs. There's no need to rush to 50, you can SK up to that level any time you need to for a team, and there's plenty to do at all levels. So take the time to try out a bunch of combinations and find out what works best for you.
Amusingly enough, most of my characters are either between 15-20, or 30-40. Although that's changed with GR, since 20 is the starting point for side switching I'm moved a lot more up into the 20-25 range. -
Quote:I hate that. I think it would pretty cool if the devs could expand the macro system to provide some icons, as well as allowing them to recharge on the one power that the macro is allowed to activate. Of course, that would require some changes to the interface, you would probably have to provide some sort of interface linkage instead of writing it as a script.**EDIT** i figured this out finnaly .... its a failed idea since the macro buttons dont recharge like the powers do
I will say two things, though. First, for macros that activate a power, you might want to consider putting the power in a detached tray off to another part of the screen. That way you can watch the power and activate it as it recharges. I do this on my Kheldians, since most of the Form macros involve dropping to Human before using the powers. So I have the human form powers in a tray so I can watch them, even when they aren't clickable.
Second, tying chat binds to power use can get REALLY annoying to a team. What I suggest instead is that you define ALTERNATE keybinds for adding the chat. Go ahead and use the regular number keys to activate your powers, and then use a /bind to tie another key to the tray and slot you put your macros in. For that matter, you can just put the macros in the alt tray and use Alt-# to activate them. The main thing, though, is to remember that you don't have to have the macros visible, or tied to one of the number keys for them to be usable.
I have a huge, complex system using macros in non-visible trays to control all of my travel powers and chat binds. I map keys to certain macros, and then I can edit the macros so they have different effects on different characters. (So the same key will turn on Flying for one character and Super Jump for another)
Quote:Then i would like to set up the /popupmenu for all my toggle skills
click on screen and click to activate all the toggles
(unless all of them could be turned on by one macro)
The main thing to remember is the Popmenu CANNOT be customized in game, and has to be exclusive to your computer. If you move to another computer, you lose all your popmenus. This has been an irritation to me, but I've been able to deal with it. The usefulness of it makes up for the somewhat tedious nature of editing it.
The best idea I think is to just set up a standard Popmenu that all your characters can use. You can then add secondary menus for individual characters that might need it. It's a pain if you ever decide you want to edit the functionality, though, so try and anticipate all the functions you are going to need.
Quote:and last but not least a status window ( this i still have on my pvp toon but dont remember how i did it )
little box that displays over all def includding buffs, hp , speed, dmg and so on -
If you have yet to try a Dominator, I'd definately recommend it, and if you can come up with a concept to tie a costume change to activating Domination, it gets a lot more fun. Mind is a great Primary, although I've heard great things about Plant as well. (I have yet to try it, but probably will eventually)
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This is probably where my obsession with clearing every spot of grey from the map comes in handy. I had no problem with it.
Previous posts are right on the sequence of events, though. It's basically a sequence of "talk to NPCs" clickies.
Does anyone know what Silent Blade was talking about you killing a police officer? I got the impression it was in one of the tip missions leading up to it. You say you left him alive, and someone else must have come along afterwards, but I couldn't remember the details.
I suppose she could refer to the cop you rescue, but since he triggers the ambush it seems to all take place too fast to match the story. Plus, I figure that was the reason for the warrant for your arrest in the first place. -
Quote:I disagree.In Praetoria, there is no "hero or villain only" content. Resistance and Loyalist are both equally accepting of heroes and villains so long as they help their cause.
The first and most important reason is that there is no post-20 content in Praetoria. Vigilantes and Rogues cannot exist until level 20 by definition. Thus, by the time they arrive in Praetoria, they will already have outlevelled the content. They will be able to join teams and exemplar down to the levelling Praetorians, just like they can join teams in Paragon City and the Rogue Isles when they don't have Contacts for them, but they won't access those Contacts directly.
The other reason is that while Praetoria is not "hero or villain only" content, it is Praetorian content. Just as with the content of Paragon City and the Rogue Isles, you are expected to start with a new character with one of the first Contacts of that "side" and level your way up the heirarchy. Once you reach 20, you have the option of moving over to the other side, but you do not start over again. As a "mature" character, more options open up to you that introduce new elements to the storyline, but most of that still builds on your past.
The Resistance and Loyalty arcs, in fact the whole mechanism there, is unique to Praetoria. Which is why I suspect, even if Heroes and Villains prior to 20 are let into the zones, they will not be able to take Contacts. The Praetorian story arcs are for Praetorians, people born in that world. It tells the story of how they get to 20 and leave their home world.
Now, this does not mean that I think that post-20 content in Praetoria will be limited to Praetorians. I am pretty certain that once some sort of post-20 content is introduced, it will be something like the RWZ or Cimemora, in new zones provided for that purpose. They will be cross faction zones in which both Heroes and Villains will be able to participate -- because the Praetorians themselves will be Heroes or Villains by that time. -
I like this, and I'm 100% in agreement. It's not the language itself, it is the circumstances in which you are using it. You've got to keep in mind that you are doing the equivalent of walking into a radio station, turning on a mike and yelling into it here. The Internet is a public medium. Which means you have to be more aware of the consequences of your actions and speech than if you were speaking in the privacy of your own home.
