Lord Mayhem

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  1. [ QUOTE ]
    ps. and its not like I class corrupters as a damaging archetype either.. (dammit I can't believe how biased I really am to my blaster and stalker..)

    [/ QUOTE ]
    Again I'm probably biased cos my two are Fire/Rad and Ice/Dark, so both have high damage primaries (formerly blaster-only) coupled with highly soloable secondaries that can debuff resist.

    I'm looking forward to playing blasters more post-I8 (it's the main CoH AT I'm interested in atm) - my stalker is a damage-machine, but only in burst mode; my EM/Elec brute and Bot/Dark MM could both slice through missions faster solo at L35 than my EM/EA stalker can - in fact I think of my EM/Elec brute as my heavy-stalker cos he can one-shot his way into and out of spawns faster than my stalker can, once his Fury gets going (which isn't hard with EM).
  2. Lord Mayhem

    Electric armour

    [ QUOTE ]
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    [ QUOTE ]
    If it claims that unyielding has weaker KB protection than grounded then there went credibility bye-bye

    [/ QUOTE ]
    Did Power Thrust work against Grounded but not Unyielding?

    [/ QUOTE ]

    Why do you think I posted what I posted? Grounded is actually the first KB prot power I have come across that DOESNT protect from power thrust.

    NOTHING KBs thru unyielding. Ever. Not even AVs or GMs.

    [/ QUOTE ]
    Just checking for clarity

    That is definitely suspect then. I wish the Devs would just release accurate magnitude numbers so we could see what should be happening compared to what is happening - Statesman may have been involved with that Prima Update thingy, but the numbers don't seem to tie up on a lot of things.
  3. [ QUOTE ]
    [ QUOTE ]

    There are 3 things I think the Devs could do to improve doms - 1) improve their normal damage, even if it means losing the damage boost from Domination, 2) make the domination button available immediately as soon as Domination ends, 3) scrap the purple triangles of doom on AVs/Heroes (and their EB downgrades) and introduce suppression instead to prevent perma-holding them (similar to what I understand players get in PvP)

    [/ QUOTE ]

    Id like to see all these happen.

    [/ QUOTE ]
    Oh and I've read people saying on US forums and these forums that we'd never get a damage boost to our base melee/ranged damage modifiers, because we're already too near to Corruptor damage base and they have damage as primary set. I'd argue it wouldn't matter so much if we had same damage base as them, or even slightly higher, because most corruptors would still outdamage us due to scourge and the damage boosts available in several of the corruptor secondaries (either directly from AM, FS, Siphon Power etc, or indirectly from -res debuffing in Tar Patch, EF, etc.).

    In truth the other change I think dominators should have had from the start, which would have justified a higher damage base (and the fact our control durations are gimped anyway compared to controllers), and made it easier for us to get a working attack chain quickly, would have been if our primaries and secondaries were reversed so Assault set was primary and Control set was secondary. Honestly all the other CoV ATs set that precedent anyway (damage as primary).
  4. [ QUOTE ]
    [ QUOTE ]
    and they rely on Domination far more than any other AT relies on their inherent, with the exception of brutes -


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    ALthough I disagree with this, I don't rely on domination as such, mostly I use it just to fill my end bar, or save it for the odd elite boss. I have not even been thinking about domination the few times I have PvPed.


    [/ QUOTE ]
    That's possibly because of how I've started using Domination.

    Pre-Stamina I mainly used it to refill my End-bar, as did my duo partner.

    Post-Stamina we both started saving it for boss fights, however I figured we both had holds and both had confuses so could handle a boss even without domination, and Stamina and Drain Psyche solved most of my End probs, so I started using Domination purely for the damage boost - basically I use it now as soon as it is available.

    I can usually get Domination up 2-4 times per mission and I feel the damage boost helps me slightly to get on par with my Plant/Thorns partner damage-wise - he still saves domination for the boss. The only time I save Domination now is when I know an EB is coming.
  5. [ QUOTE ]
    all i can say is that at low level ou will ask yourself "why didn't choosed EM, it does the same but better.
    your hard time will be 'till level 26.

