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  1. MTS

    CoP reward buff

    Quote:
    Originally Posted by Snow Globe View Post
    Any time a game critter breaks the rules that players have to live by (players can't shoot through personal force fields), the situation needs to be looked at and corrected.
    *cough* Master Illusionists *cough*

    Quote:
    Originally Posted by Silas View Post
    That's my point though. If you can't take the shields down due to people dying or whatever while the Aspect is shielded, they're gonna be wiping when the shields are down anyway.
    Back on topic, the reason I think it's "unfair" to attack through the shield is that a tanker type can't taunt the AV and lead it away from the group. I don't think you can say that a group that dies when it randomly targets squishies wouldn't be able to survive once the shield was down and they had control over its aggro. Even targeted AoEs are centered around the original target.
  2. MTS

    CoP reward buff

    Quote:
    Originally Posted by Mattwo7 View Post
    I still stand by what I said about the team build as long as the AOE healers are mostly rad/rad (preferably corrs). It may not be easy, but I'm sure it'd help
    Rad's puny heal is just about the weakest in the game, it'll never be able to keep up with the incoming damage, no matter how many you stack. I doubt any "healer" will do you much good without a lot of other support -- many of the AV's attacks are capable of taking anyone except tanks and brutes down to 1HP almost instantly (and two-shotting them a second later).

    Rad is a very strong debuff set, and while it has a lot of tasty -tohit, -dmg, -regen, none of that will be able to affect the aspect while its shield is up. It will merrily blast your group back into the stone age. You'll want one or two for the -res so you can drop the AV faster when the shield drops, but dark and sonic are good there also.

    Team buffs are the way to go in there. Lots of FF/Cold/Sonic/Thermal. Keep everyone res capped and with as much def as you can, so that you're more likely to survive the cheating AV's attacks. Pray that you don't get the storm one.

    The only thing that a fully IO'd out group would be able to do better is pump out more damage to take it down quicker. The defense bonuses and such won't really buy you much, since if you want to have a chance anyway, you'll need to be packing enough buffers to put you well past the effective caps, way beyond what IOs can do.
  3. Quote:
    Originally Posted by Diggis View Post
    But I can see you won't like GR as it does nothing for PvP and has no endgame yet and is only 1-20. The story and the mechanics are fantastic and I have stopped XP a couple of times to avoid missing arcs.
    I've done this as well, including on a couple of static teams who meet for one play session a week, since large teams tend to level too fast to hit all of the arcs and get the moral choice missions. I left it as an option to the team members, and the entire team decided to turn off XP in order to follow along.

    Though, maybe we shouldn't talk too much about that. The idea of intentionally turning off XP in order to read the story content (sorry, I mean "flavor text") might make the OP's head explode.
  4. Quote:
    Originally Posted by GKaiser View Post
    That's not what I meant. I meant a system where you click on a menu indicating you are looking to do missions and are put into a query of other similar level characters who are looking for missions, and automatically grouped together based on the class needs of the party. CoH does not have one. I believe all MMORPGs should.
    Ah, the X-Box live / dungeon finder model. That works somewhat well in games where you have a fixed tank/healer/damage model, except most of the time the damage dealers just end up stuck in long queues because there aren't enough tanks available. WoW's cross-server random instancing has pretty much killed any sense of server community there, and common courtesy too (easy to be rude when you know you'll probably never group with any of these people again).

    I'm going to have to agree with the people who said that you don't really understand how the game works. CoH is designed to not have "class needs" for 99% of the content in the game. A team of eight Defenders (squishy, low-damage support class) is a perfectly viable, and in fact quite awesome steamroller team. Any sort of automatic LFG system would have to be truly random, because it's impossible for the game to build a cookie-cutter team since such a thing doesn't exist.
  5. Quote:
    Originally Posted by Nemele View Post
    And from what I can see, it only counts time logged in? I checked my time before work, then again after work, and no change. Is it even possible to naturally play the game in all four alignments for 7 in game days each, before hitting 50?
    After you do a morality mission, you get a temporary power called "Countdown to X", where X varies depending on which alignment you switched to. The power has a 7 day (real time) expiration, once that expires you are granted the alignment power and the badge for staying that alignment for 7 days. It's not based on the "Time played as current alignment" that showed up in the tips tab.

