Rudra
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Everything posted by Rudra
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Why not just use the long range teleporter? It already lets you go to every zone.
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There is a Malta mission that does that. Your character goes back to... I think it is Galaxy City but it may be King's Row... where the mission is populated (initially) with grey Skulls that are talking about how they don't know who their employer is, but they are getting paid to lure a newbie up and coming hero into an ambush because their employer views the (unnamed) character as a potential threat. (Malta shows up to fight after the Skulls start running for their lives when they see you and your character briefly wonders if another hero did the same thing for them early in their career.)
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You can only pull if the target is somewhere you can target and fire at. That is my point. There are times when the spawn placement does not allow for that. I can't target and shoot enemies I know are there but can't see because of their placement on the map. Edit: That S-hall is never a problem. If I am approaching from the side with the 2 side rooms, I jump up on the balcony walkway that joins the side rooms and then go into the side room where the spawns are, clear them, then can clear the spawn in the hall. If I am approaching from the other side, I just have to clear the spawn in the hall and then I can go after the spawn in the side room. It is specifically spots like that lab map where you have an abbreviated s-hall into a single large room with an upper level and there is a spawn at the s-junction. Depending on the mission/random spawning, there can also be a spawn to the right of that spawn just slightly past them along that wall. On some occasions, there is also a spawn on the left on the other side of the "doorway" near that bulkhead that almost reaches the ceiling. And on that map, if all 3 spawns are there and the primary/first spawn is not loitering in the doorway where I can shoot them but are instead to the side hidden by the wall near the second spawn, there is no pulling anything. Edit again: Maybe this will help: Green is where spawn 1 is supposed to appear in that room. Yellow are the 2 most common spawn locations for spawn 2 when they are close to the door rather than around the large cylinders on the right of the middle platform. Orange is a rare spawn location for spawn 1. Red is where spawn 3 is when that room generates 3 spawns near the door. When spawn 1 spawns in the orange area and spawn 2 spawns in the right most yellow area, there is no choice but to move into the room and face both spawns. And when spawn 3 is generated, on the rare occasions it does, you have no choice but to move into the room and contend with all 3 attacking you. And if the enemy faction happens to be Nemesis, you can too often also find a sniper with his support on the left mid-level walkway to the upper deck in back. (Room not drawn to scale. I'm ballparking layout.)
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Knowing where enemies spawn only gets you so far. Especially when playing solo. Like I said, the spawn you know is there cannot be seen. If I can't see them because of obstructions, then it doesn't matter that I know they spawn there. I can know all 3 groups have spawned at that area, but if I can't see any of them to separate them out, all I can do is face them and hope to prevail. And depending on how that goes, I fall back on my reserve power(s) like Black Hole to buy me breathing room or be able to escape. (After getting away, at least one of the spawns will loiter where I can see them and draw them out with a snipe.) Edit: What I do wrong with Oppressive Gloom in those circumstances? I give in to the temptation to clear them out because they aren't fighting me for being stunned, and my health goes away from all the enemies (edit again: and attacks from the enemies not stunned). I really should just pop it and run like a rabbit with its tail on fire for a safe point.
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That isn't the problem. I do the same thing. The problem arises on those maps where there are multiple spawns in close proximity but you can't either see them until you round that corner and are in their midst. There is a corner in a lab map where sometimes you can see the spawn waiting there, but not the one to the right behind the wall, or worse, the second spawn to the left by the bulkhead. So sniping the 1st spawn draws them to you, but proceeding into the room after, you get jumped by the other 2. Or even worse, the spawn you know is there is positioned where can't see them around the last corner into the room, and proceeding forward lands you in the middle of all 3 spawns. Let alone if they happen to be Nemesis forces and the snipers further in also see you, aggro, and open fire while their supports run down to also fight you. Sometimes things just don't go your way. So I keep some powers in reserve for those times when things go sideways and there was nothing I could do to prevent it.
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Sure, but I use Oppressive Gloom the same way I use Black Hole. As a "HOLYSHITGETOFFMEPLEASEJUSTLEAVEMEALONEALREADYSOMEONECOMESAVEME!" power. Usually followed by Dark Pit on the mobs around me as well if I have it, followed by whatever (non-cone) AoEs I have. And if I lack something like Dark Pit or my AoEs aren't up to snuff for not having enhancements in them yet for any reason? I'm usually flying/running/teleporting back to the mission to try again. (I like having my panic button defenses, but Oppressive Gloom isn't exactly a great option for those moments.)
