Midnight_Flux

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  1. Taking a more minimalist approach, mostly because I already had this picture and thought of it when I heard Song 4, here's one of my main's costumes: Midnight Flux
  2. [ QUOTE ]
    To this end we are considering the possibility of two new powersets for the 'City Of' games.

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    I'd like to mention that these powersets are NOT for Issue 10, as we are nearly locked down on that issue already. They are for a future Issue and will be included for as many archetypes as it makes sense for. We definitely want to do something that the playerbase as a whole sees as a "good thing" for the game, which is why we are looking for your input!

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    This thread is for discussion of these two Polls.

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    /em tinfoil_hat

    There was probably a thread on this I missed because of weak search-fu, but whatever happened to distributing the 'new powerset for every AT' that was once advertised for the since-cancelled new box edition, among Issues 9-12?

    If I9 and I10 come out with no powersets, and the devs are only considering new sets for at most 4 ATs in I11 or I12, what happened to the rest?

    Not to bash this efforts, scrappers and tankers need the love first, but is there a long term plan for the rest?
  3. [ QUOTE ]
    #5 huh...

    ... note to self, link to that page every time a CoX is dying thread pops up... :P

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    I'd be careful with that. It's not a ranking of popularity or size of the current player base or anything, just a ranking of what the critics thought of it. CoH is the fifth best reviewed MMO on the market, CoV is seventh.

    Granted, Star Wars is down around 30, which amuses me greatly.
  4. While the thread bumping is happening anyway, I just wanted to make a plug for my hockey idea. Obiviously not as good, but maybe an interim solution.
  5. I picked costumes as the most applicable option to express that I like playing superheroes. With a little powers tweaking, the exact same game engine could probably run a sword and sorcery or kill-the-aliens game, but here I get to be a superhero.


  6. I just wanted to see how old a post I could necro. Please continue on with your day.

  7. Some good points, there, but I'd call them more guidelines than rules. Generally, they're the way you'd want to go, but there are always going to be exceptions. Most tankers will have a straggler or two wandering around outside the damage zone - these are the provinces of the blaster. Wait for them to get sucked in, and someone is going to get hit a lot. A blaster, particularly one who can one-shot the target or stun/hold/immobilize it out of the fight, can be very useful. Additionally, it isn't so much that you don't want to use powers that can knock a target out of a zone at all, as much as use them with caution and foresight. If the tank or ice slick or whatever is against a wall, position yourself so that your attack will knock targets into or deeper into the zone.

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    These days, not even a Nova blast can take out a group of +2 baddies. It will severely damage them, but not enough to prevent them from attacking and killing the blaster or the team.

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    Actually, it can. You might have a dented LT or two wandering around after the fact, but I wipe mobs of +2's regularly. I wouldn't nova a batch of +3's without a few reds first, but +2's are doable.

    Otherwise, some good guidelines there. Well done.
  8. Get up on top of a tall building towards one side of a big zone - Skyway, maybe - and turn down your world graphics. The background ought to white out, so all you'll have to clip is the feet.

    Other than that, City Hall is white. Find a blank wall there.
  9. I started referring to my characters as toons after I read it in use on the forums. Sounded like a convenient name for computerized entities based on comic books. Seeing how many people get uptight over it, I try to remember to use character instead these days. I figure I could care less either way, so why irritate people.
  10. [ QUOTE ]
    Give it the same "stats" as the Civies in the Mayhem missions.

    5HP, cant be killed, takes full effects from powers.

    Only thing you have to change is:
    Size, Color, AI(none).

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    Sort of a Big Red Beanbag.
  11. [ QUOTE ]
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    ALL of you are forgetting the MOST important question...

    Is there a badge for this!?


