Vanden

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  1. It works out about the same, if you find someone offering 3 bil.
  2. Six-slotted FA, huh? Put six Gaussian's Synchronized Fire Controls in there for 2.5% def to all positions. That's something worthwhile.
  3. The enhancement combining screen serves a purpose, though: it's the only way to combine two enhancements already slotted in the power.
  4. It did used to work on him for a short period on test as I recall, though.
  5. I don't think there's supposed to be anthing canonical about the entrance to Praetoria in Pocket D. Having it there lets Heroes and Villains from Primal Earth go to Praetoria to collect badges without causing any sort of stir by having it occupy the same fantasy zone where Heroes and their mortal enemies can hang out without fighting.
  6. You could make it so any Notices crafted rather than earned don't actually COST inf, but if your inf total falls below the cost you lose access to the power you made with that Notice until your total gets back up to however much you'd spent on Notices.

    You could get out of this debt by earning Notices through the WST.
  7. Quote:
    Originally Posted by Techbot Alpha View Post
    Are you saying Reward Merits are magically different?
    No.
  8. Quote:
    Originally Posted by Techbot Alpha View Post
    Although apparently needing Inf to bribe it with is perfectly fine and reasonable...
    Didn't we just have conversation about how inf isn't a currency in-universe?
  9. Quote:
    Originally Posted by Samuel_Tow View Post
    The inherent problem with "wait until you have more Incarnate powers and it'll be easier" is two-fold.

    Firstly, this runs into the "Controllers get good at level 32!" argument, which tends to ignore that they're pretty bad before then. 31 levels of pain don't tend to be worth the payoff, at least not for me. I prefer gaming that's fun the whole way through, not horrible most of the way and fun at the end.

    Secondly, we're talking about CURRENT Trials. If the developers keep to their apparent difficulty level, then by the time we can do these Trials easily, they'll have added new ones where we'll suck once again.

    This is a fundamental question of intended level of difficulty, not just the level of difficulty we're seeing right now. And the intended level of difficulty feels too high for me, at least a baseline.
    Better to start hard and become easy than to start easy and become trivial, especially for an endgame system.
  10. I think people are jumping the gun by declaring the BAF too hard. Yes, it's hard now, but we also haven't got much experience running it. Plus, on live we'll eventually have more incarnate powers, and if they're half as game-changing as the level shifts from Alpha (or just plain have more level shifts), we might find the BAF too easy.

    Just from what we know*, Judgement will give us free AoE attacks. We don't know what they'll be like exactly (unless that leaked Ion Judgement link you can see on Live is accurate), but if every single member of the raid group has another AoE, those Mk-VIs and 9CUs that ambush us during the AV fights might become much easier to deal with.

    *Or what I know. Some people seem to know of more dev-given info than I do.
  11. I think the idea has merit. I can see it being an issue, though, that you need to already have an active account to use it to add time.

    On the other hand, some people make so much money that they'd use it exclusively as their method of getting game time, and their fervent inf generation could have the opposite effect of removing inf from the economy.
  12. Shh! Talking about it makes it worse.
  13. Quote:
    Originally Posted by Golden_Avariel View Post
    Hard to blame folks though. I don't remember getting any hint in-game about how or when to use the gun (and I was the leader and read the mission intros/clues the first time through). They give everyone on the team 10 shots so the natural assumption is that you will need more than 1 application to get 'er done.
    Quote:
    Originally Posted by galadiman View Post
    Also, if that is he case, why not just give one character the power with one charge, like the acorn from the STF tree mission? I guess DC problems/etc. Still, 10 charges for each player, vs a one-use power? Why is that? Seeems fishy to me.
    Well, you know how players are...

  14. Quote:
    Originally Posted by Noxilicious View Post
    I think I will still keep randomly bombarding him with the Dimensional Grounding Ray just because I like the effect.

    Also because it gives me an opportunity to yell DON'T CROSS THE STREAMS.
    You're doing the wrong TF, then...

  15. "Wanna" is an informal abbreviation of "want to," not "want a."
  16. Quote:
    Originally Posted by Anti_Proton View Post
    You must have been on my team yesterday when I kept calling for the "Ray". Not so much as to think it has some constant effect, but after 30 minutes of constant assault, people tend to forget to use it, making the entire encounter last that much longer. Like you said, it doesn't hurt to spam it and is better than forgetting to use it all together.
    I think you didn't comprehend the whole post. It does nothing beyond the first application, so it's literally useless to spam it.
  17. From running far too many Dr. Kahn Task Forces this week, I've determined that most players are grossly misinformed about the use of the Dimensional Grounding Ray and its effects on Reichsman. I am therefore attempting to educate every team I run with on its effects, and I also post them here so you can do the same. Together we can stamp out ignorance one player at a time!

    The Dimensional Grounding Ray removes Reichsman's Untouchable state, and stops him from using his signature abilities Sap Will and Aura of Domination. That's it. It only needs to be used ONCE. Sometimes it won't take effect immediately and you'll have to wait a few seconds after using it to begin the fight, but that one application is all it takes for the whole fight. There's no need to ensure every player gets into the fourth mission to receive a copy of the power and use every charge they have on him.

