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Now, if you could just explain to me how you could understand this
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Well, I am not too fond of Zombies.
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as this
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'necros sux bigtime'
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then we would perhaps also be able to determine why you think that I said something like this
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'necro are worse then bots'
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when in fact I said this
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...or that zombies are significantly weaker than robots. Alas, I know from first-hand experience that this can not be true.
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So, I don't think it's me who should start reading a bit better. And although I didn't state it explicitly an observant reader might have noticed that I not only have seen a Necro/Dark MM in action, but that I actually play one. (In fact I have tried any set of pets, but only robots, thugs and zombies survived.) That's how I know that zombies are just as strong as robots. And that's how I know that they need a bit more babysitting than robots in quite some situations.
Zombies are great... in the hands of good MMs. But when I give recommendations to a new player I don't talk about what a good MM can do. If I don't know the player in question I have to assume that he has 'average' skill. And regarding this I would have to recommend a set that causes less mayhem to the team when played by an average player. In my experience the 'low-mayhem' pets when played by average MMs are robots, thugs (with increased team-mayhem potential with bruiser) and mercs (harmless for the team and their enemies). The high-mayhem pets (again: average MM) are zombies (other than that they are very strong) and ninjas (Avoid! Avoid at all cost!).
So, regarding the comparison of robots and zombies: I know that both kinds of MM can be a great asset to a team if played well, but in the case of an average MM player robots are the significantly safer choice for the rest of the team. -
There is no reasonable and generally acceptable explanation why someone loses his ability to attack while invisible. Try to see it a little bit different and more related to one toon in question:
In one case it might literally be so that a toon can't attack while invisible. For example, it could be that he uses an 'invisibility generator' that builds a field around himself that either restricts his movements ("No waving around with metal objects or your arm might end up in another dimension!") or causes his weapons/powers to malfunction. Or he might cause his own invisibility by ultra-fast vibrations (Yes, not very scientific, but it works in some comics, so it should also work in Paragon City.) which make coordinated attacks next to impossible, so he has to stop vibrating first.
In another case he might be able to attack all along, but the toon is just no trained assassin (i.e. stalker). That means that he is just not good enough to attack without giving his position away just one short moment earlier (thus the necessity of dropping invisibility).
Of course, these restrictions can't apply to the masters of illusions (i.e. illu trollers) and assassination specialists (i.e. stalkers) and that's why they have access to special invisibility powers.
I think that's more than enough realism to make it believable in my eyes. And I still insist that a power that has it's tried an tested uses (ghosting missions, surviving in hostile environment, hiding ugly costumes etc.) is - per definition - not useless. -
Trotzdem ist das Geschrei schon groß.
"Wäääääh! Was'n Mist!" etc. -
Don't know why you try to flamebait me with that quoted 'big story', but rest assured that it was received as the unnecessary insult it is.
Feel free to disagree with anything I say, write or think, it's not like it would matter to me if you can't even see the difference between henchmen shooting after a fleeing mob and running after the same fleeing mob. I don't even want to know what massive amounts of teleporting mobs you fight that it makes you think this might add any emphasis to your point.
I only talked about my experience as MM player and as a player teaming with MMs. It's a fact that I have seen by far more occasions where a brute has been pushed around and body blocked by zombies than players being blocked by robots (despite robot MMs being not any less common). Personally, in my 50 levels of experience as robot MM I had maybe a handful of those occasions (in cramped spaces) and they were sorted quite easily and with only minor disturbance. So, I can only call the story about robots being the big blockers a myth, 'highly known' or not. (Not that it would be the only 'highly known' myth...)
Another fact is that the amount of debt my toons have received due to the mistakes of zombie MMs is hugely out of proportion to the amount of debt incurred by mistakes of robot MMs. So, if both sets are - as you say - equally starter-friendly this means that either Necro-MMs are less intelligent than Robot-MMs by a large margin or that zombies are significantly weaker than robots. Alas, I know from first-hand experience that this can not be true.
And concerning mercs: Please don't mix 'starter-friendly' with 'strong'. The fact that they deal miserable damage against so many foes is totally independent from starter-friendliness. Ironically, you were the one recommending mercs to Psi_Storm. -
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I am more intended the second part. How does one can't attack while invisible? This is why i said it is useless. Not because invisibility part but for non-attack part. With lower stealth ability (as the present state) and attack ability invisibility will be more usefull imo. It can be fixed like that; when you attack your invisibility will end.
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Well, if you could attack straight away from Invisibility it's effect would be almost on par with Superior Invisibility (thus making SI less superiour which is the whole point of this power in the illu primary set).
On top of that it would be quite inconvenient to implement for the small gain of saving the user a simple click or button-press. It's as easy as Build Up/Aim (if available) -> drop Invisibility or activate Stealth -> unleash mayhem.
