Necromatic

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  1. Yeah, tried that, still unplayable. My notebook isn't all that poor.

    I think there could be a market for 'Lite' versions of games that can be on new smaller platforms (netbooks and such).
  2. Love to play CoX.

    One of the problems I have is that my notebook is rather weak so I really can't play while traveling. Besides getting a powerful notebook, it would be awesome if I could play it on a cheap netbook or even an iphone.

    Introducing, CoX-lite. A graphically watered down version of CoX that can run on netbooks or iphones (or similar devices).

    Imagine, getting in a few missions in during lunch at work or on break at school!
  3. Just my opinion, but wouldn't it make more sense?
  4. [ QUOTE ]
    force mastery is gimp, i mostly see blasters using the artic mastery for an epic, nice heal, snow storm and hibernate, that trumps force mastery by far IMHO.

    [/ QUOTE ]

    Hmm, I think you can't really go wrong with either. They will just play differently.

    I think cold mastery would allow for a more aggressive play style though.
  5. [ QUOTE ]
    I want a long range attack based build for pvp, any suggestions?

    [/ QUOTE ]

    sonic/dark
    w00t!!!1!!!111
  6. [ QUOTE ]
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    Not much else you really can do if we're trying to be realistic. If I were really trying to fix */Energy I would remove the KB from everything but Power Push and add a chance to disorient instead.

    But then you have the KB lovers screaming that you nerfed their set.

    [/ QUOTE ]
    I'm sure we can push harder to come up with something reasonable. At the bottom of the very first post I put my current favourite suggestion, replacing the %knockback in the blasts with a -Res debuff.

    I can't imagine there are very many people who love Energy Assault for its knockback, but they still have Power Push, the king of knockback!

    [/ QUOTE ]

    Except that it would walk on the toes of a potential future sonic assault.
  7. [ QUOTE ]
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    You wouldn't believe how people react when I go into RV on my Spines/Regen and fight people. They will find any excuse for my beating them - anything from "you used inspirations!" to "I can't hit you if you're hopping around" or "WTF are you using your ranged attacks for, you're a Scrapper!" I know that standing toe-to-toe with many builds will cause me to die very quickly - so I use the powers and game mechanics available to me, in the best way I can, to ensure I last as long as I can. It's surprising how many people complain because am using legitimate PvP tactics to get a PvP kill.

    [/ QUOTE ]

    People yell at my Dark Melee/Regen all the time and constantly throw expletives at me when I have to jump around because they just lopped off 60% of my health with some cheesy burst gimmick and healing decay got to me.

    They tell me "stand and fight, wimp!'

    Oh, really? First few times I took great care through PMs to explain that regen does not fight like a resistance set. Now I just ignore it.

    [/ QUOTE ]

    If I had 10 inf for every time some tanker told me to stop kiting on my corr, ALL YOUR PURPS WOULD BE MINE!!!!!111
  8. [ QUOTE ]
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    1) [u] Bone Smasher[u] - Replace melee AT version with Blaster version
    2.6 DS, 14 sec. recharge

    2)[u] Power Blast[u] - Replace Dom 6 sec version with Blaster/Defender 8 sec version with larger 1.64 DS

    3) [u]Power Push[u] - Increase DS to 2.4; increase recharge to 16 sec.


    [/ QUOTE ]
    These changes with Power Build Up seem reasonable, but do they really fix /Energy's woes? What they give is better burst damage, but I suspect that /Electricity and /Fiery will still be ahead.

    [/ QUOTE ]

    Not much else you really can do if we're trying to be realistic. If I were really trying to fix */Energy I would remove the KB from everything but Power Push and add a chance to disorient instead.

    But then you have the KB lovers screaming that you nerfed their set.

    [/ QUOTE ]

    If the KB is kept, then users could mitigate it with their primary. Besides, its all single target KB, not TOO bad in team play.