    [/ QUOTE ]
    Because of Bone Smasher?

    Imho EM doesn't get unbalancingly strong for stalkers until they get ET at 26 then TF at 32 - in fact those two powers are usually the only reason EM is considered a strong set for all the ATs that can take it.

    I'd argue that you'd probably start asking yourself why you didn't take EM at higher levels, when higher enemy smashing resists start to kick in, and in PvP perhaps where EM's energy/smash burst damage and secondary effects are arguably more useful than MA's pure smashing and varied effects.

    YMMV
  6. Lord Mayhem

    Electric armour

    [ QUOTE ]
    If it claims that unyielding has weaker KB protection than grounded then there went credibility bye-bye

    [/ QUOTE ]
    Did Power Thrust work against Grounded but not Unyielding?
  7. Fortunately I have a regular duo partner - I only play my dom when he is playing his (which is 99% of our playing time at the moment). I've had a couple of team invites, no doubt from people who probably didn't realise I was a dom and already teamed

    Duoing we've had few problems with native EBs - nothing a hefty dose of Lucks and both using Domination couldn't solve - even Ballista-1 was easy once we had persuaded his Longbow friends to help kill him - but we've only faced two AV-downgrade EBs with purple triangles (Calystix and Silver Mantis) and they were tougher but not too bad (in fact Calystix was surprising easy - oddly enough he didn't summon anything, even though we couldn't hold him as PToDs came back up - but he usually summons slag golems as an EB (like he does as an AV) as he did against my corruptor solo on Vicious) - I certainly don't fancy meeting more AV-downgrades though.

    Got Terrify this weekend which made things a bit more bearable and I should get Subdue this evening, then I just need to slot them up (I put the 2 slots at L27 into Terrify). We've been staying with Villainous because we still suffer more than enough deaths on that reputation level (with our other duos we usually played on Vicious/Ruthless/Relentless with very few deaths). I still feel weak against everything except CoT spectrals though (they seem to take double damage from psionic-based attacks) - partly because we're playing on Villainous and our levelling speed is slow (cos of the xp confuse takes, plus our low damage, plus lower mission bonuses on Villainous, plus the debt we've been getting - we have a slower time-to-kill on spawns and less xp from them than any of the other duos we've done).

    I can't wait for Psy Shockwave - if I ever get to L38 - we may not - even my Plant/Thorns partner feels weak compared to the tons of brutes/MMs/corrs we've played in duos (when, in my eyes, his dom is much more powerful than my Mind/Psi as he can kill most stuff faster), and I know I wouldn't have persisted with my Mind/Psi without him - so I think its very likely that I8 will arrive and tempt us both to play heroes again before we get anywhere near the late 30s with our doms.

    It's a shame, but our doms just seem to totally suck at PvE compared to the other ATs we've played (only my Stalker levelled slower, and only at those times I soloed him at lower levels when I didn't have a group of friends to "carry" me). They feel inadequate at everything except control, even when Domination is up, and they rely on Domination far more than any other AT relies on their inherent, with the exception of brutes - but then at least brutes can benefit from their inherent 99% of the time, when with doms it's more like 30% of the time, if that (and I build Domination fast, I just have to wait for that silly button to come back up). It's not even that there is a big pay-off waiting for Doms at the higher levels, because PPPs suck and I'm well aware how little Doms bring to the LRSF

    There are 3 things I think the Devs could do to improve doms - 1) improve their normal damage, even if it means losing the damage boost from Domination, 2) make the domination button available immediately as soon as Domination ends, 3) scrap the purple triangles of doom on AVs/Heroes (and their EB downgrades) and introduce suppression instead to prevent perma-holding them (similar to what I understand players get in PvP)
  8. Lord Mayhem

    Electric armour

    [ QUOTE ]
    Slight update to this, grounded is not enough to protect from power thrust in PvP, we just tested it.. Dunno if its WAI or a bug. Dunno how effective it is against other high KB powers.

