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What are the current thoughts on Dark Melee/Super Reflexes?
Linea replied to SemanticAntics's topic in Scrapper
An SR Tank "can" rate up to 13 (801.D)* However, almost no one will ever build one that way, and even if you DO build one that way, it will be the hardest tank to drive, ever. I insta-failed the first 12-13 tests, and only succeeded on the 14th try at level 13. So Theoretically it "could" be the most durable tank, but is more likely to rate average to above average. Capped DDR with tank resist cap can be very powerful. On a scrapper, the same is effectively true, but it's even harder to build and even harder to drive to that level, even easier to insta-fail, and is more likely to rate average to below average. I don't think the scrapper version will ever rate 7, even Hornet struggles with 7. I suspect 2 "could" be easy, 5 difficult, and 6 on a scrapper you can call yourself a god call it good. * Solo Survive 801.D, It takes over an hour just to clear the door solo, so "survive" not beat, and I stopped the timer after 15 min. At that level escaping with your life is a win. -
DEFCON II: AFTERMATH β Do Controllers Still Outscale Defenders?
Linea replied to Dark Current's topic in Archetypes
Harder. I really don't know how much harder. My original intent was to design a mission, or two, that would test each potential mechanic and/or potential hole in armors. I never really intended to do more than the two missions that were what is 801.2 now. But people asked for more. 801.0 would be roughly equivalent in layout, and overall mission mechanics, and short small maps like radios. I'd guess somewhere between 1x and 2x length, but I really didn't measure it that way so I'm not sure. Harder Mobs, it has 801 mobs instead of standard mobs. I'd guess they are probably similar to Blackwing, or Blackwing are similar to them. But I don't know. I tested the early Blackwing prototypes when they were still buggy and overpowered. Harder, Even with just 801.2, I stopped counting after slaughtering a few thousand tanks. -
What would be the most annoying thing to find in an AE mission?
Linea replied to PartyKake's topic in General Discussion
Wall to Wall overlapping FF bubbles. Please, for the love of $Deity Test (in test mode if needed) your AEs +4x8 to see how they spawn for a team. When I was reviewing AE arcs, the majority of them had not been tested x8. "Oh, I never tested it x8" I heard that so many times. -
DEFCON II: AFTERMATH β Do Controllers Still Outscale Defenders?
Linea replied to Dark Current's topic in Archetypes
πΏπΊ I'm glad you're enjoying the missions. I've been chuckling almost non-stop for the last 2 hours. Voltak and Lumi both frequently brought empaths to these. If Either of them joined the team I'd automatically set it 1 tier higher. π "801.0 I hope this isn't too easy peasy" - 801.0 is the easiest. It's intended for a very small team or solo "801.5-C ..." - You overlooked the team-size multipliers in the list. That effects lots of things within the tier itself, including mission length and difficulty. - 801.5 is intended as a full team test, as compared to the small team/solo test above. Each tier is roughly double the difficulty of the previous tier and you went from the bottom of tier 1 to the top of tier 2. I'd guess that means this mission is about 3-4x harder than the one you started with, as well as about twice as long. "801.6-Static ..." - Static tagged missions are "Very Short, Static, less comprehensive, lightweight tests" designed so you can quickly and easily test and compare tiers "Without the Randomness". "801.7-Tech-R" - I hope you brought your grown up pants. - This is just barely over the balance point where game mechanics start breaking. - Give me the smallest amount of team buffs and the mechanics balance back out. However, this is why I made the 6s and inserted them into the list. The 6s are just under the mechanics balance point. It was fun and interesting to really find how all the various mechanics work and when and where and how they break. - I ran a lot of 6's and 7's depending on the balance point of the team. "It's hard to figure out a time limit" - Teams vary too much, You'll never get one answer here. I've had teams complete Difficulty 15 in less than 30 minutes, and teams fail difficulty 2 after 2 hours. "We've Got this." "Wasn't too bad." "Oh !@#$ ... Oh ^%!@#, ... OH! @#$ %!@# &%@#!" "Got Smoked. Bro!" "They broke the Unbreakable Tank ... " "It's getting to the point that I have to start buffing the tanks ..." "We're dying like crazy ..." "Come to the PO AE and have BAG of Wakies ..." "Holy !@#$ this is !@#$%$# Insane ..." "What the !@#$ was that! Holy %@#% ..." "Does that Count? ... That was Brutal! ... The Doom of the Squad ..." - *Evil Chuckle* π€£ -
Power set pairings that are optimal on a Scrapper?
Linea replied to BuiltDifferent5's topic in Scrapper
That's Angel Hornet. She's designed for soloing hard-mode, and has only half the dps of a full offense build, with all the rest of the resources going into layer-able armor in sine waves. -
Someone needs to name one "Carpnado". Then again, someone probably already has.
