Jump to content

Rudra

Members
  • Posts

    8164
  • Joined

  • Last visited

  • Days Won

    48

Everything posted by Rudra

  1. Not likely to happen for a few reasons. 1) AT power sets are supposed to get the character through the game. Sure, some power sets on some ATs may require the player to call for help or stock up on items to give the character an edge for some difficult tasks, but every AT and their power sets are meant to get the character from start of game to end of game. A primary power set that does nothing, gives the character no offense, no defense, no crowd control, and no support abilities is not going to get any character, no matter how well played, from start of game to end of game on its own. 2) Temp powers are not immediately available to characters. Your proposed set can only function if the character has temp powers to empower. And a fresh from character creation character has none. Say the character was made by a new player who was in one of the tutorials. They don't get access to P2W in the Galaxy City tutorial until just before the area where they fight the giant Shivan. And in the Outbreak, Breakout, and Praetorian tutorials? There is no P2W/T2V vendor until you complete the tutorial. So now you have a character that can't even complete a tutorial without assistance from others. (Edit again: There may actually be a vendor in Outbreak, I can't remember, but I do not remember there being one in Breakout or Going Rogue.) 3) Temp powers are intentionally not affected by player character powers, enhancements, or buffs. Temp powers are niceties for players to enjoy. Some give players a decided edge, but they are not meant to be mainstay attacks. So they cannot be enhanced in any way. So not only would your new power set have to be designed, animated, coded, tested, and then finally implemented, it would also require additional code to override that restriction. Without somehow breaking that restriction and making it possible for global effects, granted buffs, or self-buff powers from interacting with the temp powers. While still allowing buff powers to affect the temp powers. 4) Temp powers go away. With the exception of the P2W/T2V prestige powers, all temp powers have a set number of uses or a set amount of time of availability. Many of which can't be replaced in a convenient manner. This reduces the character to random luck for viability even with the availability of temp powers. (Edit yet again: Imagine fighting an EB and you burn through all 5 charges of temp power A, all 3 charges of temp power B, all 10 charges of temp power C, and then all 5 charges of temp power D with no further temp powers left to use against said EB because you burned through the others just getting to him/her. Or running out while on an iTrial or a Hamidon league.) You have an interesting idea. However, for a video game like this, it just isn't really feasible. It highlights something that is meant to not be a focus while taking away the mainstay ability of player characters: the ability to play through the game without having to rely on others, particularly temp powers. Edit: Also, I know several players that would take exception to your claim that Blasters need help from others. (I'm one of them.)
  2. How about when the NPC you are saddled with, and have to keep alive, aggroes through walls? (Wretch likes to do this a lot, but he isn't the only one.) It's like "Okay, I got you. Now let's go t... where are you going?! THE EXIT IS THE OTHER WAY!!!! COME BACK HERE!!!! ... he left the room... there are no foes here and he ran off like his... what's that sound? ... oh shit...." *races out of room, down hall, to other room where NPC is nearly dead having found the enemies in the back room you figured was safe to ignore*
  3. Crabs are the tanks/walking SWAT teams. Why wouldn't they have better ability to soak hits?
  4. That's actually rather odd. I got the temp power in the mission where I found her father. (I got him last, grabbing the 2 relics first.) Mission complete came up and so did the notice for a temp power, with Midnight Visage sitting in my power tray. Maybe it's a sequence thing?
  5. Here's the thing. VEATs and HEATs are not and were never meant to be used by inexperienced players. I think it was SCORE after shut down on their private server that took away the gating to access VEATs and HEATs. They were supposed to be fielded by players that already understood the game and so would either find the added challenge (HEATs at the time) desirable or wanted to tackle something new (VEATs). In order to unlock them, you had to have at least one character you got to level 50. Well, that requirement was taken away, but that was because all the players on the private, pirate server the game was being played on was already experienced at the game and the server operators didn't want to make them wait to unlock the ATs in order to play the characters they already had back on Live. (I should also point out that VEATs are not support ATs any more than HEATs are. They are what you make them ATs.) No, my take is the VEATs are already extremely capable ATs and there is no reason to make them better than they already are. There is a difference between a quality of life change and making something more powerful. (Yes, I'm not particularly happy with Omega Maneuver for its damage output, but mine isn't slotted with anything yet. And it still proves quite useful. What other nuke in the game distracts your enemies into gathering at the nuke and wasting attacks on it until it finally explodes?)
