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Posts
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There's, like, 15 of them, and a buncha robots. And about half of them have, like, a whole two lines of characterization. I mean, sure, Praetoria's pretty cool, but I'll admit that they're already starting to feel a tad monotonous.
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The Nav window has...an awful lot of text on it. Is this an actual new zone, or is it an event/mission map?
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I am proud because I do have red and black villains. After all, red and black is the new red and black.
I am a stylin' fashionista. -
Perhaps I'm overestimating the evasion of leadership factor or the desire for XP bonuses, or both, but I think bonus XP might skew the effect too much in the other direction. As it is right now, there's a series of badges for leading teams (provided at least one member is lower-level than you), and that's probably all that's going to be seen, for balancing reasons.
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Quote:I like Malta, and what they represent, and what they are. The fact that they're a guys-with-guns group and they're a late game threat is part of what makes them impressive. Plus the whole world conspiracy thing still makes them a heckuva lot more interesting than, say, a gang of homicidal clowns.Please no more Malta. They're fine from a mechanics standpoint, but it just grates on me that a guys-with-guns group is a late-game enemy, rather than the mid-game enemy they should have been.
I will say one thing I'd really, really like to see from Malta, though, are more supers. This is a whole organization devoted to turning super-powered folks into their own personal army, and there are, at last count, a whopping two people with super powers (Moment heroside and Ether villainside) that actually show up in their missions. I'm not saying the need their own version of Longbow Wardens or anything, but I'd like to see a few more people with powers turn up in their stories every once in a while. -
The default hit chance of an attack against an even-level enemy is 75%. To cap this, you only need about a 27% accuracy bonus.
~Against +1 enemies, it goes down to 65%, meaning you need a 47% accuracy bonus.
~Against +2s, base hit is 56%, meaning you need a 70% bonus
~Against +3s, base hit is 48%, meaning you need a 98% bonus
~And finally, against +4s (the highest you're really able to meet in normal play), base hit is 39%, meaning you need a whopping 144% accuracy bonus to be capped.
Note that to-hit buffs (or enemy defense) modifies the base chance, so, especially in the case of major level discrepancies, To-Hit is vastly more important. A 10% to hit buff is basically equivalent to 1 level's worth of discrepancy. Likewise, fighting an enemy with 20% defense means you would treat them as if they were two levels higher than you for determining how much accuracy you need to hit.
Enemy rank does not generally have an effect on hit chances, with the caveat that higher ranked enemies are more likely to have higher defense bonuses. -
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Quote:As a random idea, I wonder if it would be possible to use Praetoria's disappearing-contact technology on the Dark Astoria fog so we got a neat visual cue of actually "saving" Dark Astoria upon completing the arcs there.New content?
Give me some Dark Astoria. A Shadow Shard revamp would be nice, but DA is begging for it! It desperately needs a Hollows/Faultline style rebuild - the zone oozes personality and has great potential that is never utilized. In the current climate, our writers should be able to do SOMETHING with a haunted city full of zombies. -
Quote:The Bonefire arc is supposed to be us taking the heads off both gangs. It's one of those things that's not spelled out very well, though. You have to read the website to note that the final mission involves taking out the leaders of both of 'em (who are just regular, albeit named, bosses). I agree they should at least be made relatively unique, though.I'd like to go back to all those old dangling storylines and have you face off against the leaders of those organizations. Why do we suddently stop fighting the Skulls and Hellions? Let's give a reason, let's have us beat the leaders or break them up somehow. Just don't leave these things dangling.
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I live some 500 miles from my old tabletop group these days, and haven't met anyone local, so I don't do much, but I am in an Exalted/Alchemicals game online lately with one of my old friends. My feelins are mixed; it's not quite the same as playing in person, especially since in the past, the game itself was often secondary to just hanging out with friends.
Still, I suffer tabletop alt-itis as much as I do in CoH, and it's nice to get to bring one of my creations to life from time to time. -
It's been that way for quite a while. IIRC, when GR first came out, it was always on and couldn't be turned off, then they changed it to the current default-off state. It's neat, and I'd turn it on, but it turns itself off again automatically every time you log (or possibly even more frequently), so it's really just a huge hassle.
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Still on the fence with this one. I'm gonna give it another week or two, probably, see if any other animals out there fuel my own concepts for new characters.
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As a quick addition, the final mission to choose Hero or Villain also counts toward one choice (or it did a few months ago, I haven't seen that changed in any patch notes), so you only need to do 4 arcs, technically, before leaving.
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Kinda nice of the devs to wait 'til everyone can have their extra-leet gear before handing out Apex and Tin Mage (I totally expected them to be the first two). My first two Incarnates will be done with collecting Notices this week, but I'm definitely looking forward to getting to try the new TFs on a group with my souped-up peers.
And my next two Incarnates will definitely appreciate 3 of the 5 being lower-level stuff they can use to help reach 50 and start the process. -
Just read issue 2. Man, this is good, good stuff. #1 was great, but this one was a step up even from that.
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To borrow this thread rather than start a new one: I assume Power Boost from /Energy buffs the slow from Cryo rounds. Does it buff the -Damage from Chemical Ammo as well?
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Quote:If you're currently targeting a teammate, and you hit an attack power, that attack will be used against whatever enemy said teammate is targeting, assuming, of course, said teammate's target is within the range of your attack, etc.After many teams, TFs, etc., I really don't understand how 'Targeting thru a Teammate' works. I always kinda thought you had to have your teammate in your target recticle, then when you attacked, you would go after whatever they had targeted. Forwhatever reason, that doesn't really seem to work. Where am I going wrong with this 'teammate targeting' thingy...?
If the targeted teammate isn't targeting an enemy, it won't work, for example, if you target a teammate who is also targeting a teammate, the enemy target will not "chain". That's the only reason I can think of as to why it wouldn't work for you, because otherwise, it sounds like you're doing it right. -
Considering another souped-up Cole-clone shows up in Maria Jenkins' new arc, Tyrant seems to have gotten over that concern in the 30 levels since then. I think part of his deal at the end of the Power arc was that smiting you right then and there would've been a sub-optimal PR move, so he just sort of placates you, then leans over and whispers to Neuron a little "do not **** things up that badly again."
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The science of "dropping homicidal maniacs from orbit" has not yet been perfected to quite the degree that I suspect you think it has.
For what it's worth, Battle Maiden meant to land on Sharkhead. She just missed. -
Fine then, shatter my dreams of Marauder getting stuck in a manhole.
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I don't see how much security would be needed. Sure, a Praetor or three could probably fit through that manhole (not so sure about Marauder), but somehow I doubt the glorious armies of the Praetorian Revolutionary Guard and their buddies the War Walkers are all going to fit through that tiny crawlspace.
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I think that's the intent. There's so little there because there's so little left post-Hamidon.