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Rudra

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Everything posted by Rudra

  1. You are asking to be able to negate all travel powers and other powers like Mission Transporter. You are asking to be able to move your character off the map and bypass threats. Thumbtacks are not limited to valid map spaces on instances. You are asking to remove the threats zones pose to characters by simply popping straight to any objective you want in any zone. Edit: Tell you what, I'll support the OP if it costs 2 billion inf' to get and it has a 12 hour recharge unaffected by recharge changes. Scratch that. After further consideration, I will never support the OP.
  2. Check my posts. The powers you are saying are inferior for being knockback and the powers you say have the edge for being knockdown are all Mag +0.67 knockback. The only difference between those powers for their knock effect is the power summary page where the powers' summary labels differ for Super Strength's summary page saying Punch and Haymaker do knockback and Fighting saying Kick and Cross Punch do knockdown when all four powers do Mag 0.67 knockback across the board. Inconsistent application of summary labels are a thing and are apparently misleading you no matter how much you want to not admit it.
  3. We have travel powers. They are very good at getting us to where we want to go. Thumbtacks often fail when placed at a location with multiple elevations.
  4. Just go to Echo: Faultline. Turn off Rise to the Challenge. Plop yourself by some Embalmed, and don't attack.
  5. Rise to the Challenge disrupts them. I don't know about Tanker punchvoking, but Rise to the Challenge definitely disrupts them.
  6. Do you have Rise to the Challenge? It is available to Tankers starting at level 8.
  7. What is your character AT and power selections? Many auras disrupt interruptible enemy powers like exploding.
  8. The Praetoria story arcs have nothing major going on in them. Just like the vast majority of red side and blue side content. The iTrials are major undertakings that directly affect the war effort. This is a major action. In attacking the BAF, preventing the conditioned Resistance from accomplishing their assigned actions and shutting down Siege's and Nightstar's work, you crippled Praetoria's response to the growing Resistance effort and the Primal's support of them. In attacking the Lambda facility, you destroyed assets that had been carefully prepared to prevent the Primals from being able to fight back. In going into the Underground past the normally accessible regions of it, you broke Tyrant's truce with Hamidon. And in attacking the Magisterium, you directly challenged what was left of Praetorian power and destroyed it. Not to mention you attacked and took down the emperor himself, ending Praetoria, leaving it defenseless against Hamidon. Do you really think any of that is as easily swept under the rug as your character placing some bombs to damage a single building that you probably warned Provost Marchand in advance over? And in all those iTrial assaults, you didn't even warn anyone, position yourself to take over any part of the Praetorian plan, or recover any assets to be able to say "Yeah, Praetor X failed, but look! I salvaged the operation!" to get your promotion.
  9. Praetorian characters aren't supposed to be able to do the iTrials until they go Primal. The fact you and others have found workarounds to bypass that does not change how the story goes. And asking to ignore the story is something I will always oppose. I'm fine with more Praetorian content being added. I'm not fine with simply ignoring the story or skipping past it. (Edit: And as a side note, your Loyalist isn't the moment (s)he/they/it do any iTrial against Praetoria. That character is a traitor to the Loyalist cause.)
  10. The things that make you go bu-wha?! Not really a bug, but can be considered one. Edit: Okay... so it is a bug. There is an invisible NPC that cannot be targeted called Tear Gas Grenade in the "Cause Mayhem in Brickstown" mission in Mr. G's second arc. It cannot be affected by anything, draws pet aggro, and is causing me a headache in the mission. Edit again: And it self-detonates into a permanent gas cloud that still draws pet aggro, cannot be targeted, and cannot be affected by anything. And it follows you around when you try to leave it behind. Edit yet again: Okay, so I just abandoned the game and didn't try the mission again until now. This time it is a Glue Grenade. The weapons cannot be targeted by the player, they are unaffected by AoEs, they hold pet aggro, they do not despawn, they maintain their duration effects forever, and they chase after you if you try to get away while still applying their effects. I am now filing this under ridiculously frustrating. (And in case my frustration isn't making it apparent, I am on a MM. So I'm rather depending on my pets.)
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  11. Your character may love to fight Chimera, but your Praetorian's access to Belladonna Vetrano's arc would make no sense. Belladonna Vetrano's arc takes place late in the Praetorian war. The fall of Praetoria is looming in that arc, the IDF has been pushed back, and Emperor Cole is running out of support. Your Praetorian character is still at the build up and information gathering stage for both sides before the war. The war hasn't even started yet for you, so how would you be able to be involved with the late/end war content? (Edit: And like all the other post-war content with Praetorians, it even looks at your character originating from Praetoria and makes appropriate dialogue changes based on it. So, you don't lose your Praetorian status when you go Primal, just your Loyalist/Resistance tag and ability to change it. Which you lose the ability to change your Loyalist/Resistance tag with the last morality choice in Neutropolis anyway. [Edit again: Except through Ouroboros, which you can't access until you go Primal either.] [Edit yet again: So you are denying your character the content you hold your character would participate in by refusing to progress the story.])
