Sailboat

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  1. Hrm...I guess that's plausible. But I don't see it immediately. Also I see it on peiople who seem really familiar and I feel like I would have written something about them. But my feeling is not evidence, so it could easily be wrong.
  2. I'd also point out that, unlike super-groups in COH/V, super groups and teams in the comics are usually pretty small, just a few people. For one thing, super-beings do such unique things it's frankly awkward to keep large groups of them together without blatantly wasting their potential. Imagine the super-speeders and flyers having to stay tied to Professor X's wheelchair. And then there's the issue of coordinating what they're doing -- "You 500 heroes! Take the left flank!" It winds up being more like a military thriller than a comic book.

    But the real reason is that super-powered beings are spectacular and unique, and a big crowd of them tends to dilute their flavor.

    Plus it's hard to cram too many characters onto the big splash page without making the cleavage too small to concentrate on.

    Lastly, anything that can't get done by EIGHT SUPERHEROES...well, it ain't gettin' done, pard.

    That said, I don't really have anything against the idea, just noting that large teams are uncommon in the genre for pretty good reasons.
  3. I use the "player note" capability frequently, to add little comments to players I meet. Usually they're pretty inane little reminders to jog my memory, things like "cool player", "handles team drama well", "good sense of humor", "argumentative", "God-cursed fill-teller" and the like.

    The handy way to know if I already have a note for that player is to right-mouse on the character or the name on the chat menu and a menu pops up, including either "add note" if there is no existing player note or "edit note" if one exists.

    But fairly often, I'll see a familiar name and get the "edit note" option, and when I check the player note, it says "(null)."

    I'm pretty sure these are people I've left player notes on before. They're almost always names I remember. Is this a case of the player note getting corrupted or deleted somehow? It should be stored on my hard drive, shouldn't it, so it's not anything the player in question is doing or changing.

    Does anyone else get this? I've never run across any reference to this issue on the forums, and I couldn't find anything this morning searching the wiki or running a forum search set to "1 year or newer."

    Is this a known issue? Is it fixable, preventable, or is there a work-around?

    I guess it's not a fatal problem, but I always wonder what the note was -- it's like getting a warning sent by your past self that's illegible. "What does it mean? What am I missing? Am I supposed to trust this person, or avoid him/her?"
  4. These are good reasons, by the way, to NOT increase the level cap. It's nice to be able to finish a character and get him or her just the way you want, then go do stuff. All your other characters are unfinished from the start, and get the joy of leveling up; the joy of NOT having to wait for anything later, of not having to feel incomplete, is unique to level 50s.
  5. What's "Molecular" blast? Maybe you blast your enemies with super-dense molecules...something like...lead!
  6. That's E. (edit: assuming the attack is classified "melee" and "fire." Not all attacks are classified quite the way one would expect, and an attack that does split smashing and fire damage types might not even be classed as a "smashing attack" at all; it might be a "fire attack" and go against fire defense, then your smashing resistance would count against the smashing damage and likewise for your fire resistance. But in general, in your case study, if either melee or fire defense are 50%, the attack is defended against at 50%.)
  7. Sailboat

    The Win Tank

    How do you cap the non-smashing, non-lethal resistances?
  8. [ QUOTE ]
    In the latest patch, the Devs said that they made it so you receive Reputation from kills in arena. I haven't gotten any, so I believe its bugged.

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    Heh. haven't gotten any rep points? drops? How many tries? What conditions? Without info, we can't assess what's going on or help you.

    You may not be a clueless noob; you may know exactly what you're talking about. But we can't tell. In the meantime, all sorts of posts pop up asserting that x or y isn't working based on rumors, assumptions, misunderstandings, impatience and sheer stupidity.

    If you provide us more details, it helps us sort you out from that crowd.
  9. One point that might be skewing perceptions is that you can instantly SEE a shield on a Shield Scrapper, even in the distance. You have to examine the powersets of a Super Reflexes Scrapper (or happen to be nearby when Practiced Brawler animates, hoooo-ah!) So the OP is seeing every Shield Scrapper in range and likely missing a bunch of SR Scraps.

    IMHO one way to keep SR balanced against Shields is to prevent Active defense from stacking defense debuff protection. Just make it "does not stack from same caster." That way SR would be the only practically un-debuffable defense set (heroside) and it's fair, since it has little else. SD would have middle-of-the-road defense debuff resistance, but it gets baseline resistance, extra hit points, and damage (!) to help mitigate.
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    I'm just kind of curious why they're so determined to attack Paragon City and the Rogue Isles. Same for all the other "world conquest" types. What makes this place the focal point for everything they do? Why haven't they conquered the REST of the world yet?

