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Posts
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Quote:Thanks for grabbing that specific part of the transcript, Feign. I was in a bit of a rush when I posted earlier and didn't have time to do it properly.Specifically referring to this part:
I would kind of like for Snow Globe to admit he was wrong about the devs' assumed motivation for keeping Rogues out of hero bases and Vigilantes out of Villain ones.
I don't think I'm gonna get that though. -
Quote:You're already giving up options for being a "grey" morality, Snow. You lose Hero/Villain merits and the ability to use them to purchase Purples and PVP IOs. The Hero and Villain "lounges" also have direct ports to each of the signature TF/SFs for each side.And all this ignores game balance as villain/rogues can use villain bases which is balanced by the fact that heroes/vigilantes can use hero bases. It also ignores the balance of "Access to zones previously barred" vs "Ease of travel".
In other words, what are you willing to give up for the ability to go to the other sides zones and do missions there?
That's what was billed as the reward of staying true to your "pure" Hero of Villain alignment leading up to this. Not being unable to get around with your teammates shouldn't be as much of a problem as it is, but who would seriously have thought it was a good idea to have a Rogue hoof it from PI to Crey's Folly to Boomtown to IP to Atlas as part of a blue side team running Tips? And before you say it can't happen, that's exactly the path my MM had to take the other day for blue side tips.
You have to go without using Ouro because that's two separate instances for hero and villains. Hero SGs and Villain SGs can't currently place the beacons for the opposite side's zones, regardless of whether the required exploration for the SG Exploration badge is completed.
So at first glance, an option that makes sense (story-wise, mechanics-wise, or otherwise) is to allow teammates to use your base, regardless of their alignment if your SG chooses to allow teammates in. Doesn't seem like rocket surgery to me that this would be an avenue to look at, considering they had to actually add lines of code to prevent opposing factions' entry when bases and coalitions first showed up. In the Beta forums, there was even a player who pointed out that their SG is still coalitioned to a VG from before this was prevented, and that both SG and VG can still enter the other's bases freely.
They've publicly mentioned extending some use of SGs to the opposing factions. They're already saying they want to look at doing something if it won't "break the game." Let's see what they can do. -
Quote:Yeah, I can agree with this to a certain extent as well. FWIW in the Beta thread about this, I even said at one point I didn't think that full on Villains and full on Heroes should be in the same SG, and I have a very liberal view of the characters in this game (having red side versions of multiple hero characters). I can see story reasons (and precedent) for alignments in SGs to overlap a bit more than they do, but I don't see a full 360-degree full-time group being necessarily a good thing. Leave that to canonical groups like Vanguard or the Midnighters.Should vigilantes/rouges be allowed into a hero or villain base to use its facilities? YES.
Should Heroes and Villains be allowed to PERMANENTLY SHARE a supergroup and base? I'll lean towards no, unless the dev team decides to do away with ALL faction-based restrictions, which of course would make the entire system they just spent a year and a half making a bit redundant. All i want is consistency =)
Conversely though, I don't see so much of an issue necessarily with having SG-VG coalitions. Nothing says your coalition allies have to be on friendly terms all the time. They might just be people you can call on when push comes to shove, the people you gather when the whole world (or universe, multiverse, et al.) is on the line. -
Quote:*sigh* I'm not going to bother typing all of this up again, so I'll simply quote my post from the Beta forums showing how wrong it was for Snow Globe to claim that villains are never allowed into hero bases or vice-versa in the Super Hero genre.Yes, a hero and a villain have teamed up in comics...but that is rare, and they almost NEVER shared a base of operations, except when confronting planetwide threats or greater.
(such as infinity gauntlet or such)
Here's the thing though. Most of the people that frequented this website before the game came out know that the genre for this game is very picky.
True, to a few, this is just a game.
But to the majority of CoX players, this is the fullfilment of the desire to play within a specific genre that before this game came out, was almost non-existant in PC Gaming.
You're talking about people who learned to read on DC or Marvel Comics before they even attended school.
And the thing is...those are the people this game was designed for originally.
So, regardless of convenience to the players, you will find that most would rather maintain a level of loyalty to the genre itself.
EDIT:
And FYI, I think perhaps that group has a voice, for it is likely the same group the Devs addressed in the creation of Mission Architect.
Quote:Seriously?
Shame on you for your lack of actual knowledge influencing your argument then, Snow. I don't know your age, but you're apparently unaware of events from the 1990s stretching back to the 1960s in Marvel Comics alone.
Just off the top of my head...
In the 1980s, Magneto led the X-Men and taught the New Mutants in Xavier's stead. He was, in current CoH terms, a rogue. During this time he openly courted affiliations with the Hellfire Club's Inner Circle, seeking to become their "Grey King" at the same time that he was headmaster for Xavier's School For Gifted Youngsters. It was later revealed that he stole technology from the X-Men during this time, which he used to transform Greymalkin into Avalon. Magneto is the X-Men's oldest and deadliest foe, and if he doesn't qualify as a villain or rogue for the purposes of this discussion, nobody does.