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Thank you. Thank you. Err... uhh... ... I really hate that power.... I can concede its use, I just don't like how quickly I kill myself using it.... It also makes more sense in my opinion, if Black Hole is to go the way of the dodo, that this be Black Hole's replacement. (Or Black Hole can work like that other power whose name I can't remember, and allow players that enter its radius of effect to attack and be attacked by the enemies contained within.) If Oppressive Gloom is to replace the ST confuse, then... I don't know.... I don't know how to react to this.... I can live with this.
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Do more with the Snake folks from red side
Rudra replied to DrRocket's topic in Suggestions & Feedback
Like @Snarky says, the Snakes are not just a low level faction. You can fight them again at level 45 I believe. They cap out at level 54. You even get to fight Stheno. (Edit: You can even fight them blue side at around level 20-30 if I remember correctly. In specific missions.) -
Give some powers side effects in the Baberynth
Rudra replied to DrRocket's topic in Suggestions & Feedback
You are in an enclosed area that is apparently completely filled with fog. Not particularly dense fog, but filled with fog. The only thing wind powers will do in there is swirl the fog around the area/you. Now as for a mechanical reason to not do this? The fog isn't something that can be interacted with. The degree of coding making it possible to have your powers interact with it, given that the effect would need to affect a limited part of a set area fx, is beyond nightmare levels of figuring out given our ancient game code and the game engine it is built on. It isn't like changing fires, which have a defined, limited object, to be affected by water and ice powers to be put out. (Edit: I'm just going to ignore the whole baberynth part....) -
Accepted. Welcome to ignore.
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Holy hells! A request was made of you, a request made by the team leader. The person that actually has control of the team and gets to dictate what does or does not get to happen. That is a demand that the team, or even just the team leader since you insist on semantics, yield to you and your playstyle despite you being on the team at the sufferance/whim of the team leader. Give it a rest already! The only reason why this derailment has gone on for so long is because of your insistence that you are in the right and the team leader was morally wrong, per your words on that other thread which I went back and read, rather than saying "I disagree, I see everyone else disagrees with me, so I'm just going to move on". Ending this derailment is as simple as what you and I agreed to do until you made this ridiculous comment. Just leave it at everyone disagrees and move on.
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Your insistence is baffling. Though I do agree it is pointless to continue this.
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What team? You mean the 1 guy? You use the word cater but it doesn't mean what you think it does. It was a 1v1 disagreement. You keep blowing it up to more than it was. Stay on topic. Were you on a team? Yes. Did any member of that team make a request that you stop doing something you were doing? Yes. (In point of fact, the team leader made the request.) It does not matter how many or few members of that team ask you to stop doing something you are doing. It can be 1 of them, it can be all of them. It does not matter. Especially if that 1 person is the team leader. If part of the team is having issues with something you are doing, it doesn't matter if it is using a power or the things you are saying or anything else, the team has issues with what is being done. And that issue needs to be resolved. Either by finding a way for the power to benefit the team without causing issue for that person(s), by finding a way to not affect that person(s) in the undesired way, or by cessation of activity. (Edit: Or by the rest of the team agreeing with you and saying the requester is out of line, enabling you to continue.)
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Then your stance is that the team needs to cater to you? As a team member, not the team lead? Edit: It doesn't matter if a single member of the team asked or if everyone on the team other than you asks, when a team starts to have friction with itself, it needs to be resolved. Either by compliance with the request or by finding another resolution. If 1 person on the team speaks up requesting a cessation of your activity and you refuse, especially when that 1 person is the team leader, then it is all on you. It doesn't matter how long that person kept quiet trying to not rock the boat.
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You were on a TF and Null the Gull won't talk to anyone on a TF. So if a request is made to not use Group Fly, and you already stated you don't always use Group Fly, then since that person can't go talk to Null the GUll until after the TF is over or they quit the TF to go talk to him, courtesy says turn off Group Fly.
