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It's worth pointing out that, with a few exceptions, almost all naval battles were fought close to land, often in narrow passages, choke points, and outside major ports. That's despite the vastness of the sea.
The reason is because the vast empty ocean looks the same everywhere, and there's no real reason to BE in one spot or another during long passages. The only places enemies were likely to meet were places where access was controlled or shore assets attracted attention.
That's the case here, I would hazard. People will gather in places they're familiar with and can easily describe even though there's a vast area they could choose. -
Quote:I don't know when that was, but in this day and age you can respec out the key enhancements (all of them if you have the patience and some vet respecs), drop them into a SG bin, save his costume, face, power colors, keybinds, and chat bubble colors, delete him, remake a new character with the right powersets, reapply the costume and power colors and so on, level him up to 18 in a few nights easily, and then grab the enhancements back out of the bin. You'll have the same hero minus whatever badges he had at 18, and it won't take too much of your time.I like that idea. It would be nice, even if it was a "Pay to Have" option like the rename tokens or server transfers.
I had a character whose name and look I absolutely LOVED. I got him to level 18 (give or take), and realized that I despised the combo of powersets I gave him. It killed me to delete him. But, there was no way I would have been able to continue to play him. -
Quote:Opinion only. Knockdown provides less mitigation than a good ragdoll knockback because the enemy recovers faster.How many Knockback powers are there in MA/*?
1 ... CK. While many players enjoy the visceral thrill of "punting" targets (especially off high ledges!), the Knockback on this power is actually something of a turn-off for many players. This is because use of Knockback means that you're going to need some sort of environmental "containment" by terrain if you don't want to be chasing your target all over the place ... which in turn reduces damage throughput over time. Very annoying for messing up positioning. Changing this to KnockDOWN would make the power much more useful.
I really understand why AoE knockback can annoy people, but I don't get why anyone has a beef with single-target knockback -- especially from a hard-hitting attack like Crane. Most foes will be half dead after a Crane Kick, and you can just tap F and kill them in a moment anyway. It's only one guy, not enough to cause a crisis for Invulnerability or Willpower's mitigation.
There's terrain everywhere. And unless you're knocking the guy off a ledge or something, it doesn't slow you down much. Fine adjustments to DPS are really only important on AVs, and they don't get knocked back.
Crane Kick's knockback INCREASES DPS if used on a runner, who does go flying a short distance but you can then run him down and kill him before he rises. Crane Kick's knockback INCREASES DPS if used to boot people into Freezing Rain that missed them. Crane Kick's knockback INCREASES DPS if used as a hard-hitting finisher.
It seems to me that the negatives of Crane's knockback are very minor, somewhat offset occasional INCREASES in DPS, and fairly easily dealt with most of the time. I do not understand why it generates the level of complaint that it does. -
Quote:I thought we can't have two capes because of the increased danger of being sucked into a vortex.As I recall from the last time this came up, the problem is a combination of Character Processing Budget (same reason we can't have 2 capes)
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The pilot releases the drop tanks to clear for action. As the twin silvery eggs tumble into the soft clouds below, the Mustang banks gently left and then right again, sliding in behind the unsuspecting enemy fighter. This one will be a sitting duck!
The thumb eases up the safety cover. The fingers, slightly sweaty in the pressure-suit glove, fold carefully over the trigger. As the range closes rapidly, the wings of the target grow to fill the circle of the gunsight. A slight rudder adjustment...the pipper is just leading the target...no deflection, an easy shot...the trigger finger begins to squeeze....
Quote:5. The only commonality between all the teams you can't get on is youQuote:My favorite part was how he combined "you are very rude" and a childish insult in the same sentence. That takes a special kind of... something.Quote:It also demonstrates exactly why the OP can't find a team on Freedom.
The Mustang snap-rolls into a hard turn away from the wreckage, the pilot's head swiveling.
Somebody else got this kill. -
Hrm, didn't know that Pendulum only hits 5. That seems out of synch with other cones. And since Cleave apparently affects 10 targets (weirdly), does that raise any faint possibility the limitation on Pendulum is the result of an error? Logically, Cleave would be 5 andf Pendulum 10 targets. Is there any chance this might get looked at/fixed eventually?
