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Greycat

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Posts posted by Greycat

  1. A lack of aggro cap nearly made me leave the game out of boredom back in the day. Almost every mission was "Wait for tank to herd map, possibly with emp in tow. Wait for him to bring back to THIS SPOT and DO NOT MOVE. When the tank says so, one blaster can nuke. Next floor."

     

    It was *dull.* Sure, you got to stand there and talk - but that was about it.

     

    No thanks.

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  2. 4 hours ago, sacredlunatic said:

    So, I've been playing both my WS (triform) and my PB (human only) a lot more recently and I decided I was wrong about this whole thing.

     

    Here's how I see it now:


    Toggle suppression: necessary.

    Damage cap increase: nice to have, but not essential.

    Taunt aura/non dwarf punchvoke: not necessary.

    THat works. (Though if they do toggle suppression, I'd expect it to be like current (non shapeshifting AT) suppression - defensive toggles yes, offensive get turned off.)

  3. If my choice is between prestige and creativity, I'll take creativity - which not having to grind away to get prestige enables.

     

    If it's "I want to brag because arbitrary number," I see no need for it. Prestige didn't show how good a group was. It just showed that it had a lot of prestige. Which could be because there were one or two busy farmers, or because "You're in SG mode or you're out," or because the group actually was active. It's a measure of nothing but itself, and certainly not something to brag about.

     

    I hated Prestige on live, even ignoring rent. It can stay the historical curiosity it is.

    • Like 2
  4. Going from rusty memory here - I think this was just before, or what led to, patron and/or power pools having five powers.

     

    The live devs were revamping patron pools and, of course, had them on test. They had massively changed or outright replaced some powers in those pools that, well, "everyone" knew weren't taken or were underperforming or whatnot. (I want to say Bile Spray for brutes was one and a shield in the Doms was another. Again, it has been a long time.)

     

    The backlash was *amazing* to behold - and that just from the people who bothered to actually go download the beta builds and test. Amazingly, people used and depended on those abilities. Had those changes gone live, I'm pretty sure the servers would have melted well into the mantle. And again, I'm fairly sure this eventually led to "OK, we're not changing or taking away a power, we're adding one - you have five to pick from," which eventually spread to the other power pools.

     

    In short, dev data or not, "everyone's" perception or not... that perception can be very wrong and make a lot of people very angry.

    • Like 1
  5. On 1/26/2020 at 1:51 PM, Pixie_Knight said:

    Well, the lore is that Warshades have a bit different abilities then normal kelds because they've been experimented upon. Which in turn altered some of their natural abilities. As such, a peacebringer (normal keld) with one of the Warshade power sets doesn't fit the lore. Neither does a Warshade with one of the Peacebringer sets. In fact, the very existence of nictus and by extension warshades is specifically due to experimentation on kelds (either by a rogue faction or outside party, not sure).

    Actually... the Nictus did it to themselves. You could call them a "rogue party," I suppose.

     

    Wrote up a whole guide on it back on live. 🙂

  6. Don't trust that number. It can end up inflated.

     

    I don't remember the mechanism behind it, but it can "run the clock" even with you logged off (unless that's been seen as a bug and fixed, I haven't heard of that.) I was in a set group of Shield tank/scrappers. We always played together. I maybe racked 1-2 hours not with the rest of the team selling things. On our 1-50 run, the other three were around 80-85 hours. Me? It showed over 300.

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  7. VEATs. I hate the forced respec at 24, and the storyline (at least as introduced) was insulting and annoying. Even now, I only play up to the one to get another costume slot and ignore the rest. (And I've only rerolled VEATs from live that I liked  the *character* from. Still not fond of the AT.) By contrast, I love my Kheldians.

     

    Masterminds, at first - had a bots/FF that was so inactive and boring I nearly gave up on the AT. Fortunately, thugs/poison picked things up for me.

  8. On 1/21/2020 at 11:32 PM, Robotech_Master said:

     

    15s are cheap as well, and better than 10s, plus worth holding on to into the 20s. 10-12 goes really quickly even without trying. And who needs to *buy* trainings? Unlike DO and SOs, they're not origin (or otherwise) restricted. One drops, use it or sell it.

     

    And I said the terminology could be confusing. I'd only ever heard ATo as the "AT Origin" enhancements, here or on live. I don't think I've ever heard anyone refer to attuned enhancements that way - most of the time I hear them referred to, the person specifically says "Attuned."

  9. Hmmm.

    Content.  New, and revisiting some abandoned "because we want new people to make their own stuff" content (Blood of the Black STream comes to mind. Even if it's not an AT - since that's a lot more work - getting some payoff for all the Gadzul Oil hints, worldwide-computer (tying in to that eye of horus by the Oakes tanker,) etc. would be nice.)

     

    Graphical update, if possible. Redoing the engine behind everything is too much, I know, but more tweaks, updated costume options, etc.  And fingers.

     

    If it ended up a "new new" server, importing the characters from here.

     

    I guess just "continual development" is kind of a given...

  10. 17 hours ago, DougGraves said:

    I would like to see the player base consolidate on one server.