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tldr: no one answer, what ever worked, likely several different ones at different times. The original copy of this character probably has well over most of the incarnates unlocked. I also use the test shards extensively to test different incarnates and builds. As a default rule: Hybrid: Melee Core T4, Assault Core T4, Assault Radial T4, and the Teleport one. Primarily Melee Core for a defensive posture, this is my default. Assault Core for pure offense. Assualt Radial for hybrid defense/offense (breaking your offense chains hurts you if you're using core). And the teleport for team utility. Lore: anything but seers. but I even use those sometimes if it's one of the very rare cases where the psi damage is helpful. Usually I pick something thematic. If you want something more performance oriented, the ravager, carnies, ... well behaved are usually bots even though they are lower performance they mind well, ... I like carnies a fair bit, love the buffer, ... there's a thread somewhere ... Destiny: Ageless Radial +DDR T4, Barrier Radial T4 (everyone else dies), Barrier Core T4(only if I have too because pugs refuse to play with me) Judgement: Void Radial T4 -DMG: Pseudo-Resist T9 for 30 seconds. It's a gap filler and awesome for hard alphas that you might not otherwise survive. This one really makes a difference on the def/res capped tank that wants to bypass the caps when facing difficulty 13 targets. Interface: Degen Radial T4 or Reactive Radial T4 Alpha: Any, it depends. Probably Agility Core T4 and Musculature Radial T4 as the two most common.
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Try opening it with "File -> Open" instead of Double-Click. Here's a resaved .mbd version. Note there have been a lot of game changes in the 2 years since the build was last updated. EnM Ena ShadowMeld Scrapper - Angel Hornet 801 - Recharge-T9 ver 2J Psi+ - [i25].mbd
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That's it in a nutshell. If you want the overall strongest armor against anything that will ever get thrown at you ever. That doesn't mean the resulting armor will be strongest in every situation, it absolutely will not. On the other hand, learning your weaknesses, knowing them well, and knowing how to mitigate them, is extremely useful. If you can solo 801.2, then you can handle almost anything the regular game throws at you. If you can solo survive 801.5, then you are probably safe to main-tank 4-Star or solo 1-star. If you want to solo 2-star or 3-star, then you may need to be able to survive 801.6 or 801.7. The devs will NEVER go beyond 801.7 difficulty, and it's probably more fair to say official dev content will top out at a max of 801.6. 801.7 is just past the breaking point in game math terms. 801.6 is just under the breaking point in game math. The devs will not push past that point, instead you should expect other mechanics like the targeting circles, and mini-games, and things like that. The game math, base baked in from the past century, literally starts breaking at that point between 801.6 and 801.7. That said, the math could be un-broken, by creating an RDR stat and distributing that to armors in the same way DDR is distributed. However, that would also be a MAJOR and GAME BREAKING change to all the squishies and armors that are so used to effectively getting RDR for free. So don't expect that to ever happen. It probably should have happened 20 years ago, but that cat is well out of the bag and isn't going back in.
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You can use the Aether costumes to hide the crab legs, but you do have to be happy with the limited resulting costumes. This lets you have a larger pool of powers to build from and still not have to deal with the fugly legs.
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I took a multi-billion influence build into a +4x8 ITF for comparison testing. It's the hardest to drive. It requires the most strategy and tactics. It requires the most attention to detail. ... etc and so on. But it CAN be done. It's been done multiple times by multiple builds and characters. HOWEVER, willpower can do it with 2/3 the effort and 2/3 the investment, and Bio can do it with 1/3 the effort and 1/3 the investment. (Approximately) As an additional note, it's my opinion that regen should at least be 95% immune to regen debuffs, ... and probably partially immune to recharge debuffs but that part is less thematic and more mechanic.s
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How much: It depends ... SR and SD can effectively cap DDR with Ageless +DDR, yes SR does this much more easily, while SD works harder but brings other options along as well. EnA and Inv while not technically cappped can still achieve equitable results under extreme pressure, but through different mechanisms. This all boils down to "there are reasons" I picked SD as the frame of my top of the line tank, while picking EnA as the top of the line Scrapper, and Inv as the Lazy Tank.
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My solo blaster is a heavily armored Water/Atomic.
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physical hardware access is problematic, and I'd rather not buy another machine when I have plenty of resources available virtually.
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Linea started following GPU-PV Support?
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Yes, it's using what's called GPU Para-virtualization in Hyper-V VMs on Windows 11. This is NOT the same as GPU Pass-thru. My guess would be even the newest CoH client is no where near close to compatible. But it shouldn't hurt to ask.