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    no badge please.

    badge = ball hogs

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    /signed
  12. Midnight_Flux

    Time Travel

    Well, there is that new retail box coming out next year. Maybe a time travel expansion would fit into such a box.
  13. I bound hover to 'c' and fly to 'v'. Very convenient when using WASD for movement, as my thumb more or less rests there anyway. It is very easy to toggle back and forth, as activating one natural deactivates the other, and it's a very convenient double-tap to jump with the space bar and then activate either.

    And, as a convenient point of trivia, 'CV' is the Navy's designation for an aircraft carrier. I found it amusing the keys worked out that way.
  14. First off, I’m not writing this guide to tell anyone “play your toon this way or you’re a moron.” I just wanted to pass on some discussion about the effects of knockback and ideas you can try to 1) use it for your own benefit, and 2) make it an effect that helps out a team instead of one the team has to work around. Knockback can be a very effective soft control tool when used with purpose. Plus, it’s pretty friggin’ cool, nailing a bad guy and watching them fly through the air away from you.

    Most of the energy blast powerset attacks have a chance for knockback, ranging from slim to 100%. Additionally, most wind powers (gale, hurricane) and just about anything starting with “rep” (repel, repulsion field, etc) have knockback as either their primary or secondary effect. That being said, knockback types, and energy/ blasters in particular, have a bad rep for screwing up team synergy. That’s what we’re going to work towards remedying today.

    Let’s start off with generalities, and then I’ll discuss synergy with teammates and finish with a few powers in detail. One caveats – I haven’t played COV outside of beta, so I can’t really talk to villain archetype specifics. Hopefully, the general discussions will still be helpful.

    Knockback is actually quite similar to real estate. The three most important factors to consider when dealing with either are:

    1) Location
    2) Location, and (wait for it…)
    3) Location

    These are the factors I consider when shooting a target I’m not certain I’m going to kill with that shot. If I’m using power burst on an even level minion with less than half a health bar, I’m not going to worry about it as much.

    1) Location, The Target's. Where is the target in the environment? If I want to keep the target available, I’d like him near a wall (good), in a corner (better) or in as small a cul-de-sac as I can find best). This way, if he is knocked away, he bounces off the wall and lands where I want him and in position for the next hit, whether I’m dealing the hit or a team mate is.
    On the other hand, if I and/or my team are to get overrun, having the target near a ledge might be handy. I can knock him off the ledge, hopefully imparting some falling damage in the process, and finish off his friends while he’s climbing stairs.

    2) Location, Your. Where are you in relation to your target? If he’s standing next to a wall, and you’re standing next to the same wall, he’s not going to bounce off the wall; he’ll just be farther down the wall. Knockback is always away from you, so if you want to bounce a bad guy off a particular wall, you have to first position yourself so that the target is between you and whatever you want the target to hit. Obvious statements, I know, but someone had to say it.
    HOweVER, if you happen to be reasonably close to directly above a target, either with a flight power or by shooting off a balcony or ledge, then knockback becomes knockdown, and the target ends up laid out where it had been standing. I’ve used this tactic a lot when teaming with melee types, and it seems to be pretty popular.

    3) Location, Your Teammates’. Where are your teammates, and what are they doing. Is the scrapper or tanker handling a particular target? If so, then shooting that target without confidence that you going to kill it with that shot, generally won’t make you popular, as it just means the melee type is going to have to chase that guy down. On the other hand, if a teammate without significant melee attacks (controllers, defenders, */device blasters) is being pestered by a badguy at melee range, they will probably appreciate seeing that particular bad guy be knocked away from them.


    Synergies. This part is strictly for teaming purposes. Knockback can be a powerful tool in making some of your teammates’s powers either much more or much less effective.

