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8, it seems.
Which fits with my experience of big hero bases; there's always one huge room and a smaller one off it on the fully kitted out ones. -
YW
- IIRC the starting size is 8 by 8.
If you go into the entrance room and hit the "Change Plot Size" button, you'll get a strip along the bottom with all the options. If your size matches the first item on the strip, you're at the starting size. -
Villains: 4, to cover 7 zones.
Heroes: Lots more. -
You don't pay rent on the starting plot size, but if you increase from there it becomes due.
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Since I9 salvage thefts have become very common now, if it happens well my advice is that you should just get more salvage, keep putting in the salvage, and keep doing that forever. Although you may get stolen from, it can put a big dent in the SG for a while but overall you eventually get over it, and you rack is filled once again.
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Edited to reflect the fact that IM isn't actually quoting the general opinion here. -
I can't see how there can be any other solution (short of petitioning and hoping the devs change the base mechanics
); the Pillar is a control aux item, the Oversight Centre doesn't allow aux items, so you'll need to buy a "real" control room to be able to add a Pillar.
It may not need too much farming though; it took me a few months to add real power and control rooms (and the power/control units in them!) with a small SG (8 members, mainly my alts, most earned Prest from leveling 2 toons into the 30s). And as you get Prest through regular gameplay it's only borderline "farming" in the first place.
Another quick way of getting Prest is to pad the group up to the 15 limit; following the recent activation of a sidekick account (*cough*for yesterday's bonus*cough*) I have a few "spare" toons I won't be playing. Could move some of these over to your SG if you wanted.
Edit: If it's more a matter of floor area than Prest, can you squeeze the 1x4 control room in anywhere? More expensive than the 2x2, but better for taking up fiddly little corners of the plot. -
Over the last few months I've done a similar low-end base build myself; to get started with any sort of functional base, you need a 3x3 Oversight Centre (50k Prestige) and the snappily named Combo Power and Control Unit (25k) to give you the power and control to make things work.
You can put a single salvage rack (15k) in the same room and this will let you store up to 999 base salvage items. This may not be what you really want, as base salvage can only be used to make items for the base and it sounds like you don't want to make many/any of them, but the bad news is there's no invention salvage store to be had at all. The closest you can get is a Personal Storage Vault (100k) which will let you access the same area as the in-zone Vault Reserves. It doesn't increase your Vault capacity at all, it just lets you access the storage from the base.
For medical purposes the smallest you can get is a 2x2 room (50k Prestige) which will hold a single Reclaimator (10k). This heals you up to 25% Health and End, and to be honest as a small group you're unlikely to qualify for any of the add-ons that could increase the figure (they need 25 million HP healed in SG/VG mode) without one of you being an Empath up for some major farming.
Both of these rooms allow as many decorations as you want.
You can also add extra square decorative rooms for 150k each (from 3x3 up to 8x8, price independent of size) which can hold nothing but decorations. As some of the smaller functional rooms are cheaper than 150k and allow decorations anyway, I'd consider these rather than a 3x3 pure decorative (a second Oversight Centre's 3x3 for 50k, for example, although you can't fit a second Power/Control combo to it).
How's that for the basics? -
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To be honest, I couldnt tell the difference if it was on or off. I was running it, enemies clearly debuffed, and yet they simply ignored me and turned to pound my scrapper partner.
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If your partner was an Invul scrapper they'll be stealing aggro off any sort of tanker. Clicky. -
An update from Castle on why an Inv scrapper taunt aura seems to trump so many tanker taunts:
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Here's something interesting that's happening to the taunt in Invincibility now in issue 11
I did send in a PM to Castle regarding this. Let's hope this is a bug.
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And this is the post which finally let me find what changed between I10 and I11 as for as Scrapper Invincibility went. Found it, fixed it. It'll make it's way live in with the next full build we do.
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It's broken. -
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No idea how active it still is, but there used to be "Cosmic Balance" as part of the 1AT coalition. Okton's one of the leaders, IIRC.
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Memory's starting to go in your old age there Standoff
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Starting to go? Went ages back.
Although of course, I forget exactly when. -
No idea how active it still is, but there used to be "Cosmic Balance" as part of the 1AT coalition. Okton's one of the leaders, IIRC.
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Fluffy is perma out of the box for defenders (and corrs), so slot firstly for Tht_Debuff then some combination of heal/hold/immob depending on how you use him. An accuracy is nice too (later on, Acc/Mez HOs are good).
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I'd agree with no need for RecReds; initial slotting, Tht_debuff or Acc depending on playstyle.
I tended to solo with my D/D Corr, and use Fluffy as an alpha soaker for bosses etc... - drop him right next to the victim so the PBAoE debuff applies immediately, then drop Darkest Night, Tar Patch, and open up myself. In that case a Tht_debuff's a good starter, to help survive the alpha you're putting the poor chap up for.
If you use him more for routine ranged support against groups, you'll want his attacks to hit, so an Acc would be more useful. -
Gratz, and good luck with the next one! (Squid time?)
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Yeah, I finished up doing that last night; rearranged the base layout so the TP room only had the one door, then moved the porters so the beacons could be fitted on the walls next to them.
Actually that last bit's more "could be" than I'd like - I finally got the extra control unit in, but could only afford it by selling all the beacons. So now I have lots of power and control, but not quite enough prestige to make anything functional to draw on it.
