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Rudra

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Everything posted by Rudra

  1. Not that I've seen and I've run a new character through that level range since it was added. A popup when you get to level 20 or 21 would be fine in my book. So would adding a mission to the appropriate level contacts that sends you to Striga to find him like some other contact missions do. I'm just against like a broker introducing him.
  2. Will you please go read the lore. The 5th Column came into existence in 1938. (Edit: Founded by Requiem, Arakhn, and someone else.) The Nictus have been on Earth since Cimerora. Likely even before then. The Council was a break off group from the 5th Column that usurped the 5th Column's place but did not eradicate them. The Council and the 5th Column are embroiled in a war of dominance against each other. The 5th Column has sleeper agents in the Council, because the Council includes a lot of former 5th Column troops in their numbers. The Council and the 5th Column have Nictus troops. The 5th Column is led by Reischmann. The Council is led by The Center. Neither the Reischmann or the Center are Nictus or Nictus-infused. Requiem and Arakhn are Nictus-infused, in different ways, and are trying to take over as leaders, but neither actually leads either faction. (Edit: Which is why you find Requiem in the process of taking the 5th Column from the Reischmann in that incarnate arc. He has finally grown powerful enough to defeat Reischmann and take back the 5th Column.)
  3. What does this have to do with new players? (I'm also against more GMs just being plopped in zones.) You got a random mission from Vince Dubrowski. You can just abandon it and he will give another mission. His other missions, other than the talk to one(s), are instanced missions. And he is a level 20-24 contact, so he is an appropriate contact for your level. (And The Pit is a level 23-27 area. With a little bit of searching around, you can find lone Scrapyarders of manageable levels to fight.) Oberst Straxt is in Striga. I can agree with a contact referring the player to him or giving a mission to go talk to him, but not as a contact given out in Sharkhead Isle itself.
  4. Can you give any more information? Just logged on my merc MM and had no problems summoning or upgrading. Edit: Just in case: when you summon your MM pets, they are a location summon. So when you click the power, you also have to click a point on the ground to summon the pets at. If you already knew this, I apologize for the explanation. Aside from this (most likely not needed) explanation, do you have any more information you can provide to help figure out what happened?
  5. one of these days I'm gonna get around to doing those SF/TF thingies its just not easy building a team at 4am.... its good to know that those mechanics are not just one offs though Except for Lady Grey and Reischmann, all those missions @lemming listed are not TFs/SFs. They are regular missions/arcs.
  6. I disagree. With control powers, you can lock those mobs down and keep them from even trying to run away. (Or even fight most times.) With the suppression mechanic applied to mobs as well, you still have to chase after them, but now you have a chance of keeping up and trying to take them down as they flee. Remember, you still stop moving when you go to attack the fleeing mobs, and they just keep moving while you do so because they are fleeing. So they can still get away unless locked down by control powers, but at least it won't be so aggravating because they won't keep ignoring the players' slow patches and zipping off at Mach 38x10596. (Obvious exaggeration intended as such.) (Edit: By the way? Even with set global movement bonuses, I'm always left just watching the runners disappear unless I can catch them with a hold, immob', or have a ranged attack that finishes them off.) (Edit again: And only specific Alphas improve movement. So you run into the same problem as saying "Well, Evasive Maneuvers makes it possible to keep up with them." It is basically saying that players have to build a specific way.) (Edit yet again: Look at it this way. Your super speedster character loses his/her/their/its super speed because combat started, but that Skull can just turn tail and run from the super speedster character without any concern the super speedster will catch up for at least the next 4 seconds. I understand why the mechanic exists and I agree with it, but does that situation make any sense to you?)
  7. Well, like @lemming said, she cons red to red siders. And red siders couldn't get into the zone before it went co-op. Edit: I misread your post. Apologies. Please disregard this post.