    [/ QUOTE ]
    I had a look at City of Data the other day and noticed how numerically high the knockback magnitude was on dedicated KB powers like Power Thrust, Power Push and Force Bolt (/FF - looks to have the highest KB mag in game) when compared to decent damage attacks with a secondary knockback component (e.g. most of energy blast set), and when also compared to knockback protection on status defences like Grounded (which actually looks to be 50% better against knockback than Entropy Shield and Unyielding numerically). As City of Data pulls its numbers directly from the game itself I think we can trust it.

    So I think Power Thrust is WAI.

    I also believe slotted "knockback distance" enhancements are the only status type enhs in the game that increase magnitude rather than duration (because magnitude determines knockback distance, depending on target's KB resists), so slotted with 3 KB enhancers it would probably knock back most people in PvP... unless they had Acrobatics which seems to have godly KB resist (-100, when most status shields in primaries/secondaries are -10 to -15ish, and those dedicated KB powers I mentioned are around +13ish to +18ish KB magnitude).
  9. [ QUOTE ]
    Also take into account mobs with high def, like longbow spec ops, KoA, night widows, SR wardens, ice/earth thorn casters....the list goes on.

    [/ QUOTE ]
    I'd never have picked most of those targets to heal off if there were other easier to hit targets alive in the spawn - most of your list are priority kill targets among their faction's spawns for me, so there would have been. I don't recall having too many problems with KoA though - admittedly I spent most of my missions against them moaning about caltrops - otherwise they were pushovers and I didn't need to heal much against them.

    Of course you're going to miss 1 in every 20 no matter what you do, but with 2xAccs HeroStats was always reporting near enough an average 95% hit rate on all of my powers over the course of a few hours normal play on the higher difficulties (that goes for all of my characters slotted like that, pretty much), so for me I think 3xAcc would have been overkill.

    On the whole I prefer 3xHeal over 3xAcc, because when you need to heal brutes they take a lot of healing
  10. Lord Mayhem

    Nightfall SG

    [ QUOTE ]
    Right so, once our current raid problem is sorted I'll set about abusing every free inch of space for some storage.

    [/ QUOTE ]
    Yeah storage is the main thing we use The Islanders' base for. The whole reason I upgraded plot size was so that I could add a second workshop for more storage. That's partly the fault of the trick-or-treat event though - before it we made do with 2 insp stores - now our base has 5 insp stores, 4 of them full - now we need some LRSFs to start using them up

    [ QUOTE ]
    This also removes the need for me to recraft stuff from salvage so I can leave all the salvage until there's something we clearly need.

    [/ QUOTE ]
    Yeah you'll end up with lots of salvage - we have 2 almost full salvage tables just with 3 of us collecting it in The Islanders so lord knows how much salvage a larger SG like yours accumulates (well, I have an idea, considering how much Tech stuff you trade us for our Arcane salvage ).

    In fact I built a level 3 Tech empowerment station a few weeks ago just to use up some of our salvage. It took ages (what a horrible tradeskill system we have - why can't we do batch combines?) and I doubt anyone is going to use it, but it looks quite spiffy

    With all the new salvage being added in I9 for the Inventions system I imagine I'll need to build a few more salvage stores when that hits servers...
  11. [ QUOTE ]
    More than 2 accs on anything is overkill really.

    [/ QUOTE ]
    For 95% of the powers in the game I'd agree, but for a Corruptor who wanted to be main healer I could still see times when 3xAcc in TG would be handy (for team PvP and against AVs/Heroes/GMs mainly). And of course there are other non-/dark powers where 3xAcc is fairly handy too (1st tier MM pets, controller/dominator AE controls that have a lower base accuracy, etc.).
  12. [ QUOTE ]
    The major weakness in the psy assault set is the lack of a boost power, ice&energy both have a boost that effects mez duration, fire has a damage boost that will also effect fire primary and spines has an accurecy boost

    [/ QUOTE ]
    Yeah /Psi should have got something buff-like in place of Mental Blast or TK Thrust - maybe Power Build Up Though in all seriousness I think Drain Psyche is supposed to fill that "buff" niche. Sadly it doesn't do what /Psi really needs imho - a damage boost.

