TehHippeh

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  1. Quote:
    Originally Posted by Prince_Tycho View Post
    I was on the path by the corner just before the path opened up to A1 doing the same thing.

    I'm definitely curious now about the AoE slows vs Targeted slows against the LTs. If things like Snow Storm or Syphon Speed work on them. Hmm... Lingering Radiation is a toggle, right? I wonder if they CAN be affected by controls but they just have something special where they shake the effect almost immediately. But since it's a Toggle, is continuously affecting them, it leaves them slowed because they're continuously shaking then reapplying the affect. I kind of want to get my Stormy and my Kin in there now to test it out. Unfortunately, neither of them have their level shift yet.
    Siphon speed is actually an unresistable slow, so it will even work on the hardened commandos. I am not sure if there are any other unresistable slows or controls out there, but if so, those would also function as we'd like

    I know it is really nice to be able to at least slow one of those guys to a crawl every now and then to give people more time to gun them down. Go Kins!
  2. Quote:
    Originally Posted by The_Masque View Post
    This has been a tactic that has been popping up all over the forums. Hey Major/Mental guess what FF are good again!

    Ele I think after watching teams on the last 4 BAFs we can identify where *most* of the "leakage" is occuring.

    Of the remaining two exit points, I would say the one that "leaks" the most is the South exit, with a very good reason. There is a point where the refugees split and 1/2 of them go behind the building the exit door. I can't tell you how many times while I was guarding the West exit point I would run down to the door and see a whole stream of refugees coming from behind the building.
    Have to agree with you there. I think on the one successful one we did where we focused on the escape points and had none actually get out we got lucky - in the sense that a MM camped his pets and managed to mow down anyone who came around the other side of the building. We also had a mobile team covering this exit and the blasters were able to get the prisoners who did try the back door damaged to a point where we could get them before they escaped.

    I really have done the BAFs so far pure PUG. I could not find a way to herd people, many of them new, to the 6 spawn points so I tried the exits. The score is one barely pass and one good pass. So probably not worth trying again.

    But now I have seen the pic, and really, if you station at the exits you may see them too late, but you are in the same basic positions as the spawn points. You could divide up to north, south and east spawn sites. I just dunno if you can expect a PUG to take the time to study a pic before heading in.

    I like what you laid out and I may have to see how that works out if I end up leading another one of these )(&!@# things.
  3. Quote:
    Originally Posted by __3D__ View Post

    Biggest problem is, if ONE person isnt watching League chat/broadcast/team chat, the WHOLE thing can go south pretty quick.
    My biggest problem has been the acid temp powers. Even with a team of 8 dropping to 7, we got all 10 acids (ignored the grenades since acid is more important IMO). However, we get up top, and 1-2 portals stay there, glowing and mocking us. Much typing in Bcast and league produces no results. Finally after half the courtyard is filled, someone says "what is molecular acid?"

    *stab eyes*

    BAF I find more fun simply because it saves typing the temp power instructions over and over. I ended up "leading" too many runs because no one else had done them and/or was unwilling to type.
  4. Quote:
    Originally Posted by Techbot Alpha View Post
    Yeah, Heavy Commanders seem more than a little broken, with their screen obscuring missiles that seem to be on a, what, 3 second recharge?

    The Augars are also horrible, for me, because of Terrorise. Oh look, frozen in place for a good lon- dead.
    Take three inspirations. Combine into Break Free. Continue to play game.
  5. Quote:
    Originally Posted by CactusBrawler View Post

    Or in this case, to even the field with the 'cheaty' mobs we need the slots and level shifts granted by the trials. Dying a whole bunch of time so you can grind enough threads and ixp so your AT can actually begin to function is not 'good' game design.
    I will not disagree with you that this is bad design. However, I am not sure we can take this as definitely true.

    In all the trials I played, the tanks and brutes held aggro, the ranged damage people killed stuff, and the buffers and debuffers did their thing. There wasn't this widespread uselessness or ragequitting present in both the failed and successful raids.

    You do not need the new powers or level shifts to be successful. I ran several successful raids where no one had the shifts - and yes, via the TuT. You can't put taunt on auto and go have a smoke, but by no means are any of the new incarnate powers or shifts necessary to beat these raids.

    Oh, and to add: this is not a "gear reset." My IO'd defender vastly outperforms other SO builds. Of course, I did +HP and +regen instead of +def. Defense buffs no longer mean untouchable, but this is by no means any kind of action to "make everyone be mediocre."
  6. Quote:
    Originally Posted by AkuTenshiiZero View Post
    Y'know what? I'm totally in agreement with that. Next time I attempt this I'm going to coerce my group into going after the acid exclusively. Honestly, what's the point of getting grenades quicker anyways? Apparently there's a time limit increase if you get both up to a certain amount. Hell if I know, I haven't seen that get accomplished yet.

