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BurtHutt

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Everything posted by BurtHutt

  1. So, I'm using this build for my tank and just get it completed. However, the Mid's numbers are far from what's in game especially on Defence. Can someone shed some light on this? http://www.cohplanner.com/mids/download.php?uc=1519&c=734&a=1468&f=HEX&dc=78DA65544B4F135114BED34E850EC58208E5D552CAB30F0AE3636DA23C02424252E3C2843443B9C2C4A1346D31B234F1B95312A30B7567222EFC03FE0B5F806E5DA0F195F84237F570CF076DD2493ADF9D73CE77CE77CEBDB73357467DCF27AE9E129AEF8C63150AE97356F692CCD7A432B6CC66A4A0C7972A5AF970CAB19697C9418610C7A447E545992DC8E464F6F2AA9395796BDE76ECE25A1BDC33D2913239468EC535FE10FED9951527392DAD05992F2CD939DFFE77CECE2E1AEA23959372A15E2DC7EDC5A522390263393B933C9D5F2DCA746A65D549CF5885A2CCAFB5929624FD5E79E9A5ED492DE9E2A75B08D32B5CBF18F55DC643510A18F08AF69384415DD41A159C6B3AC7DC66F45D670CA785E274CF31BEA63A1A73DCDA0EEA7C449D4F8CDD9F191B69506E8E15EE665A98BA30A8A6876D1ECF7BB7B2F9DE311E7E0BDC64ECDE628C6E33BE880A51036E0D7AAC458FB5BF198D3FC0BF8CB15DE6B690162FB4787FB06F937AA943BE3AE46B40BE4EE4EBC5ECFA917700337C43DC7ACCA11EDC5670C3FB5CC446A8B65F706D7F5C28DF16F11B3543F11B2738FEC814701CF926A189C29A98EF69BAC3FB72F42E709DB1E51EF002EF530FF64DA3DACDA8DD5CA247B8C91280F2009487A03C842E1350FE9254B671ACABED18FBDAF7C8419A10620E93BA0E54E878E2E293403582A8114437217433802E136719B7A9461776A64B9D123A7D9433828E230FB9B39E47C0C78CBDB718876F329A3718FDC4ED03B72FCE7AFAFB19A305C6588C3181690D635A19923408EEE053CE174DF0091A329933F4C1A5FA379FA1EE0E7F3751CF71CC21BEE1521C35F0A47AD791AC11B84720A35317784A8263A3FAC1952CC5AABC235516B3CA72BCCA72A2CA325D6919E20339ABA330D93415E56DA0EBCB96D217E3E0DA0B0D8C6F659BA69DE78D0B4FF1A1F85A193FC8F1DF2BE3EFF3041AD67950B386D2A26ACD55ACAD8AF57CC57A89FE0A4CCCE901DD0D13F6F14079FDAFA5BCDE8894D7FF0113AC0BFD
  2. Off on a bit of a tangent here, but when you run this as a team it's tough to follow the story. The dialogue came fast and furious at parts and you really don't get a chance to read the mission logs etc. Also, the talk to leader option also leaves the rest of the team kinda unknowing. I don't know if I was misreading or distracted but it is tough to follow/read MOST missions in game. I'd suggest some changes to that (which I've already noted on forums and directly to Devs). Change it so the entire team has a chance to read what's going on and get into the story.
  3. I don't mind the markets. I would rather the Devs allocate time and effort to adding more playable missions/TFs/SFs/Trials etc. The only think I'd suggest is having the auction price sell price history show on a consistent basis. It often is blank when you click on an item. Not a big deal but maybe it's an easy fix.
  4. I think I'd be fine with applying the HC rules to ACCOUNTS that have been inactive for over 1 year. I know a ton of people came here, made stuff and then left....never to return. But! I think this may take away from Dev resources and if that's the case then leave it alone. They're already short-staffed!
