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Dont forget Thermal Radiation for MM!
The invasion of the flaming Zombies is here!!!!! -
Well this has gotten me excited!
One reason I love CoX is the sheer amount of customisation, and now they've up'd it even more!
Plus I've got some of the power proliferations I want:
* Cold Dom for 'trollers
* Arch/TA for corruptors
* Traps and AR for 'fenders
* Electric Melee for tanks
If only they had proliferated dark miasma for 'trollers -
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At times I think I would like 02 and Gale to be switched, but then again I also think that 02 is a bit of sub-par heal compared to other sets. If 02 was an AoE power then definitely switch them, but for the moment leave the order as is.
Gale is definitely useful early on as it does help keep unwanted agro away but as Ive level'd up my Grav/Storm troller I found I had better tricks at my disposal to do this (e.g. hurricane, lightening storm, wormhole or just sit inside Sing for a while). But although I don't use it now it is a power I can leave and it frees up a couple of other slots in my already tight build!
And I find it far more fun going to atlas and sending foes flying using wormhole -
Ive just done one of the higher lvl villain arcs based in a wrecked burning crey lab and there were a few aspects which could be tweeked and implemented:
* The place was filled with smoke - i think it could be fun if there was a global -perception on all players (and enemies!). Would mean you could run around a corner and straight into a mob which could be interesting! Or those with +perception could scout to make things easier.
* Some of the lifts were destroyed but you could jump down the hole to get to the next level (which I did a few times because I thought it was greeat fun!). I know someone mentioned booby traps earlier (couldn't find who sorry!) and this could be a way of implementing them. Click on the wrong glowie and you fall through the floor to a different map. You either have to fight your way back to your team mates or they jump down with you -
I second that - got half way through it on a Themed TF team and we had to stop because it was way to long!
Far to much running around and some bits were just annoyingly difficult and repetitive -
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*dons his dastardly villain outfit*
I would build an Anti-Gravety Ray, put it into a satalite and launch it into space. If the World governments don't follow my demands I will fire the Anti-Gravelty Ray at the nations capital city, and luagh in the most diabolical fasion as the city's populus falls up into the sky!
Muahahahahahaha!
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Why do I have visions of Dr Evil in Austin Powers and this diabolical plan being called Preperation H???
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Not that I'm aware of, I thaught Dr. Evil was into moon lasers?
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You are right there! Im getting my beams mixed up! -
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*dons his dastardly villain outfit*
I would build an Anti-Gravety Ray, put it into a satalite and launch it into space. If the World governments don't follow my demands I will fire the Anti-Gravelty Ray at the nations capital city, and luagh in the most diabolical fasion as the city's populus falls up into the sky!
Muahahahahahaha!
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Why do I have visions of Dr Evil in Austin Powers and this diabolical plan being called Preperation H??? -
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As for stealth mishes... I actually like the idea, but to make it really work, we'd need a more elaborate stealth system. As it's now you either have the right power and aren't challenged at all, you don't and can't do it at all, or have half-stealth and it's again all about dumb luck. A system more like that of a stealth/tactical shooters, where stealth value is affected by environment would make it much more interesting.
Ok, no one likes someone who just criticizes, so here's my idea: Strategy mish. You aren't allowed to attack anyone directly, but everyone gains temporary controllable pets, based on the AT. (so that ATs that already have pets and buffs don't have unfair advantage.) Map and objectives are such that frontal assault won't work. (even something rather simple like "you should attack A and B simultaneously or it won't work" would be OK.)
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Makes total sense about the stealth aspect there. I reckon they could introduce a variation on the security spotlights from the mayhem mission - so its not just the case of leg it through on an Illusion/Force Field Controller! Patrols could have some serious perception buff so there is a need to time your running around and hiding when needed in darkened areas which provide a stealth boost.
