
Rudra
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Everything posted by Rudra
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Dragon Blue Ink Man defeats do not award Ink Man badge
Rudra replied to Kai Moon's topic in Bug Reports
Like @Kai Moon said, there are no "fake" Tsoo groups. The Siren's Call Blue Ink Men were specifically placed there so that heroes could get the badge too. Until side swapping became available, that was the only way for a blue side character to get the gladiator badge. -
This is a dumb question... if Pavel Garnier is flagged to only give his story arc to the correct origin (but the followup badge mission to anyone), did he lose his origin flag somehow? (And since we can only get access to 1 contact that gives a story arc and some of us are being funneled to him consistently, would you be willing to remove his origin only flag for the story arc?) (Edit: Especially since out of the four contacts [for five origins?!], only Dr. Ann-Marie Engles gives a hint as to what origin she may be? Or at least limit the contact introduction to your specific origin so we can make sure we can access the story arc rather than maybe getting stuck with a contact that won't give us the arc?)
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Do you really want to be able to slot a level 2 generic IO granting a whole +5.85% boost?! A level 1 would probably only be around +4.5%. https://homecoming.wiki/wiki/Enhancements#Relative_Enhancement_Values Even a DO you've out-leveled by 3 levels still grants a +11.66% boost at low levels. (Edit: And that is ignoring how quickly those early levels just fly by. At which point in time, you could be slotting level 10 generic IOs instead.) (Edit again: And given how the generics are leveled? You would only see a level 5 version added.)
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Nor was I trying to. The point I was trying to make is that DOs (and I think SOs) can drop as early as level 1 now. Generic IOs aren't available until level 7. You can vendor trash a level 1 Fly DO for 150 inf' and a level 1 Accuracy DO for 230 inf'. (I just checked.) Factor in the inf' rewards (if you aren't using double xp) and mission rewards, by the time the character is level 7, (s)he/they/it can slot level 10 generic IOs into their most critical powers. Especially if they go to a university and do the tutorial for the free IO. So all I am saying, is people can already slot generic IOs. (I'm more than willing to bet since we can already get DOs starting at level 1, the difficulty is still scaled for TOs at the low levels, and we can still clear all the low level content without any enhancements at all at least up until level 10; you're not ever going to see generic IOs as drops except as recipes.)
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Generic IOs have a starting level of 10, so they can't be slotted until level 7. And they have a crafting cost of 2,400 to 3,400 for the ones I just checked. (Accuracy, Defense, and Damage.) Assuming the character does story arcs and indoor missions for the completion rewards and can get some drops, they can start crafting them at level 7 without any major fuss. Especially if they sell most of the DOs they get as drops and the rare salvage they may get. (Though they should make sure to sell the rare salvage on the AH.) And they get a free one of their choice at level 10 if they go to any university of their faction and do the invention system tutorial. (Though I don't remember which ones are available as the free choice.) (Edit: So if they chose, they can already slot generic IOs which they can never out-level as early as level 7 until they are ready to get SOs or set IOs.)
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Check your owner manual for settings that may be affecting it. Also check to see if your OS has a high visibility function turned on that may be overriding it.
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Aren't the low levels still balanced around TOs? Which means the random drop DOs are already much stronger than the game at levels 1-20 were really meant for? (Since as @GM Impervium pointed out, the +8% boost from TOs went mostly unnoticed in things like damage? [Which would show as 11 damage instead of 10 damage for doing 10.8 damage. 100% of 10 is 10. 10% is 1. And 1% is .1. So 8% is .8])
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Probably a holdover from the original language the word was borrowed from. In the 'romantic' languages, those derived from Latin just in case anyone doesn't know, everything has a gender. (I don't know why, but to an extent, it makes sense. Why? For the same reason many guys I know call their cars or boats females when they refer to them. Some people just can't seem to avoid gendering everything.)
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Ask the Middle English linguist that coined it. Then again, the rules for English were way more complicated in High English and Middle English than they are now, so it probably made sense and followed the expected rules of grammar at the time.
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I'm really hoping you just had a typo explaining the typo was fixed....
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Beast Run - male sounds playing for female characters.
Rudra replied to Luminara's topic in Bug Reports
It's not just Beast Run. There are times when I'm playing with a friend and her female character leaps and makes a male grunt. And she doesn't have Beast Run on any of her 3 characters. Sometimes, you can even hear it from female mobs. Not counting the weird grunt female Blood Widows always made for their flipping blade slash attack, sometimes if you can get them to leap for any other reason, they play the male grunt sound. (Edit: Makes me think the problem may be in the sound file and the way the game tries to access it for various animations.) -
Am pretty sure all of them? I mained a Dark/Dark Scrapper, and could only use 1 active armor at a time. I could use Dark Embrace for Smash/Lethal/Negative. Or I could use Obsidian Shield for mez protection. Or I could use Murku Cloud for Fire/Cold/Energy. Made fighting Tsoo spawns of Yellow Inkmen, Dragon Inkmen, and Green Inkmen rather frustrating. I played with friends that played Invulnerability, and they also only had 1 active armor at a time. (Though Invulnerability also had the benefit of auto-powers.)
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Uhm... what? I never played on beta. I only played on Live. And we were limited to a single active armor until Jack left the game. (Also, my best friend in the game mains a Broadsword/Regeneration Scrapper. And she does very well on it. She mained that character even back on Live.)
