Rudra
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Everything posted by Rudra
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Yeah, the proposed set is definitely a Dominator's Assault secondary. If that is what the author is after? Then it works. Wholehearted agreement. The images do so much more to keep me from understanding the OP than it does to help. I didn't even realize there was a set actually presented until @General Idiot's post made me go back and re-read it. Just got flustered near the bottom and abandoned the thread.
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Enhancement Drops Should Always Be Usable
Rudra replied to Terenos's topic in Suggestions & Feedback
That is a matter of perspective. Even running solo, I can get through the game just fine without buying enhancements until I reach level 17. (At which point I start slotting IOs.) Yeah, accuracy dropping as you level up because we don't get that starter boost any more can be annoying, but at least in my experience/opinion, it's just a minor nuisance until I can start slotting those IOs. Just tossing the DOs that drop that I can use into my key powers keeps me afloat. Though that is strictly my experience, and mileage will vary per player. -
Enhancement Drops Should Always Be Usable
Rudra replied to Terenos's topic in Suggestions & Feedback
This has existed in the game since launch. And even when we had TOs, trying to buy TOs using the inf' you get from defeats was futile. So players had to choose what powers they were going to enhance with what as long as they relied on mob inf' to get by. As far as I know, which is not even certain, this is to encourage players to sell their drops to each other in order to get what they want/need. -
The Rikti aren't doing anything. Except showing up in force, bombing the zone, and sending troops to fight the supers. Yep, I see your point. No invasion has ever occurred where the invading force only showed up in force and attempted to defeat the defending force. No invasion has ever run across an area they were looking to fight an opposing force at, find the opposing force not present to fight, and then move on to locate the opposing force or fall back to figure out what happened in case it is an ambush. No invasion has ever occurred where the invaders were stopped because they needed to resupply or regroup. No invasion or attack has ever occurred where the attacking force moved in, attacked the defenders (if they could be found), and then withdrew. I don't know why I never saw it before. Oh yeah, that's why, because that has happened many times throughout history. Wait though! This is a video game, so if we don't fight the Rikti, shouldn't they seize control of the invaded zone? Here's the thing about enemy controlled zones in video games. Even in MMOs like CoX. In any game I've played where enemy forces can seize and hold territory? (Which I admit was just two such games.) Players cannot even spawn in the controlled zones. So if they logged off in said zone and an invasion happened, taking the zone away? They are instead spawned in the nearest still friendly zone even if said zone is above their ability to fight or survive in. And the enemy seized zones? Have better than hazard zone size spawns to show that the enemy is there in force rather than just the vanguard forces or recon forces the players had been fighting up to that point, with enemies being spawned in impossible numbers when a player or a team fights any of the spawns in the seized zones. Requiring leagues to form and take back the zones. (And it does take a full league to get into those zones and survive long enough to get anything done.) So if invasions happen during a low point in game population? Such as when the Rikti invasions are triggered without needing a LGTF run for a week? Or the Halloween zombie invasions? Or the Nemesis invasions which can also happen frequently, even simultaneously, during the week they are active? Congrats, all zones that can be subject to invasion are now no longer available. There is a reason why players in the other games would just log off when they see the map overrun and wait for the server to be reset and clear out enemy control of the zones. You want consequences for players not defending the zones? What consequences can be instated that can't either be ignored by simply going to another zone or rendering the game unplayable until the server populations get large enough to take back each of the zones in turn (or a server rest occurs to restore player control)? Oh! That's right, you said they would only hold the zones for 1 hour. Maybe less. Because that obviously isn't just a game mechanic like you have been complaining about so far. Why did the Rikti choose to abandon the zone(s) they had control of? No players drove them out. No NPC supers either. It was all just a game mechanic, and all we have to do is wait out the timer so we can just go back into the zone. What exactly are you proposing that will change anything you are complaining about? You want to solo a Rikti drop ship because you are playing Superman or Green Lantern or some other high tier character? Then figure out how to do so. Make a build that can soak that ship's attack. Carry a whole hell of a lot of large green inspirations and/or orange ones. When Superman or Green Lantern or any other super runs into an enemy, like an alien ship, that they can't fight on their own? They look for new tactics to make fighting them possible. Or they call in the Justice League for help. Or they call in the rest of the Lantern Corps for help. I have seen nothing in your proposal that will do anything you claim you want other than make you able to solo Rikti ships. I'm ranting now. So I'm dropping out of this conversation. I don't expect the devs to implement your suggestion because it contributes nothing to the invasion. Keep calling for the change though. Who knows how far persistence can get you.