    You know, with the tweaks and power-build up, it really doesn't change the play of /EM, just makes it better. Should be acceptable to the devs and players.
  9. [ QUOTE ]
    [ QUOTE ]
    1) [u] Bone Smasher[u] - Replace melee AT version with Blaster version
    2.6 DS, 14 sec. recharge

    2)[u] Power Blast[u] - Replace Dom 6 sec version with Blaster/Defender 8 sec version with larger 1.64 DS

    3) [u]Power Push[u] - Increase DS to 2.4; increase recharge to 16 sec.


    [/ QUOTE ]
    These changes with Power Build Up seem reasonable, but do they really fix /Energy's woes? What they give is better burst damage, but I suspect that /Electricity and /Fiery will still be ahead.

    [/ QUOTE ]

    Yes, but /EM would now be in a sweet spot of good ST melee and good ST ranged but not best at either.

    Power build up would give it an edge in control.
  10. 1. Should be OK, just not has reliable.
    2. YES
    3. YES
    4. Snipes are a great way to open.
    5. Power boost is good. Think power boosted TF. Power boost helps to-hit, def, speeds and heals as well.
    6. Should OK.
    7. Nope, forget immobs though.
    8. YES, YES not sure about anything else except a friendly emp.
    9. YES. Hit pff, hit power boost, hit aid self.
  11. With power build-up, you'll have nearly the same big single target damage attack as elec (actually more, if you consider dam res). It will also help whirling hands damage.

    Speaking of hands, make it 100% chance to stun with a shorter duration (5 sec) PVE only.
  12. [ QUOTE ]
    Wouldn't matter much in PvP, since those effects only last for 2 seconds anyways. You'd barely be able to finish the animation for placate before the effect would be gone.

    [/ QUOTE ]

    I thought this way at first too, but wouldn't the effect, no matter how short, break placate?

    BTW, I get hit a lot with will dom from blasters. I seem to lose target everytime. Is this from the placate proc or just a nuance from sleep attacks in I4?
  13. Necromatic

    Blappers on PvP

    From experience, there is a sweet spot in fighting blasters as a squishie (corr). It is the range between 40 and 80ft. Here, you are avoiding the snipe, high powered range attacks, and the mezzing melee attacks.

    It has always been tougher for me when the blaster decides to blap or snipe.
  14. Yeah, it seemed to work in i7 just fine. I think the 'fix' was in regards to pvp. People were tired of being stunned, then placated and AS'd.

    Really, I believe they could do away with the secondary effects breaking hide/placate and just base it off damage. Of course, you'll still have the problem with Dot, but at least the player can choose his attacks to avoid that.
  15. Well, I've been hit by a blaster 5 times in a row when he had only 20 something percent chance to hit. Pissed me off.

    Other times, I've seen an alternating low then high percent chance to hit (not proc chances), not sure whats up there.
  16. [ QUOTE ]
    If you can mez them right before you KB them, yes. Otherwise, no. And considering mezzes would last like..less than half a second...it would be pretty difficult.

    [/ QUOTE ]

    Uh, PT wouldn't knock them back? Cuz, I'm thinking that PT could at least 'mez' the tank/brute for at least a sec allowing for another mez attack.

    If not, then does a mez reduce kb resist?
  17. I read a report from I14 open that placate was working well.
  18. Necromatic

    Travel Powers

    If your going to take hibernate, take teleport. It does not suppress even when faced with caltrops, patches, toggles right after hibernate is finished. Basically, queue teleport while in hibernate.
  19. Necromatic

    I14 changes

    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Is teleport un-[censored]?
    Is there an I-12 button in the arena?

    [/ QUOTE ]
    No, and no.

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    Cool.

    And lol at the phase change. For years the noobs have asked for that...to have better "immersion" when they're role playing.

    Sounds like the zones will become even bigger gankfests than now. Cuz that's really needed.