    Screw it, acids or bust. Just gather some grenades after the fact.
    That is the approach I take when I have only 8 people. We did that today, and got all 10 acids. Twice.

    Of course, nothing can help a team if, even after you get all 10, 2 portals remain open for most of the trial. Repeated calls in the channels to have people check their temp powers don't necessarily make that happen
  7. Quote:
    Originally Posted by CactusBrawler View Post
    More that to progress Character X I must play as him, different to the IO system where I could transfer inf/recipes/IO's over to him.

    So to progress I need to spend an hour on this character, fair enough, but oops the piece I needed didn't drop today, despite a successful run, I'll need to spend another half hour - two hours on this character tomorrow, despite my other 35 alts.
    I get it. We'll have to agree to disagree on whether this is a bad thing.
  8. Quote:
    Originally Posted by CactusBrawler View Post
    That's an hour per day/week/playtime per character you are trying to progress.

    The game up until now has encouraged making alts, why has it changed so suddenly?
    I'm not sure at all that the game is discouraging alts. If adding something extra to do at 50 is discouraging them, then the only encouragement was the lack of progression once you did hit 50.

    Is a system you can't breeze through with 20 alts the same thing as discouraging their creation? I don't buy that.
  9. Global: @teh hippeh
    Main server: Victory
    level of pvp experience: paltry
    acces to ventrilo and/or mic: yes
    ability to meet at 9pm est on fridays: This is iffy. Axe me if you get enough people!
  10. Quote:
    Originally Posted by Madame Pistacio View Post
    KK, sounds good GP. Please turn in your Midnight Dodger badge and then you can be rid of me!


    PS- power gaming =/= power leveling

    PPS- I never claimed to be a filthy one, just a proud one!
    Can't we allllllll just git aloooong?
  11. Quote:
    Originally Posted by Samuel_Tow View Post

    Having something for level 50 players to do is great (if it were actually true), but I'm not sure it's a good idea to do so at the expense of people's motivation to make dozens of alts.
    I'm sorry Sam, but the Incarnate system is something to do with 50s. Probably not for YOU to do, but that is a choice, and really, you don't play the same game many other players do. You solo most of the time. You don't really touch inventions. You go out of your way to not repeat things. At one time that may have been a typical experience, but I would wager a good amount of money it is not any longer.

    There are new trials. That is something new to do. And it is a new kind of teaming, with multiple teams of 8. That is new even if you are doing the same task. Just because there are not 10 arcs does not mean the whole system is a failure and constitutes nothing to do in reality.

    I would much rather have 2 trials than wait another 6 months for them to be able to release 4. And I do want them to spend time on things like these trials instead of just more arcs. Why? I need mechanical differences to feel like I am doing something new. I need the game to play differently, not read differently.
  12. Quote:
    Originally Posted by ir0x0r View Post
    Zerging TFs to get the 50 badge burned me out on TFs in general. Now I am glad I got the badge and it's over. I don't have to log in to just do TFs and can work on my new lowbie. Farming wolves in Striga was awesome compared to doing a bunch of mind numbing TFs.
    Holy jeebus.

    I can't believe you got through that many TFs without taking a spoon to your eyes. More power to you, but wow....
  13. I really want to get the final mayhem explore badges I need. They are in the 25+ zones, and my baby brute is only about 20. If anyone else is doing mayhems let me know - otherwise I may just solo this guy until I get the three badges left. I could also use two of the villain SFs - Silver Mantis and Renault.

    If I can't get anything lowbie done, I'll probably just get influence for some IOs.
  14. If you call a day/time I'll be there when possible. It was a fun run the other night.
  15. Since the most awesome part of making a PVP toon is getting all of the accolades *cough*, I wanted to help you out on that score. So, this Saturday, I am hoping to put in a decent amount of playing time so I can help you run TFs, kill mobs, and otherwise make progress toward the various accolades.

    Let me know if any of you have specific things you want to run, and specific times you'd want to do them. I I'll do my very best to be there and help you with whatever you need.
  16. Quote:
    Originally Posted by Mental_Giant View Post
    It all depends on the drop rate. If shard drops are in the purple range (fairly certain they are not, but it illustrates a point), then it is in no way casual friendly, as you'd need to log 50 (hypothetical) hours to get enough shards to do anything. If they were that rare, then people would definitely stick to the TF method to get their salvage.

