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  1. Quote:
    Originally Posted by Bill Z Bubba View Post
    Point: The Back is in place to counter potentially overpowered AoE output.
    Counterpoint: Scrappers must be overpowered against +4s.
    Quote:
    Would I like to see it? Knowing the power of my scrapper's claws against 54s when cycling FU, Spin, Shockwave, repeat? Oh hell yea.
    Is the Counterpoint really a counterpoint, then? The latter makes it sound like you think it's evidence in support of the theory.
  2. Quote:
    Originally Posted by RabidBrian View Post
    I will give this a yes every time I see it suggested because of the simple fact that it DOES NOT take away any tactics. All you have to do is slot it with ONE kb enhancement to change it back to kb. Any arguement against this change holds no ground in my eyes. If the one enhancement change destroys your toon, you were doing something wrong. You dont even have to put in a pure kb io, it could be a kb/rech, end, acc, whatever.

    This comes up a lot. Obviously it gets mixed results every time, but in the past a majority of the people who posted on the topic have been in favor of the change.
    My guess is that the devs actually view the KB as a counter balance to how effective the power is. If you changed the KB to KD, Shockwave could be used every single time it's up with no tactical penalty, and it might be considered overpowered both for AoE dps and for mitigation.

    Throw Spines is an awesome power that can be used whenever you like. Now imagine it with a 1 second animation and Knockdown.
  3. Quote:
    Originally Posted by Catwhoorg View Post
    I completely disagree with the idea of changing shockwave to kncokdown.

    Using the knockback to position the mobs is a key element in how I use the power. Push them into a corner and then use Spin and Eviscerate on the tightly packed groups.
    Yeah, Shockwave is great when mobs are standing near a corner.

    I'm curious, though. When there is no corner to push them into (which is the vast majority of the time, in my experience), do you still use Shockwave? Do you change your behavior if you're on a team vs. solo?
  4. Liquid

    November 27 2009

    Quote:
    Originally Posted by MaestroMavius View Post
    You know, the very 1st cape mission I ran I actually tried to open the capsule! My curiosty was greater than my need for a cape.

    I'm curious though, if they do open it will the cape mission be altered?
    And what about the Dr. Kahn TF and the Barracuda SF?

    And yes, it's time to remove the Cape mission entirely and just make them available at level 1.
  5. Welcome to the forums Dr. Aeon!

    When are you going to take over all the heroes' minds with this infernal contraption of yours?
  6. Yeah, I've checked all of the allowed spawn points and such. I checked them again tonight, to see if maybe the maps have changed without my knowledge. I'm still not going over the limits (that is, unless "any" doesn't actually mean "any", but that only applies to one of the two missions).
  7. Quote:
    Originally Posted by Zombie Man View Post
    A true open system, and the one that should have and should be built is one where you spend points buying your mechanical advantages: attacks and the amount of damage they do and the type of damage; defenses; resistances; protections; mezzes; buffs and debuffs; speed; etc... on a diminishing returns scale.

    Then, for each click or toggle or passive or charge-up attack/defense/mez/buff you have, you customize how it looks. You choose the animation, it's emanation, and it's colors.

    Then the Devs build the NPCs and their AIs to function as not-insurmountable challenges to the mechanics the players have available to them.

    Done.
    Hell yes. Aesthetics and mechanics being separated would be so awesome. I'd never feel penalized for making thematically appropriate choices.
  8. Quote:
    Originally Posted by Nethergoat View Post
    The whole "inf isn't munny!" pretense drives me nuts.

    Keep your RP out of game mechanics, peoples!

    I mean, they can call it whatever they want- influence/infamy is as good as anything else.

    But please dump the posturing about how it isn't currency, it's reputation.
    Though I personally like the original concept behind influence/infamy, they shot themselves in the foot when they made Wentworth's Fine Consignments instead of Wentworth's Research Center and Evidence Repository. It's money now, and will continue to be until the market gets a genre-appropriate concept that doesn't involve superheroes standing around buying and selling stuff they looted off of the villains they defeated.

