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Rudra

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Everything posted by Rudra

  1. No, the CTA in First Ward isn't accessible. You can't do anything with it until you get into Night Ward, at which point you are dealing with the Night Ward CTA. First Ward is cut off from the rest of Praetoria, 'lost' to Hamidon, and used to dispose of undesirables from Praetoria's 'perfect' society that the Praetors have no use for, and so no need to "re-educate" or otherwise turn into an asset for them. You know, regular people. Yes. The original Praetoria area had Nova Praetoria as the starter, Imperial City, and then Neutropolis. First Ward (I believe) came later, and because of lore, was not accessible except through the Underground Imperial door where Doorman stands with the two portals to Primal Earth so Primal characters could also get to First Ward and do missions there since they are not linked to the Praetorian story line, and so not to the Preatorian factions. (Though there are faction representatives with repeatable missions in First Ward, First Ward's story has nothing to do with what is going on in Praetoria City and the Praetors.) Helicopters? No. VTOL aircraft? Yes, but only red side via the Arachnos Fliers. (And I think just the Arachnos Flier at the north end of Grandville proper, where that TF has us go to destroy the Web.)
  2. 90% of everything people have dumped into that lottery? Sorry, but I have to say no. If the idea is a 'fun' thing for players to burn their inf' on? I can support that. However, there are already ample means of getting inf' in this game without adding a lottery. (Which would fall under gambling anyway, and I'm pretty sure that won't fly.)
  3. I'm not saying not to provide swimming animations for hovering/flying around. There have been other threads asking for that just for flying around. All I am saying is that the way the swim animation for walking/running works will not help with an underwater, flooded, or aquatic base because of how the water tiles work. CO does have the advantage that they do have an underwater zone map, so they do have swimming available for players to use as a function. The entire zone forces players to be flying so the swimming animation can (mostly, sort of) work. Something we can't do in CoX. Not unless the water tiles were to somehow have a Group Fly effect that ignores Null the Gull's provided power to ignore Group Fly effects to force/enable swimming animations and vertical movement while in the water tiles. (Edit: I have a sunken city base with an undersea accessible area and a base with a lake in it in which I have been trying to find ways to make it possible to swim through the underwater part of the sunken city and the lake, but the issue is the way the water tiles work, not the animations. I can be hovering around in one of my bases that have pools in them, and when I enter the water, my character (sometimes) immediately starts swimming. And "deep water" where I stack water tiles to try to make it possible to swim, I'm still stuck at the bottom walking/running around. So it isn't the animations.)
  4. There is an animation for walking/running that acts like swimming when walking/running in water tiles of limited depth. The problem with making bases that has the characters swim to get around is that if you try to make deep water, you wind up walking/running normally even in the water because you are below the affecting area. So an a hovering or flying animation for swimming were to be made and added, it still would not help any other characters that do not possess those two powers.
  5. I was trying to stay out of this, but I can't. A melee version of MMs can be interesting/fun. However, the whole principle of the proposed AT getting armor sets and that armor set extending to their pets? No. If you want to bolster the pets of this AT? Then make the secondary a support, not an armor. If you want armor to be the secondary? Then live with your pets dying frequently because you no longer need them to protect you.
  6. While I said that in a joking manner, I dare you to ask in general / LFG / any global chat channel if Flurry is 'fast'. CoH context = animation time is very slow. The theme of the Speed power pool is that: speed. Speedster characters are well known for throwing a dizzying array of rapid-fire punches to take out a target. Which Flurry does. The mechanics of the power seems to be what you are focusing on. The mechanics of how fast a power gets through its animation, how fast it recharges, and other game mechanic functions are not the theme of a power. Flurry fits the theme of the Speed pool. Now, if you are not happy with the mechanics of Flurry? That is a separate issue entirely.
  7. Well--this is a debateable point. It isn't very speedy in CoH context!! xD It is a rapid-fire series of punches at the target, how is it debatable about it fitting the theme?
  8. I don't get the appeal, but whatever. Make it so that players can just dump inf' into it and not get anything out of it, and fine. Otherwise, work the AH.
  9. Nope, never have. Next time I'm gold side, I'll look for it. That's fair.
  10. Unless you are referring to something else, the doors the Underground has for getting around connect the Underground to the linked surface zone or grant access to the Resistance 'bases'. Each of the Underground's zone sections are still connected to each other the same way Praetoria City itself is, you just walk/run/jump/fly across the threshold into the other zone. (Edit: There is no mass transit system in the Underground. Which was my point for that comment. And having one would be dangerous to all involved since we are running along the tracks for what would be it anyway to get around the Underground.) Yes, however, Cap au Diable and Talos Island are not part of Praetoria, so I wasn't counting that. And you have to navigate to the lone door in the Underground Imperial City to get to First Ward. So it still isn't connected via a mass transit system like the CTA. (And should not be.) That was my point.
  11. The Rogue Isles are all connected via ferry. With both Cap au Diable and Port Oakes both having two ferry connection points. So the OP is already met just as you said. Further, the Rogue Isles also have the Black Helicopter Line. This option also connects all the isles with two connection points for some of the Isles as well. Particularly helpful for getting to north Nerva Archipelago. So again, like you said, the Rogue Isles are all already connected like the OP is asking for. Praetoria has the Cole Transit Authority. Trams just like blue side has. However, the CTA only connects Nova Praetoria, Imperial City, and Neutropolis. The Underground does not have a inter-zone connection system other than hoofing it. First Ward is also not connected, nor should it ever be. First Ward is where people are sent to be forgotten. And you can't exactly do that if there is ready access to it via a mass transit system. So, yeah, what the OP is asking for already exists. And I am stuck wondering how the author does not already know all this since using any tram or ferry readily shows all the zones (edit: except for PI and SI, which should remain disconnected in my opinion given how/where they are located) connected. Edit: And it isn't like the ferry or ship that takes players to Striga Isle or Peregrine Island are that far from the Talos Island tram either....
