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gameboy1234

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Everything posted by gameboy1234

  1. I been thinking recently that The Vault, which is pretty useless now, could be changed into an account wide storage vault that folks could access say maybe after level 10, and could be used to keep stuff for all characters on an account. It would need some storage for Inf as well as stuff like Recipes and Enhancements. Edit: your idea is good for people who would want to customize their base. But I think not everyone wants to deal with the base editor, especially new people. Using the Vault would make a simple interface that anyone could use.
  2. I think Personal Force Field could be just regular +Def, maybe Ranged and AOE only (not Melee). That would be fine. Other stuff: Detention Field prob should be just a Hold. It could be a high mag hold with a really long recharge rate to keep it as an "oh crap" button, or maybe instead a mag 2 hold with a small AoE. Repulsion Bomb: I hears it's KD now, might be fine as is. The two "repel" fields seem redundant. Maybe keep only one and make the other the reverse: gather all Mobs together on to one point. Close to a unique power in CoH. I like Force Bolt, the KB is OK and can be dealt with, but I really like the -Fly. It's very handy and useful. Maybe add a bit more damage though. I feel there's one other power that's kinda "needs work" but nothing comes to mind. (My experience with FF: my first 50 on live was Bots/FF and I basically took just the shields, everything else was pretty skippable.)
  3. I like the newer content that was added. For Atlas Park: Mathew Habashy Mathew introduces Sondra Costel after that I usually do Twinshot's arc. And by the time that finishes it's time for Shauna Stockwell in Kings Row.
  4. I'm the same way with Sonic Attack. Like the numbers on the set, hate the sfx / sound of basically screeching at people. I wish they'd add an alternate animation set that tones this down and maybe uses the "cast" animations and/or maybe adds a "gun" too.
  5. This sounds like a soloing strategy to me. On teams Repel seems to cause more problems than it solves. When I play on teams ( and I almost always do) I concentrate on buffing (I already have quite a bit of recharge) and I'm never in melee range unless some huge f--- up has occurred. It's good to point out that Repel is useful, but I think we might also be talking about two vastly different situations here.
  6. A happy discovery back on live: /Electric secondary has Electric Fences as its level one power, and it will completely remove KB from your targets, no need for special aiming considerations. Nice for locking down targets before you blast 'em. No need to wait for special enhancements to be affordable (and this was before IOs anyway). My level 6 blaster was given a "10" emote by our Stone/Stone tank after he noticed I was locking my own targets down before blasting them (and keeping the targets in his Mud Pots) way back when on live.
  7. I have a Dual Pistols/Kin at 50, and while I'm no expert I do have a bit of experience with it now. Most of the powers in /Kin are good. The main exception is Repel, which is highly situational at best and hated if you use it wrong. The other is the Super Jump power, which is cool but hardly needed, most folks will already have a travel power picked by the time you get it. Pretty much everything else you should get, imo. Good powers to add are Hasten, because most of your really good powers (Fulcrum Shift) are on long cool downs, and Tactics, because most of your powers require a hit-check and you really don't want to be missing a lot.
  8. I'd like to see draw distances increased in general. Less popping of NPCs and other objects would be great, and then there's the whole "skirt issue" for female NPCs too which was mentioned by the OP.
  9. I'd like to /sign this. It seems well thought out and pretty implementable. Hopefully some dev cycles can be found to work on this.
  10. If this ever does happen, please give us lots of notice that the new name policy is imminent. Not everyone reads the test server patch notes, and I'd hate to see anyone caught unawares by such a change. At least 30 days before it happens an announcement on the forums would be best, I think. Maybe add an "it's coming" notice to the in-game patch notes / motd.
  11. Wiki says: So it looks like you do have to defeat all defenders for all banners at the same time. It also feels like there's a rate at which you have to defeat the defenders. If you aren't killing them fast enough you'll never clear a given banner. Probably evenly distributing members will help. Linkage here: https://paragonwiki.com/wiki/Deadly_Apocalypse
  12. I grabbed "Burnpile" though as a test villain for the Galaxy City content. Not sure if going to keep it.
  13. You can click on different NPCs and get information from them. I think NPCs with names starting with N tell you how many times your character has logged in. NPCs that start with M tell you your total time logged in. NPCs starting with E or F will tell you the "city time" (which runs much faster than normal time). During the Halloween event they always say it's midnight. Edit: Here's the list: https://paragonwiki.com/wiki/Civilian_NPCs
  14. Remembering my Rob Leifeld names guide, I checked and "Blade Blade" is available. 🙂
  15. If you're careful, not really. But I have this problem on my /Kin. I typically have Siphon Power on auto, so I can buff as much as possible. But if I target a teammate who's scanning, I'll trigger this power and pull. I either have to stay well back so SP is out of range or I have to remember to clear my target (ESC) every time we finish a group. Otherwise: fun times.