Another interesting way to do it would be a mixture of stealth and combat stategy. The stealther can be spotted by patrols but if other members of the team are fighting the patrols actually react and head over there, thus leaving the path clear.
And I really like the having to attack two points at the same time idea -
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I'd only want the one. Superspeed.
Seriously, there's nothing that can't be done without it!
Why the Flash isn't the most powerful hero going is beyond me
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Wasn't the flashes the only ones Superboy Prime was scared of when he went all super evil and manic?? -
Hmmm I would have to choose:
*Propel - I'm sorry, no matter what anyone says, chucking a toilet at someone can't be topped!
*Total Domination - Nothing more fun than tearing at the minds of an angry mob as they run towards you!
*Cloak of Darkness - So I can be overly dramatic and appear and disapear from the shadows!
I will be the phantom toilet thrower! -
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[*] Stealth mission. Take the base by storm and defeat all enemies to get to your objective or dont get spotted at all and gain a special bonus at the end?
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I was thinking something exactly the same. Some missions (particularly ones where you have to hack computers/steal stuff) could have if you complete the mission have defeated less than X number of badies you get a bonus (which could make up for the missed xp from just killing everything). This would need some tweeking so it isn't abused. There could be more missions where stealth is needed full stop - a bit like the 10min PI mish and the RWZ mish.
And another aspect which I think I saw in a side mayhem mission where if you step into a spot light it causes an ambush - more of these could be fun as well! -
Edit - apologies for the wall of text!
They've already got quite a 'large scale' enviromental aspect in the Terra Volta trial, where you need the bubbles to stay alive. They could adapt this and the dangerous terrain you mention Pyro.
Could create a whole new aspect of play, particularly if the enviromental damage was quite harsh and would effect badies as well as goodies.
I kind of imagine having to fight your way accross from one side of a narrow path to the other but either side is lava/swamp-of-no-return thing which could easily kill you in a couple of shots. Travel powers are supressed so sticking together and slowly fighting your way accross could be a new interesting challenge. Particularly if the baddies were affected by lava to - Knockback toons will have there day. I can imagine my Grav/Storm troller going mad with tornado, lightening cloud, singularity and wormhole
And the whole survival thing is kind of already implemented in a mission - at the end of one of the Croatoa arcs you have to protect the mystics for 15mins fending off waves of Red Caps and in the Terra Volta trial. I'm sure this could be adapted to that you have to fend of so many ambushes (with ambushes getting harder) - particularly if there is an aspect if a team mate falls they cannot rejoin the fight (adapting the whole jail inside missions thing).
And a definite yes for branching story arcs!!!! The odd time I fail a mish and the contact says "oh it doesn't really matter they got anyway" is annoying!
Im kind of thinking about other environmental factors as well. I mentioned this on another thread but having a map (lets say the moonbase!) where gravity is less so everyone has their jump increased significantly and this is a vital aspect of how they get around. So in this case maps could be vertical instead of horizontal. And again with being on the moon they could create checkpoints where you can refill your air tanks otherwise you start to choke to death (could be done with an 'Air Tank' temp power which when toggled on prevents damaged by has a limited usage time).
Another thing they could implement (based on the Terra Volta repairing the core temp power) is having a switch that opens a door, but the switch is broken, so you have to go back find a temp power (e.g. repair kit) to use on the switch to repair it.
Another way they could introduce this is having shops where you can stock on 'general supplies' (i.e. temp powers) which you could use in missions. Depending on the temp power means you can progress through the mission in a different way. E.g. if you have the repair kit you fix the switch. If you have explosives you blow up the door.
And thinking of some of the Rikti maps - they have a service/ventalation tunnels. I'm sure this type of thing could be introduced into other maps - even if its a map within the map. You can't open the door - then enter the ventalation system and see where that takes you. They already have maps within maps so that is doable as well.
