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Rudra

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Everything posted by Rudra

  1. That's a matter of opinion. I personally vastly prefer red side over blue side. I just avoid Peter Themari and Westin Phipps. (And often Dr. Graves as well.)
  2. I've taken my Ninja/Dark MM into Hard Mode ITF and when things got frantic, did not upgrade the pets on re-summons until I had time to worry about the upgrades. I'm not saying you can't upgrade them, I'm just saying that it isn't necessary when things are running a bit out of control.
  3. Depending on how frantic the fighting gets or how powerful the enemies' AoEs are? You can forego the upgrades until things calm down a bit.
  4. The Badger site does list all the component plaques for the lores so you can mark them as you reach them. (I feel like a Badger site infomercial....) (Edit: Though some explores like River Rat and Party Animal don't....)
  5. https://n15g.github.io/badger/ You have to input what you found/got, but it does tell you what is missing for most of what you start but haven't completed yet. And includes coordinates for all the explores and lores.
  6. True, which means MMs have difficulty with +4/x8 missions outside of incarnate content. (They still have difficulty in +4/x8 content even in incarnate content.) However, as someone who plays MMs and has successfully done +4/x8 content? It is still doable. It just isn't worthwhile unless you enjoy the difficulty it presents. Then again, I'm not afraid to run from a fight when it starts to look untenable, re-summon, re-upgrade, and then re-commit to the fight until I've finished the mission. Even if it means exiting the map to be able to do so. (Edit: I find +2/x3 or +2/x4 to be a sufficient difficulty on my MMs to be a challenge without being a slog.)
  7. No, it does not. It puts all the MM's pets at equal level to the MM. So using a 50+3 MM as an example. The T1 pets would normally be level 48. While in incarnate content, those same T1 pets would be level 48+5. They get the same +3 incarnate level shifts as the MM and they get another +2 level shifts for being T1 pets in incarnate content.
  8. While doing any incarnate content, it is removed. The T1 and T2 pets get level shifts to pump up their levels equal to the MM's incarnate shifts + the negative level shifts the T1 and T2 pets endure. Only for as long as they stay within Supremacy's range though.
  9. Chat window. Sorry.
  10. This is not actually true. Supremacy has a 60 feet radius. So do all three Leadership toggles. And Bodyguard Mode applies so long as pets are within range of our Supremacy (edit: and we are in Defensive Follow). So we do have some wiggle room even on melee focused pet sets.
  11. Says who? If you read the rest of the thread, you'd see someone talking about how the studio has treated masterminds. You're treating us like we're defenders, and we are not. Yes, we were meant to be in melee range. They gave us bodyguard for a reason. Certain pets are melee, for a reason. We have secondaries with PBAOE buffs. You clearly do not play masterminds much and dont know what you're talking about. You are clearly here just to hear yourself talk. Please exit my thread. I do play MMs, and @Glacier Peak isn't wrong, though (s)he is missing part of it. Ranged pet sets allow the MM (and pets) to hang back and lay down support fire while also letting the MM use more support abilities. Melee focused pet sets do require the MM to be closer to the fighting to keep the pets bolstered by Supremacy though. However, on a team, which you should be on for the higher difficult content, by which I mean Hard Mode content, even melee focused pet set MMs can hang back a bit to reduce the amount of hate they have to deal with to buy themselves time to replace lost pets, support the team, or lay down some added fire of their own.
  12. I don't know how SG base PvP works, but I do know that my MM pets typically can't follow my MM anywhere in my bases. And if mobs (like pets) can't navigate a SG base, they aren't a threat to anyone. Also, if it were to be implemented by the devs? It would have to be an option for the SG to enable. I for one don't want random enemies raiding my bases. (Though I do want to be able to have 0 XP/0 inf' mobs roaming my maze to threaten and challenge those that enter it....)
  13. Every time you ding, your new level is posted in the chat bar.
  14. Like @Greycat said, no contact should be sending you into a zone that is higher level at minimum than your current level. If you were sent to Faultline at level 11, you should probably report it as a bug.
  15. This should really be its own thread. This thread is about trying to get more players to play red side.
  16. Hopefully last bump to keep poll visible.
  17. I'm not arguing that. I know several powers use the same animations. All I am saying is that the request has been made before, multiple times, it has support from the players, and implementing it will take time from what I believe is the lone animator on the dev team. (Edit: Regardless of whether new animations are made or existing animations are repurposed.)
  18. I haven't seen them add anything new to melee on HC. So the last example I can give is Radiation Melee or the alternate animation for Foot Stomp. Foot Stomp got it added on Live though and I believe Radiation Melee was developed on Live but not released until the game showed up as a pirate server incorporating the incomplete work from Live. (Edit: The only animations I can remember undergoing changes are Thunder Strike for being sped up in the latest patch, and the new power sets. At least as far as HC goes.)
  19. I said it because in my experience from additions to the game, many times they make new animations. (Edit: And speeding up or slowing down an animation already in the set is not as work intensive as converting an animation from one set to another.)
  20. You're asking the wrong person. And even if other animations were to be used, the animator has to work with the animations to get the timing right and change out the linked particle effects.
  21. *shrug* I don't know. Last I heard though, the dev team only has 1 animator.
  22. I just realized what this mission now reminds me of. (Please don't ask me what took me so long to come to this realization.) The assault portals in this mission are now acting like the Rikti portals in the mission where you fight Hero 1/The Honoree in the 'Retrieve the stolen incarnate container' mission Mender Ramiel's incarnate promotion arc. The mission where if you don't find and destroy the Rikti portals fast enough, you need to reload the mission for having spawned a sea of Rikti filling the map. However, unlike that mission, these portals start spawning before you even get anywhere near them and they spawn two bosses each time even at minimum settings every time they trigger more Rikti, which is a guaranteed suicide mission.
  23. This and an all sword set of animations for both fire and ice have been requested before. They would need new animations created for those sets, and animations are probably the biggest holdup in adding things to this game. Though this request (and the all sword option) has rather robust support from the players.
  24. Well, visscale changes your render distance and you can use the mouse scroll wheel to zoom in or out. Otherwise I'm not sure what you are asking?
  25. What I'm not understanding is things like the PDP and Pocket D are just maps if you aren't there. If you are running out of memory running the game, I'm pretty sure the emotes and zone maps aren't what is doing it. Like @Shenanigunner says, have you tried dialing back your graphics settings to legacy? (Edit: Also, I have to point out that if it is in the game, it is game content. There is no such thing as non-game content in a video game when it comes to content the game itself provides.)
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