I don't know what you mean with 'lower stealth ability' as Invisibility should still be right at the stealth cap for non-stalker-ATs, so any critter without +perception should happily ignore you. So, I still can't see why you talk about Invisibility being 'useless' while it's just a little bit less useful than Superior Invisibility which should be a little bit more useful, hence the name 'Superior'.
The illusionist is a 'specialist' for visual deception and so his invisibility is naturally superiour to another's, just like a mind controller's Terrify is superiour to the fear effects of the Presence pool. -
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Of my active characters: Spear, Yukon and Ontario would go back to Canada. Mikhail Romanov would be inclined to return to Russia. For any of those 4 to do otherwise would be against character.
The Scotbot would be withdrawn to prevent its destruction or the possibility of the technology being stolen.
It's not that I'm not necessarily open to new ways of RP, just had I wanted to be in a war game, I'd have bought a war game.
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Well, you have bought a game from a genre where alien invasions are not exactly an uncommon theme.
From the mentioned characters I see none as being totally blocked. Mikhail Romanov could go back to Russia for some time and return to defend Paragon City once the situation is under control in his homeland (which might actually be earlier than in Paragon City).
The same goes for Spear, Yukon and Ontario who could even take turns in defending Paragon City while the remaining two protect Canada from the Rikti... if there is any trust between them.
If any of those really decides to turn his back on Paragon City without even considering possibilities to help both, Paragon City and his homeland, I would be inclined to ask why they had come to Paragon City in the first place.
In my mind I can see plenty of heroes with tears in their eyes deciding against going to defend their home towns because they realize that their only hope for success is pushing back the Rikti to where they came from, united with other heroes and even with villains, while they would be overrun alone in their home towns once Paragon City would fall.
And about the Scotbot... Well, I know nothing about his creators, but they would seem to be very conservative (and mathematically challenged) if they should really withdraw the Scotbot for the stated reasons. A war against the Rikti is not any more dangerous for a given individual than walking deep into Oranbega and Crey would be equally interested in stealing the Scotbots technology. It's just that a war affects more people at once than the 'usual' heroic stuff, but other than that it's not any more or less deadly than other things heroes do on a regular basis.
I could see a longer war putting some strain on the Scotbot's components and him needing some maintenance more frequently, but this should be a small price when compared to all his previous work being for naught because of a successful Rikti invasion.
So, in my opinion it's not about what you can do RP-wise since the characters of your toons should be more complex than a single line of logic code; it's about what you want to do. If you don't want to RP in a world under Rikti attack it's your decision to make up the RP-reasons for them not being in Paragon City. However, if you want to take part in the war it shouldn't be too hard to come up with some reasons for at least some of your toons, much easier than it was for me since you actually know their stories. -
Invisibility is far from being useless. It's invisible enough to dance on the heads of almost anything in PvE (Damn Rikti drones!) and if you want to attack something you might as well drop Invisiblity (and switch to Stealth if you need to get closer to the enemy without drawing aggro).
Why would you think that's useless? -
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Wäh... du bist sooooo doof
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Was du nun wieder hast... Das ist doch ein ganz lieber Abdecker. Der schnitzt sogar ein freundliches Gesicht in die Seife. -
Oh, yes, I have to agree that the ninja AI is a nightmare in action, but I feel I have to elaborate a bit to make myself understood about my issues with zombies.
I didn't want to say that zombies weren't strong because I know very well that they are. I also didn't want to say that I prefer ranged attacks just because they are ranged and I most certainly didn't want to say that zombies are uncontrollable.
However, what I do want to say is that zombies are not ranged pets in the same way as, let's say, robots are. Robots are not inclined towards melee and they behave accordingly.
Just a short example of a common situation to illustrate what I am talking about:
It's a laboratory map and the team is fighting multiple spawns to keep things interesting and xp-heavy. The MM is busy for a moment placing a debuff or whatever, so he has an increased reaction time concerning pet control. Meanwhile, the MM's pets are particularly angry at a certain mob and he knows it, so he decides he might need some running exercise and heads up a flight of stairs.
If your MM has robos as pets you hear some laser gunshots or the impact of nastier things and that guy is history.
If your MM has zombies as pets chances are that some of them will run after the cowardly mob and invite the next two to three spawns to the party downstairs before the MM can call them back.
I know there are MMs who make sure to stay in charge of their pets, but I also know that they are way better than the average MM who will only realize that one of his minions is amiss when he is already going down in those formerly unaggroed spawns. A MM with the same amount (or lack) of skill with 'true' ranged pets might have caused less mayhem to the team.