  5. Earlier in the thread I suggested using the AE and then having player created content added to the game and canon. As I noted before, it would involve creating new contacts outside of the AE that are actually just extensions of AE. However, they would appear as regular contacts and the missions would be presented as regular missions (remove AE numbers and gloabals of creators etc). Only the Dev team could access and add missions to these contacts. I fleshed it our a bit more as a couple of people requested. I didn't want to go to any great detail at this point because I don't even know if this something that the HC team is interested in - I haven't heard back on this. However, I think this plan has the potential to add a ton of good content. To continue with my previous idea: Place a contact in Kings Row, Port Oakes and Neutropolis - this can be for the lower level arcs, the street level enemies and those types of missions. Missions will be provided exclusively by that contact so they are not replicated at higher levels and so on (maybe via Ouros). You can have the next tier of mission contacts in higher up, not as often used zones as well. Depending on the level of submissions, of course. I also feel there should be contacts in co-op zones where factions can team up if they like - maybe a good way to make more use out of Kallisti Wharf too! So, just off the top of my head, contacts could go into Cimerora, Rikti Warzone, Dark Astoria, Kallisti Wharf, First and Night Ward, Kings Row, Port Oakes, Grandville, Peregrine Island, St. Martial and Founder's Falls (or Brickstown). So, players can submit stories based on the level they want the mission to be played at and then also which zone is the most appropriate. That's approximately 12 new contacts to start and each contact can have their inventory of missions increased on a regular basis via the player submissions. If players have written and put together an epic arc then maybe a separate contact could be made just for that and put in the appropriate zone. I think this plan would not cause a ton of extra work for the Dev team and allow for a lot of playable missions etc. Each submission will have to be reviewed and there could be a cap put on submissions per month - this may allow for community reps/volunteers to review the material and determine if it meets all criteria and is suitable for being added to the game. Maybe a new galactic threat is upon us...then have that mish/arc in the RWZ contact list. Maybe some ancient foes have arisen or time travelers are about...Cimerora could be the go to. Perhaps a new gang of street thugs are in town...put that mish in King Row. A new superhero team is coming to town....villains to the ready! Drop that mish in Grandville (or lower level areas depending on the hero team level and type). The key is variety, more unique content, more content and the missions do NOT get shared between contacts.
  6. This is a pretty good topic with lots of responses and ideas. I think a lot of people are saying add more (hard? iMissions/trials?) content but that simply isn't really in the cards. The HC Dev team has put out two new missions IIRC (i27 and then one in Oct-ish 2019). I don't think it's reasonable to expect more content to play at a satisfying pace. This isn't an indictment on the Dev team - just the reality. I appreciate the Devs and the entire HC team. Is adding a 'harder' switch the way to go? I think it might be a nice feature for end-game content or any missions where you can apply/use incarnate powers. This might be an easy add for the Dev team? I don't know. Will it sustain us? Probably won't make a huge different but if it isn't a labour intensive add then why not. I think the big ask here is for more things to do and those things be added at a quicker pace. Again, not realistic but it seems players are getting a tad bored. Maybe it's just be but I feel the total number of players logging in lately has decreased. I thought the new issue would keep players around for a bit longer but maybe not. I'll admit I haven't been recording and tracking numbers on servers - just glancing at them once in a while.
  7. I don't know if making a harder switch would work that well either. I do feel players can make missions that involve tougher foes (power sets that could cause more problems than something like a group of Council). That could be one way to add. Praetoria has tougher missions as well. Player created content could incorporate some of those elements (ambush waves etc). I really do feel the incarnate system was not the best idea. It made a lot of the late content a cake walk. The Dev resources are too limited to add any significant hard content. I will, yet again, push for my AE idea,
  8. No. Not in my opinion. Making any big changes to AE would mean some Dev work. My plan is for minimal Dev resource use. Hence why I noted radio/paper type missions. If the Devs can expand on that then great. However, the whole issue right now is a lack of resources. Waiting a year + for missions is a long time and I think it's been over a year since the last mission additions and the new ones just released.
  9. I prefer more superhero genre. There's already way too much D&D-type influence in this game. However, I am OK with something elf, orc etc. if the creator has made something exceptional.