    Honestly I wish they'd just remove the damage boost from domination and instead give dominators an across the board damage increase to make up for it. I know it's supposed to be a Jekyll & Hyde AT, but you spend most of the time as poor weak Jekyll - imho the AT only feels close to being on par with the other villain ATs when domination is running.

    Or alternatively they could just drop TK Thrust & Mental Blast and instead give us TK Blast and Will Domination from the Psychic Blast defender set
  13. [ QUOTE ]
    Damage wise they feel pretty similar to me. /psi has been tough previously at certain levels because a lot of people dont take mental blast, obviously not a problem soon. With drain psyche you can leave out the fitness pool, its a bit tricky to use, if you play your doms like a pinball machine you might like DP over stamina. With /psi carnies will make you cry, I normally stock up on inspirations and confuse other players to help me :P

    [/ QUOTE ]
    I skipped Mental Blast - and plenty more. With my Mind/Psi I've got to L23 using the same 3 attacks I've had since L4 - Psionic Dart, Mind Probe & Levitate (handy for psi-resistant enemies I figured, and better damage than any of the attacks I've skipped) - not really any gaps in that attack chain (thanks to Psi Dart being so fast) so it builds Domination fast too - but it's certainly been an experience I wouldn't recommend to others because my playstyle has been the same for 17 levels (since getting Confuse at L6) while I took lots of pool powers

    The only time I've felt I'm doing decent damage is against enemies weak to psi (CoT spectrals especially, but also Clocks), otherwise it's felt horribly weak on damage compared to my other characters (and compared to my Plant/Thorny duo partner), even with Domination running, and not much safer either (usually the opposite). Honestly I can't wait to get Subdue, Terrify (slotting it for damage) and Psychic Shockwave, if only for some variety - god I hope they're worth waiting for

    I've played all the dom secondaries to L10-14 and Psi is definitely the weakest early on I'd say (but lightest on End pre-Stamina, possibly tied with Thorns), but fastest for building Domination because of Psi Dart. /Ice would have been my choice for early damage, but sometimes with Mind/Ice I found myself struggling to finish solo spawns on Villainous at low levels before my End ran out.

    I can solo slowly on Villainous (thanks to Confuse, mainly), but honestly I doubt I'd have stuck with Mind/Psi past the teens if I wasn't teaming 99% of the time with my regular duo partner (the aforementioned Plant/Thorny). So I think Mind/Psi is one for patient people only - from my experience it's taking a long time to get good (probably due as much to my build as the powersets, but I didn't want to have to do pre- and post- respec builds, and there are so many good powers to take later in both sets I wanted to fit in all the power pools early).

    Oh and I took Stamina at 20 and was glad I did as I can run non-stop now - so I put off DP til 24 (I took Acro at 22).
  14. On my /dark MM I slotted TG with 2xAcc, 3xHeal and 1xRchg. Worked fine for me like that in PvE, but generally I wasn't getting aggro so I didn't have to worry about being hit by ToHitDebuffs myself (I could see how 3xAcc would be more useful to an active corruptor). YMMV.
  15. [ QUOTE ]
    Yeah but Valk hes not even got RI, hes even got it setup like its a clicky or something at lvl 30 or whatever.
    Some idiots given him bad advice and now hes paying for it coz his builds gimped and hes not listening to ppl giving him advice.
    GL is all i can say.

    [/ QUOTE ]
    Yeah reading back I should have looked at his build - I was basically just trying to decipher his last post before mine, and provide some useful pointers. Having looked at his build now I'm even less sure what he was talking about.