    That means that if you're a villain, simply logging in isn't enough. You have to do 10 villain tips and a villain morality mission to "reinforce" that you really want to be a villain. Then wait 7 days after that.

    Since you've already started doing rogue tips, you'll either have to do villain ones instead and lose your rogue progress, or just live with not getting the 7 days as villain badge until you come back at the end of your circle.
  6. Quote:
    Originally Posted by NezuChiza View Post
    I'm really glad it goes off in Footstomp, I really am. Now if Footstomp was Shield Charge, in which the proc works outside of AE and not in, then it'd relate to my problem. Still, I'm happy you can use it in a non pseudo-pet power
    It does relate to your problem, if for no other reason than it's a useful data point that can help the devs to narrow down the issue.
  7. Quote:
    Originally Posted by _AzA_ View Post
    They made a change where you can not double cast MF if target already has it. I think they should handle it better than showing "invalid target" IMO.
    Well, OTOH, I think "invalid target" is handling it better than popping up an annoying prompt on somebody's screen to accept a buff that they already have.

    That's one nice thing that I like about Vanden and Corva's icon packs. The Fortune buffs are in a distinctive color so it makes it easier to see who already has one. Just be careful it it's the to-hit one because Secondary Mutation also uses that icon.
  8. Quote:
    Originally Posted by Slashman View Post
    The truth is that we have no idea how much humans can tolerate because it simply cannot be easily measured.
    This. We have no way to tell exactly what people would be willing to sacrifice to keep their idyllic life if nearly the entire world were suddenly overrun by monstrous beings that had wiped out most of humanity. It hasn't ever happened, so we have no basis for comparison and can only speculate.

    Sure, you can talk all you want about *stop reading if you don't want spoilers* mind control drugs in the water supply. Truth be told, I'm not sure how effective Enriche really is. I mean, the resistance exists, and surely they don't have access to an uncontaminated source, at least not one that would provide enough for everyone. I doubt a loyal citizen like Kang would be drinking black market water, and it doesn't stop him from turning coat when he finds evidence of what Cole is up to. Ditto for a lot of the wardens who are more or less ordinary citizens. The stranglehold on the media seems like a much more effective way to control what people think than some vague relaxing agents.

    I think Enriche and Seers and "Re-education" are really just red herrings, and would bet money that if you took all those things away, the majority of the Praetorian populace would be demanding them back. They want to be controlled, because they prefer it to living in fear. I'm not saying it's right, but don't underestimate the depths people are willing to sink to in order to hold on to their way of life.

    I agree with the poster a few posts back who said that if Cole were a good leader, he would simply let the Resistance and other dissenters leave the city and form their own settlement. The fact that he doesn't is really the main thing that makes him tyrannical.
  9. Quote:
    Originally Posted by Peacemoon View Post
    I would have also calmed Washington and forced him to turn Cleopatra in instead of carrying out our own sense of justice; I'm sure we could have convinced White of her treasonous activities. That would have been the ideal world, but this is far from that, and Going Rogue forces us to choose a side and get involved, not just observe and be a moral beacon.
    Even in the ideal world I'm not sure that would have worked. If you've done that arc and saved Cleo, you've seen just how easy it was for her to convince White that the evidence proved Washington was the traitor.

    In any case, once Washington confronts her, it's all but inevitable. Cleo isn't one to run away and give up her undercover position -- she'll stand and fight, intending to kill Washington (and you, if you side with him) and frame him. Washington goes in determined to do whatever it takes to not to let her escape, because once she leaves that office and runs to White, he knows he won't be able to pin her down again, and a resistance spy responsible for the death of at least one PPD officer will remain in a position to do more harm.