  16. One more thing that's a little different here. CoH is/was an early MMO and didn't follow all the conventions. We need to talk about the F key. F is for follow. So you can target a teammate and press F and you'll follow them. Except that's almost never what I actually use it for. You can also follow enemies. And that means you can use F to move yourself into melee range quickly without having to actually maneuver around the battlefield. In a crowded room on a map this can be highly useful. (You may need to press W for a moment at the end to give yourself a nudge to move completely into melee range.) Also jumping a lot is useful to clear obstacles on the way. Pressing space (jump) won't interfere with following, so you can use jump to control your vertical while still staying locked onto a target. This is really invaluable for melee toons like Tanker, Brutes and Scrappers. Also mashing your powers (numbers) keys when you don't have a target (or your target is dead/invalid) will select the next closest enemy for that power. So I usually mash 1 twice (once to target, and once more to "queue it up" so it fires as soon as I'm in range) and then F to move quickly to that enemy. No mouse or WASD involved really. For ranged toons F is less useful unless you have a shorter ranged attack that you want to orient (like a cone shaped attack). I also use it sometimes just to orient myself towards an enemy if I've lost track of the action completely or if it's an enemy that shows up on Tab but I can't see/find. Press F and then quickly press it again to turn it off, you'll just turn towards the enemy and then stop moving.
  17. I think you should seriously post some of your ideas on the Dev board, let them know you might be interested as a story writer. I think you're ideas are quite good. Removing "red vs. blue" (for players) so there's content for each faction on both sides in all zones is an excellent idea. I hope you can pull it off. Villains are never (well, seldom) segregated off on their own little land in the comic. They always appear in The City with the heroes. Yeah villains lose in the long run, but they're still *there*. That's the way it should have been. Incidentally, I think Gold Side should be the same. Open it up so there's some level scaling and heroes can do missions in Preatoria. It'll be some nice extra "alternate earth" missions at lower levels to fill out some of the content in the 15-30 range (with level scaling this could work). And Gold Side should quickly discover an escape themselves to an alternate Earth, blue side. It'll help populations on both sides.
  18. Yup, they stack. Got TT:Maneuvers and Leadership:Maneuvers on my Widow just for the stacking Def.
  19. There are a few powers in the game that targeting through a teammate won't work. For example, a mastermind commanding their pets to attack a target, won't attack your teammate's target. That's where you have to use "/assist" to get the target before you use the "/petcom" command. Works I suppose for folks with commandable pets, like Lore pets. My MM had /assist bound to CTRL-A ("A" for "assist") so I could quickly pick up targets and order my pets onto them.
  20. Forts should be able to solo just fine. Forts also have the option of going all ranged. This isn't highest damage but it is extremely safe. You're a Psi blaster with much better defenses and much better team buffs. You can also use your second build and make a Night Widow as either a stalker/scrapper or go more tanky with Confront and Tough and have a real chance at tanking AVs. My Night Widow solos just fine at +3 (although this was after a moderately expensive IO Set build. I'm sure it would do fine at +0 with just basic IOs.)
  21. I played a Merc/ MM on live I think, maybe as a challenge? I didn't find them that bad. I seem to recall they have some problems with their AI mainly, but also maybe some questionable power choices by the devs. They were doable. I don't remember exactly what I played, might have been Mercs/Traps (and /Traps would probably make anything serviceable). Ninjas I found to be squirrelly as heck and almost unplayable. One could tough it out but I didn't see the need. Thugs were fun. Zombies were kinda like Mercs, the power choices didn't seem to quite jell. Bots were my first 50, ever. I think the newer MM sets (Demons and Beasts) were made with more experience under the dev's belts and they play a bit better overall. Oh, and /Poison sucked. That set was super slow to get good, assuming it ever did. Zombie/Poison sounds good but it was too hard to get to any decent sort of level. With new leveling tools this might not be a thing but live, yech, trudging through mud while dragging your minions and your powers behind you.
  22. I was actually going to say the same thing. Depending on how many actual new people we are getting, it might be worthwhile to, for example, add some dialog to the Shinning Stars intro arc about AT, buffs, grouping, and composition. Some folks might be helped by that advice.
  23. I"d actually say the same thing. One accuracy first, then a Damage or some other boost (Heal, Immobilize, Sleep, etc.) to the power's main function, then an Endurance Reduction (End Redux). Then feel the power out and decide what to do next. Often I go another damage and one recharge, but not always. Depends how it feels in play. You have to be careful with End Redux and Recharge. Both of those work differently than other Enhancements, they have a natural diminishing returns built-in, over and above ED (Enhancement Diversification). You often don't want to slot more than one, because the next one doesn't do nearly as much, so one is the max. Only in special cases do you want to use more than one EndRedux or Recharge.
  24. Bots and Demons rock, most other things are kinda average. YMMV. Most people play MMs for the style and because they're fun. Scrappers and Brutes are better if you just want raw power. If you put the wrong enhancement in a slot, you just replace it with another one at any time. If you place a slot that's a bad idea, then you have to respec. But respecs are relatively easy to get, and I usually just do whatever until I hit 50, and then I do one big respec to fix everything. You should get a pretty good idea as you level what powers work well and what needs more oomf, so you'll know what powers need more slots. At least, if you don't powerlevel.
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