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Quote:Well, it looks like a leading question, not a simple question. As has been pointed out above, a lot of posters have advanced this exact claim to start a rant or to promote a specific agenda ("give me my PLing back -- or the game dies!" for example).LOL
Didn't realize a simple question would provoke the reactions this has. -
Willpower is a very strong Tanker primary; I personally consider it the third strongest (after a Stone in Granite, or an Invulnerability Tanker) but some people put it tied with Inv or even slightly ahead. At any rate, it's strong enough that I find your report surprising. Do you get the same results on a balanced build?
As for Shield, I currently have a level 39 Shield/Axe Tanker without Tough or Weave. I'm planning to pick them up in the Epic levels, although I might respec. No IO set bonuses yet. Currently I run around at about 34% defenses.
Result: I take damage. Last night I was tanking for an 8-player Task Force and did pretty well, losing about 25% - 35% of my life in many fights, and quickly regenerating it back. On nastier content I will lose 50% of my life or even more herding up a decent-sized pack and concentrating them to feed my AAO toggle.
Then I hit Build Up, Shield Charge, Whirling Axe, Pendulum. And suddenly everything is allllllll better!
Clearly, once I get to the soft cap, this will be a much sturdier Tanker than currently, and the damage and control (through knockdown) is quite nice. But my point is, Shields is a damage-boosting set with good defense and some resistances -- it's not designed to be used on its own, but to make a secondary set into a killer, and to mitigate enough damage that the AAO-enhanced secondary attacks can cover the rest of your needed mitigation. Try using it that way and see if it works.
Without damage bonuses from sets, I'm doing tons of damage with built-up Shield Charge -- 250-300-400 to everything in a large radius isn't uncommon (it varies depending on team buffs and debuffs). With a Trick Arrow on the team last night, I saw some 512-damage hits (TA has a lot of resistance debuffing potential). At 46 seconds recharge, the pair is available every 46 seconds, about every other spawn on a smoothly-moving TF team. The spawns it's not available for give the Blasters something to do.
Durability is crucial to tanking, but a balanced tanker is usually more effective. -
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Maybe you should replace the wireless with CAT-6.
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Guys, we really appreciate this labor of love.
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Quote:While I get what you're saying, it's weird to me that Martial Arts' mix of knockdown, knockback, and stun is widely regarded as a knock against it, but you regard Mace's mix of knockdown and stun as a strength.I would give Mace a slight edge over Axe in the higher levels. Now that their damage has been fairly much equalized, Mace's combination of stun and knockdown is more versatile than Axe's pure knockdown. An Axe tanker might want Char or a similar ranged hold in the 41+ levels. Mace gets Clobber in the secondary..
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Quote:Yes, I find that various combinations I've picked because they're "supposed to be good" go unplayed in favor of any character with a good concept/bio/costume/name, even if the powersets don't mesh as well.Well, I've only just started to play this game (just under a month now, including the 14 day free trial) and my main is a Shield/Mace tanker. I picked it more out of concept and so far found it to be a good combination. That seems to be the main theme for me this game... it doesn't matter what powersets I choose, what matters as far as initial staying power is coming up with a good character with a solid concept that I can get behind.
Oh, and welcome to the game! Since you're new here, you may not be aware that mace's current surge in popularity (I teamed with two Shield/Mace Tankers and a Willpower/Mace just last night is partially a happy byproduct of improvements recently made to the set, which used to be woefully neglected because it was under-powered. -
Question: why not Shield/Axe? It's very similar to /Mace, trading knockdown for stun on some of the powers, and with slight differences in what level the hard-hitters are. I am currently enjoying my SD/Axe Tanker very much.
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Quote:Are Rikti invasions the same 25%? It's always struck me as funny that people got excited about them for leveling purposes, and ran from invasion to invasion soaking up all those single-digit exp shares. If you look at your reward text, the amounts have always been pretty small. Maybe the attraction is that you don't have to do anything to leech off your team, and no one notices in the lag and blinding power spam?
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Quote:I think you misunderstand where the burden of proof lies. There's no burden of proof on me to show that "Set flag!" spam is qualitatively different than existing spam. My post was in response to the duel flag idea.Most of the other arguments I've heard? Don't have much weight as those are already issues in the game.
Like the "SET FLAG!" argument.. Feh, no different than any other thing some idiot annoying **** will do. "PL ME!" "GIMME MONEY!" "JOIN MY TEAM" "JOIN MY SG", hell those last two pop up an annoying box, no different than a '/duel' box.
The claim was made that introducing a duel flag that's turned to "off" by default would prevent people from spamming you with duel requests. My point was only to point out they could (and will) still spam you, just by asking for the flag to be turned on.