  8. I don't have Evasive Maneuvers on any of my characters, so I can't test it. Thank you for doing so. I sit corrected on that matter. However, Combat Jumping adds minor movement speed, so it won't help you catch fleeing mobs. Hover can't catch fleeing mobs either. Fly gets reduced to Hover's speed for the combat duration + 4 seconds. Super Speed and Speed of Sound get their movement buffs removed while in combat + 4 seconds. And you can't expect everyone to take Evasive Maneuvers for their characters since for many it does not fit for theme. So my question is, is it wrong for players to want enemy mobs to be affected by Suppression as well?
  9. A few issues with your post. Let's start with Fly. Like you said, Fly starts at 58.63 mph out of combat and caps at 87.95 mph. Once you enter combat however, regardless of whether you initiate it or the enemy does, your fly speed is reduced to 21.3 mph. (Which is why if a player wants to just fly through a mission to grab their glowie or defeat the boss, they do so by zipping past the mobs before they can react and knock the player out of normal flight speed.) As for the slotted Sprint, Combat Jumping, Hover, and Evasive Maneuvers? Enhancements in the suppressed powers do not reduce Suppression's penalties. So slotting those powers means almost nothing while you are in combat and for 4 seconds after combat ends. Out of all the travel powers, only Teleport isn't affected by Suppression. The complaint is that players are affected by Suppression, for good reason, but that mobs are not. So you will see Council/5th Column wolves, Crey Tanks, random Freakshow, and other mobs turn tail and run out of slow patches even while stunned at max speed for the mob while the player is left standing there with suppressed movement. The request most people I know is for mobs to also be affected by the suppression mechanic because when a mob runs off at full speed and disappears somewhere on the map not to return for at least 5 minutes, it gets rather infuriating rather quickly. Especially when you need to defeat that mob to free the NPC or it is a defeat all and even when you pursue the mob, it is just gone seemingly nowhere to be found until it casually walks from wherever it ran back to its spawn point.
  10. I don't know about this specific instance, but I do know on several missions, the rescuee shows hostile but does not fight until freed, at which point they become friendly. Most notably, Shock Treatment and Stardusk do this in a few tip missions. There are other NPCs that do so in regular missions as well, but I don't remember which ones.
  11. It's been that way for as long as I've been bothering with RV. I don't know if it was always this way, but hero or villain in RV never seemed to matter when the Arachnos AVs took the field every time I saw them. (Edit: I think people were commenting about this back on Live, but I never really paid attention to PvP, so I'm not sure.)
  12. I haven't noticed any increase in what the OP is saying. I've always had the price area turn up blank at least half the time I go to use the market. And I've routinely had to hit the find button after inputting 1 inf' as a bid several times to finally get a price to show up.
  13. I agree with @Glacier Peak. Badges are their own reward. (Also, how does patrol xp from explores help new players get more money? If anything, it speeds them along faster in leveling, but doesn't aid in gathering inf'.)
  14. Team Teleport already has a 1.5 second recharge. It does not need a longer recharge. It's purpose is to take your team on a teleportation journey to a destination. Having to wait 5-10 seconds between uses means you just made that journey take longer for no reason. And increasing the END cost will also make the power less useful for its purpose. It already costs as much as Teleport does plus another 3 END for taking at least 1 more person/target with you. As for the radius, if you can't catch your team with a 30 feet radius, even if you're a MM trying to team teleport with your pets, that's just bad planning. Though I would like to see the range increased some. A 25 feet range leaves something to be desired. Edit: Also, that flight time is there for the same reason it is in Teleport. So that the team doesn't just fall while you activate the next teleport. Also, you can't teleport through walls to the best of my knowledge. You can only teleport through gaps that you can fit the cursor through.
  15. The reason is the same reason why a Kheldian character can't start red side or gold side. The Kheldian HEATs are Hero Epic ArcheTypes, so they must start blue side. The Arachnos Soldier and Widow VEATs are Villain Epic ArcheTypes, so they must start red side. Currently, there are no PEATs.
  16. Uhm... no, MMs haven't. Yes, there are several ways to play a MM, but if you want to tank with one, you very much can. I typically run my MMs in that capacity. (Edit: If they lose their pets, they are in deep, deep trouble, but that has always been true of MMs.)
