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I'd recommend quickly making another character and running through the tutorial, and read everything that's there. There's a very nice explanation of enhancements.
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Post Deleted by Moderator_08
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Thought so. -
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Ever since they first announced Power Set Proliferation I've been hoping that I'd be able to make a Rad / Energy Melee Defender
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What? Defenders don't get melee sets. -
You never know. Supposedly there's something huge in I16 that hasn't been announced yet...
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It's similar to the issue most people have with Wikipedia: http://xkcd.com/214/
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I can't believe that no one even commented on the other two videos.... isn't that a big deal to people?
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I liked the quote from the panel about not all good guys are bad and not all bad guys are good in Praetoria. Some folks are inherently good or bad. -
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This forum is for the discussion of Mission Architect; a place to request help on how the Mission Architect feature works as well as a place to post advice, guides, resources and tricks using the MA system.
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Compare that to the description of the Stories and Lore section:
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Want to discuss how the game lore of City of Heroes/Villains affects your stories? Or want to discuss or promote your own or others' stories? Here's the place for all player-generated content.
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I'm 90% sure that particular mission has been fixed to avoid simul-glowies, but the mission text wasn't changed. The only ones I can think of that still require teammates are a DE bio-bomb in the 20s and a Nemesis macroassembler in the 40s, and both of those are timed.
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It's way too late for any major features to be added to I16 (beta starts probably next week) but I would love to see a bunch of new ancillary and patron pools available in I17 or I18. It's pretty ridiculous to see something like 10 primaries and 9 secondaries for defenders (once I16 is released) and to be stuck with three APPs for scrappers...
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I have a great system for how I play - I generally solo during the week on one of my soloable characters (scrapper, stalker, tank, MM, etc.), lead teams on my teaming characters (def, controller, etc.) on the weekend, and follow on a team (with a corruptor) during regular team-up on Sunday afternoon.
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I start to get a tick in my neck and I see he hasn't moved from Atlas, so I decided to ask him if he was coming or not. He replies with, "The mission won't let me in."
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I teamed with this guy a few weeks ago (he was level 42 then) and even a regular door mission in Atlas Park was beyond his comprehension. -
I like it, except that one of the explicit design goals for AE was that you can level from 1 to 50 in AE.
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Technically Kheldians comprise 4 powersets and Arachnos Soldiers comprise 12 powersets.
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Change your difficulty level. On Difficulty 1 bosses spawn as Lts, just like in the rest of the game.
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Unfortunately, this also happens on a team. You can be on a team of 8 on heroic, and everything above Lts will downgrade. -
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While I can see it being useful for the pre-20 levels, it would completely overpowered for levels 22 and above. Got that power that takes 20 endurance? Congratulations. With one SO it now takes 6 endurance. That situational toggle that takes 1.5 end/sec? Now it takes 0.4 end/sec with one SO and you can keep it on all the time.
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I like your math. Unfortunately, it's wrong. ;-)
Remember that Endurance Reduction uses the formula:
New Endurance Cost = Base Endurance Cost/(1+Enhancement)
As such, a 100% EndRed slotting would lower a 20 Endurace power to 10, not to 0.
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Oh, good call. Not sure which formula I was thinking of... -
It seems no one has mentioned it yet, but this is fixed on Test.
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While I can see it being useful for the pre-20 levels, it would completely overpowered for levels 22 and above. Got that power that takes 20 endurance? Congratulations. With one SO it now takes 6 endurance. That situational toggle that takes 1.5 end/sec? Now it takes 0.4 end/sec with one SO and you can keep it on all the time.
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It still sounds like you managed to put too many objectives in the mission, but didn't get an error before testing. There are only so many objective spawn points, and for whatever reason, the patrols had a higher priority than the boss spawns.
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Considering that the contact is a spineless snitch, him asking me to stop the Skulls even though he's probably selling out some of the Family in the process just to save his own hide is well within character for him. Hell, you could even have him turn states if you wanted.
Yeah, I ran this the same night I posted the review, so the glowies are in the front in the current version. Sometimes the spawn locations are counter intuitive. I've found plenty of maps where Middle is the actual Back for glowies. It's a common problem on lab maps, and one of my friends had the same problem on an office map.
If you feel the need to keep the defeat alls, do it. The comment wasn't so much of a criticism as it was a warning to you that some people hate defeat alls so much that they'll one star you just for having one, and a warning to anyone who is reading this that it has defeat alls, so they should avoid playing it if defeat alls annoy them that much.
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I may do quite a bit of rewriting on my vacation regarding the contact dialogue. My biggest issue is that I wanted to avoid the typical hero-contact relationship of "Something bad is happening! You have to save me/us/them/the city/the world!" and have the hero be somewhat forced to help the Family put the Skulls in their place.
I fixed the glowies a couple nights ago, but I just realized that I have the last map as a random office, which means the glowies are spawning essentially at random, depending on how the map is bugged. Once I get back from vacation I'll pick a map and make sure the glowies always spawn where I want them. -
Thanks for the feedback!
I've been going over the story trying to figure out how to make it flow past the first mission without having the Family basically begging for help, but came up empty. If you have ideas on how to improve that, I'd love to hear them.
Glad you liked the custom skulls!
I might get rid of the defeat all in the 3rd mish, but I do want to keep the one in the second mish. I made sure to avoid anything larger than medium maps for the defeat alls.
And damn it, I thought I had fixed the glowies in the last mission to spawn at the back. When did you run the mission? If you ran it tonight, then my fix didn't stick or something extra annoying like that. If you ran it earlier but just now posted the review, then it should be fixed. I ran it after changing the location of the objectives and the two glowies spawned in the back room after rescuing the boss in the same room, which is what I intend to have happen.
Edit: I think I've figured out why this may be bugging, but I most likely won't get the chance to fix it until August. I've made a note, though. -
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Check these images by srmalloy.
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That's it. I'm finally rolling an Illusion controller. -
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Apparently Pre-Beta, the devs thought everything was a control power!
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It's the other kind of control - where you can control the element, rather than the element controlling the enemy.
Electricity Control = you can control electricity
Darkness Control = you can control darkness
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We will be giving you updates on this migration throughout the process so be sure to check out the CoH_OCR twitter page regularly!
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Took a quick look at this.
Rather hard to read thin black letters on a somewhat busy background...
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Sounds like you had a display error. Try reloading the page and you should get a white section over the background, and all the text will be in that white area. -
I just had a thought...
How ugly could you make it with all the radiation toggles being different colors...? -
The web guys got their part done, the interface guys got their part done, and then the programming guys got their part done and found out that it would break the servers, so it was shelved. The web/interface stuff is shiny, though.