  10. I'd prefer unique so you don't interfere or convolute lore. Also, I am very tired of seeing the same stuff over and over and would love seeing something different (factions, bosses etc). Bring on the new and original!!!!
  11. I think I would go stigma. I PUG a lot and its always the same old radio missions that we've played a million times and look the same. They even overlap by having the same missions in different zones/levels. Then I say: Hey, why don't we try some AE - I'm usually met with an overwhelming no. I'm also in several SGs and it isn't much different. I also agree when you say there are some amazing missions and they're all sitting right there. For free. Ready right now. I would also suggest they not be connected to current lore/canon so there is no confusion or assuming material direction. Create your own, unique mission, write it up, do a Wiki write up for the mish and submit it in accordance to guidelines. You can add like 10 missions a month if not more depending on resources and time the HC team has. Let's do it! As an afterthought, if there are some brilliant multi mission arcs then maybe those can have their own contact placement.
  12. Welp, this is what I mean. We have so many players that are pretty bright and capable of creating some unique stuff. @Darmian , do you also feel players are reluctant to sift through the piles of AE missions to try and find the good stuff? Do you also feel there is a stigma attached to AE and using it to access non-farm missions? I don't know the system or how logical my idea is but is SEEMS very easy to implement. I would absolutely love to become a part of this team if need be.
  13. I've posted it before so I won't re-write the entire idea here. With limited resources and small Dev team, use the AE. No, not just finding Dev choices and do those. I think most will agree the AE has a bit of a stigma attached to it. My idea is to have separate contacts in various zones that are just hidden extensions of the AE. These contacts will have player created missions added to them and will appear and look like radio, paper etc missions. No AE number or ID. Just a regular looking mission. These new missions will be created by players and they will need to adhere to strict guidelines. Then they can submit the mission for consideration. If the mission is accepted it is then added to that contact. The player will also need to have a full write up for adding it to the wiki etc - yes, it becomes canon. This will definitely motivate players to create material. Community reps from the HC team can determine winners etc. This system should be little work for the HC Dev team and add a lot of things to do that are unique and different. It might be as simple as a drag and drop? I don't see how the Devs will be able to add content like this or anything close on a regular basis. I do love this game. However, my playtime is lessening as it is becoming the same old. This might be one way to help alleviate that issue. Devs can continue to work on trials etc and give players more to do. Adding powers, re-balancing things and QoL adds will not sustain the game. I have submitted a number of ideas but I feel this one might be the most important and the one I'd like to see added ASAP. Also, you can make some harder missions etc to challenge players and so on. I don't think there is ANY need to make any new zones. I would be up for new maps and mission maps etc. That is always welcome. We already have a ton of zones. I'd also be up for new event zones (like the current winter forest which is, I assume, only around for Xmas season? It may've been better if it had a badge and maybe a day job - it'd be cool if you could only access that for the 1 month a year and obtain it that way).
  14. I've never really played tanks and appreciate this thread. @Infinitum, what's your take on the revamped energy melee? I am wondering about doing an INV/EnM tank or a Brute version. I see you have a tanker build for the old EnM - do you have a build that has the new version? Much like you, I want my tank to walk in and out of ALL scenarios and be able to take the punishment. Durability is my main concern.
  15. Fellas/Fellettes! I have never been a big tanker guy but am wanting to give one a go. Yes, I want to have a tank that can walk into any situation and endure it. So, which power set would accomplish that? I see tons of info here and solo efforts on TFs etc. All good info. Is there a consensus on a powerset that can do it all (or almost all) without too much difficulty? Is the new Energy Melee a good power? I'm looking for AoE, damage and sturdy. Any help and builds would be great and much appreciated.