  6. Bane Spider Armor Upgrade already provides Mag -4 protection against all mezzes and +40% mez resistance. And that stacks with the Wolf Spider Armor's Mag -2 protection against all mezzes and +30% mez resistance. Why do you want to increase their status protection? I have to disagree. My Bane Spider, after going Bane, was near unkillable even before I managed to fully slot my IOs. (And Huntsmen aren't any more a threat even at low levels than other bosses. And I'd argue less of a threat than other faction bosses. That's just my take on fighting Wolf Spider Huntsmen though.) Please tell me you are joking. SoAs aren't any more slot starved than any other AT. (You want slot starved? Play a Kheldian.) As for power selection? Banes have access to their choice of 18 different primary powers and 10 secondaries to other AT's 9 and 9. (Not counting Kheldians.) Plus all the same access to pools (except for APPs since they only get access to PPPs). https://cod.uberguy.net/html/power.html?power=training_gadgets.crab_spider_training.serum&at=arachnos_soldier https://cod.uberguy.net/html/power.html?power=scrapper_defense.regeneration.dull_pain&at=scrapper Serum: 428.36 per Mids (And you have Crab Spider Armor Upgrade, Fortification, Wolf Spider Armor, and (for defense) Combat Training: Defensive with Tactical Training: Maneuvers.) Dull Pain: 535.45 per Mids (And you have Resilience for damage resist. I'm not counting MoG because it isn't a constant use effect.) As for the DDR? ... ... ... Others can answer that one.... Edit: And yes, I play VEATs, I've played every version of the VEAT except for the pure Fortunata. Which is why I am wondering why anyone thinks they need to be improved.
  7. There is a low level mission where you have to go get or destroy Gears for your contact. In that mission is a box. The box is destructible but amazingly robust. And as long as that box is not destroyed and you are anywhere near it, it will keep cranking out Gears, and just Gears. You can just stand there and smash Gears until you get the badge and then destroy the box. I wish I could remember the actual mission and contact name though. It is a blue side mission, and low level. That is all I remember about it currently. Sorry. Edit: It is the "Get a Sample of the Clockwork Pistons" mission available from Wyatt Andersen, Maggie Greene, Jake Montoya, and Colleen Saramago in the 15-19 range. No Clockwork Princes required.
  8. Yeah, I get the bit about the meteor. Our characters aren't having to change where and how they stand for it though. If the character is going to dig a foxhole, the character needs to be in it to use it. If the character is just going to stand on the surface and not have to go into the hole, then it isn't a foxhole. It's summoned sandbags or other fortification you want to have with the fox hole. Don't get me wrong, I'm not against the power set. I'm just stuck on a foxhole being a hole the character gets in. If they aren't? Then it shouldn't be a foxhole. It can work like any other stationary buff, like Triage Beacon. A device that is placed by the character that grants some defense, damage resistance, and KB protection while within the area of effect. Like a summonable force force field generator that doesn't move and provides the character with those bonuses. Or the area is littered with sandbags or whatever denoting the non-mobile area of effect for the character and grants that effect. If my character has a foxhole power and digs a hole and then just stands outside the hole somehow being protected by it? ... I don't know how I would react. Not positively, I know that much.
  9. I figured. What I'm thinking of is unless you're a super strong character with an adamantium trenching tool, you're not going to be able to dig that foxhole. So for realism, I have that hang up. On the practical side, there are already "holes" our characters can jump in, but those are doors. And a foxhole requires the person to be in it for it to do anything beneficial. So our characters would have an animation of digging the foxhole, then have a "hole" like the snake holes in Mercy Island appear at the target location, and then the character would have to jump in the foxhole. And with how buggy the game can be with terrain pieces and models clipping them, there is a good chance the character will be stuck in the terrain when using the power. (And you know, hopefully not fall through the terrain since the character is at least halfway through the floor already to fall beneath the map. Like how can already happen on fairly regularly on some maps just by using the instance map internal doors. [Founder's Falls jail comes to mind rather vehemently for me on that for some reason.])