Still, it's the principle that counts, and I'll be re-adding the beacons as the prestige comes in... -
"UglĂșk, gather the fighting Uruk-hai, for it is time to strike!"
"Not Helm's Deep, as those fools believe - first we shall sweep North and plunder Ikea, that Orthanc's mighty structure may be braced with its eldrich 'flaat-pak'."
"And before you return with my spoils, be you sure that the Keys of Allen are present, for their presence is core to flaat-pak's virtue!" -
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P.S. As far as my earlier "powering up the base" question goes...got the energy room and generator, got the control room, last night I thought I'd finally saved up enough for the control unit in it. Then found I had been wrong in initial estimates, and the unit costs 150k, not the 106k I'd thought. Ah well, just a little longer..
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I did warn you about that before
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Fair cop, guv - I knew someone had, but was too lazy to go back to the earlier thread in the middle of writing the post.
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As for the steps, i had a go at what ShadowGhost suggested and he's right, it looks a bit wonky, best just jump up.
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Ah well - ta to both, and I'll have a quick play around this evening.
Bodge in kitchen units to make stairs fit properly. I'll bet Saruman never had these problems... -
Nice one Mr T - it's been a while since we've seen each other (remember the TF marathons?) but in any case good to hear you've made it to 50! Big gratz!
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Another simple question from a base novice...
I was rejigging the base's 2x2 TP room last night, and rather than the "porters in recess with anchors on rim at top" option, decided to try "porters in recess with anchors on rim at bottom" option. (Hope that makes sense!)
That all works, and the anchors are now much easier to read in their new locations, but for tidyness's sake I wanted to put some steps up for getting into the raised recess the porters are now in.
Two problems here; first it looks like all the available steps are only one "level" high, and to be able to put the anchors on the bottom rim needed to be two levels high, and secondly if there's any way of stacking steps so one runs into the next I've not been able to find it. So, no usable steps in there yet.
Can the experts offer any suggestions here?
P.S. As far as my earlier "powering up the base" question goes...got the energy room and generator, got the control room, last night I thought I'd finally saved up enough for the control unit in it. Then found I had been wrong in initial estimates, and the unit costs 150k, not the 106k I'd thought.Ah well, just a little longer..
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I'd understood that tank aggro trumped all other aggro, but from this it looks like I could be wrong; can anyone else shed light on this?
[/ QUOTE ]To overcome an existing taunt effect, you need to apply a taunt that is at least twice as strong.
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Hmmmm - silly question, of course, but how sure of that are you MaX?
Looking at City of Data, all Scrappery taunts are mag 3, and all Tanker taunts (including Gauntlet) are mag 4.
So if you're right, and I haven't overlooked anything, no taunt will ever override any other taunt. -
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Scrappers have their own single target taunt like gauntlet, to help them keep agro (since they mostly do single target attacks) not sure how much it can affect a tanks taunt however.
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Definitely wasn't this; at times there'd be 2-3 mobs fixated on the same scrapper at once, plus I never saw the scrappers go into any taunt-like animation.
Not that I've ever seen a scrapper with one of those ST taunts, ever, whatever I've been playing.
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About a week ago I dug my Ice/Ice tank out of cold storage to team with a few regulars whose toons were passing through[1] her level range.
A few evenings the team was my tank (level 39) and 2-3 scrappers, between +0 and +2 to the tank. We'd generally be running scrapper missions set fairly high, so +3/+4 mobs - mostly orange-red to me, with a bit of purple.
Throughout missions the tank had Chilling Embrace and Icicles running, was pummelling away for extra Gauntlet aggroing and would throw Taunt around as needed.
The odd thing was that every now and again mobs would get fixated on a scrapper; they'd be attacking it, with blue CE glow clearly active on them, and completely ignore me standing next to them reapplying CE, hitting and even taunting.
Now I understand Taunt might wear off fairly quickly against +3/+4 mobs, even slotted for taunt as mine is, but the mobs didn't switch to me then quickly back...they just never turned to face me at all, even for a split second.
I'd understood that tank aggro trumped all other aggro, but from this it looks like I could be wrong; can anyone else shed light on this?
[1] Actually, more "shooting past" - not been playing that much lately. -
Thanks for the links K, but from the number of posts we get here from people who finish up unintentionally trying to connect to the US servers there is an ongoing problem here.
Given the global nature of the internet it's all too easy for someone to download the wrong version of an installer (or get one passed on from a 3rd party, provenance unknown) and once you've done this it offers no help at all recovering from connecting to the wrong server.
Immediate thoughts on possible ways around this are:
1) The easy one - ask. Check which servers the user wants to use, and set up updater and shortcuts appropriately.
2) Check the computer's regional settings, and in most cases this'll give an obvious best choice for the servers to use.
3) Set up shortcuts for both sets of servers, so the user can see what's available and be fully aware of which they're connecting to.
...all trivial to implement (I've had experience of this sort of thing). In particular the thing to bear in mind is that users don't read instructions and often have very little idea of how to do anything other than double-click an icon to open a program or document. Asking people to make their own shortcuts and assuming they'll do it right is asking for trouble, and given how easy it is to do that programatically, completely unnecessary.
So essentially I'll stand by my earlier post when I said there's a problem with setups that really should have been sorted out by now. Doing so wouldn't be difficult, and would save a good bit of hassle for new players.