    On the flip side, I'd hate that. Wasn't a fan of the idea on live, not a fan of it here, and honestly haven't seen it as needed.

     

    Hmm. Wonder if I can find my old copypasta and see how relevant it would be... 🙂

  11. I think the reason people speed through them is having done them a few million times (plus Incarnate powers so often being just ridiculously over the top, especially in a group.)

     

    I'd be for this, since I don't think it'd be any *more* difficult than creating other story arcs (not saying that's easy - I don't have the toolset and the like, and we don't have dozens of new arcs currently, but still.) It would essentially be, what, Maria Jenkins 2.0.

    • Like 1
  12. 20 hours ago, Sailboat said:

    Wouldn't the (hypothetical) munchkin team merely demand that you post those stats for them to see?

    "I don't have them turned on." Besides, nobody's beholden to any specific group. If someone does that, one-star, leave team.

  13. Just because mention of showing up in someone else's mission brought this to mind.

     

    Over all the time we've had COH (live and here,) which ones stick in your mind? (I don't mean exploits like monkey farms and such. I mean actual bugs.)

     

    The one that brought this to mind:

    Newspaper missions. If you held on to them when a new issue dropped, especially as a lowbie, you could head into the mission only to find that "skullcracker" or whatever the boss used to be had turned into BOSS_NAME - and in my experience, was usually a highlevel storm elemental.

    • Haha 1
  14. 1 hour ago, Gulbasaur said:

    I once went into a mission entrance and appeared in someone else's mission - I thought the enemies were a bit low and then I stumbled across another player, whose mission it was. 

     

    This must have been in about issue 4 and I remember having to haul myself back out of the Hollows to Independence Port or wherever I should have been and try again.

    I think it was a little later than that, actually. It was affecting paper missions as I recall (there was some discussion from people who wanted to make it a "feature" and hunt cross-alignment.)

  15. 1 hour ago, Gulbasaur said:

    I wish I knew what the rules were for ambush targets... If you've got sidekicks with you, it's hard to protect them and intercept the ambush if enemies literally run past you

     

    I don't really mind the concept, especially as they usually announce themselves with a speech bubble appearing somewhere on the screen, but they're harder to tame than the average mob spawn. 

    I think there are three types. There are two I know of, one easy to deal with, one... not.

     

    One type runs to where you are when it spawns - which is a very sensible ambush. "Evildude spotted in room 7! Get him!"   Also can be easy to avoid - I've just stepped into a side hallway and watched them run by.  (I *think* there's a type that waill run to wherever you've gone to when each wave spawns. So you get a trail of breadcrumb-ambushes behind you standing around.)

     

    The other one homes in on you regardless of stealth or movement. (Remember the Longbow Death-from-Above Eagle squads when heist missions were introduced?) These are just annoying and, for some characters, nonsensical, but... eh.

     

    I can't honestly say right offhand if/how they divide or who they go after, since it seems like (at least for TFs) they'll hit the first person in the zone instead of spreading out.

  16. I've actualy had characters go into fighting specifically for the attacks, not tough/weave.

     

    Personally, I like things having costs. Tough/weave can be quite powerful - forcing a pick of something else (which, really, just means you get to put slots elsewhere if you're not going to use it) to get there is perfectly fair to me.  If tough or weave were available with no prerequisite, I'd want to see them nerfed somehow.

     

    Then again, I thought losing T9 crashes was a shame. *shrug*

  17. 19 hours ago, Tyrannical said:

     

    Making Teleport into a reverse version of Mystic Flight works well, making the 'Hover' element a toggle.

     

    Merging Flight and Afterburner works rather well too. Which leaves room for one more power, maybe some sort of wind power that knocks back.

    I just remember (a) the decidedly (and deservedly) negative feedback when some Epic (or was it just patron?) pools were tweaked after the fact back on live - and some of those changes were rolled back, and (b) how badly some things broke when the pools were updated on test (again on live.) If I remember right, it broke Kheldians and Dominators *badly.*  Admitteldy both have slightly odd mechanics (both having essentially "click inherents," with form shifting and with Domination,) and I think that was the issue in general.

     

    I would not mind seeing TP getting the "reverse Mystic Flight" treatment. That would be useful.

     

    Flight getting a wind power? I think Wind would be broken. >.>

  18. 1 hour ago, Outrider_01 said:

    Increasing perception would allow it to be stealthed.  Point of the ambush is to slow down the player.  Not sure if the hostage cowers and stops, Incarnate players just ROLF stomp hostage missions.  When its rescued, you can get out in about a minute and don't need to run at max speed; all you got to do is run in short bursts so they catch up.

     

    Increasing perception would keep from hobbling Stalkers and Illusion players. And half the time the ambushes see through stealth anyway. (I seem to recall running into three types of ambushes back on live - the ones that home in on you no matter what, the ones that go to the location you were at and the ones - which i think are more of a subset of the second - which go to the location you *are* but don't see through stealth.)

     

    If you're worried about stealthing, have live enemies in some range override your "rescue" so you have to fight them. *shrug*

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