The same goes for blocking paths of melee fighters: A skilled MM might consider forming a line of defense between the team's brute and the squishies or picking off mobs who might provide problems for the rest of the team while the average MM seems to make sure to always attack the brute's target which is fine with me if that means that there will be missiles and laser beams whizzing past my brute, but which is a problem if that means that I get pushed aside by some rotten cadavers, losing fury and being unable to position myself correctly for cones etc.
So, from a MM-player's point of view I say that zombies are not nearly as MM-beginner-friendly as 'true' ranged pets and from the point of view of someone who regularly teams with MMs I say that I feel a lot safer and statistically get less debt if the MM has ranged pets.
Ironically, the by far worst MM player I know is a robot/dark MM, but he can't play any toon at all since he is dumber than a sack of rye, so I guess this doesn't count... and I am convinced he could do the impossible thing and be even worse with zombies or ninjas. -
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..ist es nicht vielleicht denkbar, dass diese Baustelle nur einem einzigen Zwecke dient?...
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Jaaaaaa!!!! Wir bekommen mit I11 einen Ponyhof!!!
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... und direkt daneben die Abdeckerei. -
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...immer locker durch die hose atmen!
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Das Ausatmen funktioniert schon
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Ja, aber irgendwie scheinst du "Mund"geruch zu haben. -
Die Vermutung, das Lag könnte von den durchgeführten Bauarbeiten verursacht werden, ist nicht von der Hand zu weisen, zumal auch auf auf den Rogue Isles in Port Oakes so eine Baustelle existiert.
Wenn meine Informationen stimmen, wird dort eine Autobahn gebaut, die die Strecke zwischen Paragon City und den Rogue Isles mit einer gigantischen Brücke überwindet. Damit sollen langfristig die Ladezeiten für z.B. Chaosmissionen gesenkt und Häfen und Flughäfen entlastet werden. Es gab in letzter Zeit massive Beschwerden von Geschäftsleuten und Touristen, daß geradezu abstoßend häßlich gekleidete Gestalten ständig die Verkehrswege blockieren würden.
Jetzt haben sich endlich die Regierungen von Paragon City und den Rogue Isles zusammengesetzt und eine Lösung dieses gemeinsamen Problems in Angriff genommen. Die neue Strecke soll zu Ehren von Roger Daten, dem jüngst verstorbenen Brückenarchitekten, Datenautobahn getauft werden.
Die derzeitigen Lag-Probleme werden höchstwahrscheinlich dadurch verursacht, daß zum einen Resourcen für dieses Projekt umgeleitet werden und zum anderen je nach Bauphase Sperrungen und Umleitungen in Kauf genommen werden müssen.
Bei den derzeitigen Fortschritten ist leider nicht mit einem baldigen Ende der Bauarbeiten zu rechnen, aber es liegt ja im Ermessen des Einzelnen, sich dafür oder dagegen zu entscheiden, die Resourcenplanung der Verantwortlichen zu kritisieren.
Wie neueste Forschungsergebnisse belegen, existiert darüber hinaus jedoch kein direkter Zusammenhang zwischen diesen Baustellen und zähem Leveln. Hierfür sollen danach - neben den allgemein bekannten Ursachen wie Inkompetenz (das nach wissenschaftlicher Nomenklatur sogenannte N00B-Syndrom) - in erster Linie Terminkonflikte, ausgelöst beispielsweise durch Dinge wie Schule/Studium, Arbeit oder das Posten von albernen Geschichten im Forum, verantwortlich sein. -
Sure, we could theorize about changes to the game making tanks better in low levels, but I think it's quite improbable that those changes can be made without messing with other AT's balance which would create other issues and I really can't see gauntlet generating resistance without it seriously affecting the late game. I prefer working around the mentioned difficulties by using the tools at hand: defenders and controllers.
Tankers need more support during the early levels and I don't see why this would be a bad thing. This game is centered on teamplay and when should someone learn this if not in those early levels? And seriously, changes like adding resistance to gauntlet would rather make scrankers more common than they already are and I really want to see this. If someone wants to be a scranker then he just has to live with being more squishy than his 'real' tanker comrade and if someone wants to be a 'real' tanker he should learn who to tank for, i.e. choosing the correct team members. -
Well, I am not too fond of Zombies. A Zombie-MM has to be constantly monitoring his pets' movements to avoid drawing aggro from behind the moon... and often enough I've seen Zombie-MMs fail at that. On top of that melee pets are not too well received by melee teammates who find their paths blocked.