    Even at a more reasonable drop rate, you need 32 shards to make an Uncommon boost. Let's say it's 64 for a Rare, and 98 for a Very Rare. You don't see the problem?
    Interested in the drop rate? Head on over to:

    http://boards.cityofheroes.com/showthread.php?t=244383
  17. Quote:
    Originally Posted by Wicked_Wendy View Post

    There is no TOS that says that door belongs to THAT team but its common courtesy to respect the fact that a team is using that door and use one of the many others in zone rather than being a A** and forcing your way in. The team that insisted on pushing in to use THAT door and then resorted to name calling in public chat were rude and OP has every right to be upset.
    Unless I really have no idea what I'm writing, yes, that is exactly what I said/meant to convey in my post. People I know, send me a PM if I managed to write the exact oppostite of what I meant to convey.
  18. Quote:
    Originally Posted by Satanic_Hamster View Post
    Here's the thing; in a way, I could slightly understand someone acting badly if I was telling them what to do or adding insults to what was otherwise a reasonable request. A lot of people (for whatever reason) don't like being told what to do, even if they're doing something wrong. But if someone says in local, "Could you please go to another door? Our team is already using this one." I can't imagine the thought process that would cause the person respond in broadcast with insults.
    I know how it can be tempting to fight back, and try not feel or look like a wuss if you think someone is calling you out, but....is it really that hard to walk away and use one of the other 8,000,000,000,000,000 doors in the zone? For **** sake, how many buildings in PI have a set of 2+ doors on them? Isn't there one directly across from those apartments? I think this boggles my mind more than them getting on your case for asking nicely to begin with. But then again, if they can't even kill the mobs they are trying to steal, me looking for some kind of logic seems kind of foolish
  19. How did this go? If I run home now are you all doing it again? :P

    Stupid West Coast address!
  20. TehHippeh

    *** Mental ***

    Quote:
    Originally Posted by Death_Conqueror View Post


    badges - more explores?... joy. in the hazard zones? give us the 5 merits for all in a zone accolade please.
    I have to agree with this one. Adding more exploration badges to existing zones is fairly high on my "fail-o-meter." What's more, don't the hazard zones still have a fog of war? Sending me on another lap of boomtown isn't going to make me appreciate that zone any more or make it a favorite street sweeping destination.

    Explore badges are great if you like to read game lore...and that is about all. Do they get people to actually explore the game world? Maybe, but I would wager most players just use a guide or map pack and don't pay much attention to the surroundings as they jump around.
  21. Quote:
    Originally Posted by Grey Pilgrim View Post
    No, from what I've seen about it, any opponent can drop a tip, even if they're gray to you. It's not salvage or anything, so it's not like they want to keep you from getting tips... by all accounts, they want you to be able to get these fairly easily.
    Minor note: I think any mob 20+ will drop tips even if gray. I am not sure less than 20 will do so. I seem to remember that from a post somewhere.

    This does seem to be by design, as it was this way through all of the beta patches I can remember.
  22. Quote:
    Originally Posted by Mental_Giant View Post
    I got in on a CoP run last night, and although there were some difficulties we ended up finishing in a reasonable time frame. (Thanks FMP!)

    My question is this: once you have the badges, why run this? Maybe mathematically, 15 minutes is a good time for 10 merits, but for the number of people and level of coordination you need to have for this, I don't see how it's worth it over the long haul. Or maybe the buff reward is a lot better than I'm aware of.

    You get no XP, no inf, no drops; I can see the reasons for doing this, but the end result is that I feel my time is better spent in any other Trial/TF/SF/mission/whatever.

    It's fun enough... but not for me to run it on a weekly basis.

    What am I missing here?
    Unless something changed from beta, you get your inf and XP/debt repayment upon completion of the trial. The mobs aren't worth anything, but you do get the "normal" rewards when finished - at least some at any rate.

    See here: http://boards.cityofheroes.com/showt...=221022&page=2

    Or here:
    http://boards.cityofheroes.com/showt...221063&page=18
  23. Quote:
    Originally Posted by The_Masque View Post
    There were at least 10 Vanguard Heavies. I had 4-Bio nuke buffs at the end of it all and I think there were 1 or 2 Chems that got dropped.

    Heavies put out amazing damage when buffed with Bio nukes.


    Also stopping at the door to group buff rather then just charging and splitting into three groups helped with surviving the alpha of the mobs.
    Heh, I was talking to someone who was saying how easy this thing was and how they were disappointed. What they failed to mention is 10 heavies and all those nukes

    I hope some teams try it without all the props, so people do not get a "15 minutes" expectation for this thing. Or worse, people refusing to do the trial unless everyone as a heavy, shivan, and nuke.
  24. Quote:
    Originally Posted by Suzumebachi View Post
    To be honest, most of the people I regularly play with have given up bothering with it, but it does seem to cause a lot of forum drama.

    With all the whinging from both sides they may as well just remove the power from the game all together.
    The walk power allowed you to stack all the buffs. It is probably the cause of removing the prompt.

    I say we get rid of walk. Mystic Fortune is a lot more useful than that thing