    [/ QUOTE ]
    Meh, Spec and I seem to agree on a few things about the phase change. We were pushing for a reduction or elimination of the "NoPhase" period now that phase isn't a "get out of jail free card" but that is (for now) unaddressed. Might add another dimension to team matches at least, where the outcome of a damage spike might depend on whether the buffers or the damagers phase first to finish or prevent the kill. It seems a bit buggy at the moment but I think it'll be interesting to see what kind of strategies evolve to work with the change. It's true that it'll piss off a lot of zone PvPers too, should be interesting.

    [/ QUOTE ]

    w00t, Shadow Fighters!

    [/ QUOTE ]

    LOL, just thought of this. Wanna fight club? Lets phase.
  20. Necromatic

    I14 changes

    [ QUOTE ]
    [ QUOTE ]
    Is teleport un-[censored]?
    Is there an I-12 button in the arena?

    [/ QUOTE ]
    No, and no.

    [ QUOTE ]
    Cool.

    And lol at the phase change. For years the noobs have asked for that...to have better "immersion" when they're role playing.

    Sounds like the zones will become even bigger gankfests than now. Cuz that's really needed.

    [/ QUOTE ]
    Meh, Spec and I seem to agree on a few things about the phase change. We were pushing for a reduction or elimination of the "NoPhase" period now that phase isn't a "get out of jail free card" but that is (for now) unaddressed. Might add another dimension to team matches at least, where the outcome of a damage spike might depend on whether the buffers or the damagers phase first to finish or prevent the kill. It seems a bit buggy at the moment but I think it'll be interesting to see what kind of strategies evolve to work with the change. It's true that it'll piss off a lot of zone PvPers too, should be interesting.

    [/ QUOTE ]

    w00t, Shadow Fighters!
  21. A title with psy/em and the word 'help' should not exist.
  22. Autohit powers do not hurt hibernated or phased opponents. This is another drawback on pff. BTW, I have killed people in pff. They had almost no health left (the main pff trigger), and went pff. Then I fire off my -regen autohit power, AIM and hope for the best. Usually they stick around thinking they are safe. Also, ranged toggles affect pff'd foes, so that interrupts aid self nicely.

    Not saying pff>hibernate or phase, they all have their downsides. A hibernated foe needs to escape after hibernate. A phased foe needs to base run to really get out of danger.
  23. Necromatic

    KB in PVP

    KB, according to CoD:
    Suppressed when Knocked, for 10 seconds (WhenInactive)

    A hold, according to CoD:
    Suppressed when Held, for 15 seconds (WhenInactive)

    Interesting that they are different.
  24. [ QUOTE ]
    Here's a quick breakdown of primary and secondary sets for ATs that are working right now:

    * Blaster - Psi and Sonic, and to an extent Fire and Ice, paired with Energy or Devices
    * Controller - Illusion and Fire, and somewhat Earth and Ice, paired with Storm or Force Field (until PFF nerf anyways)
    * Defender - Force Field (until PFF nerf), Cold Dom, Storm, paired with Sonic or Psi
    * Scrapper - Spines, and somewhat Fire and MA (lol), paired with Regen or SR
    * Tanker - Fire, Ice, and somewhat Shields, paired with SS
    * Kheld - not really, but a well-built Peacebringer is somewhat decent

    * Brute - SS, paired with Fire, SR, or somewhat Energy
    * Corruptor - Sonic, Fire, somewhat Elec, paired with Cold, Storm, or Thermal
    * Dominator - Mind, Fire, and somewhat Earth, paired with Elec or Fire
    * Mastermind - Ninjas or Necro, paired with Pain, Storm, or Poison
    * Stalker - Spines, paired with SR, Ninjitsu, or somewhat Energy
    * VEAT - Night Widow is tops, Fortunatas are still good, Banes are not bad if built and played well

    [/ QUOTE ]

    I had my butt handed to me by a plant/rad controller of all things. She had earth mastery though.