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Everything posted by biostem
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I also think the version of the RWZ from Ouroboros should use the old Rikti models...
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Why risk a soldier's life when you can send in the latest in remotely piloted robotics technology - The Ballistic Bulwark!
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Wasn't there that one case where that guy was allegedly being sent moves via a remote-controlled thing up his bum?
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At some point, *YOU* will have to check to see if there's something you need to do/get/work on - the game's not gonna do it for you. If it's really that difficult for you to remember, then maybe set an alarm every day telling you to check your character bio, or maybe put a big sticky note on your keyboard or monitor telling you the same. When you get right down to it, *YOU* are the only thing in common among all the tasks you do every day, and it is up to you to remember not to brush your teeth with the toilet brush, or not to wear your underwear on your head...
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Why is Assault Rifle bad, and how could it be better?
biostem replied to Weylin's topic in Suggestions & Feedback
So I've been leveling up an AR/Invuln Sentinel in response to this thread. I don't know if it's really a fair test, as they get a single target flamethrower attack instead of the snipe. Either way, the approach that seems the most effective for me was to slot a KB->KD IO in M30 grenade, then cycle between that and buckshot to try and keep enemies on their butts, then use flamethrower and full auto to whittle the enemies down. I skipped burst, and instead use disorienting shot, slug, and incinerator against single enemies. The performance thus far isn't bad, and it's nice having so many cones/AoEs at my disposal. Saying all that, they don't seem exceptional compared to my DP, fire, or any of my other sentinels for that matter. They're fun, but just don't have the "oomph" that other ranged blast sets convey... -
So shielded flaming poo man?
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The Banished Batgirl Mystery
biostem replied to ThaOGDreamWeaver's topic in Comic, Hero & Villain Culture
I don't think it's so unpopular. I think the problem is that studios don't want to invest in anything smaller in scope. The stakes have already been pushed so high as to involve the fate of multiple dimensions. I want to see something street-level. Bring in actors who can actually fight and don't just smear CGI across the screen. I can go back and watch IP Man or The Protector over and over again, and those didn't need the kind of budgets we see nowadays. There's no shortage of good stories if you look, and if you shelve and motive besides creating an entertaining movie that respects the source material. -
I think the way to think about things is that a really pissed off brute should out-damage any other melee AT, but getting to that level of fury should be quite difficult - maybe fury should be a mechanic/resource that one needs to more actively build and spend. Another approach could be to tie both their offensive AND defensive values to fury - making a brute into a true juggernaut once thoroughly pissed off...
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I imagine such a set would function like a cross between dual blades and claws, perhaps with 1 or 2 additional ranged attacks. You'd have a single target throw, a cone throw, and maybe something like a PBAoE throw.
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You're concocting a scenario in which both are damage capped. I'm presenting one in which they aren't. Have both at 500% then talk to me. Have the tanker only get the -res and the brute only get +dmg. I care about how things pan out in actual play, and this supposed brute damage advantage becomes negligible, especially if the difference in tanker defensive values or other resources tied to their armor means they live but the brute dies.
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And? It just means that that extra damage cap isn't as important. And if we're just pulling scenarios out of our butts, then a tanker on a team with lots of -RES will do as well or better than a brute on a team with just +DMG. That's my point. You also fail to ignore the greater AoE range/size that tankers enjoy, if we're now talking about lots of spread out enemies...
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Not true, as -RES effectively puts you beyond the damage cap. I'd also have to see specific build info to make sure we're comparing like-for-like. I'm happy you did such big numbers, but without the proper context it's just an anecdote, (and under extremely specific circumstances to boot). Even if I took you at your word, now let's compare a similar scenario but against multiple enemies, where the tanker enjoys larger AoEs...
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How much of that damage was due to +DMG and how much was due to -RES. Could more -RES make up the difference? They're basically 2 sides of the same coin...
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No, it requires teaming with people with very specific buffs. That tanker can easily gain access to -RES debuffs via IOs or PPPs, thereby effectively pushing them beyond that cap. The question is, if you could have either a tanker or a brute on your team, which would you pick. Ignore your own AT/powers for the moment, and assume you know nothing about the rest of the team. Which do you select? On a slightly related note, I wonder what it'd look like if +DMG buffs also applied to the buff from fury...
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Here's the issue - how strong *should* a brute at 100% fury be? Stronger than a scrapper? Stronger than a stalker outside of their hidden AS? Let's establish a baseline then go from there, otherwise the mechanic needs a revamp, because it isn't working as "intended"...
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Brutes definitely need something. I wonder if fury could be tweaked to work on a sort of diminishing returns system, since, as you pointed out, it is nearly impossible to really max out the bar - something like the first 25% of your fury bar would account for like 50-75% of the damage boost that a full fury bar gives now, then the next 25% would account for 10-20% of that full bar, and the remaining amount would count for that last little bit. It would also be cool if build up, in addition to the existing buffs, fully maxed your fury bar. Another idea would be to have things like debuffs also act to increase your fury. Even with all that, perhaps buffing their secondaries to some value between scrappers and tankers, would go a long way to increasing their durability...
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Or they could do something like leaving the coloration baked in, but perhaps allow you to alter the outline and speckled colors only...
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It would be interesting if there were a few random elements thrown in to spice things up. For instance: 1. When rescuing a hostage, have a tiny chance that the last enemy of the group guarding said hostage sees the error of their ways, and becomes a temporary ally. 2. When fighting the named boss for a quest requiring their defeat, have 1 enemy do a similar heel-face-turn as mentioned in #1 above. 3. Opposite to #1, when rescuing a hostage, (that's not part of a "escort them out" mission), have a tiny chance that hostage was actually a double agent, and becomes hostile. 4. Have a tiny chance that an interactive quest object be boobytrapped - provide a short countdown after said interaction, followed by an explosion. 5. In a "defeat all" mission, have the last group, while marked on the map, actively try to run away from you and your team, (this may be too cruel, though). >:-3
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The game only allows 2 colors per costume piece, unless it has the customization disabled and the colors "baked in". Still, this could be quite stunning!