So there is loads of things that seem to be already in the game that they just don't use which they could to make things more interesting. -
Ive found there are snip its in some missions which dont seem to be used much, some examples:
* Needing the team to be in multiple places at the same time. There are mishes where you need two/three people at different computers before you can access them. This could be developed so the team needs to fend off ambushes in these two points so encouraging team work.
* Being debuffed. There is a mish with the Vahz plague I think and you end up being debuffed for a couple of mishes. This could be used and could prove a new way to challenge players.
* The boss battle with the Magic Man and the Romulus battle - more stuff like that could be fun.
* Thinking about what they have done with the new SF (even if it is bugged). Having different archtypes on your team require different tactics. The boss may respond differently/have different buffs depending on the make up of the team.
Some stuff which I could be fun if they could introduce would be:
* Facing a mirror version of your team. The boss battle involves you having to face a group of enemies which is a reflection of yours (similar looks and same powersets). This could be a challenge
* Thinking about powers changing - how about powers back firing or doing the opposite, e.g. heals doing damage and attacks healing.
* How about maps which is a randomly generated maze - would really add a new element of people not knowing where a boss will spawn etc. Particularly if they are timed, does the team split up or stick together.
* Puzzles - having to click glowies in the right order or answer a riddle. The wrong answer involes an ambush or something (obviously xp would be only rewarded for right answer and not for defeating ambush to avoid abuse)
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Hmmmm, seems like he says very little in that interview beyond what is quoted already.
Something that isn't talked about is the new Pistol or Demon summoning powersets, I know these were talked about a lot when Going Rogue was annoynced and its a bit strange for an interview not to talk about them where there is a question about new travel powers. I wonder if these are actually part of Going Rogue or actually part of Issue 16? Thats pure speculation though. -
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Well worth the cash, cant be bothered to check but I think the boosters are about £6-£8
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Just been looking at the PlayNC store and the other boosters are £5.99 (not sure what that is in Euros sorry).
Now they are introducing this I think it would be good for them to look at body type 'posture' - classic beast man hunched over type thing. -
I think I was the only one suffering from major End problems and I was the Illusion/FF troller. Towards the end I was only running my Dispersion Bubble which helped.
And we weren't chatting that much - only a couple of times when we decided to get the Shivs and then decided to call it a night.
I really do think it was because we had no buffers/debuffers/healers in the team so no real way to improve our damage output.
Although I will definitely remember this for the next time I run it (I would like to have completed it once) there is something in the back of my head that doesn't like that it can't be completed unless you have x, y, z archtype/powerset. But thats just my opinion -
I thought there was another post about this but for the life of me couldn't find it. I just wanted to post some of my thoughts on it.
Well just got my first oppurtunity to run the new TF blue side. We were running it on level 2 and for the most part it was enjoyable and our team managed to burn through it quite quickly until the end where we hit a bit of brick wall.
For the life of us we couldn't damage the Reich guy enough! We managed to get the first two AVs released, which took us about an hour, and then we spent another hour (including a trip Bloody Bay to get Shivs) just getting him down to less than half health again (as soon as we stopped attacking to get rid of the AV he regenerated completely). Then the 30min to servers down message came up so we decided to call it a night.
I dont think we were doing anything wrong as we were using the ray guns whenever he became untouchable.
I think our problem was that we didn't have any debuffers on our team. We were made up of two tanks, two scrappers, 3 blasters and a controller.
On top of that our two tanks and two scrappers were lethal/smashing damage toons and I think Reich was highly reistant to that.
But even when we let loose five Shivs at a time it was still a vertical climb of a slippery smooth wall.
I was the controller on the team and I was a Illusion/Force Field controller, so I had no debuffs to speak of - only buffs to keep the team alive (which reall wasn;t to much of a problem).
I will say I like a challange but the last hour and a half of the TF wasn't enjoyable. Considering we were doing it on a low level I think it is viable for the regen or resistance of Reich be tuned down so PuGs are capable of doing it but the difficulty can be raised so it is still a challenge for more 'specialist' teams.