    Sure, you could try to talk to Washington and convince him to do something else, but assume you tried that and he wasn't impressed (don't forget about his rank, either). If you go to White, chances are he'll intervene and Cleopatra will eventually succeed in killing off Washington, and probably you as well. The only third option possible in that scenario is to be indecisive and just stand back to see who wins -- in other words abandon your duty.

    It's a very real world choice. We wish there was a better, "perfect", option, but there just isn't. Sometimes even heroes have to face that.
  10. Quote:
    Originally Posted by Hundred_Nations View Post
    That's not what "fascist" means.
    You're right, of course, I was deliberately troll-baiting. Was hoping to provoke something with the Responsibility = Hero line before someone called me out, but ah well.

    Probably closer to "short-sighted" but I couldn't come up with a good inflammatory term for it.

    Watching people's reactions to GG making sweeping generalizations about the most morally ambiguous content in the game is amusing, even if it has gotten a little old after the first dozen threads.
  11. /me idly wonders if the forum's ban on political discussions extends to Praetorian politics, and if perhaps it should
  12. Quote:
    Originally Posted by Hundred_Nations View Post
    That's not what "fascist" means.
    It is when applied to the Wardens.

    BIG SPOILERS BELOW - DO NOT READ IF YOU DON'T WANT TO BE SPOILED












    They blow up an Enriche distribution plant. It will prevent the mood-altering drugs from affecting the populace, but will also leave them without fresh water. People will get sick. People will die.

    They unilaterally decide that the best way to "save" people is to sacrifice some of them to do it. The people in question have no choice in the matter, the Resistance obviously knows what's best for them. They're no better than Cole and his gang of Thugs.

    Keep trolling and spouting your Anarchist propaganda.
  13. Quote:
    Originally Posted by Golden Girl View Post
    All loyalists work for a dictatorship that is worse than anything in RL history - they're agents of evil, and everything they do helps keep the dictatorship in power.
    They're servants of a system that is rotten and corrupt to the core, and it's very existence is a crime against humanity.
    Only the true fascists see the world in such black and white terms. What you're saying amounts to, "You are either with us or against us," and ignores the good that people working within the system can accomplish, just because its leaders are corrupt. The Wardens are blind to the consequences of their actions.
  14. Quote:
    Originally Posted by SpittingTrashcan View Post
    How this can be construed as the obviously heroic thing to do is a little beyond my reckoning. But then again, maybe some people just don't know how to put themselves in other people's shoes, and instead act on what they, the player, know, and not what their character would know.
    That's why Wardens are Vigilantes, not Heroes. Responsibility is for Heroes. Powers path is for Rogues, and Crusaders are Villains.

    The heroic path is simple (some spoilers, but keeping it purposely vague):

    1. Follow the laws, arrest the terrorist in the tutorial.
    2. Work for the chief investigator and put criminals (syndicate) behind bars.
    3. Stop the resistance from bombing a hospital.
    4. Reluctantly execute a resistance spy whose connections would enable her to escape the justice system and continue spying.
    5. Stop a serial killer in imperial city, find some hints that the Seer program isn't completely on the level, but no definite proof.
    6. Stop rogue clockwork from killing people.
    7. Take down the Praetorian equivalent of the mafia.
    8. Help people that Neuron has been neglecting.
    9. Stop seers from being used as psychic bombs to kill many people.
    10. Realize that a certain praetor is completely nuts and choose to let the one person keeping her in check go free. (THIS DOES NOT MAKE YOU SWITCH SIDES)
    11. Investigate why strange people in funny costumes are breaking into labs.
    12. Stop even stranger people in different costumes from setting off bombs around the city.
    13. Meet DW (no, not Darkwing). Figure out that not all of the weird costumed people are the enemy, and let them know that not all Praetorians are.
    14. Stop plot to destroy Neutropolis, defying Tyrant's orders in order to do so.
    15. Take Kang's advice and get the word out about what Tyrant is planning. (this technically switches you to Resistance, but there are no more missions anyway, so you never have to work with them...)
    16. Portal to Paragon. Find a tailor and some spandex.