    Oh and Carni I'm not sure those RI numbers are current - I think those are old pre-GDC figures. There was a post on US forums when the Global Defence Changes hit servers that explained how the changes in Defence Buff & To Hit Buff enhancements (iirc moving them from Schedule A's 33% to Schedule B's 20%) was also going to have a negative effect on Defence Debuff & To Hit Debuff enhancements, which was sadly unavoidable as both were flipsides of the same modifier in the post-GDC ToHit calculation (to facilitate defence scaling).

    That post has dropped off the US forums since, but at that time I certainly noticed a reduction in effectiveness of Darkest Night on my /dark MM (which was/is slotted with 3xToHitDebuffs) and especially with Rad Infection on my /rad Corruptor (which was/is slotted with 3xToHitDebuffs and 3xDefenceDebuffs) seeing as it was the cornerstone of my /rad's solo ability (he still soloes pretty well, but not faster than my brutes/MM anymore as these days he can't round up 2/3 solo spawns on Ruthless/Vicious and expect to survive long enough to AE them down ).

    In fact it was a bit weird - my Corruptor hit L22 the same week as the GDC hit live and I noticed the effectivenes of RI drop so I got my main character to buy my Corruptor a full set of SOs, hoping it would solve things short-term - with SOs post-GDC my RI seemed less effective than it had been pre-GDC with DOs
  16. Lord Mayhem

    Nightfall SG

    [ QUOTE ]
    Ok, so this week's update is that although storage is getting a little scarce for enh and insps I'm going to wait until we've expanded our plot before adding more. This is because, AFAIK, we'll likely lose most of what we have stored in the transfer over since you can't just expand the plot and transfer the rooms, incl. contents, over to the new plot.

    [/ QUOTE ]
    You don't lose your base or anything in it when you upgrade your plot. I upgraded The Islanders' base from the default plot a couple of weeks ago and nothing was affected - all our enh/insp/salvage stores contained exactly the same items after the plot upgrade as they had done before, and no placed items were lost (crafted or not).

    When you buy a new plot it lets you slide the larger plot space around the existing base, so you can choose on which side of the base you want the extra space to appear.

    You don't have to destroy/delete your existing base or anything like that (thank goodness, or I probably wouldn't have bothered).
  17. Lord Mayhem

    Storage mystery

    [ QUOTE ]
    It's still bloody irritating when you're in the middle of base edit mode and it happens, wipes all your changes. It's why I still make a habit of exiting and going back into edit every few changes I make, just don't want to risk making a huge alteration and then having my time wasted by getting kicked out.

    [/ QUOTE ]
    Yeah I do that too.

    Also I find if I stay in base edit mode too long then my PC really starts to chug as memory usage goes up - zoning cures it. It also cures the fact that most of the stuff I have placed or moved is invisible to me when I drop out of base edit mode.

    So many bugs...

    I love bases in principle, I'm just starting to wonder if they haven't been perhaps the biggest waste of Dev time in the history of Cryptic. Imagine what we could have had if all that Dev time was put into power customisation, or new ATs/powersets, or new zones/maps and missions, or new villain groups, etc etc - stuff that could have benefitted everyone, instead of the small proportion who get to do base editing. I better stop wondering - it makes me sad
  18. [ QUOTE ]
    If u read the thread, its not all me; other people have been trying find fault with the phraseology in the previous post when the meaning is clear; and if I have to put up with it every time I ask a simple question; then Ill leave the boards to people who find that lvl of maturity amusing.

    [/ QUOTE ]
    I must admit I find some of your posts hard to decipher as well, but I'll do my best to help you.

    Anyway what I think you were trying to say is that having 3 DefDebuffs in RI would mean that you don't need as many Acc enhs in your attacks (because their Defence stat is what opposes your Accuracy/ToHit stats). That is true, if you only ever plan to attack something you have already debuffed with RI - sounds great in theory. What I found in practice is that sometimes you can't guarantee that your RI debuff will be affecting what you want to attack.

