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Rudra
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Everything posted by Rudra
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When the argument is to not make the game any easier, that is not a solid rebuttal.
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Typically with a kusarigama, you throw the weight, never the kama. The kama isn't exactly a good thrown projectile, especially connected to a chain. Instead, the kama is used to strike the target you catch with the chain.
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Didn't know that. So that lends more credence to the biological component theory.
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That would still entail the Hamidon's infection with creating a secondary network, or at least usurping the existing network, after disconnecting the CPU's access to the lines it normally uses to control the 'bot so the infection can control the 'bots' actions instead. There isn't enough visible biomass given what we see and know of Praetorian Clockwork construction for the infection to simply imprison the 'bot with sufficient strength to keep the 'bot from either destroying itself trying to get free, the 'bot destroying the infection's tendrils, or the infection physically containing and manipulating a resisting bot.
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That isn't all that weird when you think about it, depending on how the Praetorian Hamidon infects his victims. If he taps into the victim's nervous system, then yeah, it gets weird as his organics try to subvert the programming of mechanical creatures. So unless the Praetorian Clockwork include organic CPUs or similar, it doesn't make sense. However, if the infection creates a secondary network, then it could override both a biological and a mechanical victim's neural system. The difference here is the victim's own nervous system or wiring is disconnected as the Hamidon's created network corrupts the shell, basically turning the victims into puppets aware of the acts they are committing, but possessing no say in the matter. (Only for the organic victims to eventually be Devoured into a new life form, while the mechanical victims simply struggle in their prison until they break.) Kind of makes you view Hamidon in a different light when you consider the possibilities of how he infects and turns his victims in Praetoria, huh? Makes Primal Hamidon seem more humane.
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While the original Mek Men of the 5th Column may not have been networked back in WWII, the current robots of the 5th Column and Council are networked. At least partially. That's why in that one arc I can't remember the contact for, you have to fight through Council (or was it 5th Column?) robots that have been hacked and turned against their creators. (They are also hostile to the players even if they should themselves be robots, but that is because the game treats all player characters as humans.) There is even a mission, I believe red side as part of one of the patron arcs, where you go forward in time and the robots have taken over the world with any surviving humans being slaves. (Not as severe as the Matrix, and only slightly less Judgement Day than Terminator, but it is there.) Like @biostem said, Primal Earth Clockwork including Babbage, Paladin, and the other GM I can't remember cannot be part of this because they are psionically maintained extensions of the Clockwork King; who is not a robot. Praetorian Clockwork could be problematic as part of a Primal Earth uprising because of likely differences in coding and networking between Praetorian and Primal designs. However, Praetorian designs converted to Primal forces such as Longbow Menders and Arachnos BCUs should be fine since their coding and networking should be updated to Primal Earth norms. 5th Column and Council robots already have precedent for doing this in the robot apocalypse future you go to in that one arc and with the blue side 5th Column or Council robot hack mission. Malta robots could be interesting to figure out if they should be part because the mission A Titan Named Joe shows that the onboard battle computer can most definitely override the human brain operating the robot, but there is also the question of the human brain taking back control. Arachnos robots would largely be inappropriate aside from the BCUs. While there are some that are robots like Number 204, most Arachnos robots are actually cyborgs with their human brain in control. Edit: Oh, and Rikti Drones could also be a problem to fit lore wise since like the Praetorian Clockwork, their code format and network protocols were developed in another dimension, and so are not likely to be able to integrate into the uprising.
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You get 1 minute duration of day job benefit for every 2 hours you are logged off in that location, up to 2 hours duration. Are you staying logged off for 120 hours at Wentworth's on that character to get the 1 hour duration? If not, your time is going to be respectively less. Edit: Sorry, if you have the day job badge, then it is 1.4 hours logged off for every minute. So are you logged off for 84 hours at that location if you have the day job badge?