  12. Okay, thank you for the clarification. Still denies you post-war Praetorian content like Number Six's Last Bastion arc because there is no such thing as Loyalist or Resistance after the war. With the fall of Praetoria, Praetorians are either simply refugees, New Praetorians, or UPA. (Except per the KW arcs, UPA doesn't really exist after the initial refugee waves and is absorbed into the Council.) So even Praetorian content says you have to lose your current Praetorian status just to progress the story. (Edit: With the New Praetorians apparently being Hero alignment and the UPA being Villain alignment. So near as I can tell, even the new Praetorian factions aren't Praetorian 'alignments' like Loyalist and Resistance were/are. Just basically NPC SGs.)
  13. There is a world of difference between a "loyalist" undermining his/her/their/its superiors to advance and full on fighting against Praetoria like in the iTrials. Use whatever justification you want to do the iTrials on a Loyalist, but I feel compelled to point that out. Then by the same token he will never leave Praetoria for Primal Earth content either. Such as to access Primal Earth co-op zones to defend Primal Earth from their Hamidon or fend off the Rikti or bother with the intrigues of Kallisti Wharf or bother with Ouroboros' efforts to save Primal Earth from Battalion or give two shakes about Mot and Dark Astoria. Edit: Hells, you shouldn't even be going to Echo Plaza or Pocket D since neither is part of Praetoria and you have to leave Praetoria to be there. (Edit again: That also means your character would never have reason to do the Number Six Last Bastion arc because you have to leave Praetoria to do so and work for those filthy Primals.)
  14. If you want your Praetorian character to have access to Primal Earth co-op zones other than Pocket D which is already linked, then go Primal. The choice is available at level 20 and does not go away until it is made. The Praetorians have their own concerns to deal with. Most of them don't even know Primal Earth even exists. The extent of their story gold side is they start learning Primal Earth exists, either as invaders (for Loyalists) or supporters (for Resistance). Praetorians already have their own Hamidon to worry about, and their Hamidon has all but taken over their planet. Why would they go to co-op zones to fight Hamidon? The Rikti have no influence on their world and they are struggling against Hamidon and his Devouring Earth, as well as the opposed faction to their own on Praetoria, as well as the partial collapse of First Ward into the spirit realm. Why should they care to go to Primal Earth and help fight the Rikti when they are already more than neck deep in their own problems? Why should they care about the politics and goings on of Kallisti Wharf when there is already so much for them to deal with on Praetoria? Why should they be able to go to Ouroboros when Ouroboros exists solely to save Primal Earth from Battalion? There is no reason for Praetorian characters to access Primal Earth co-op zones. Now if your Praetorian character were to finally progress to where they in their story line are caught up to Primal Earth, and they choose to go New Praetorian, then okay, access Primal Earth co-op zones. Because now they are part of Primal Earth and have reason to be involved. I don't care if they get access to the Shadow Shard with Praetorian specific content because the Praetorians already had a presence to some degree in the pre-war content of the Shadow Shard, but the co-op zones make no sense given the story.
  15. Run around Paragon City and look at all the billboards. You will still see Christie election billboards. I don't make a point of remembering where specific billboards are, but unless they were replaced when some zones were updated, they will still be there. As for the rare Christie comments? I don't remember what specific missions or other references addressed him. It's not something I thought was worth trying to remember. And the comments aren't specific, just vague references in passing. Nope, no quote. Just wanted to place an obvious separator so that part of the post would not be held as part of my response to you. Edit: Not disputing Morales being current mayor. Him being current mayor isn't part of my comment. That Christie used to be mayor is.
  16. This runs into the problem of there having been signs of "Christie for mayor" scattered in the game before Shutdown, the (admittedly rare) pre-KW content making passing references to Christie being mayor, and now the added KW content. Morales is the mayor, but what is there saying that Christie wasn't mayor before? I want to say that Morales became mayor "recently", either as background lore for when the game launched or as passing reference some time during Live. (I think there were even comments made, though I don't remember from whom, about an election that was going to come up back on Live. And of course, there was no election. At least not one I am aware that was made available to players.) And as far as the comments about Major Benjamin's dialogue being too close to reality? I hate to tell you, but things like "real men eat meat!" and other tropes have been around for far longer than the current political climate. People calling out new innovations as a weakening of people has been around since man started innovating and progressing. Sure, it seems to be encapsulated by the current political climate, but people have been screaming about it for far longer than you seem to realize. (Hells, look back at commercials from the 60s. Some really boggle the mind like the "DDT is good for me" one, but you will still see things like "Real men eat MEAT!".