    Your anchor can run off (especially if he has got hurt by AEs) or he may have died, and you might be low on health and just need one more Blaze (or whatever) to finish off the boss (or whatever) that is attacking you - but if you haven't slotted any Acc in your attacks then you probably won't be able to hit him until you have applied RI again, which takes 3 seconds, by which time you could be dead (or he could be dead if you're on a team).

    Also solo you could have a whole spawn herded up nicely on a corner, under your RI (so they're all struggling to hit you), but one of them decides to re-position outside the debuff area (happens all the time to me, especially with ranged-specific mobs like marksmen) - if you have Accuracy slotted in your attacks you can kill him quickly, then go back to polishing off the less threatening mobs under your debuff.

    It also comes in handy if you get a runner leaving your debuff cloud - you just need one shot to finish him off, because otherwise you know he'll be back to shoot at you from a distance, perhaps while you're still dealing with stuff that is affected by your RI. If you haven't slotted Accuracy in your attacks then chances are you won't be able to hit him reliably.

    Oh and I do have my corruptor's RI slotted with 3 DefDebuffs and 3 ToHitDebuffs, just to maximise the debuffing, but I also have 2 Acc in all of my single target attacks (some of the AEs are running with 1 Acc cos I only use them after RI & EF are up) - and it all helps with purple stuff (if you team above your level) and AVs/Heroes/GMs. I used to run with 1 Acc in all my attacks, but there were just too many situations where I didn't have RI up, didn't have time to put RI up, needed to hit, but missed (usually followed by my death).

    Oh and RI doesn't have a bad end cost but Enervating Field does - I have 2 EndRdx in EF atm, but planning on adding a third - it should still save me more End than sticking an End into RI (instead of a DefDebuff) would. Radiant Aura can be quite costly too (considering it's quite a weak heal numerically - nice radius though), especially if you use it a lot. Going with 3 Heal & 1 EndRdx in mine (just have 1 EndRdx atm as I only use it for topping up).
  19. Lets all agree that it's just totally bugged and user-unfriendly

    In other words just like 99% of everything else to do with bases
  20. Lord Mayhem

    Electric armour

    [ QUOTE ]
    Obviously a typo I meant Armour thats why I went on to mention /elec and /inv.

    [/ QUOTE ]
    Ahh ok that's clear now... errr I think...
  21. The only time I ever put Twilight Grasp on auto was on the LRSF against the Vindictor and Freedom Phalanx Heroes, mainly for the -regen debuff but it's also handy for spam healing in that situation.

    Any other time (i.e. not against AVs/Heroes/GMs that need debuffing) I think it would be very inefficient to have it on auto, not to mention you run the risk of looking like a lazy newbie.

    And you can't be blamed for your heal missing - it's just something that teammates will have to understand when you're a Dark Miasma or Kinetic based character - you always have that 5% base chance to miss, no matter what you do.
  22. Lord Mayhem

    Electric armour

    [ QUOTE ]
    Ive been knocked down while TPing away (only if ive jumped just prior to using TP), I recover from the knockdown before the short hover inherent with TP ends, i.e. do the knockdown animation while in the sky.

    [/ QUOTE ]
    Yeah that's because everyone Hovering/Flying just flips in mid-air when knocked down/up/back. That's why some people recommend Hover as knockback protection.

    [ QUOTE ]
    Jumpkick can knock me down too, but the animation takes them aslong to recover as a knockdown animation!

    [/ QUOTE ]
    Jumpkick can knock everyone down, though - regardless of knockback resistance - because on the whole it is a cosmetic thing (you can still attack and/or move while knocked down by it, as if you were still standing) - it's been bugged like that for ages. In I8 on Test the Devs have changed it to be knock-up instead, so I assume that's their way of fixing its previously bugged status (they need to cut the animation time down by half as well, then perhaps people might start using it more ).

    [ QUOTE ]
    I would only use 2 brute shields, since only 2 of them are resistance based and have a tier 9 shield. /elec and /inv. Although /elec has so many + points that /inv doesnt.