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    Presumably, the attacks are simultaneously appearing all over the world, just like they were supposed to in the original invasion. To us it looks like they're always attacking our home towns because, well, that's all we can see going on. The rest is pure roleplay/backstory.

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    Exactly. I mean, come on. Let's give $Noob an unlimited supply of aliens with laser guns and giant flying ships and see if they only attack one city.



    srsly. lrn2commonsense

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    I assumed the point was, "since they'd WIN if they ever attacked Ottumwa, Iowa, instead of a city full of super-beings," and since game lore doesn't say "Paragon City is the last human-held city," the poster assumes the Rikti must not have attacked other cities.
  11. In general, the game is old and complex enough now that almost every complaint people make is going to require them to actually post some kind of data, because there are too many variables and unknowns.

    "Burn is doing less damage" in this case was a "WHERE, against WHAT, is Burn doing less damage?" question, but it might have also been a "SINCE WHEN," if the OP was referring to a very early issue. It could also have been "Less damage than my Scrapper," for example, at least in some cases.

    We need information in the OP when people post these kinds of things! And every thread that's about something working differently needs to specify whether or not it's in PVP, a PVP zone, or Mission Architect.
  12. [ QUOTE ]
    Is it possible to softcap a SD/SS Tank for the 3 Positional Defense at lvl 40 without using purple IOs?

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    First, Purples are not as uber for every purpose under the sun. Purple with a purpose is my motto.

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    As a matter of fact, none of the purple sets give positional defense at all. As far as soft-capping you goes, every slotted purple is dead weight. Which of course is exactly the sort of thing Ohsirus is talking about.
  13. Yeah, I've got a level 39 Claws/WP Scrapper with the raptor pack for travel, and I find it just feels less capable than my characters with travel powers. Probably a psychological thing. It's like driving a beat-up rental when the other kids have shiny new Porsches.

    Probably looking at Jumping -- character is moon-based (heh) and big leaps could simulate a human in lunar gravity.

    I'm thinking of doing the travel powers and NOT taking prerequisites for Stamina -- then at 20 switching to the alt build and taking Stamina and prereqs and spending the next few levels building back toward what I had previously taken. The initial build (slotted with low IOs) would be mothballed and brought out for low-level task forces.
  14. Sailboat

    I16 and MA

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    he said "mainly" punches, which leads to think that it could involve other things aswell...

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    What if that was a typo, and he meant we're getting MANLY punches?
  15. I'm having trouble deciding how to build my DM/SD Scrapper whiile leveling. I'm one of those folks who takes a while to level, so it would be nuce to be as effective as I can manage while leveling up.

    Right now I have, at level 11, Shadow Punch, Smite, Shadow Maul, Siphon Life for attacks (plus some vet attacks) and Deflection, Battle Agility, and Active Defense for mitigation.

    If I want a travel power at 14 (and so far I've had a hard time feeling love for characters who skip a travel power -- it's doable, but I find it slightly depressing) I have to take a prerequisite now at 12 and the travel itself at 14, and am then stuck in the Stamina grind until level 20, putting off Against All Odds and True Grit, which I would love to have.

    I guess one solution is to take fewer atttacks early and supplement with the Vet attacks Or postpone Stamina til 24-ish...hrm.

    Anyway, advice on what I can force myself to live without, or early-game builds, are welcomed! Please note I do not have Mid's, so post the text if you post a Mid's build, please.

    Thanks!
  16. Can you be more...uh...specific?
  17. [ QUOTE ]
    as well as a greater degree of reactivity because they don't have the substantial buffs and debuffs to fall back on.

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    As much as I like Scrappers, I always consider my defenders to require more reactivity because they lack the substantial ruggedness of the melee classes. Even now, soloing a Defender can be tricky, like walking a tightrope, whereas Scrappers do it naturally.

    I find myself switching to Scrappers and Tankers when I am tired and don't trust my reaction times.

    Your mileage may vary.

    Note: I didn't say any AT was smarter or dumber.
  18. I wonder about Hami raids though -- we're already asked not to wear capes or auras to the raids.
  19. [ QUOTE ]
    I'm kinda thinking we will get something like Vandens avatar. Maybe not that extreme, but something like it.