I'll also agree with Emberly, in that politeness doesn't cost you anything. If anything, I have found that tact is not held in a high enough regard. It seems as if only abrasiveness and confrontation are respected, which I disagree with. -
Quote:I personally consider that it defeats the purpose of dual-aspect IOs to slot them at the point where they are only EQUIVALENT to an SO.Just to be clear, a single Level 24 Dual IO isn't the same as a single +3 SO.
If you slot two similar dual aspect Level 24 IOs or three similar tri-aspect Level 20 IOs into the same power, it will beat +3 SOs (38.375% vs 38.4% vs 38.33%) for each aspect.
Especially on Kheldians, the ability to cram more percentage into a single slot is quite useful. I'll often Frankenslot four of the same two aspect IOs into a power to get 80% in both aspects. Or use a set to get ~80% damage in three slots while still having some Accuracy and End. -
Quote:Well, Dual Blades could have axe-like options, but if Axe had two axes it would be Dual Axes. Besides, the "unable to use two weapon sets with Shield Defense" rule collides with that.It be nice to see some alternate animations, with little hand axes for Axe and Dual Blades.
I honestly would rather see that and Dual Clubs as separate sets.
Not really talking about Proliferation, though. -
Quote:While this would be helpful, the technology may not exist to keep Heroes from going through the portals to a Villain zone. Or at least, the technology may not exist without making a base like Pocket D, in that every time you enter it you lose all your currently selected missions from the "other side", and all Tips. Not to mention being unable to join team invites for whatever reason.Would also be nice if bases could now have teleporter access to red and blue zones now that side switching is here. Thus a group with vigilante and rogues could setup TP units for them.
I expect we'll see more progress on this in I19, but it's not as easy as just dropping a telepad and attaching a beacon to it. (In fact, right now you can earn the beacons, you just can't place them) -
Quote:You can actually color them differently based on power?You cant have individual types of "Spikes" per power. You can colour them differently, but they only change colour on redraw. Oh, you owe me a tailor token :P
I was thinking they were acting like other weapons. I believe the devs said at one point that you could either change the spines' color, or change the effects color. Maybe they decided to make the effects editable and copied the color over to the spines.
I want to look into this now. Can't you set the color when you select the spine type? -
So in fact a level 25 IO will match an even level SO, a level 30 IO will be about the same as a +1 SO, a level 35 IO will match a +2 SO, and a level 40 IO will always beat an SO.
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Quote:Putting it another way, it is the Patron Missions that are currently locked to the villain side, not specifically the PPPs. You must be a Villain/Rogue to do the missions and unlock the PPPs. But once they are unlocked, you can access them just as you can APPs.Now the PPPs DO require that you perform the patron arc and get the badge, so if you've got a hero-side character that wants one of the PPPs, you'll have to move them red-side for at least a little while.
EDIT: And with the PPPs, once you've unlocked them by getting the badge they stay unlocked even if you switch back to blue-side.
And hopefully, if a mission to unlock them can be added on the hero side, they should become accessible with no problems. -
/petselect <num>
/petselectname <name>
The number for petselect starts with 0, and goes to however many pets you have out. This will work with non-Mastermind pets, so if you have a mix of henchmen and pets you may find they get "shuffled". This is probably based on the order in which you summon them.
Petselectname works best with henchmen. I've tried it on other pets, but it seems kind of inconsistent, I can select Controller Decoys with it, but not some other pets. If you happen to have the same name for two of your pets, it will select the last one. -
Quote:Well, IMHO that's an attribute Invulnerability should have had all along. And which Force Field STILL needs.Before he got Def debuff protection in the Invul buff, my "Invulnerable" Tanker got hacked to bits by Cimeroran swords while my Blaster could nuke the heck out of them in seconds unscratched.
Let's face it, Defense has been a broken mechanic the devs have been slapping band aids on since this game was released. Combination Typed and Positional vectors, Def Debuff, and Elusivity have all been attempts to fix it. -
Quote:Yeah. You'd think, actually, that an obvious solution would be to add the greatest Positional Defense to the greatest Typed Defense. Then you wouldn't have two Types like Smashing and Energy stacking, but at the same time Smashing Defense would stack with Ranged Defense against a ranged Smashing attack.Yeah, but it was funny that it took them a while to realize the defense fix had hosed the utility of Force Fields for supporting SR users.
As long as no Defense power gave you BOTH Positional and Typed, it would work fine. (And of course, now most of them DO) I'm guessing, though, that the engine didn't support that solution.
Your example also confused me. I think you meant to say Energy Blast is Smashing and Energy, not Smashing and Lethal. The Force Field Generators would not have had any Ranged Defense back then, but they would have had equal Defense to Smashing and Energy, doubling the Def if it stacked. -
Quote:Yeah, that's the reason why Force Fields is both Smashing/Lethal in Deflection Shield and Fire/Cold/Energy/Negative in Insulation Shield, and Melee in Deflection Shield and Ranged and AoE in Insulation Shield. Originally it was just the former, but didn't stack with SR's Positional defenses.When the Devs fixed defense stacking so it worked more fairly it ended up making the Force Fields buffs do almost nothing for Super Reflexes using characters.
Also, that's why the Pool Defenses (like Combat Jumping) are both "All Types" and Melee, Ranged and AoE. There will always be something that stacks with your other armors, if applicable.
Honestly, I think it would have been better if Defense had only Position, so Resistances would protect against the various types. But that would have been problematic with Ice Armor and Stone Armor, which needed different defense levels against different attack types, and Invulnerability, which needed that hole against Psionics in Invincibility.