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Type Mastermind into the search box for the Suggestions and Feedback forum. Just be ready for the results.
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Advanced difficulty (general settings?)
Rudra replied to PancakeGnome's topic in Suggestions & Feedback
There are multiple ways to look at AE missions. They can be Danger Room scenarios. They can be dreams. They can be alternate realities you visit through the portal. They can also be active in the real CoH world events that you are accessing through the contact's provided portal, saving you the time of running to the mission door. What AE missions are for you is what you decide you want them to be. And what that is can change from AE arc to AE arc. Edit: And if you are hung up on using the console to access the AE arcs instead of walking up to a contact somewhere in a zone? Just think of it as a mission computer that tracks the various contacts, movers, and shakers in the world so you can contact them as needed on a moment's notice. So you call up the contact and that contact appears in your holo-display to give you the information directly. Then you use your warp portal just like in a base to go directly to the problem location. (Edit again: Like how in the RWZ, several missions send you to far off locations or game zones via the portals right there not far from the contact giving the mission.) -
While I generally agree with this sentiment and would like escorts to follow better, it makes sense for Amanda to be this way. Seemingly more so than other unwilling escortees, she is doing her best to get away from you. However, if you treat her like the typical dumb escortee and watch her on your map to make sure she is staying with you and move slow enough for the no inherent Fitness NPCs to follow, getting her to the exit isn't difficult. (Just annoying.) This tends to happen with escort NPCs on maps with elevators. Since the elevators are so far apart, you have to wait when the game has you exit until the escortee shows up. If you move away from the elevator too soon, they lose lock because of the distance between the floor maps of the instance. MMs complicate this with their pets. If a pet blocks the escortee from being able to exit, they return to the previous floor and lose you. An elevator bug that also shows up from time to time is when the elevators close before the NPC exits, forcing them to go back to the previous floor. This can result in the NPC being lost between floor maps, at neither floor, until they finally manage to exit the elevator. My recommendation is to always wait at the elevator, shifting out of the way of the exit if playing a MM, and wait for the NPC to figure it out.
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[RP Feature Request] Filtered Popout Chat Box
Rudra replied to The Mighty Pencil's topic in Suggestions & Feedback
Make a new chat tab, have everyone be on a team with you, and have team chat be the only chat in that new chat tab. -
Then why are tactics and objectives part of every post you made on this thread? It is the largest part of your post, making the Rikti fight like they are human soldiers fighting a conventional human battle. Which they are not on both counts. The point of an invasion is to defeat the enemy, drive them out of an area, and seize that area for yourself. Attacking random civilians is not what a disciplined army does. So why should the Rikti beam down and attack the roving NPCs? They are not a threat to Rikti forces or Rikti plans. Why should the Rikti attack anything if there are no supers, the only threat to their conquest, present? They either already wasted resources with their bombing or the bombing was more effective than anticipated and there is no opposition left to deal with. Doing anything else is a waste of resources and time. There is no disciplined army that will go into a town and then just start shooting the buildings because they were expecting a battle but the opposing force was not there. You conserve your resources for the actual fighting needed to accomplish your goals. (Edit: And if you need to engage the enemy and they are not where you were expecting to find them? You move on. Even if the enemy was there and you fought them? When your munitions run low as the attacker? You withdraw and regroup. If you drive the enemy out? You regroup and move on. The Rikti have one objective in their raids. Find and eliminate the only threat to them. Everything else can be dealt with later.) Welcome to MMO video games. How is it worse? You are asking for an enemy to be weaker so you can fight it. (The ships.) You are asking for Rikti to spawn and roam rather than make use of their technology and attack us where we are. Which like you said, will make it easier to fight them. Especially when a league gets going and instead of the Rikti being able to concentrate their forces on a sizable super presence, have to wait for wandering spawns to find their way there piecemeal. The only thing I see the OP doing is making the invasion even easier than it is, rather than making it more engaging, while making the Rikti act like conventional human forces instead of the advanced sci-fi race they are. As for purpose? As has already been stated multiple times, there is a purpose. You just don't like it.