    It also doesn't do anything to stop or cancel his Unstoppable, nor does it reduce the damage of his Negative Energy attacks.

    So, remember: use it once at the start of the fight, and you're set. Using it more doesn't hurt, but don't be under the impression that it helps anything.

  18. Quote:
    Originally Posted by Santorican View Post
    That is a really terrible analogy, and yes I have seen Stalkers take damage for the team, hell I've seen stalkers tank hamidon but that was a while ago.
    How? How is that a bad analogy? It shows the fallacy of the "if you have something you should use it" line of thought. Is it because a hypothetical someone gets shot?

    Quote:
    Originally Posted by Santorican View Post
    Blasters have a lot of melee powers while not being melee centric they should have been given some damage mitigation by what you're saying.
    1. Blasters are not melee-focused, Scrappers are.
    2. Control powers abound in Blaster secondaries and some primaries.

    Quote:
    Originally Posted by Santorican View Post
    Scrapper's primary job is to take down hard targets, and then secondary they are to absorb damage. I thought everyone knew that.
    A Scrapper does not have a "job" on a team, because Scrappers are not designed as a team archetype. Scrappers play a commonly damage-focused role in teams because they have to do something and damage is what they're good at.

    EDIT: Let me clarify: every AT can do damage. The goal of the game is to defeat your enemies. When a team is formed, it is implicitly understood that their goal will be to defeat enemies together. The reason they team up is because they offer something on top of damage output to other players. Tankers can absorb lots of damage that other ATs cannot. Blasters can defeat enemies quickly but can't weather a sustained assault. Defenders can't weather a sustained assault or defeat enemies quickly, but can enable another AT to do both better.* Scrappers, however, can already do lots of damage and take damage quite well. In joining a team, they don't empower a teammate and they don't need another AT to make up for their shortcomings.

    *It doesn't matter if your X CAN take lots of damage, or you've seen a Y defeat a dozen enemies at once. Those are outliers and only show the flexibility of CoH's combat that we love so much.
  19. Quote:
    Originally Posted by DSorrow View Post
    Whether it is their primary or secondary function is irrelevant. They were given mitigation similar in form to that of Tankers, which should be obvious from the way the powersets are. They are more or less clones. I still don't see why Scrappers were given mostly passive mitigation if they weren't supposed to be a target of incoming damage, and in the case of your Blaster/Scrapper duo, the target of most incoming damage.
    Scrappers have defenses it simply because their melee-focused playstyle requires them to have some form of mitigation to be any kind of effective at it. Would you also claim that Stalkers are also supposed to be taking damage for the team because they also have a defense secondary?

    That's like saying a Federal Air Marshal should shoot at least one person on every flight he goes on, because why else would he have a gun?
  20. Quote:
    Originally Posted by DSorrow View Post
    I really don't see the logic in claiming that anything that has considerable personal damage mitigation is not supposed to be the target of (most) incoming damage. If that wasn't the design intent, why give them mitigation?
    Every AT has ways of mitigating incoming damage. Scrappers happen to do it by increasing their own defenses.

    Tankers are the ones that are primarily supposed to absorb damage, Scrappers do it as a secondary thing. You'd think that would be obvious from the way the actual defense powers are the Primary set for Tankers and the Secondary set for Scrappers.
  21. Quote:
    Originally Posted by Pyrthas View Post
    How does that work with buffs showing?
    You can't see icon buffs for the whole league. Trust me, you probably don't want to.
  22. Quote:
    Originally Posted by Auroxis View Post
    The team UI was fine before and there weren't any complaints, so I don't get why they made this change. Anyone know? Did they try to make the UI look more similar to that of the "other game"?
    We're hoping it's "feature seep"...they made the league window like that and for some reason it changed the team and pet windows too.

    Quote:
    Originally Posted by YoumuKonpaku View Post
    So, the health monitor window is labeled pets?

    Further proof that the team is just the defender's minions! Granted, some of them have worse AI than MM pets...
    That's the pet button to open the pet window, like Enhancements on your tray or Friends on your chat window...

    Really, the new window is quite awful. Player names block the health meter, AT icons get cut off, AT icons go grayscale instead of changing to a skull when a teammate dies, and most distressing of all, the health bar becomes more transparent when the target is low on health. I see a black bar, is that player dead or desperately in need of heals? No way to know except by targeting them and looking in the Target window for a health bar you CAN read.

    I'd heavily encourage all players to give feedback about the window.
  23. Psi Assault doesn't feel very telekinetic either if you ask me.
  24. Quote:
    Originally Posted by Techbot Alpha View Post
    Unless it's a case of one apart applying while another part doesn't. Enhancements and inf and Inventions are ALL metagame tools that a game needs.
    None of which stops Influence from being a monitary system.
    Inf is a monetary system, but not within the game's canon.
  25. Quote:
    Originally Posted by Techbot Alpha View Post
    Yes, but all the enhancement and money system in this game has utter balls to do with canon anyway.

    Either that or my tech chatacters are walking around with 15 odd hearts and 22 odd eyes everywhere, with exloding-bullet fists and cyber-confrapulationary-gizmondo's stuck on every which where.
    Um, yeah. Those are metagame reasons.