  10. It is an interesting take. However, a few things (mostly questions). First, MM pets are all lieutenants. And at lieutenant strength, you will find they are still very squishy. So summoning minions is more than likely just going to get your pets killed faster. Even if they were all summoned at your level instead of getting the -1 level shift per pet you can summon of that tier more than 1. Second, is what would the upgrade powers be? Pet upgrade powers are based on the summoned pets and grant each tier pet a specific set of additional powers. Third, how would those upgrade powers work on your pets since your pets will be different every time you summon them? Fourth, how would level differences between your MM and the target mob you are mirroring affect the summoned pets? Fifth, what would the MM's actual attack powers consist of? (I'm not seeing a theme I can figure out set attacks from, sorry.) Sixth, what would be the variable power, the one that doesn't match across the sets and gives the set its unique flair? I'll probably think of more questions later, but those are the immediate ones that popped in mind.
  11. Given the terrain our characters fight in (concrete, asphalt, and stone), the fact the surfaces in the game have no depth, and the likelihood of our characters getting caught in a bug trying to make use of a non-door hole in the ground, you may want to rethink the Foxhole power. Maybe a Take Cover power that does the same thing? Or a Light Fortification power to summon a sandbag wall? I don't know. (Edit: And digging a foxhole in a building, CoX or real, could have very interesting results for the combatant trying to use it.)
  12. That doesn't change that it is a bug and should be addressed. (And how would anyone not spend enough time in a mission? If the mission is completed, then enough time was spent in the mission. Even if a player doesn't get to and into the mission until the rest of the team is finishing up the mission, they still spent enough time in the mission.)
  13. This is a petty request, but one I can't keep myself from posting any longer. Most days it feels like I'm playing City of Giants. Once I get past the Hellions and Skulls, I just see giants everywhere. 5th Column or Council? If you find a normal size human, you automatically think you found a midget. (At least I do.) And these guys are humans. Arachnos Crab Spiders? I don't think I've ever seen one that my 6 feet 2 inch character wasn't craning neck over looking in throat. (I can't look them in the face, the game keeps me looking at their upper sternum or lower neck.) Freakshow? Check. They stand around 6' 5" - 7' tall. Almost every one of them. I get that some factions are going to have BIG characters. My request is the size slider for the mobs not be skewed to maximum height for nearly everything. It's rather frustrating when I go for a tall character, but since my character isn't max height, I'm a toddler smacking their gut. (And even when I make a max height character, I routinely find normal human enemies towering over my max height character. A normal human just wearing some armor. Is towering at least a full head over my max height character.) Like I said, this is a petty request and one I don't expect to be addressed. Like ever if I'm even the slightest bit honest about suggestion probabilities being accepted and implemented. However, some days, it's just frustrating as all Hell to be running around City of Giants on my tall character feeling like a child picking fights with the full grown adults around me.
  14. They may not get KB resistance, but Electric Armor does get KB protection. They have Mag -100 KB protection for 3 minutes when they use Power Surge. Edit: And Clarion provides KB protection, not resistance.
  15. My suggestion is to give the Pilgrim in Ouroboros a too low level comment. Right now, he uses the "Your initiation into Ouroboros is complete, Hollow Impulse. There is nothing else I can teach you. Please feel free to speak with any of the other members for possible missions or use the Pillar of Ice and Flame all on your own. Thank you and welcome again to Ouroboros." I'm level 21 on this character. I know for a fact I have not yet done the intro to Ouroboros arc on this character. I only know this isn't a bug because I checked the wiki first and saw that the arc is level 25-50. So to avoid further confusion, please add a too low level comment instead of the arc completion comment for being too low in level.
      • 2
      • Thumbs Up
  16. Truth hurts, doesn't it, @Uun. It's even in the thread title: Sefu Tendaji ally shields should be positional as well as typed defense If it had been a bug, then the title would have been "Sefu Tendaji's ally shields say they give positional defense, but they don't" or "Sefu Tendaji's ally shields are supposed to be positional but aren't" or something else that states it is not doing something it is supposed to instead of you want something added to it. Now, if you want to pop over to the Suggestions and Feedback forum and re-post this? You would probably not get any pushback. (Edit again: At least not from me. I don't care either way as I avoid saving him until he is the only objective left.) Edit yet again: Or a mod could just move this one there....