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The most it takes is 40 players. The Tankers and Brutes, especially any with high energy resistance, take the aggro while the rest of the league dumps everything they have into the ship. Just like they do in the RWZ. Then they can move on to the next ship in the line. The point is to get as many players involved as possible and make the players feel like there is a threat. You are complaining that the invasion is underwhelming, and then you ask to make part of it even less dangerous, thus even more underwhelming. (Edit: Oh, and I should point out that not only has Superman been one-shot by a single alien ship, so has the entire Justice League in a single fight. On multiple occasions. They even had their collective butts kicked by a single robot. Multiple times. Just in different stories/eras.) So, the Rikti popping in near to the players does not give a sense that they are trying to eliminate you? Instead you want them to work like mission ambushes, and run from some random location to where you are, while you are most likely moving, instead of taking advantage of their technology and dropping their assault teams on your head? If you want more difficult spawns, such as larger groups, fine. The desire to not have the Rikti take advantage of their technological superiority however? Makes no sense. Especially since outside of invasions, the Headman Gunmen are most known for their teleporting. Again, it makes sense for the Rikti to pop in near their targets. Why should they fight humans on our terms? They have space ships with high power beam weapons. They have mass teleportation technology. Humans don't. Why give humans a chance to set up defenses and then have Rikti forces charge headlong into them when the Rikti have the ability to bypass it and negate any such human strategies? And why should the Rikti care about other objectives? In the first (two?) Rikti wars, they overwhelmed and annihilated human resistance. It was the super heroes that stopped them in their tracks. (Mostly because of the magic heroes and the team sent to the Rikti homeworld.) From the Rikti point of view, the supers are the only objective. Everything else can be dealt with easily after the primary (and only real) threat has been dealt with. That is mentioned in the Rikti arcs and the Praetorian arcs. The supers are the only threat, and so the supers are the only real objective. Look, I am very much for making the various invasions feel more threatening. The best way to do that in my opinion is by spawning larger than normal spawns. This will have the benefit of causing supers fighting in the invasion to congregate more to support each other, thus causing even larger spawns such as players try to force with their invasion leagues, which would also be larger than normal and make it feel more threatening to the players. The problem with that is what we already see in the invasions when leagues get going. The lag and server's inability to deal with the load. (Edit again: Oh, and the near constant Judgments being triggered wiping out Rikti faster than they can be spawned.) Having bosses be allowed to spawn even against lone players can also have that effect. The added objectives though? Just make no sense for the Rikti since they don't need to hold city hall or any other building. They need to eliminate the only threats that have ever proven capable of fighting them, the player characters.
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To the best of my knowledge, the Rikti ships in the invasion are the same ship players fight in the Rikti War Zone. So they should be destructible. (And in testing, they were being destroyed by players.) The Rikti actually do have an objective. Eliminate super powered resistance to the invasion. So they beam to where the players are, because we are that super powered resistance. (Why don't they beam down to characters under overpasses, balconies, or other obstructions? The same reason why they don't beam into the bases and buildings. Their mass teleporters are likely LOS without a portal to move through so they can't, and they don't see the player characters under the obstructions.) So you want to take away one of the threats for the invasion? Why? A league, maybe even a high tier team, should already be able to take them down. They just have to watch out for the other ships in the invasion force while trying to do so. After all, it is an invasion. They are already beaming their forces down to their targets. If you know where your enemy is, why waste time dropping off forces nowhere near them and then instruct them to go find them? (Edit: Especially since that would mean they would then have to fight through any set up defenses, as opposed to popping in behind any such defenses and wiping out the defenders. If you want larger spawns? That would make sense. The consideration there is to keep it so that players can win still. As for why aren't the Rikti moving? Most likely they are holding the area they just took against any other supers that may be trying to get through the area.) This was done in Firefall(?). It made the game impossible to play on many occasions. (Edit: As in players would just not play after seeing the area overrun, and wait to log on after the server was reset.) Edit again: What it seems to me the Rikti are doing in the invasion? Phase 1, bomb the area to sow confusion and panic, scatter enemy forces, and soften the enemy's defenses/weaken enemy force strength. Phase 2, locate remaining pockets of resistance or possible resistance. Teleport forces to pockets of resistance and eliminate them. Attacking force strength to be "sufficient" to deal with detected targets so other forces are available to deal with other pockets or a large enemy force. (That's why if you get a large enough group gathered, you start seeing bosses and EBs, as well as significant numbers of Rikti attacking the players.) Typical conventional forces have already been stated to be no match for the Rikti, so eliminating the super powered threats, the player characters, is a much higher priority than trying to swamp established human defenses.
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Author said was a full team of 8. That overrides anyone's No AVs setting.
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The Freaklok are not your enemies. They are your allies in that mission. That is why they do not attack you on your way to free Bile, but instead fight the PPD in the courtyard. The bug isn't Bile latching onto a Freaklok. The bug is the Freaklok in question should not be flagged as an enemy. And because there is an enemy in Bile's aggro range, he is trying to kill it. He cannot kill it, because it is not actually an enemy. That is the bug to be fixed. The bug is not an escort attaching itself to an NPC. The bug is that an ally for some reason is showing as an enemy to you despite not being one. (My guess is that is why it is unkillable.) And because Bile was able to aggro on that Freaklok, the others END drained him.