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Again, to be fair, the devs did say they were looking at proliferating Hard Mode (Advanced Difficulty) to the other TFs and SFs. (I would say it is rather difficult to convince yourself to do so however, if the TFs that currently have them, aren't seeing them being used.)
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At launch, several bosses were difficult. Mainly because Tankers and Scrappers only got to use 1 (non-auto) armor at a time and several factions, like the Tsoo and Malta, had a wide variety of damage types and secondary effects, even from a single mob. So to face off against that boss Gunslinger, do you use your mez protection armor and get eaten by the smash/lethal damage, the fire damage, or the cold damage? Or do you use your smash/lethal armor and get mezzed, then eaten by the fire and cold damage? So on and so forth. So you needed a support to help protect you from harm and heal you, a Tanker or sturdy Scrapper to hold the boss' attention, and everyone else dogpiled from another angle. (A well-coordinated team of a team of players experienced at dealing with those threats under those limitations became more than capable of dealing with those threats, but at the time, I wan't seeing very many such teams.) Then EBs were introduced. (Then AVs became downgradable to EBs so soloists could clear their missions.) So is isn't that the factions weren't capable of keeping up against a team at launch, its that it became easier to faceroll bosses when Jack's limitations were removed from the game.
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Oh, so you're complaining that old easy stuff is easy. I see. Well, to be fair, I don't see any calls for Relentless difficulty ITFs or Aeons. I don't even see calls for 2-stars or above. Sometimes I hear a 1-star call, but usually it's just a normal faceroll, I mean steamroll, I mean play through. (It's kind of like players wanted more difficult content until they got it, but I'm not going to make that accusation.)
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*sigh* I was making a statement to show where I am coming from. I am not under the impression you or anyone else I see on these forums are unfamiliar with the game. And as someone who has gone through multiple missions without any inspiration or enhancement drops (especially back on Live where my record was 10 missions with no drops of any kind), I do get the premise. I just don't see the reason since we can just step out of the mission and buy more inspirations if we run across a fight we need them for. (Edit: Especially since I am unaware of other games like CoX that give stat boosts from vending machines. You typically only run into something like that in things like the Fallout series of games where everything is insanely more valuable and rare.)
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The nurses are available almost immediately upon entering any hospital from the entrance. If you went to the hospital after being defeated, they are available as you pass them in the lobby before you exit the hospital. They can also be found anywhere in your base you put them. Inspirations already drop from enemies, so unless the map has a field hospital in it, there are no nurses to buy inspirations from in the mission. And since inspirations already drop from the enemies we are fighting in the mission, it makes very little sense to have mission vending machines provide inspirations. (Unless you would be fine with mobs using said vending machines to stock up on reds, yellows, oranges, and purples that they immediately pop when they detect our characters. All at once. That they then restock on if you are defeated for when you or another super happens to arrive again. Say every mob within 3 rooms of a vending machine always has a stock of 15 reds and 5 yellows that they use for every combat, and replenish if they aren't defeated?) (Edit: Because computers process way faster than we do, even if they activate each of their 20 inspirations [for a full tray] in sequence, it will still appear near simultaneous to us.)
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Shouldn't vending machines give out snacks and drinks? Things our characters can already use freely as emotes? Just walk up to a vending machine, emote putting money in it, and then emote eating your snack or drinking your beverage. The inspirations are available from the nurses and affect how our characters fight. That makes them medication (edit: that you can also buy from any contact...), not snacks or drinks.
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I am disinclined to get into yet another argument about whether something that is currently designed to not use something is a bug or a suggestion. To me, a bug is something that is not working as intended whereas adding something we believe something should have no matter how logical is a suggestion. My part in this is done.
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From what I've seen, Soul Absorption isn't supposed to be able to slot accurate healing sets. So that would make this a suggestion rather than a bug.
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The only way I would ever be on board with gambling being added to CoX is if it cost nothing and awarded nothing. You drop your virtual coin in the virtual slot and pull the virtual lever and get the virtual result. Don't worry, your character always has more virtual coins to put in the virtual slots. And if you hit the jackpot, lots of virtual coins pour out in a deluge so you can virtually put more virtual coins in the virtual slot for virtual rewards. No inf' is used or awarded for doing so. Definitely no merits. (Edit: Or salvage, enhancements, inspirations, or recipes. You can already random roll those with merits and AE tickets.) You want to gamble for fun? There is no cost for doing so, have fun. (Or you can just open up your gambling game, place it on a sidescreen or a window-in-window display, and gamble that way. Just walk up to your chosen Golden Giza slot machine, and play the slots from your other game like it was the slot machine in the Golden Giza. Then you can have the satisfaction of real loss and real reward.)
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You can already have an account only base/SG. That is why the /altinvite command was made. If the OP were to be implemented, then all your alts on that account would go into that one SG/base. And if you wanted that alt in another group? You would have to leave the automatically assigned SG to join another. (Edit: Assuming the spaghetti code didn't just lock your alts into that one SG leaving you unable to leave for some reason.) As the game is currently set up, we get to choose what SG our alts wind up in (with SG leadership permission). If you don't want characters from another account in your SG? Don't invite or accept them. And if your SG isn't marked as public, it won't even be visible to other players/accounts at the registrar.
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Windfall Warning Question may need some love.
Rudra replied to uninventive's topic in Suggestions & Feedback
At the very least, the description should be updated since there are no VIP accounts any more.