    [/ QUOTE ]
    Actually I think you'll find all 3 Electric shields (Charged, Conductive & Static) are resist-based, just like Dark Armour's 3 main toggles are Which one were you suggesting dropping?

    Imho dropping any of them would be a bad idea - dropping Static means you lose most of your status protection plus the only psychic damage resist in the set and dropping Conductive means you'd want to use Power Surge every time you ran into a couple of flamethrowers (Longbow missions could take a while ) or a spawn of CoT Spectrals, or most of the time in PvP. And dropping Charged Armour is impossible (and would be a moronic thing to do if it was possible).

    [ QUOTE ]
    That is impossible afaik, you are in falling animation all the way down to the ground and after few bounces you do the 'get up' animation (Trust me, Ive power thrusted people off skyscrapers in sirens )

    [/ QUOTE ]
    Well Power Thrust is quite a powerful knockback, and power/magnitude for knockback means distance - if you knock someone into a wall at ground level then do they stay knocked down for the full duration? (i.e. the same amount of time they would be knocked back on flat ground). That could be the reason. Otherwise I'll bow to your greater knowledge as I haven't used a knockback-heavy character in PvP before.

    All I know is that I was knocked out of the air by AirSup in PvP once, from a great height, on a character with no status protection, and I seem to recall landing on my feet. Admittedly AirSup is knockdown (which is just very low mag knockback) so maybe it's different. I don't PvP much so I don't have any other experiences to compare it against.
  23. Lord Mayhem

    Storage mystery

    [ QUOTE ]
    This is a minor inconvenience.
    If they could only fix the one that kicks you out of the base randomly, I would already be happy.

    [/ QUOTE ]
    Oh yes - that bug is sooooo annoying.

    Maybe it's my imagination but it doesn't seem to be happening quite so often now as it used to. Sadly this month I've started to get lots of client crashes to desktop when zoning to/from our base, which I never had before.
  24. [ QUOTE ]
    As you can see, about half more is consumed then is produced. Everything except the last placed telepad is working as it should. Hmmm... I wonder if the telepad will come online if I sell a beacon... that will the the 50% extra point... Will test this in the afternoon

    I wouldn't try this with defences, though...

    Edit: with active all at once, I meant activated by a player. So, it might be a problem if all telepads are activated at the same time (from a realism point of view).
    Hmmm, to explain... a Telepad consumes 25, as is listed.. what if that's the consumption on activate, while the passive is more like 5 or 10 or so?

    [/ QUOTE ]
    It's the beacons, but not in the way you think. Beacons say they need 5 control, and will happily gobble up 5 control from your control indicator too, but they don't actually need control to function.

    When you click/target an "uncontrolled" beacon outside editing mode it should be dimmed and have a red symbol on it, showing it doesn't have enough control to function (iirc it will also show as having zero End i.e. no blue bar, and in its Info box it will mention it is uncontrolled), but telepads attached to an uncontrolled beacon will still show the destination of that beacon, and let you teleport there.

    I suspect you placed all of your beacons after every other functional item EXCEPT that last telepad, hence why everything else is working. If we subtract your last non-functional telepad from your "consumed" list, then subtract all of your beacons, that adds up to 55 control - that is exactly what you're exceeding your production by, so all of your beacons are uncontrolled, just like that last telepad is. Beacons still work, but the last telepad won't without control.

    I reported this beacon bug a few times at least 4 months ago - the Devs haven't fixed it yet so it's probably not a priority for them. So you may as well make use of it I suggest you place another bookshelf so you have +150 total control, then sell a beacon, then buy that beacon back and everything should work (and you'll only have one uncontrolled beacon).
  25. [ QUOTE ]
    Okay, and here's my theory on how it works:

    once the pre-set time (default is 15 days) has expired without the SG leader logging in, the next person that logs in gets made leader automatically.

    Sorry if that's what one of you was trying to say anyway and I didn't get it (but if you did, I used less words )

    [/ QUOTE ]
    In that case my trick-or-treating scrapper should have been made leader of my hero-side SG, but he wasn't.