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    Just as long as we don't get an animation like Calash's avatar. *Shudder*
  20. [ QUOTE ]
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    I've suggested this a few times already but I don't even know if this game even allow a real Jump and Kick to happen.

    What I mean is making Eagle Claw a 20'-30' range attack but instead of shooting something out of your legs (like Focus), you actually Fly, Kick and LAND near the target.

    The only thing that is close to this idea is Lightning Rod type of power but you actually have to select an area first.


    I think it will be a fantastic buffing idea for Martial Arts as it lacks any real advantage over Dark Melee and Energy Melee as ST Damage Set, and it fits the theme very well too.

    What do you guys think?

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    Something like this is what Shield Charge was meant to be. Alas, despite a LOT of work from Sunstorm, BABs and myself, there ended up not being a way to get this functionality to work.

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    And I for one am thankful it didn't. Eagle's Claw is just great the way that it is.

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    I think Castle meant "we tried to do Shield Charge this way [i.e., an actual running charge into melee], but had to settle for the teleport solution." I don't think he's specifically saying they tried to do this for Eagle's Claw, I think he's just using it as an example.
  21. [ QUOTE ]
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    Time Bomb: The biggest problem with this is that you can't control when it goes off. Find a way so that you could set it off when you wanted, and it would be great.

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    if they did that they would have to call it remote detonation bomb which would chance the power entirely

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    Well, assuming they want to keep it a "time" bomb, how about showing the countdown to detonation over the bomb (in the place where the damage spam would go) in the same way we get the countdown numbers for PVP in a PVP zone or Arena match? "6, 5, 4, 3, 2, 1...!!!!!!!!!!"

    That would go a long way toward enabling you to coordinate things with the bomb. Presumably teammates could see it also. Don't know if you could make it invisible to PVP enemies, but even if you couldn't, it's not like there's a lot of people using Time Bomb in PVP who'd complain, is there?

    Then I'd still want a shortening of the huge delay. Both these changes and it might be a much more useful power.
  22. [ QUOTE ]
    CoH Pay it Forward?

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    I suggest you formally name it "[b]Play it Forward[/i]"
  23. One possible solution to the abusive farming (as opposed to farming in general) would be to (re) introduce the Chevauchée.

    This was a mediaeval war tactic of leading a column into enemy territory and, while avoiding the enemy army that could fight back, sacking and plundering his towns, farms, and lands. Putting his peasants to the sword, slaughtering livestock, burning huts, trampling growing grain, cutting down orchards, contaminating water supplies, setting fire to everything.

    It was unspeakably cruel and wasteful, and did little or nothing to win wars.

    But the idea (which seldom worked) was to persuade the enemy population that their noble class was unable to protect them from your wrath, and suggest that they come over to your side (national loyalty was still an evolving and loosely-held concept before the 15th century or so) or turn on their own nobles in revolt.

    Although the Chevauchée seldom produced military or political results, at least one side had the satisfaction of venting its hatred on the foe, and knowing they'd inflicted real material harm.

    In usage against COH farm-exploit-abuse , the modernized Chevauchée would work something like this:

    NCSoft employees (GMs most likely) would enter AE buildings under the guise of normal players. They would listen to the chatter, get recruited onto "mito farm teams," or whatever the next craze is, and join up. While on the team they could directly observe how abusive the situation actually is.

    If it's bad, they could then summarily ban the offending accounts, preferably with a very public line of GM-colored text in broadcast. If the text were carefully tailored to be clear that it was for abuse of farming (high value enemies that don't fight back) hopefully the bans would become specifically associated in the public's mind with abuse rather than the AE system itself or COH as a whole.

    After slaughtering a suitable number of these unable-to-fight-back peasants, they'd generate fear and uncertainty, wailing and gnashing of teeth, and maybe there would be an order of magnitude decrease in abusive farming.

    If not, at least some of the offenders would be gone. We could get some grim satisfaction from that.

    Okay, it's an awful idea -- positively mediaeval! -- but at least it involves grim satisfaction and the suffering of the theoretically guilty! There's that!
  24. That sure is a cute furperson!

    I'm glad for your second chance at happiness.

    I just wish you'd been able to rescue instead of contributing to the purchased-puppy problem...but I won't harangue you any further on that issue.
  25. Every time my eyes pass over this thread title, I start to hear "Everybody was KUNG FU FIGHTIN'..." in my head.

    Now it's your turn.