    Obviously the heroic path. It's as simple as that. I'll even throw in a GG to fuel the fire
  15. Quote:
    Originally Posted by NightErrant View Post
    Of the three, Information is the one it makes the most sense to trade. Influence you can trade by vouching for someone else, but running out of influence means you've either asked for too much stuff recently, or vouched for too many people.
    Quote:
    Originally Posted by NightErrant View Post
    But information is something that could actually function as a psuedo currency, in theory.
    The problem with trading information is that you can't "give" information, you can only copy it. If you tell Serge where the Crey's molecule shipment is, you still have that information. You could in theory trade it to someone else again before Serge has a chance to act on it.

    Sure, the more people who have the information, the less valuable it is, but the value diminishes for everyone, not just you. If you go broadcast the location of the shipment, then Serge's information that you gave him is suddenly worthless.
  16. MTS

    Tips system

    Quote:
    Originally Posted by Brakner View Post
    Ok here is another one. If I group and do all 5 of others rogue mission, get all 5 fame but I have all 3 tip slots taken up, can I still get my morality mission? Will one of those tips in my contact list convert to a morality?

    When I click on it it is still giiving me the option for a mission but I have all 5 public fame for the day
    No, the morality mission is a different type of tip. Once your alignment gauge maxes out at 10, you need to abandon one of your tips, and after enough kills you should eventually get a morality mission as your next tip.

    You can get a morality mission even if all 5 of your fame slots are filled.
  17. Quote:
    Originally Posted by Healix View Post
    I understand that these 2 new dances were available when cb first started, and they were awesome! (I never got to see them.) They were disabled early on, and I am wondering if they will go live soon. They don't appear to be included in the $6.99 GR completer pack. Any thoughts or updates on the status? Anyone else hope we get them soon?
    Rumor has it that those were meant to be part of an upcoming booster pack.
  18. Quote:
    Originally Posted by Beber View Post
    Deactivating Aero will remove that "strange behaviour".

    The best way to do it is to check the "Deactivate Desktop Composition" option in the cityofheroes.exe properties (Compatibility tab).

    You will lose your Aero design while you play CoX, but you won't have that "strange behaviour" anymore.
    Actually, I went out of my way to disable Aero when running CoH fullscreen, and still encounter the "freezing" when it loses focus. This is especially annoying since it's a dual-monitor setup, and anytime I click on Mids or Pidgin on the other screen, clicking back on CoH causes it to freeze until I lose and reacquire focus again.

    It works perfectly fine in windowed mode, whether Aero is enabled or not. However, that kind of defeats the purpose, since the reason I wanted to run it fullscreen in the first place was to dedicate the full graphics capabilities of the machine to rendering Ultra mode. There is a definite FPS loss (not to mention screen real estate loss) when running windowed, and a bigger one when compositing is involved.
  19. Quote:
    Originally Posted by Coyote_Seven View Post
    EDIT: Actually, I kinda think the UFP is more like a Socialist Utopia. One that relies on replicator technology to do away with scarcity and need altogether!
    Replicators and nearly limitless energy sources by harnessing antimatter.