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Fox spirits can have anywhere from 1-9 tails. Any and every count is viable. However, spirit foxes are portrayed with an odd count of tails. To the best of my knowledge, there are no depictions of 2-tailed spirit foxes. Hence my request for 3 and 5 tails. (I'm not opposed to 2, 4, 6, or 8 tails. Just explaining my request.)
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This is actually pointed out in the Hammers of Justice arc from Sgt. Schorr in St. Martial. Network tells you that he checked your finances and you are loaded. Lots of cash from all your previous missions/arcs. Yes, we actually buy things with influence/infamy/information, but money is mentioned in the game. (It is actually mentioned in multiple arcs, but only Network that I know of actually checks how much cash you have.) It is just presumed we are spending it on ourselves, our homes, our whatevers, but that it doesn't really come into play in our heroic or villainous lives except as background. Edit: It also shows up in various super hero cartoons and comics. Where the hero/villain needs some item to improve or use their abilities, but cash isn't accepted. Whether because they are dealing with a multi-dimensional dealer, and interplanetary merchant, an eccentric inventor, or whatever. They have to trade some arcane item they traded for previously, some hidden secret, some rare technology, or other things to get the components they need.
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Ooh! If fox ears and tails are on the table, how about triple and quintuple fox tails? For spirit fox characters. (I'm guessing 7 and 9 would be too many to make work effectively in the game.)
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Maybe more arcs like Vincent Ross' or Diviner Maros? In both cases, yes, you are the one doing all the work, but also in both cases, they expressly point out that they are helping you rather than the other way around. Diviner Maros even makes a point of telling you that you are beyond his means of fighting. So while you are doing the tasks they give you, which is unavoidable with how the game works, in both cases it is basically your op, just with their support.
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Have you seen the Cosmic Balance inherent for Peacebringers? It does nothing with any of the Peacebringer's powers. Use any primary power you want. It will not trigger it. Use any secondary, same deal. (It works with teams only.) So yes, there are inherents players may not be able to consistently take advantage of. Depends on how you play.
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Animation time for Taunt? 1.67 seconds Animation time before power effect? 0.667 seconds Time before -range effect is applied from power effect? 0 seconds, so it is applied at the same 0.667 seconds as the 41 second aggro grabbing effect. Frequency with which mobs with ranged attacks attack my Brute (or Tanker) when I taunt them? As quickly as they have powers they can use at range. So when a Tanker taunts a target? The target can attack and then move. Or the target can move towards the Tanker, stop to attack, and then resume moving towards the Tanker until the full 20 seconds of effect is complete. Or the target can be in melee range, be taunted by the Tanker, and keep attacking with their melee attacks. Once upon a time, Hurricane did in fact reduce the actual range of powers from enemies within its radius. Then melee characters pointed out that they could not fight their enemies while in the Hurricane, so all they could do was just stand there and die or run away. So that got changed. Now, if Hurricane does for some reason actually reduce the range of the powers themselves while used within it? I've never noticed since that was changed back on Live. The only things I see Hurricane doing? Is kneecapping the ability to hit the user, push the targets away, and draw them in closer. I have not noticed any reductions in range because that made it impossible for melees to fight. Even if it were only a -60% range. At 2.8 feet of range, a melee attack range of 7 feet reduced by 60%, would mean that my Scrapper, Stalker, Tanker, or Brute would not be able to hit that Tsoo Sorcerer while in the Hurricane. And I do hit them, with my melee attacks, from not next to their hit box, just in normal melee range. (Once I can overcome the -37.5% ToHit.)
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I actually made a point of clearing out the tentacles before the ambushes on two different runs. (As a Brute, the ToV weren't a threat to me, and my character would have prioritized the survival of the boat and Marcus, so I hunted tentacles and ignored the ToV until too many had gathered to ignore.) The tentacles stopped spawning for me.
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From personal experience, when something needs done and a team or unit has done it together often enough? Not a single word needs to be spoken. I have many times found myself accidentally coordinating my efforts with others on my team because we were all used to falling in and fulfilling specific objectives.
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Taunt is -100% range. Confront is -75% range. The mechanic for both is called taunt. Have a Tanker or Brute taunt any target. Watch that target still shoot them after taunting. Edit: As for Hurricane? Mobs that enter or or otherwise in the Hurricane will cluster around your character. There is your -range component.