What do other people think??
EDIT - Just read this post from the designer:
Link to US Forums
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hey Joe!
Just a couple of small things looking at this briefly:
* It may not be worth slotting Super Speed with 2 Run IOs because you cap the Run Speed out with one IO. Travel supression completely cuts out the speed bonus from it so if you are looking to increase your get away speed it may be worth increasing Swift instead
* I don't think you need to 4 slot Assault for End reduction the last two slots only reduce it by 0.02 end/second. You could use the slots elsewhere and get a end boost using IO sets which is higher.
* If you can afford it replace the Healing IOs in Health with Numina's Convalescence: Heal and Numina's Convalescence: +Regen/+Recovery
* I may be wrong here, so it may be worth double checking this, but I thought the Performance Shift: Chance of +End didn't work in Stamina. Again I may be wrong!
* It may be worth slotting Manuevers with two Defence and two Endurance or if you wanted to keep the triple slotted Defence using the Luck of the Gambler: Defence/Endurance, Defence/Endurance/Recharge, Defence, Defence/Recharge. If you can afford it that is
* You can get away with an Endurance Reduction in Combat Jumping as again it reduces it by only 0.02 End/Sec. You could also replace Gift of hte Ancients: Defence with the Luck of the Gambler for the IO bonus.
* You cap the Jumping speed with Super Jump with just two Jump IOs and remember this surpresses in Combat so if you are going for quick get away then you could put it in Combat Jumping. Unless you are planning on putting IO sets in there
* Maybe an extra recharge in power boost?
* Maybe replace one of the Endurance Reducs in Tactics with a to hit buff? As the third End only brings it down by 0.01%
Anyway - hope some of that helps!
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Im no blaster expert but I would definitely not lose my Amplify and Concentration (Aim and Build Up equivilants) in my Sonic/Mental blaster!
With only two slots of recharge and hasten they are up more often than not and Im not level 50 yet! And I think you can get away with two slotting them if you wanted so you can be slotting double recharge the level after you take them.
As people have said if you pop one/both and then let loose with your AoEs then you can finish off most of a mob in a couple of attacks.
Depending on my mood/the situation I will sometimes just alternate between the two of them so I have a damage boost for each mob. If I activate both I generally am going to run in and use my Nuke which can be effective on a large team.
Usually Im not a big fan of short lived buffs but in this case I don't think my blaster would be anywhere near as effective. -
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Night Shaft , my TA/A, is possibly the one I've had most comments on when played. Properly super-heroic, but with just the right amount of innuendo
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Hehe - made me giggle!
Got so many to choose from! But these are a few of my favs:
* cAptia nTyop - my Mind/Energy Dominator!
* Apocalyptic Jester - had a few people say they like this name
* Technically Psychic - My recently rolled Psi/Energy blaster. It makes me giggle
* Black Karhu - bit of a play on words which gets people asking me if Im Finnish all the time (which Im not!)
* Techno Sage Zeebad - My recently rolled Ice/Ice dominator, a bit of an obscure referrence
* Devil Nature - I always found this name nice and evil
* Kitten is High - -
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Went back a couple of badges of MM topics and couldn't see this but after reading the patch notes for I15 I saw this:
"Protector Bot Seeker Drones no longer have any collision at all."
Does this mean they will stop getting stuck and I wont have to TP them anymore????
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It did when I tested it.
I'm not sure if they've stopped the idiot bots legging it into melee yet, though. I didn't get a chance to do any testing on later iterations of test, due to my lower spine exploding.
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Yikes! Sounds messy!
But thanks for the reply
At least I wont have to worry about them actually being there when I enter a battle! -
Went back a couple of badges of MM topics and couldn't see this but after reading the patch notes for I15 I saw this:
"Protector Bot Seeker Drones no longer have any collision at all."
Does this mean they will stop getting stuck and I wont have to TP them anymore????