    So, Hero 1, if you want me to buy the "it's not money, it's reputation" argument, please have someone buy out Wentworth's Fine Consignments and convert all locations into research labs.
  9. Liquid

    Uber veterans

    Quote:
    Originally Posted by Memphis_Bill View Post
    Vet badges have nothing to do with uber (or otherwise,) honestly.
    Personally, I took "uber vets" to mean something like "really long term vets", not "uber players because they have more badges". If you think someone with the 24 month badge is a veteran, you might think someone with the 48 month badge is an "uber veteran".
  10. Liquid

    Uber veterans

    Quote:
    Originally Posted by GarfieldZ View Post
    This for the uber vets! I class these as players who have like a 48 month badge and higher!
    For reference, I've been active since release, so I have them all.

    Quote:
    what toons have you been playing for all this time?
    I have a lot, I have something like 15 50s (I stopped counting), one of almost every AT-- I'm only missing Mastermind, Warshade, and Widow. I think 4 of my 50s are Scrappers.


    Quote:
    have you played one from when you started till now?
    Sadly, I lost interest in the concept for my first character, an Inv/SS Tanker. But I did replace her with a new, identical in build, Inv/SS Tanker that has a different concept (name, costume, origin, personality).

    I do still have one that I started in October of 2004, though.

    Quote:
    whats your favourite build?
    SS/Inv Brute, hands down. That Inv/SS Tanker will be remade as an SS/Inv Brute when Going Rogue arrives. I 've wanted SS as a primary on a Hero since release.
  11. Are you guys creating these threads in a "secret" area the Community Digest doesn't see, then moving them live? I swear this was not here yesterday at 12:50 PM. If you're doing this, it's effectively back-dating the posts, and people may be missing them. I would have missed the Double XP post if a friend hadn't alerted me to the announcement last night, which also seemed to show up out of nowhere, and I'd have missed this one if it wasn't for Twitter making me want to go check for a board post.

    I could be wrong, and may have just missed them, but I am usually pretty thorough when checking the digests for new posts.

    Anyway, I just wanted to bring it up, because you may be reducing the number of people that see these announcements if you're doing it that way, and I'd imagine you want as many people to see them as possible.

    Hurrah for Mission Architect Awards! I'm going to try to find the time to make a new one by the 11th!
  12. Quote:
    Originally Posted by Horatio View Post
    The ability to have your difficulty slider affect your Task Forces and Strike Forces has been temporarily disabled. This was done to prevent people from running through a TF/SF with the difficulty set at -1 level in order to more easily get the “Master Of...” Badge. We know that many of you enjoy the challenge of running the higher-end TFs/SFs at increased levels of difficulty and we are looking at solutions that will allow you to do that once again. .

    We apologize for the inconvenience.

    --Horatio
    Thank you so much for the confirmation. Knowing that it is temporary should be very calming for those upset, and it's nice to know that you're fixing the -1 on "Master of" TFs.
  13. Quote:
    Originally Posted by Cardiff_Giant View Post
    Sounds more like cautious, delicate, business-speak to me...

    If it said:
    "Fixed a bug that's been in since I9, but don't worry...
    It only very recently (with I16's release) sent the drop rate through the basement - and only for some players not everyone.

    And we're sorry
    , But we can't explain why it was only affecting some players - or we'd be telling you too much about how drops are awarded, and people might figure out how to game the RNG or something..."

    Yeah, see that would've sounded well - uhm, bad. So they didn't put it that way.
    It's also not true.
  14. Quote:
    Originally Posted by Meben View Post
    -1 presents sidekicks with enemies they can hit. I don't want to form a scanner team without it.
    Just to be clear, I'm not advocating the removal of -1 for teams, I'm saying I won't be upset if it is. I am advocating the removal of it for Master Of runs, if that's at all possible without removing it for soloists.
  15. Quote:
    Originally Posted by macskull View Post
    So does this mean we should be expecting some sort of change to the Hess TF sometime in the next few issues?
    Maybe it will become... a 5th Column TF. O_O