  12. I don't view Talos as endemic of the request. For starters, part of the mainland forms part of the Talos Island zone map. Second, the distance between the shore line and Talos Island itself, not counting the more distant 'unpopulated' islands, is short enough that a person can hop in a dingy and row themselves there in relatively quick order. (Relatively being the operative word.) As opposed to Peregrine Island and Striga Isle that are wholly not attached to Paragon City proper even as zone maps due to lack of mainland shore.
  13. Peregrine and Striga Islands are islands. With Striga being an unknown distance away on a map cutout. So while PI may be possible, Striga won't be. So... yeah... just base portal and then click your Pillar of Fire and Ice there or portal to Ouroboros and use a crystal there. Edit: And all the Rogue Isles are already connected.
  14. Personally, I just pull enemies away from hostages regardless unless I know with absolute certainty that the hostage is invulnerable. That way I don't have to remember what missions work what way.
  15. Good point. I retract my statement.
  16. "As an anchor point" won't work. Not unless you want your jacket image free floating behind you. (We can see through the seams in the floor, we'll be able to see the jacket image behind the jacket.) Given how the game seems to work, symbols on the back of jackets will either need to be a separate jacket that has the preset symbol that players select, or it will need to be a texture map like how the tops with skin works.
  17. Or pull the mobs away from NPC hostages. If there are no enemies around them, and you aren't near them until all the fighting is done, they won't be affected by the enemy AoEs.
  18. Cheap shot: Illusionary Armor: When you just want to think you are wearing armor. We now return you to your regularly scheduled tangents. (I have no idea how an illusionary armor set would even work, but I had to take the obligatory jab. I humbly ask I simply be shot rather than crucified for the comment. Thank you.)
  19. Not sure, but I think that just may be a text error in the power's area effect description. Looking at cones, admittedly attack cones, they have targets of "foe". Ranged heals have targets of "ally". PBAoE heals have targets of ""self". Soothing Wave and Regrowth also have targets of "self". And powers will not turn you to face others when you are the target. So as far as I can tell, Soothing Wave is working correctly. Edit: Lending further credence to that, the Vorpal powers are listed as cones, not ranged facing cones, and also require you to turn to face your targets with a target of "self".
  20. Sorry. Replaced it with Mass Confusion in my head when I read it. Still, Mass Hypnosis is a sleep effect which is still affected by Control Core Embodiment.
  21. Yep. The Control Hybrid powers' primary purpose is to add damage (or fear) to your control powers. As a side benefit, it might even bolster the effects of your affected control powers. So it should notify mobs while active. Edit: Also, all 3 of those powers are confuses. (Or at least have a confuse component.) And the 5th mag boost from Control is Confuse. So the Control Core Embodiment is affecting those powers.
  22. Edit: It 1st checks to see if the targets are friendly or enemy, then checks to see if they are already mezzed. Then, if the affected targets are already mezzed, it has a 33% chance of improving that mez's magnitude by 1 and a 75% chance of inflicting psionic damage. The mag increase is not the primary effect. The damage is. Edit again: Hybrid powers are toggles. You can turn them off any time they are active any time you want. (And their recharge is only 2 minutes.)
  23. If you play with bosses on and small team size, she can destroy the Arachnos ambushes by herself for the most part.
  24. Control Core Embodiment is... fun... It has a 100% chance of a 75% chance of being applied. (https://cod.uberguy.net/html/power.html?power=incarnate.hybrid.control_core_embodiment). (Edit again: Yes, I know that 100% chance just makes the 75% chance work. I just get a kick out of the way it has to work.) However, each of its mez magnitude increases only have a 33% chance of increasing mez magnitude, and that boost requires the target not be a friend and already be affected by that mez: https://cod.uberguy.net/html/power.html?power=incarnate.hybrid_silent.control_boost_1 https://cod.uberguy.net/html/power.html?power=incarnate.hybrid_silent.control_boost_2 https://cod.uberguy.net/html/power.html?power=incarnate.hybrid_silent.control_boost_3 https://cod.uberguy.net/html/power.html?power=incarnate.hybrid_silent.control_boost_4 https://cod.uberguy.net/html/power.html?power=incarnate.hybrid_silent.control_boost_5 https://cod.uberguy.net/html/power.html?power=incarnate.hybrid_silent.control_boost_6 Meanwhile, its damage component has a 100% chance of a 75% chance of doing damage to any target that is not a friend and is already affected by a mez.: https://cod.uberguy.net/html/power.html?power=incarnate.hybrid_silent.containment_8 So your statement is not correct. (And you are more likely to inflict damage than get that control boost.) So again, use your Smoke Canister, then pop Hybrid for the rest if you want to not notify mobs that you are using a power that is guaranteed to be trying to affect them with a notify mobs component. (Edit: The damage component of Control Hybrid is the primary effect. You can tell by checking the T1 version of it that only has the chance to do damage. The control components are secondary effects. Just like @srmalloy said.)
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