The burden of proof lies with the person proposing the "duel flag, default off" idea to show that it actually would help, which I doubt. -
Quote:I usually make a point of commending sharp play when I recognize it, and have in the past singled out brave or competent Blasters. It's my belief that praise should be true (most people are usually just embarrassed by false praise) and as specific as you can make it -- general praise is nice, but it doesn't indicate I really noticed the person's actions, I might just be buttering people up. So I'll use things like "Good job holding all the mezzers early in the fight" or "Great timing on that [power], just when we needed it!" and stuff like that.....Try being a blaster. It's amazingly rare if you hear someone praise a blaster.
In my experience, Defender's expect that sort of thing more than everyone else. That may just be me, though. I do try to go out of my way to praise those that don't normally get it, like Scrappers. Tanks always get at least a tell from me, and usually a friend request (I have a special place in my heart for quality tanks). -
Quote:Boy, I have. I wouldn't put slow enhancement in a damaging attack like Quills, but my Blaster notices a distinct difference when slotting slows into Caltrops. No slow enhancement = mobs run through the caltrops at "Baywatch speed." A slow IO = suddenly they bog down right at the leading edge of the caltrops, move at "boring lecture speed" and never get across the patch at all before dying.Not once in all my CoX life have I wished for a better slow power.
I recommend at least trying out a slow SO in new slow powers (not damage powers, however, except if it's an incidental side-effect of frankenslotting) to see if it makes a measurable difference. -
True, and although it's a relatively minor inconvenience, it would be a tad annoying if one leveled while defeated and didn't get the free rez.
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Quote:Heh, sounds familiar. I posted this in response to Yet Another Raise The Level Cap Whine in August:And really, I kind of don't appreciate it when the level cap keeps getting pushed out and pushed out. I have enough moving targets to shoot for at work; I don't need someone to keep changing the rules in my game, too. "Thought you had a plan, you were on top, had it all figured out? Think again! Now you're small and weak and have to do it again!" I don't mind starting over on a new character; I expect that and enjoy it. I don't like it when my accomplishments on an old character suddenly get downgraded and I have to climb back up to the top.
Quote:[If the level cap is raised] All the players who "finished" their characters just had them all "UN-finished." They now have to go back and progress all their 50s further in order to be "completed," top-level, fully-enhanced, ready-to-do-anything senior superheroes. The level cap rise took them backward to a relatively weaker state.
That's one reason the response seems negative. You want to nerf every 50 in the game.
So to speak. -
Quote:The only other alternative could be dismissed just as offhandedly: "You mean the goal to hitting 50 is to get on an endless treadmill of acquiring raid gear?"Okay that's fair, but without end game, you level up to 50 and then just start a new character and do it all over again? That seems kind of silly especially for an MMO, where the goal is to get your character to the level cap to become more powerful.
Either way, 50 is either the end or no goal at all. The Devs just picked one of those two. -
Quote:Well, my point was, you have to "grind" the little guys called Gears to get the badge.I think you mean this one
(I remember a buddy of mine had a character named "Russ T. Gears", and then he earned the "Clockstopper" badge. You can guess what his title was)
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Dark Defenders have a lot of control powers. Notice the quote is "Nice controlling," not "Good job Controllers." Maybe he or she was including your body of work in that compliment.
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Quote:But, the ability to ping someone for a duel outside PVP zones is, by its very existence, something that PVPers would be imposing on others. So the requestor is essentially showing anti-PVE (or anti-minding-one's-own-business) sentiment in wanting to do it at all.Eh, my point was to make the option in such a way that it had no negative effects on those who do not want to participate, and those who do, have to have at least enough brains to know how to turn it on.
The anti-PvP sentiment of this game annoys me. And I HATE PVP!
Quote:For a moment imagine you were asking for some QoL feature for you, and PVPers started coming in and trashing it.. because.. well, they don't like PVE, and the feature wouldn't do anything for them.
Same freakin' mentality.
The "flag to turn off duel requests" would protect us from being bothered for approximately the length of time it would take an 11-year-old to type "SET FLAG!" into Broadcast.
"SET FLAG!"
"SET FLAG!"
"SET FLAG!"
"SET FLAG!"
"&%$@%! SET FLAG!" -
Don't the very latest vet rewards have a bonus to market slots? Could really ease the bottleneck in this project.