  17. Major Benjamin was humorous to me for how over-the top he is and fit CoX in my opinion. He's an over-the-top stereotype fanatic with a tendency to justify himself and his position any way he can to make himself look better and/or feel better after the trouncing you give him before offering the challenge. You smashed his ego. Now he is desperately trying to build his ego back up. You broke the supreme elite bestest forces the world has ever seen just reaching him. Again. Now he is desperately trying to convince himself he is still part of the supreme elite bestest forces in the world. It works for me how he talks. Edit: Hells, in the Laura Lockhart arc when you impersonate that 5th Column leader, he rants at you in a similar way before you take his helmet's voice modulator from him. And I have not heard anyone complain about how ridiculous his dialogue is. He doesn't have the time to go as overboard as Major Benjamin, but he does still go overboard. It works. It fits how CoX portrays the group. (Edit again: Leon even comments on it. Pointing out that the leader would threaten him and declare he didn't need Leon's help when Leon would feed him information because he will torture the information from Leon. Now that is some serious, over-the-top cartoon bad guy effect going. Who would be dumb enough to threaten their informant as opposed to try to investigate further in the background?)
  18. Then he may have been the previous mayor. He has notes of being re-elected and the only elections I can find about him are mayoral.
  19. Emil isn't elusive. He is the current mayor(?) of Paragon City.
  20. I prefer BWI function like Cage Consortium, a separate entity from Crey that Crey wasn't able to bully out of existence or absorb out of existence. There has to be some since Crey is only one of the major corporations according to the game. Especially with how much the zone hypes up Emil Christie. A new faction that makes Crey (and Cage) edgy lends itself to more varied stories than the same ole trope of "It's all a Nemesis/Crey plot". And Emil Christie having connections to BWI either as a controlling member or owing them debts for helping him restore KW opens far more doors than "They were secretly a Crey op all along!". Especially with the Altruist Division being Crey's newest attempt to paint a pretty face on themselves as benevolent protectors and the likely frustration of having to go through BWI for processing caught criminals in KW. (Edit: And current evidence in the game points to BWI and Crey not being affiliated with possible tensions between them.)
  21. Take it as BWI propaganda to justify themselves. Remember, KW was unavailable to the civilian public even after the zone was made available to players (as an empty zone).
  22. Yeah, and when you get to the streets, that weird waypoint is going to remain and mark nothing. It may mark the cave exit that put you on Adamstown, but it is only close to that point. (Edit: And only in reference to the Adamstown portion of the mission map. It seems to serve no purpose on the cave portion of the map.) That waypoint itself may be a bug, I don't know. All I know is the door to Adamstown is part of the stalagmite in that large room and has no interactions available until after the player talks to Hermit Turtle after defeating the 6 waves of DE.
  23. Okay, that's why then. That makes sense. There are two ways to find it. Method 1 is when Hermit Turtle runs off after you agree to team, follow him to the door. He runs straight to it. Method 2 is in one of the large rooms on the cave map, there is an odd stalagmite obviously made of multiple rock terrain pieces put together in basically the middle of the room. On one side of that object is a door. That is the door Hermit Turtle runs to. If you try to click on the door before talking to Turtle Hermit after all 6 waves of DE are dealt with, nothing happens. No notices or anything. After you talk to Hermit Turtle, the door becomes active and clicking it takes you to Adamstown which is overrun with the DE you attracted. No waypoint for the door is given.
  24. No, once you get on the street map through the cave door on the (multi-)stalagmite, there are no further doors for you to use. The first time I ran this arc (with a friend), we were wondering where the hostages were. We stumbled across 2 because they were right at the start of the street map and freed them automatically by accident. We then spent the next half hour wondering where the others were. Turns out, either the Altruist Division characters had freed them or had inadvertently drawn the hostage holding DE to us, or we had inadvertently drawn the hostage holding DE to us. So we wound up doing laps on the map running up to every civilian we saw until we realized the ones we wanted weren't moving, just cowering. (Which finally made it a little easier to find the hostages.) Without the hostage holding DE to mark them for us, finding the last two of them became more problematic because they could only really be seen from the correct angles because of where they had spawned. So if you are on the Adamstown map, with the streets and buildings and smashed cars, then no, you aren't missing any doors to go through. That is not to say you didn't find some weird bug that prevented the hostages from spawning or spawned them off-map, at which point calling for a GM to assist to verify would be best, but I am telling you that the hostages on that mission are themselves weird because once they are freed, they do not run to you or the door as freed, but instead adamantly remain in their spawn space cowering until you go up to them.
  25. The hostages are there. They don't get marked on the map, but they are there. Further, if the Devouring Earth that are holding them are defeated, they still do not count as rescued until you or another player on your team walks up to them. This means that if the Altruist Division characters free the hostage(s) or if you pulled the Devouring Earth away from them without noticing the hostage(s) or going to them, then they stay flagged as not rescued until you do. (Edit: I think that waypoint is there just to mark the entrance to that part of the map. Maybe in case you need to retreat? I don't really know what purpose that waypoint marker serves.) (Edit again: So if you've cleared the map? Look for cowering civilians that don't also run around.)
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