I'll throw a few more out there though.
Earlier in the 80s, Rogue, when she joined the X-Men, was... well... a rogue, having run away from the Brotherhood in the hopes that the X-Men could help her learn to control her powers. Nobody on the team trusted her until she finally displayed a measure of self-sacrifice and nearly died in the process.
In the 90s, Sabretooth was at best a rogue when he was taken in by the government as a member X-Factor. Same goes for Mystique. That's probably being generous, I might add. They were on the same team with Polaris, Havok, Forge, Guido, and Wild Child if I recall.
In the 60s, Quicksilver and Scarlet Witch were rogues who had barely left the Brotherhood of Evil Mutants when they joined the Avengers, forming the new core of the group with Captain America and Hawkeye (another former criminal who had been one of Iron Man's enemies previously, as the partner of the Black Widow).
If you need more examples, feel free to ask. I could probably do this for a few weeks before I run out. That's without even resorting to looking at the comics of the past decade or before delving into my memory of DC's past.
I'm sure there will always be people who will say that story-wise it doesn't make sense for villains or rogues to be allowed into a hero base, or vice-versa. The truth is that nothing is ever so blatantly black and white, and any attempts to place artificial restraints on the system in this manner are easily viewed as arbitrary and artificial. If you don't want it to happen in your group, then don't allow it in your group. Not every group plays by the same rules. Not every story can be told within the artificial barriers.
I'm not expecting any kind of reversal in this area for the launch of GR and i18. But that does not mean that the idea should be ignored, as it is a logical extension and outgrowth of this expansion's premise. As others have pointed out, code had to be added to prevent villains and heroes from being able to enter one another's bases. I won't pretend to claim that I know it's easy or difficult to reverse those changes, as the standard code rant applies here. Let the devs decide on that though, for it's not for us to debate that.
If SGs themselves can't be open to all factions joining, cross-faction base entry at the very least should be allowed if at all possible within the code of the game's engine.
Opening things up the way they have is a tremendous start and is something to be applauded. More choices and fewer clear-cut borders are what this expansion promises. Let's see how much the devs can open up the world for characters now with this expansion.
If you want to argue that it's for game balance reasons, then that's fine, but don't argue story/plot/genre when you don't provide correct information to share with the class please. If the genre itself allows for these things to happen on a regular basis for the last 50 years or so, the least we can do is expect that the game could allow rogue/vigilante teammates into opposing faction bases while part of their teams. -
I know someone who actually waited until level 25 to leave Praetoria, so its possible.
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The build I posted is indeed PermaDom.
So.... anyone out there have any other ideas for this build? -
I was hoping Psi Tornado worked that way. I have a Mind/Psi I'm leveling now in Praetoria and I was planning on giving her Psi Tornado with FF proc slotted.
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Quote:I can confirm that Chain Induction at least was fixed a while back. I have the Kinetic Combat: Chance for Knockdown proc slotted there for my elec/elec scrapper and its fun seeing enemies randomly get knocked down as the chain jumps around. Very nice for additional mitigation.Actually, as far as I know, NO procs work with the Jumps. I havn't had a chance to test it, but I know Chain Induction was bugged so that procs never go off on additional Jumps. I assume Jolting Chain is the same.
If procs are viable for Jolting Chain on each jump, then this power is going to be a must have for anyone who didn't already think it was. -
So I made a Praetorian Dom (Prae version of my fire/psi dom) and I'm looking for a little feedback here. This is what I'm going with at the moment for her build, but I've never done a Mind Control dom before. She'll be Perma-Dom in this build, which was my primary goal.
Indomitable Will from her APP will eventually help cover her mez protection when Dom hasn't come up yet (login, DC, defeat) or when she's hit with a billion slow effects. It was also a spot to throw another LotG +Rech.