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One of the complaints about the OP was that there is no mentionable cost to base empowerment station buffs. The reference are the amplifiers players can get from START. (Edit: And that reference was used by @Laucianna as justification as well. So using Start as a reference for pricing seems fair to me.) My proposed costs are for a level 50. So just have the costs scale down like they do for the amplifiers from START. So the base cost for level 1s would be 8 inf' for the 2nd hour progressing up to 512 inf' for all but the recharge ones, while the recharge ones would start at 125 inf at level 1 progressing up to 8,000 inf' for 8 hours of recharge. For those saying that there should be a cost, I think that is fair. I personally think players are fine with 90 minutes per buff and dipping back into their base to refresh. Or go with @Luminara's suggestion. The costs stay as is, nothing added, but you can carry 1 charge of each buff around with you until you click it. You can stack 3 hours that way or just use the buff when it is time. Believe it or not, that was an attempt to find a middle ground. Not as elegant a solution as @Luminara's, but a middle ground nonetheless. (Edit: And the 1st hour is still free of inf' costs.)
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😋
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Trout Combat/Fish Slapping first please. 😜
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We are once again asking about Mastermind pet customization
Rudra replied to JetMalakai's topic in Suggestions & Feedback
To the best of my knowledge, the server that does so uses up player character costume slots to do so. Some of us use our costume slots for our characters. (The devs also said they preferred to find their own way of doing so here. I would rather see what they have in mind than use that other server's method.) -
Yeah, I thought you could use salvage racks to make it work, then realized even they wouldn't. I've already edited the post.
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Then how is this? The time gets reduced to 1 hour duration, but you can stack up to 8 hours. Each hour after the 1st you craft uses twice as many components as the previous hour, with the second hour also having a 100K crafting cost. So it would go as follows: 1st hour: Normal crafting as is except for reduced duration. 2nd hour: Requires twice as many resources plus 10K inf' (except for recharge speed which costs 50k inf'). 3rd hour: Requires twice as much as previous. (So components are quadrupled cost of normal and costs 20K inf' except for recharge speed which costs 100K inf'.) 4th hour: Requires twice as much as previous. 5th hour: Requires twice as much as previous. 6th hour: Requires twice as much as previous. 7th hour: Requires twice as much as previous. 8th hour: Requires twice as much as previous for crafting cost of 128 of each component and 6.4M inf' except for the recharge which costs 32M inf'. Total resources for all hours combined: 255 of each salvage and 1,270,000 inf' except for recharge which is 6,350,000 inf'. Edit yet again: (To move previous edit up here.) 1st hour: Normal crafting but is reduced to 1 hour duration. 2nd hour: Adds 20k inf' cost except for recharge which is 312.5k inf'. 3rd-8th hours: Doubles inf' costs of previous hour. Total resources for all 8 hours combined: 8 of each salvage and 2,540,000 inf' except for recharge at 20,000,000 inf'. So what happens if you craft 8 hours of buff, play for roughly 3 hours, and go to renew your buff? Well, if you have anywhere from 4 hours and 1 minute of time left to 5 hours of time left, then you are crafting your 6th, 7th, and 8th hour buffs again. If you have 5 hours and 1 minute of time left up to 6 hours of time left, then you are crafting your 7th and 8th hour buffs. What if you played for less than an hour and still have more than 7 hours of buff left? Then you can top off at the cost of the 8th hour buff. Personally, I think @Luminara has the best means of answering this suggestion to meet the requirements of those that want the stackable effect and those that think just going back to your base as needed to refresh isn't a problem. When you craft a buff, you get a temp power that you have to click to apply. This means you can save it for whenever you want. If you choose to use it immediately? Then you can craft another temp power that cannot be used until the previous active effect wears off or you cancel it. With that, there is no need to worry about your buffs wearing off while waiting for a TF, SF, raid, or trial to launch. You just don't click it until it is time to go. And if you click it and craft another, then you're carrying around 3 hours of buff. More than long enough for anything in the game.
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Silent Sentinel is in Echo: Atlas Park now. To reach any Echo zone, go to Ouroboros and you will find the portal behind the tower. Rookie is now in Atlas Park instead of Silent Sentinel.
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The not exemp'ed I will concede. The rest I find not relevant because most of the time, I don't either and it takes me only about an hour to run any TF/SF I'm on either solo or on a small team. And we aren't speed running them either. I haven't met a TF leader yet that when asked for a few minutes after getting invited didn't allow the player(s) a couple minutes to do what they needed to do before launching the TF/SF. And as far as MSRs are concerned? On the ones I've been on, there were so many buffers pumping up everyone that I doubt a lowbie, midbie, or anyone else would even notice that their empowerment station buffs wore off during the fighting. Edit: I would like to also point out that I am fine with the craft a usable power but can only have 1 in inventory at a time, and only 1 in effect at a time, proposal from @Luminara. That would address the concerns provided in this thread while still limiting the stacking ability of the buffs like some of the rest of us would like to maintain. (Though I would still want the buff itself to be cancel-able by the player.)