  16. I ran with a team on hero and vill sides. The hero side had the difficulty cranked up and it took forever to do - so long that I had to leave. My friend continued with the team and it looked like it about 3+ hours. Way too much running around and it brought back nightmares of old CoH missions....traumatic, indeed. The red side was less running around and a bit shorter. I feel both arcs should have been TF/SFs due to the time and commitment (and lack of reward?). Just a suggestion. The biggest piece I'd like to relay is that the team cannot interact in the mission to the same level as the leader (can't read all of the material, comments etc). I really think it might help it cut scenes were used to relay a sentence or two. Another big help might be using load screens to relay story as well. I'd suggested using load screens to help relay the story with a couple of lines - they can be unique to the mission. I had also suggested using player artists to draw a mission specific splash page and use that as the load screen/zoning screen between parts of a mission - a fun new wrinkle to add to the game. There are a few very talented artists on the forums here and some said they'd be into this.
  17. I will add, I am in NO rush to get to 50. I enjoy the ride. You level fairly quickly and don't get to most of the content. I am also placing IOs ASAP so I have a pretty good toon as I level. I also think no advertising etc hurts player population. I am NOT asking to advertise or anything like that - just stating many probably don't know about this game and/or its return.
  18. What about the new version of Energy Melee? I've heard people say it's really good and some even said OP. I have no idea as I haven't had a chance to check it out. Does anyone have comments or a build for EM? What would be your ideal secondary for the power? Conversely, is Touch of Fear in Dark Melee really good? Does it make the set great? I've never been a fan of the set but haven't played it since Live. Anyone?
  19. Well, I don't know if there is really a retention issue or people just taking a break. This site allows us to see the number of players logged on and it seems to be fairly steady (for the last while). However, I do feel people are coming and going...maybe a bit more on the going. I really appreciate the Devs here. Big time. I just don't know if adding powers and making changes is the way to go. I think they need to make additions that are fresh and new. Tons of ideas have been suggested so who knows.
  20. Disagree. 110%. I like the unique names and not having 20 characters running around that may have the same name. I got on here summer 2019 and found a lot of names I liked. I continue to do so. I like being creative and having to think up some new names/ideas/concepts. This isn't the same for all but count me in as liking the system.
  21. I've made this suggestion before. I'd also make it a co-op area.
  22. Thanks to all who keep making this possible!
  23. I don't think any new powers should be added. Incarnate powers have made toons too powerful and they steamroll most of the content when they have access to the powers. I don't think the HC Dev team have resources to pump out content (missions, SF,TF, Trials etc) where the incarnates can be challenged. I'd clean up the interface a bit and not much else. I don't mind the system but I don't really pay too much attention to it. It's great that I can progress in it doing regular content and I casually add the powers as I go along and craft for the slots. I know players want more endgame content but that's a never-ending request. If you add more slots, eventually players will want more beyond those and so on. Since resources are limited, add items that are more universal like missions etc. If you must add to the incarnate slots, take a different approach....no idea what that might be but making a toon more powerful isn't really necessary right now. There's no way we'll get enough things to do that will challenge the player.
  24. I've read some ideas and there are lots of good ones. I had an idea ages ago regarding a varied toon and the theme may blend well with the Praetoria concept. It AT would be having two ATs in one. You build and level up a toon that is actually two different ATs in one. So, you can build a blaster and a brute all in one. You'd have to switch forms and go back and forth between the two. So, hitting the form button would essentially allow you to go back and forth between two ATs. As you level, you get your normal level of slots for each AT etc. Heck, you could have a combo toon that allows you to have 3 different AT/power sets in one. I haven't fleshed it out to any detail but I think its pretty much already there in game. You could call this AT class The Amalgam! Or something like that :) It would be easy to do and not too draining on the resources. Is it something new? Not really. I do feel it will add a new wrinkle to playing any toon. Until more missions, TFs, Trials, SFs, events etc are added, players will want something different and new. This is definitely different. Also, you could add another epic AT that's completely original to the game and add them to Praetoria as well. Just some ideas here :)
  25. To me, it's been a game changer. We're not getting many new missions or actual things to do and a lot of what we have involves way too much pointless running around. It's old, lame game design. The travel hubs have made it palatable.
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