These are more or less the powers I want for her, but I'm obviously open to suggestions or I wouldn't be posting here.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Laura Carter: Level 50 Mutation Dominator
Primary Power Set: Mind Control
Secondary Power Set: Psionic Assault
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Psionic Mastery
Villain Profile:
Level 1: Mesmerize -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(3), CSndmn-Sleep/Rng(3), CSndmn-Acc/Sleep/Rchg(5), HO:Endo(5)
Level 1: Psionic Dart -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(50)
Level 2: Dominate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Build%(9)
Level 4: Telekinetic Thrust -- HO:Nucle(A)
Level 6: Confuse -- HO:Endo(A)
Level 8: Mass Hypnosis -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(15), FtnHyp-Acc/Sleep/Rchg(29), FtnHyp-Acc/Rchg(29), FtnHyp-Sleep/EndRdx(31)
Level 10: Swift -- Flight-I(A)
Level 12: Hover -- LkGmblr-Rchg+(A), Flight-I(13), Krma-ResKB(13)
Level 14: Fly -- Flight-I(A)
Level 16: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(19), Posi-Dam%(19)
Level 18: Health -- Numna-Regen/Rcvry+(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(27)
Level 22: Drain Psyche -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(23), Dct'dW-Heal(25), Dct'dW-Rchg(25), EndMod-I(27)
Level 24: Total Domination -- Lock-Acc/Hold(A), Lock-Acc/Rchg(43), Lock-Rchg/Hold(43), Lock-EndRdx/Rchg/Hold(43), Lock-%Hold(46)
Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(42), Posi-Dam%(42)
Level 28: Subdue -- HO:Nucle(A), HO:Nucle(34), HO:Perox(34)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Mass Confusion -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(33), CoPers-Acc/Rchg(33), CoPers-Conf/EndRdx(33), CoPers-Conf%(34)
Level 35: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(37), LkGmblr-Rchg+(37)
Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Indomitable Will -- LkGmblr-Rchg+(A), EndRdx-I(42)
Level 44: Mind Over Body -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(45), Aegis-ResDam/EndRdx/Rchg(46), Aegis-ResDam(46)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Dam%(50), FrcFbk-Rechg%(50)
Level 49: Assault -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Domination
Level 4: Ninja Run -
I love my elec/elec scrapper version of my main. I built for s/l defense to bolster the resists, and heal. He's perfect for anything energy-related but can more than hold his own in most other situations as well. You'll also never run out of End or have End Drain affect you. You can almost see the Malta Sappers soil themselves when they shoot you and nothing happens. That alone is worth the price of admission, as they say.
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Bots are easy. I have an inventor who has been working in secret in the Isles because Paragon City wouldn't grant him permits to field-test the mechanized units he developed as part of the program that developed Vanguard's HVAS units. So I'm treating GR as a chance for the permits to go through and he'll be able to operate his next round of trials on US soil instead of covert operations in the Isles.
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Quote:Was noticeable to me, but I was used to running around in the Fab at 90% or higher Fury the day before GR/i18. Not game-breaking but a minor annoyance to see fights go a few hits longer than I'm used to there. I'll probably sit my brute for a couple weeks and then go back to him, see if it's still as noticeable.I soloed 5 tip missions last night at +0/+8 (my typical setting).
I didn't change my playstyle or speed at all and I noticed No Difference in my effectiveness.
Yeah, I know there was a minor difference but if I can't even notice it, how big a deal is it?
I'm fine with these new 'nerfs' -
Wow..... I'm simply blown away by what you've done here. I haven't had as much time as I'd like to study every pic in depth but what I've been able to see so far is very, very impressive. You've managed to make a very impressive base here, and I'd love to see it in-game sometime.
Thanks for sharing all of these pics! -
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Firefox wouldn't let me login at all, even coming to the new address. This needs to be addressed so I don't have to use Explorer for this.
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Excellent work indeed. Very well done. I heartily recommend the change to the black banners for your starfield views though. The bricks may serve the purpose, but the black banners would take your satellite to another whole level of greatness!
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Quote:I tend to work in just the opposite sense. I begin with no lights, add in what lighting is needed for the design aesthetic of the room, and then adjust the ambient lighting accordingly to suit the feel and mood I'm going for in a space.Interestingly, even the "working lights" have different color temperatures (yellow/blue color) and intensity levels. I do like using them for specific effects. I tend to set the ambient light for the room first, then use the "working lamps" to accentuate various sections or to create special effects.
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Quote:Yes, definitely worth joining the channel! Always someone willing to give a tour of some kind or other.Elizabeth has beautiful kitchens as well. If you haven't joined yet, there's a great global channel: BaseBuildersInc. Cross server.
Quote:<steals DH's base> Muahahahaha. <leaves a lil tissue to dry your tears tomorrow> -
Quote:Those look great! Top notch work for sure.Here's a few of mine, very similar to what Demon Hunter made: (Click to view larger)
Quote:I got to see Demon Hunter's bases today.. holy ****! They're stunning. I wish there was a way for you all to jump into that screenshot and meander through the rest of the base.. bases.
Ok.. I'm done with my outburst now. <end scene>
Your public display of admiration for my bases doesn't get you the deed to DH's home though, no matter what you offer in exchange. >.> -
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You're welcome, and thank you for the compliment. I've done kitchens like that for a few of my bases now.
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In this pic from Web-Spinner's base, I have a fridge and stove. The fridge is made from two white cabinets (not counters) stacked on top of each other with a cable added for a handle, using a cubicle. The stove is made from a large square wall grate, two white cabinets (overlapping to give it a deeper profile) with four trash cans floating in it to give the burners
I have these done in a few of my bases. Give a holler on the BBI channel if you'd like to see them in-game sometime. -
Some of us are willing to at least help consult even if you're not handing over complete design power.
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And now today they're back to the transparent mist appearance.
This is kinda frustrating. -
My Slow Fields have finally returned to their normal appearance, allowing my sewers to look like more like sewers again!