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Badge Powers to Help Complete Broken Missions
Rudra replied to Andreah's topic in Suggestions & Feedback
Then you make a request to have the Hell Forge missions less nightmarish. There is already a Hell Forge mission where all the objectives are pre-marked on the map for you, ask to have the other (or other 2?) Hell Forge missions follow suit or make the objectives on that map more noticeable. Yes, I hate going through the Hell Forge map too, but I've gotten to the point where I have a pretty good awareness of where most of the glowie spawn points are on it and can just go grab them without much fuss any more. So maps like the Hell Forge can be learned just like every other map as well. However, it is for the vast majority of maps, not unique nightmares like the Hell Forge, that I have issues with the proposal. You can't just look at an outlier example and go 'great idea' without considering the rest of what we play through. -
Change AE Search Interface To Remove Fire Farms From Results
Rudra replied to CraterLabs's topic in Suggestions & Feedback
If this can be implemented, then it should apply to all farms, not just fire farms. -
Regardless of it not being an actual mission in our mission list, it is still the assigned active task when we enter the zone. That still removes the mission from the nav bar as the active mission. I also think some contacts are still locked behind the radio missions, so retaining the heads up to go talk to a detective is a good thing. That said, I agree with you in that it needs to be addressed, especially since even after you get access to the radio, when you level up and go to a new zone, you get another 'go talk to the detective' task which serves no purpose because you already have radio access and the detective won't tell you anything other than 'go do some radio missions'. So while I am still firmly of the belief the OP cannot be done and I firmly disagree that new players are going to be so incompetent that they can't figure out how to select their missions from the mission window or even think to ask for help, I do agree that something should be done about the detective and broker tasks in the game.
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Didn't the devs say they would not propagate Null the Gull to more locations?
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To the best of my knowledge, what you are asking for can't be done with this game's ancient engine. The reason the previous mission blanks is because the game can only track 1 active mission at a time. And even a new player should be able to figure out how to open their mission list and select a mission listed there. (Edit: And if they can't? They can ask in the Help channel, General channel, Broadcast, or walk up to another player and ask in local.)
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No, it wasn't a case of overly long holds. The Controller would apply a hold, then it would wear off and I would start to flee or throw an attack, and then the Controller held me again. (Edit: Hells, I even threw my own hold on the Controller, Petrifying Gaze from Dark Miasma, and the Controller stopped doing anything for a few heartbeats, then resumed locking me down.)
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Badge Powers to Help Complete Broken Missions
Rudra replied to Andreah's topic in Suggestions & Feedback
This is a huge advantage, not an utility for broken missions. I sincerely doubt you will ever see this. Also something I am willing to bet you will never see. Part of the game play is finding the baddies and the glowies. This is another huge advantage you are asking for, not an utility for broken missions. What is the point of asking players to find the glowies if they just have to click a button and voila, there they all are, no need to encounter enemy spawns you don't want to? I am against this. For most missions, the last glowie gets posted on the map, so all you have to do is go click it. For the ones that don't? Have the devs expand the last glowie mechanic to those as well. While I agree that spawns that are placed where they can't be reached is something that needs to be fixed, this will not be limited to just spawns that can't be reached. So on those grounds, I oppose this as well. (Many spawns that you find in a wall will either remove themselves from the wall after a while or will be removed from the wall if you exit and then re-enter the map anyway.) The Reveal power is available from the START vendor for a measly 10,000 inf'. The other players can buy their own and use it. You can already get Assemble the Team for free from the START vendor as a reward for leading teams for 12 hours. This should just be made available to team leaders when not on a mission map anyway. -
Yes, they did exist. Whether you are talking about Break Frees or the Iron Wills that preceded it and had to be used in advance, there were always inspiration responses to mezzes. break frees came after the mez nerf in pvp.....iron wills were lackluster because you had to use them prior to being held/mezzed which is why i suspect they got replaced. Isn't that what my post you are quoting says? And my point isn't how viable they were, my point is that they existed. Please make note of my comments and their purpose. In particular, let me emphasize part of my 1st post: I am not and never was arguing against the OP. I was pointing out errors in your statements and trying to provide clarification. I don't PvP. Typically, if I'm in a PvP zone, it is because I am looking for a badge or I am helping someone else get their badge. And if I see a PvP'er and I don't have someone I am trying to help get a badge, I beeline for the exit. I don't care what PvP'ers do to each other in PvP zones.
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No, it wasn't part of the I13 revamp. I was held to death by a Controller on HC. Maybe a few months back. Was in Bloody Bay hunting Shivans with someone that had asked for help getting them when a blue side Controller appeared and held me over and over while the Controller's partner dropped my partner. The Shivans we had been fighting were already dead, so it wasn't a Shivan holding me. I was affected by a Hold, not a confuse or a sleep, until I was dead. The Controller affected me with at least 3 holds, applying each new hold as soon as my Corruptor started moving again. My Corruptor's Hold resistance is 61.25%.
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Thanks. As I said, I was unaware of that. So my question is, how did that Controller Hold me to death then?