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I could agree with that.
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Make it 1,000,000 maybe, but 100K is nothing. That won't even get you a rare salvage.
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The "fix" would be for Gauntlet to not apply to every ability. There is no reason why Gauntlet should trigger off of the Pacify power.
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Then it sounds like Gauntlet needs to be tweaked. And even at that, it should still work fine against targets at least 26 feet away unless the Tanker is attacking the target.
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How far was the target Skull? If within melee range, check one outside of melee range at least 11 feet away. If the Skull was at least 11 feet away, then report this as a bug.
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https://homecoming.wiki/wiki/Increase_Attack_Speed_(Empowerment) https://homecoming.wiki/wiki/Grant_Invisibility_(Empowerment)
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Also remember that some of those require 2 of a single piece of salvage, so it may actually need 3 salvage to craft. (4 for some?) (Edit: Hells, the Grant Invisibility and Increase Attack Speed ones requires 3 different ones each.) Edit again: Okay, I checked them all, and I got them confused with enhancements. They only require 1 of each, but 2 require 3 different ones.
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Gauntlet has a radius of 10 feet according to CoD. So maybe pacify a target farther away than 10 feet? Pacify has a range of 60 feet after all.
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The Tanker's Gauntlet inherent power, which is the punchvoke ability (as well as a few other buffs), triggers when the Tanker attacks something. Brutes "pokevoke" is a much weaker version of the same power. They only taunt when the Tanker or Brute launches an attack. Tankers and Brutes also have auras that taunt enemies, but those auras do so because they negatively affect those enemies. So if the Tanker or Brute turns off their offensive aura so it stops negatively affecting the targets and they don't attack the pacified target, then the power should pacify that target just fine unless the target has sufficient Placate resistance to ignore it. If you do not have any auras active that affect enemies and you do not use an attack, then pacify should work just as advertised even for Brutes and Tankers. If it doesn't? Then you should probably be reporting it as a bug. If you are expecting pacify to work through a Tanker's or Brute's auras and attacks though? You're asking too much. It doesn't even work through other AT's attacks. You taunt a pacified target regardless of AT, and it will attack you. (Edit: The Tanker or Brute can also use Pacify to shut up a ranged opponent for a little bit without their punchvoke/pokevoke breaking it.) Now, all that aside, let's look at your suggested changes. If Pacify crashed the user's threat level to 0 for a few seconds, then that is time the target just stands there and does nothing while you keep smacking it. That is not how a pacify power is supposed to work. ... unless you're a CoT Succubus.... Player pacifies are meant to be broken whenever we attack or taunt the target. If you want the target to not fight back for a few seconds? Invest in Stuns and/or Holds. (Or, just have your Tanker or Brute break off fighting and pacify the target as they run away.) We have blind effect powers for that. And a blinded foe cannot fight back while you stand there murdering it. Which defeats the purpose of pacify powers. Player usable pacify effects are not supposed to let your character murder targets with impunity, they are supposed to get one or more targets to leave you alone while you hide or run away. (And if the Tanker or Brute wants to go hide or run away from a single enemy? They can pacify the target as part of their doing so. This won't break the pacify effect.) This won't change anything. If the Tanker or Brute is trying to leave the fight and pacifies the target, this just delays the pacification effect, reducing the effectiveness of the Tanker's or Brute's attempt to get away. If they are trying to pacify a target while fighting, then their very next attack or their active offensive aura is going to break the pacify immediately even if you try to time the pacification to occur after you just taunted the target by attacking or having an active aura.
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I don't see this as a very high priority, however, I would like to point something out. Pacify is a Mag 3 ST attack with a 60 feet range. If there is a single foe that a Tanker or Brute wants to pacify, they can just take a few steps back and pacify it, they can jump back and pacify it at the same time, or they can simply stop attacking (including any offensive auras) and then pacify the target. If they want to sneak by something instead? Say to grab a glowie? Then they should invest in stealth powers instead of the ST Pacify.