    Remember that giant 5th (NOT Council!) Mek Man that appeared in the MA on the test server for a short time?
  16. Looking at it in context with the note about level 54 AVs, maybe the settings were creating level 58 AVs, or not creating level 54 AVs unless you were at +4, or something.
  17. Quote:
    Originally Posted by UberGuy View Post
    I didn't ask permission to quote the PM that gave me this info, but it said that allowing players to change the level of mobs in the TFs caused "all kinds of problems". Whether those problems are technical or balance-related, I don't know.
    Well, I guess if you want it to be harder, you still have the various challenge options. You just won't get extra rewards for using them.
  18. Quote:
    Originally Posted by FloatingFatMan View Post
    Yup, I was in the beta and nope. It was Issue 3 but without the Council/5th battles.
    Cool, thanks for the info. I think the NA folks did get the battles on the test server during that time. I have screenshots of my Tanker taking on what looked like 40 Council and 5th, when people were complaining about how nerfed Invuln was when perma-unstoppable was removed.

    Quote:
    Sorry dude, looks like your memory is hosed.
    Well, it might not be, the statements may have been false (I don't think they were made by Europeans). It's not like people never make false statements on the forums!

    I only wish the boards had never needed purging, I'd like to go back and read some of those old threads. There were some people who claimed the 5th would never return, and therefore it made perfect sense to not name them in-game (hence the "group that the Council recently subsumed" and such vague references) because it would simply confuse newbies (which is ridiculous, why would they be confused by game-history? The Mu weren't confusing prior to CoV, nor was Vanguard prior to I10, etc.)
  19. Quote:
    Originally Posted by KingSnake View Post
    Personally, i'd just disable the -1 feature in general, having your basic solo +0 +0 setting, you know, normal mob, be the baseline, and only allow it to work UP from there. But that's me. This is, at least, a step in the right direction. IMO of course.
    I think the -1 feature should remain for solo content, primarily for low damage/defense types like some defender builds. I have no problem with it being ignored and treated as +0 if you have more than one person on the team, or are on an actual TF (I think it should be available for Ouroboros content).
  20. Edit: bah, I need to read the thread, and each post, in order, before responding

    Quote:
    Originally Posted by FloatingFatMan View Post
    They were removed from the game before the EU launch went live, before the EU beta too. We EU only players had never seen them until Orobouros was introduced.
    Really? I guess my memory is bad, I thought they were in the beta at a minimum. So, were you in the beta? Did it have Striga and stuff in it, or was it like, Issue 2 with Council instead of 5th?

    Quote:
    Originally Posted by Lady_Sadako View Post
    It was more that people in the EU (like me!) were able to play the US version from launch onwards, Fifth and all.
    No, I'm remembering statements about them being in the EU version of the game, either beta or live. Obviously these statements were either false, or I'm falsely remembering them. However, I would not have confused EU people playing the US version with this, because I have had a native German, playing on my US server from Germany, in my SG since October of 2004.

    Quote:
    So if there had been any legal issue with the Fifth Column (which there wasn't, as we all know) it would have come up then, not at the official EU release.
    Yeah, the idea that there actually was a legal issue with the 5th is false. It's also constantly used as a strawman, so it grates on me every time it comes up.
  21. Thanks for not giving up on this, Synapse!
  22. Quote:
    Originally Posted by Niviene View Post
    • Added restrictions to prevent player difficulty from affecting Task / Strike Forces
    Wow, not even upwards? Is this just a temporary fix to prevent people from using the -1 level setting on Master Of attempts until you can restrict that situation specifically? Or is this to solve a different problem?
  23. Quote:
    Originally Posted by FireBlazer View Post
    Missed the original war between these two faction cause the game wasnt release in the EU at the time but it nice to see it happening again.
    Weird. I thought that the 5th were removed shortly after the EU launch. I seem to recall their presence post EU launch as one of the things used to debunk the idea that they were removed for the EU release. Perhaps it was their presence on the EU test server(s).
  24. Quote:
    Originally Posted by Catwhoorg View Post
    The Chnage to Numina references was the final mission being a a wide 'troll' style cave rather than a blue cave, and this went in a few issues ago, not as part of I16.

    To me it seemed logical, deliberate and planned. Soemthing the size of Jurassik in a blue cave was always an oddity.
    Whoa, yeah, I hope that's not a bug. We saw that on my last Numina TF and cheered. Jurassik always stuck through the ceiling, and was always in that damn 5 layer room. The troll cave was a vast improvement.