    Area powers. Any AoE power has a focus point. This can be a player, a bad guy, or a spot on the ground, but it’s going to be one of the three, and I try to make a point of knowing which. If you can knock a target onto an ice slick, onto caltrops, into a radiation field - i.e., think about aiming your knockback toward the focus point - you’ll be much more popular than if you knock a target out of those same areas. Either is just as likely, you just have to play with the three factors above in mind.
    If the target is in or near an area you would like them to inhabit, you have an opportunity to kill two birds with one stone. If they are on an ice slick and not a concern for the time being, you might want to concentrate on a target that is currently a threat. OR, if the ice slick, etc. is near a backboard, you can position yourself appropriately, bounce them off said backboard, and keep them on said ice slick.
    Also, if you shoot the target serving as the anchor for a radiation field and knock it out of the crowd, that crowd is now more dangerous.

    Melee players. All I’m going to say about this is that, with a very few exceptions, a tank or scrapper can’t hit someone outside of arm’s reach. Think on this when shooting a target in melee range of a melee toon and consider whether your shot is going to make your team more or less effective. Simple as that.


    Powers. I’m just going to discuss two powers at the root of most knockback complaints, and one that I have found to be both fun and useful.

    Energy Torrent. A cone attack with a good chance for knockback, it is easy to fire off, but not often used as effectively as it could be. My absolute favorite trick with ET is to hover in position above the tank or scrapper. Target a goon as close to directly below you as possible, and let fly. With a little luck, everyone around your teammate is now laying comfortably on the floor, in prime position for kicking. Remember, this is a cone attack, so by hovering from close to max range, you’ll cover a wider area.

    Energy Blast. This is the only power in which the knockback is not away from you. You target one goon, and the blast knocks surrounding mobs on a radial away from him, not you. This is key in that one of the three factors, namely your location, isn’t as big a deal as the other two. This has two implications. 1) If you want to knockback the group in a particular direction, target one on the side of the group away from where you want them to go. 2) Even if you’re above the target, they’ll all still be knocked back from your target. Hover does not turn knockback into knockdown with this power.

    Repel. I just happen to like this power, and not only because it’s a cool-looking effect.
    If you stand in a doorway, no mobs can get past you. They may be able to get in a shot in before getting knocked away, so be careful there.
    You can use it as a control if you pin a target in a corner. They’ll keep getting knocked into the corner and bouncing back on to you, only to get knocked into the corner again. Be careful with your endurance with this tactic, though, cause it’s going to burn fast.

    Okay, the post is now open for discussion. Please post comments in regards to any particular powers, if you feel the need. If you feel I misstated or missed something, post a comment and I’ll update this guide. Thanks for your time, and please support your local energy blaster.
  15. Midnight_Flux

    Blaster role

    I kind of enjoy the rather unique ability to service any target in the battle. I can Total Focus a boss, knock a bad guy off the controller keeping me alive from the other side of the melee, then go back to pounding on the boss without having to run around like a scrapper would. That's where the balance between primary and secondary lie for me. Sure, I have glass chin, but the bad guy had best land the first punch or I'm gonna pummel him.
  16. Midnight_Flux

    Forum Girl Vote!

    I was curious to see how long it would take for someone to nominate CuppaJo.
  17. Midnight_Flux

    Blaster role

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    Inherent ability: Point Blank. The concept being that as we get closer to our enemies, our accuracy, as well as our damage increases. Melee powers are not affected. Other powers are affected as a percentage of their base range. Range boost enhancements do not adjust this at all, and shots outside of the base range are completely unaffected by the inherent. A shot from melee range would get the maximum boost to damage and accuracy (probably a 100% boost to base damage, and similar accuracy boost). This is to reflect that we are in MUCH more danger at that range.

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    I've always liked this concept, but how 'bout this?

    Migrate the PVP inherent (irresistable damage) to PVE


    [/ QUOTE ] That is something that I could agree to as well. Would make a nice change to how we fare against those pesky foes with resistances to damages (say ALL of them)

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    It wouldn't even need to be a linear boost. Use a similar scale as defiance (for that matter, use defiance, just attach it to range instead of health), and lower the boost to a peak of 100% or even 50%. I'd trade defiance for a 50% boost at melee ranges.