  17. Radio and paper missions have a single enemy faction in them. The Clockwork/Skulls mission in question is a low-level badge mission.
  18. Did you read the mission briefings? Okay, let's see if I can break this down.... Yes, like every other villain group in the game, the Vahzilok do go out and rob to get funds to buy the things they can't outright steal or harvest from victims. I think you are getting your Vahzilok missions mixed. (Edit: Also, there are no exterior broken windows because any given instance map can be used in any given zone and they are not part of the zone. So you can't see out of them, but the broken windows would let you.) The Clockwork are psionically controlled/operated constructs used by the Clockwork King to build more workers/drones for him to control and to seize various assets for him. And yes, they will kidnap people, and rob buildings, and stage assaults on facilities, all per what the Clockwork King may be working towards at that point in time. As the mission briefing for that mission states, the Clockwork have taken over a warehouse belonging to the Skulls. And you are tasked with removing them before the Skulls get involved and it explodes into a gang war. Why would there be a gang war between the Skulls and Clockwork? Because the Clockwork are in every zone you can find Skulls in. And just like they would if anyone else invades their turf, the Skulls will retaliate. And if they decide to try and expunge the Clockwork presence, the fighting will completely engulf zones like King's Row. And as much as the citizens are threatened by the Clockwork and Skulls when they aren't trying to drive each other out of any given territory, it will be so much worse if they actively start fighting each other in the streets. And yes, the Clockwork will fight back because the Skulls attacking them would be construed as the Skulls attempting to interfere with what the Clockwork King has planned. The Circle of Thorns frequently sacrifice people with the blood of the Mu as part of demonic rituals and sacrifices, or to take their bodies for their own use, or to take their power. it all depends on the mission in question. Those green glowing flames the people are suspended in are part of a ritual sacrifice the victim is part of. You found a zone event. And no, it isn't bugged. You had to enter the correct building to progress it. That is Laura Lockhart and she has a very interesting arc. For starters, it can end differently if you do it a second time (or more). The Council and the 5th Column are not the same group. Neither has either been taken over the Kheldians. Okay, I'm just stopping here before this gets any more ridiculous. Do you even read anything in the game? Everything I am explaining is explained in the game. In the mission briefings, in the mission popups and clues, in the mission debriefings, in the chatter from the enemy mobs, pretty much everywhere. And if you aren't reading the available lore as provided to you in the game, then how do you expect to understand anything about any of the factions?
  19. Seed of Hamidon. You only fight Avatars of Hamidon in the Number 6 arc and the Underground iTrial.
  20. Make sure you created an actual game account and not just the forum account too. Making the forum account is only the start.
  21. As of this posting's time, at least on Everlasting, Maroon Knight, Rouge Knight, and Vermillion Knight are confirmed available.
  22. Ms. Liberty giving TV time? She would most likely do something similar to what Recluse does in GV. "Freedom Corps, serving the citizens of Paragon. See your recruiter today." "A steadfast bastion against the tyranny of evil. The Freedom Phalanx fights for you." "A bright future awaits you. Stand proud, Paragon City!" And other propaganda like that.
  23. https://homecoming.wiki/wiki/Travel_Powers#Suppression Provided for reference. And I agree. Mobs should be affected by suppression just like players are. (Edit: The reason for suppression existing makes sense. The fact it only affects players however, doesn't make anywhere near as much sense. Especially on a defeat all or a rescue where a needed mob runs off and players lacking immobs, holds, or a ranged attack to drop the fleeing target are just SoL.)
  24. Then every MM player would be herded to Dark (and maybe Storm) to slot the pet procs into the support pets so they can free up the slots on the primary pets. (Edit: Not every MM player would do so, but any new MM players would be told they had to do so to maximize their pets while a not insignificant number of current players would immediately reroll their character to do so.) (Edit again: And probably demand every other MM secondary get rebuilt to include a support pet they can use to slot pet procs into.)
  25. Masterminds don't get Voltaic Sentinel. The OP is about Dark Servants? Which MMs do get? Edit: Oh, right. The Voltaic Sentinel was used as an added reference. Sorry.
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