However, for a soloing MM or when teaming in brute-less teams Zombies are an alternative, but other than that I generally prefer ranged pets. -
Wenn du Leute mit Defense treffen willst, helfen ToHit-Boni ungemein. Das heißt, die Zieldrohne aus deinem Sekundärset hilft schon einmal. Je nach Primärset (außer Sturmgewehr) hast du wohl auch Zugriff auf Zielen (oder eine identische Kraft mit anderem Namen) und schließlich gibt es da noch den Führungspool mit der Kraft Taktik (ist auf deinem Level aber noch nicht so richtig sinnvoll, wenn du auch noch Ausdauer für Angriffe haben möchtest
). Das ist so das, was mir aus dem Stand dazu einfällt.
Und die Sache mit der Genauigkeit regelt sich mit höherem Level und besseren Verbesserungen (TOs bringe ja fast nix) mehr oder weniger von selbst. -
Hmmm, ist schwer, da aufgrund dieser Angaben etwas Konkretes zu sagen. Wenn deine einzige Verteidigung der Kraftfeldgenerator war, hattest du wohl ca. 10% Defense. Da wird man natürlich noch relativ oft getroffen, gerade, wenn die Gegner ToHit-Boni und Genauigkeitsverbesserungen mitbringen. Aber ohne die beteiligten Kräftesets und idealerweise die benutzten Kräfte und deren Slottungen zu kennen, ist da keine genaue Analyse möglich.
Könnte sein, daß du eine ziemliche Pechsträhne hattest, könnte aber auch sein, daß die Kräfte der anderen einfach kein wesentlich anderes Ergebnis zugelassen haben.
Btw. hattest du durch Verbesserungen eher kein +ToHit sondern +Genauigkeit, was ein merklicher Unterschied ist, sobald Defense-Kräfte u.ä. im Spiel sind (was zumindest beim Stalker ziemlich wahrscheinlich ist). Ich hatte sowas in diesem Thread mal vorgerechnet. -
Hmmmmmmmmmmmmmm, Schokolade-Bringdienst... Erdnuss-Caramel... Warum hab ich so einen Knopf nicht?
(Okay, die Frage kann ich mir selbst beantworten: Wahrscheinlich würde ich mich so lange auf den Knopf setzen bis der Bringdienst mir eine Wagenladung Erdnuss-Caramel-Riegel bringt.)
So, und jetzt werd ich erst einmal eine Weile die neue Signatur probetragen. -
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I have seen plenty of kins not using SB and plenty of empaths not using fort.
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HA! I can beat that. I have seen kins not using Siphon Speed! -
Did you sleep bad or is there anything else pulling you down? Perhaps you are only feeling a little bit negative today.
What you need is a little bit positive energy. Think positive! TCHAKKAAAAH!
(The above is just my way of saying: I have no clue what may have caused this other than a bug.)
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Auch, wenn es deinen Nerven nicht gut tut, muß ich dich wohl warnen, daß dieses Cato-Zitat samt Wiki-Link ganz bös nach hinten losgehen kann. Zum Beispiel so:
Ceterum censeo sermonem de numero crebro personarum esse continuendam!
Immerhin hat man Cato schließlich doch auch zugestimmt. (Sieben Jahre Latein, sag ich nur. Sieben Jahre...)
Ob ich mir das in meine Signatur packen sollte...
Hey, Kerensky, ich weiß zwar nicht, wozu der große rote Knopf da gut ist, aber ganz egal, ob du damit einen Lifetime-Ban gegen mich, einen nuklearen Erstschlag auf Paragon City oder die Umwandlung der Foren in eine Teletubby-Fansite auslösen kannst, tu es bitte nicht. Das ist es nicht wert. Ich verspreche auch, den Satz nicht in meiner Sig zu verwenden. Ehrenwort!
Es wird doch alles wieder gut. Wir wollen doch nicht, daß du so bald nach deinem Urlaub schon gleich wieder reif für eine Kur bist. -
Yeah, more range leads to a wider cone at max range which in turn leads to more kebap.
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As for secondarys i have just made a ill/storm still only a baby but im really looking forward to lvling it, its goin to be chaos
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Oh, my first lvl50 is an Illu/Storm troller and if it is chaos you expect that is just what you get. Great fun and strong as hell, but you have to be a little bit careful in teams. -
Well, I guess I have to agree with Sinergy. Energy/Ice is definitely one of the 'worst' combinations of blaster sets, but as long as you like it just go ahead.
Teaming could be a problem in the long run as there will be many team members who are less than thrilled about your powers since Energy Blast alone is a 'debuff' for many other toons (e.g. tankers, kinetics, anything with anchors etc.). -
Ja, an solche Abende kann ich mich auch noch erinnern.
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Hmmm, Illu/FF won't be too strong later in the game since you are simply too defensive and lack the capability to boost your (or your pets') damage. Force Fields are nice for teaming, but soloing in the 30ies will be rather slowish, especially when compared to /Kin or /Rad (both work excellent with Illusion Mastery, too).