    If a replicator were invented tomorrow, we would still very much be using money, or something similar. Only instead of rare earth elements, the resource we'd all be clamoring for control of would be energy, given the immense power demands of such a device. We're already well on our way to such an economy (energy being the only truly limited resource).
  20. MTS

    Tips system

    Quote:
    Originally Posted by Brakner View Post
    Are the they -2 or higher to you? I believe you need to be able to receive a reward from the mob in question to get a tip ( IE Salvage, XP, Recip , Enh so on )
    That's true for salvage, recipes, and other drops. However, I've personally received tips from very gray (-20) enemies.
  21. Quote:
    Originally Posted by Shellback View Post
    And I'd still like to hear an answer to my earlier question: Since Granite is a toggle (as opposed to a click with a crash, as I thought it was), I'm much less opposed to taking it, but I have to ask: What's the point of having *any* other Stone powers if you can just run with Granite on constantly? What's the drawback of it, other than the damage and movement debuffs?
    Only ones I can think of are:
    1. You don't get it until level 38, so you'd have to respec then.
    2. If you exemp below 33 to do a SF/TF, you lose access to it.
    3. It might be worthwhile to switch from Granite to regular armors + Minerals if you're up against heavy psi-wielding enemies
  22. Quote:
    Originally Posted by eryq2 View Post
    The game is suppose to be balanced around SO's. IF that is the case, then why nerf powers (not just SD) because IO's make them stronger? Isn't that the point of IO's? Especially purples, since they offer such big gains in %'s.

    I think the DEVS need to take in alot more consideration of the effects of IO's and instead of nerfing everything AFTER the time and money is spent on them and make the weaker from the start of just let them be. If the game is truely based around SO's, then accept the fact that IO's are goning to make toons stronger. If people don't want to IO toons, then they shouldn't complain about powers being "overpowered" because that's teh whole point of IO's. (IMO)
    The only times powers have been nerfed because of IOs are in cases where certain slotting had unexpected interactions with the power that caused disproportionate effects. In other words, bugs. Damage procs in Poison Gas Trap, for instance.

    Shield Charge was nerfed, and rightly so, because a math error had made it be massively overpowered. We're talking about a power that's not only a secondary power for the characters who it was doing massive damage on, but one that's in a defensive set. I can't emphasize that enough. A secondary, defensive power was doing as much damage as a blaster nuke (which is a primary power in an offensive set), on a shorter recharge and with no ill effects such as an endurance crash. It was completely unbalanced.

    Sure, it was fun, but it needed to change, and everybody knew it.
  23. MTS

    Combat Teleport

    Quote:
    Originally Posted by Memphis_Bill View Post
    It's not a question of the rings, it's a question of "I didn't want to teleport, I wanted to target/place that there/etc."
    ... slow? I can understand the immobile bit, but other than that....

    (And I happen to *like* Teleport.)
    I don't think that's really an issue. The game already has code to handle that and figure out if you're in location AoE targeting mode or not. Turn on click-to-move in the options and see for yourself.

    That said, I'd be more in favor of it as a click power rather than a toggle.

    I love teleport as a travel power, it's just clunky to use in combat due to the activation time and the forced flight/immob at the end. A fast activating teleport with no root, even if it had a small recharge to it, would be very cool and fun to use.

    I'm not sure if this could be added to the pool though, because then the other power pools would still only have 4, so it would be a little odd for one pool to randomly have 5.

    Replacing Team Teleport isn't an option as it does have a few use cases. Masterminds come to mind, and a kin team-TPing everyone in for a fulcrum shift could be a viable strategy on well coordinated teams as well.
  24. MTS

    Combat Teleport

    Quote:
    Originally Posted by Khiva View Post
    I would really like this if we were simply given a different teleport option which had a much shorter range, but had a much shorter activation and no after-use immobilize. And of course being usable in PvP...
    Cottage Rule aside, I don't think anyone would be too opposed to replacing Team Teleport with that.
    This. Oh very much this.
  25. Quote:
    Originally Posted by Avatea View Post
    If you somehow manage to die in the tutorial and select ‘go to hospital’, you will resurrect next to Officer Flint.[/list]
    Ironically, I was in the tutorial not too long ago and accidentally hit Self Destruct. The weird thing is that the power didn't actually kill me (went to 1 HP instead). I'm not sure how, but somehow I survived it...