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Rudra

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Everything posted by Rudra

  1. Yeah, I thought you could use salvage racks to make it work, then realized even they wouldn't. I've already edited the post.
  2. 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.
  3. 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.
  4. 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.)
  5. I could agree with that.
  6. Make it 1,000,000 maybe, but 100K is nothing. That won't even get you a rare salvage.
  7. 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.
  8. 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.
  9. 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.
  10. https://homecoming.wiki/wiki/Increase_Attack_Speed_(Empowerment) https://homecoming.wiki/wiki/Grant_Invisibility_(Empowerment)
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. But it does show your character hyper-extending their leg to hit the ground. Which would still require your character to near invert to do as a punch from the lowest hover height.
  16. Okay, I have to ask. The amplifiers from START say they activate immediately when claimed and you cannot activate them if you already have one running. So do they actually stack? (Edit: And then I checked them in game, and it says you can buy up to 8 hours. So does all 8 hours apply immediately or do you have to claim one from your e-mail every hour? For clarification, the 1st place I checked was the wiki.) Edit again: Oh, and counter-argument: START is in Atlas Park, Mercy Island, Nova Praetoria, and Pocket D. I don't count the tutorials. On the other hand, your base portal can be found in every non-PvP zone and you can buy a power from START to access your base in any zone including PvP zones.
  17. Frisbee and Snowball at least don't have tranquilizer dart effects.
  18. Here's the problem with this idea. I've been in some pretty toxic gaming groups where people liked to make life as annoying as possible for various people. In one such group, their focus was on the team leader because he was trying to actually get us through the adventure the GM had us playing through. At least there we had a GM that could tell them to knock it off. The OP would enable such behavior in this game. Using a tranquilizer dart on your team or league leaders, stunning them for the sake of imposing a cartoonish tiny bird circling their head, can be used by players to stun their team or league leader even in combat. (Unless it was a resistible effect and they have a high enough mez resistance, but then players trying to use it will complain that it doesn't do anything.) (Edit: For clarification, they stopped when the GM told them he was going to kick them out of the gaming group if they persisted. So no, the GM didn't just let them keep doing so.)
  19. To be fair, I've been hoping (at least for rocketboard) since during Live that those animations would be made.
  20. That isn't really the issue. The issue is that for the rocketboard, void skiff, and magic carpet to be able to be used with the character's powers, then just like with Fly, you would need the correct animations for all the attacks to be made for those 3 powers. Jetpacks get away with it because they aren't adding anything to the character that gets in the way of existing animations.
  21. Yeah... I wasn't happy with this in CO, so I'm pretty sure I won't like it in CoX either. Especially since you can just make a SG for your character, not invite anyone in, and design your personal base however you want already.
  22. You're right in that it isn't a question of power creep. You still have to expend the same number of resources to get the time regardless of whether you do so all at once or refresh periodically. And I'm not going to lose any sleep if the devs decide to implement it. I just don't get what the problem is with renewing the buffs between TFs. Edit: Maybe I'm missing the point again, but there have been threads asking to make SG bases more... bear with me, I can't think of the right word, so I'm just going to go with central or noticeable, to the game. Well, we have empowerment stations we can have in our bases. And we can have more than 1 of them. So why not use the time rallying between TFs/SFs to pop into your base, maybe even talk your team into joining you inside, and everyone refreshing your buffs before the next TF/SF?
  23. Because as per how the Resistance members are treated as heroes for the Pocket D Spring Event missions, and because the game only has 2 actual alignments with additional flags to try to incorporate the other alignments, the game thinks you are a hero for the purposes of Mistress Eva being available to send you to the Praetorian zone of First Ward would be my guess.
  24. That's because, other than the game glitching into locking you into one contact and giving you a way point to a contact that isn't in the zone, it is working the way it is supposed to. As a Praetorian character, you are not permitted into any zones that are not Praetoria or Pocket D. Talos Island is off limits to you until you complete the mission that sends you to Primal Earth as a hero or villain. Just skip Mistress Eva and go talk to Doorman directly to access First Ward. ( Edit: As for your problem at end of post, log off the game, clear your system memory to be sure afterwards, then log back on.)
  25. It's not even a speed run thing. It's been a while since I did most of the TFs, but even solo I can clear all the TFs I do at around an hour. And that is fighting through everything. (Edit: And no, I don't turn down the difficulty to expedite them. My MM typically runs them at +2/x3 or +0/x8.) Okay, you got me on Synapse, he sucks. Dr. Aeon though? Just on a regular mode run? Is not even 90 minutes. Even if you fight your way through the missions. My most online friend and I ran Dr. Aeon at 1-star Hard Mode (and previously at regular difficulty), and with both of us being limited to an hour of play time, it didn't take us an hour to fight our way through the maps.
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