  17. None. Standard, Do Not Sell/Share, Do Not Track. It only happens on the Homecomingservers site, so I have no reason to use Troubleshoot Mode. Firefox is my only installed browser. Even IE is disabled/removed.
  18. It's not a bug. It's the power's design intent. A design intent that was updated on the Force Field power set, but was retained on mobs. You aren't posting a bug to be corrected. You are posting a suggestion to bring NPC powers in line with player powers, including powers players don't get (Protective Shield).
  19. Yes. (Which then required me to send a petition to the mods for Vivid Army to restore my account to me.) No. I only use the one desktop for playing CoX or posting on the forums. I do not use my phone for anything on the internet. (And I don't have a tablet.) Firefox. Windows 10.
  20. Lt. Sefu Tendaji does not use the Force Field power set. He uses the same Dispersion Bubble the Council Ascendants and other game critters use. It doesn't matter that he is an NPC ally. All our NPC allies use the original versions of the available powers or their own unique versions as far as I can tell. (Edit: Such as his Protective Shield. Only Longbow Ballistas [like him], Dr. Zeon, and Professor Echo get that power.) (Besides, I have a really hard time believing that SR, Shield, and Ninjitsu characters need his help to max out their positional defense. I know even on my non-defense focused characters, I don't rescue him until everything on the map is dead. And on my defense focused characters, I never even notice his help other than his Repulsion Field knocking foes.)
  21. Nope, even after checking/fixing all that, the site still dumps me. No other site I'm on does this to me, so I don't know what is going on any more. If it only affects me, and from the responses, that seems to be the case, then I guess I have no choice but to put up with being randomly logged off by the site.
  22. While I was not aware of the bonus XP, I've already pointed this out. And this has been pointed out on every thread where someone complains they are suffering an XP penalty for having confused mobs. And some of the people saying that are the same ones on multiple threads, so they apparently don't care about what is actually going on or what extra benefits are involved. They only care that their character is not getting 100% of the target's XP and Inf' value.
  23. That would require the confused target to be forcibly despawned, and not the way Captain Castillo fails to do, and a duplicate 'pet' added to the party. That would also require a cap to be placed on the power or you could have a Mind Control controller with a map's worth of permanent pets following him/her/them/it around at the end of any given map, and that keeps growing because the confuse effect became a permanent effect. @PoptartsNinja's possible method is actually more feasible and would entail less bugs (such as a mind controlled pet defeating the invisible original so that the character gets the pet and the defeat reward). (Edit: That would also preclude the character's ability to mind control (confuse) a target and watch that target attack his/her/its former allies with impunity as they would now be part of the party and the mobs would all immediately attack the confused target. It would also stop AoE confuse effects from having the targeted spawn simply tear itself apart as they all just now joined your party. And you would also lose the ability to damage the confused targets for XP/Inf' since they would now be part of your party. So there is a tradeoff regardless of how this may be addressed.)
  24. And how do you transfer the damage done from source A to tracker B? (Edit: Especially if the confuse were to wear off before a target was defeated making the assigned pseudopet go away.) We're dealing with some rather archaic code on a very old game engine. I'm not saying that can't be done. I'm not a dev and I don't have to sort through the mess they do. I would just be extremely surprised if that worked.
  25. The problem is in the code. In order for the confused targets to grant the player the XP they would normally take from the damage they do, those targets have to be part of the team. For instance, summoned pets and combat NPCs are part of the player's team even though they are not showing in the team window. How do you code random mobs to be part of the team while affected with a confuse effect? Notice that your own pets and teammates do not suddenly get removed from your team while they are confused. Also notice that any pets summoned by combat NPCs to help fight also take away from the XP the defeated targets normally grant because they are also not part of your team. (They are effectively part of your league, but not team. Not sure how they are coded, but again, they are temporary aid not part of your team.) So how do you temporarily add enemies to your team given the current state of the game's code?
×
×
  • Create New...