Rudra
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Assault Rifle revamp (Theory Crafting)
Rudra replied to EmperorSteele's topic in Suggestions & Feedback
Players are pressing to remove the draw animation from weapons, which depending on what they do may only occur once or several times during a fight or mission, and which is already factored into the animation to maintain DPS/DPA. So I fully expect the requirement to track ammo usage with its mandatory reloading animation to go over like a lead balloon. Also, what about Dual Pistols? It is another power set where the weapons would actually have ammunition expenditures as well. From a 6-shot or 8-shot cylinder if the player goes with the revolvers up to a 15-shot magazine (or even a 30-shot magazine if they opt for extended magazines) for the automatics. Or what about Beam Rifle? "Beam rifles don't use ammunition though!" is the argument I expect. However, if we're going for full reality, then beam rifles very much do use "ammunition". They would have power packs of predefined shots before the power pack would be drained and require replacing. (Edit: Or what about Archery? Archery uses arrows instead of bullets, but that is still ammo to be tracked. And you would need a reload animation after every shot. And a body can only carry so many quivers at a time and a quiver can only hold so many arrows. However, if we're going for the realism of reloading on AR, then Archery should get it too.) Also of note is this is a comic book video game. And the only time you see comic characters reloading their bullet-based weapons is when the artist is placing a pause in the action to highlight the drama or for other effect. Otherwise? The characters fire their weapons over and over and over without ever reloading just like old Hollywood movies. (There was some old movie that actually mentioned this 'Hollywood effect'.) I get that players are unhappy with powers like Beanbag and Ignite. (I personally very much like Ignite. It could stand to have a wider radius, but I still like it.) However, contrary to some threads I've seen, powers can be improved without the need to replace them. So lets get those powers improved, not replaced. -
It should probably be pointed out that characters already clip through doors. Make a tall character. Give said character wings. Watch the wings clip through every standard door in the game. (Personally I just view it as a character from some anime I saw. She was too big to pass through doors, so she bent over to get through them. Sometimes unsuccessfully, smashing the lintel and part of the wall. Without even noticing she had done so until others pointed it out. Humorous to me at least. My character forgot to stoop to enter and smashed part of the building. "Whoops! My bad!" Though a stoop to enter animation for particularly tall characters would be nice.)
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The problem with the proposed AT as it currently stands is the AT has no support for the pets. Controllers and Dominators have control options, lots of them. And they only have a single pet at higher levels to keep alive. Masterminds have support options for their pets, plus some control options thrown in. The proposed AT is pets and attacks. The Assault sets you want to make the AT's secondaries are a mix of ranged and melee attacks, no real support or control. Your proposed primary power sets have scant few control options and no support options. So that means the proposed AT will have the same problems the Mastermind has with keeping pets alive in a difficult situation, but none of the support to help deal with it. No heals. No toggle buffs/debuffs. Not even any solid mezzes like a Controller or Dominator. And as an avid MM player, keeping even the tier 3 pet alive can be a challenge depending on the enemies and map. And that is after having Maneuvers, Shadow Fall, ninja inherent defense, Train Ninjas 4-slotted with defense enhancements to improve their defense, and every pet proc' available in the game to keep them alive. Yes, I can solo some seriously difficult foes with ease, but any enemy that uses lots of AoEs, especially if they hit hard or have debuffs to augment their AoEs, drops all my pets in a hurry. Or any large groups of enemies will leave me spending more time summoning replacements, even the tier 3 pet, as they group annihilate my pets. Difficult fights happen for every AT. And your AT lacks the means of dealing with such difficult fights. Edit: Basically, it boils down this is a pet class AT, but how do you keep your pets alive and fighting when things start to look bad?
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My guess would be because they are merits. Looked at the Special tab of salvage, and looks like all the merits are listed there.
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If you want to address Detonator in this thread too, then I would say you are on the right track. Make Detonator allow the character to place up to X "hidden" bombs with no duration limit. If you place a bomb after reaching that limit, then the oldest one despawns. The power also provides a popup power when you place any bombs. That popup power can either detonate all currently placed bombs, or more complicatedly, allow the player to detonate specific bombs. (Rapid click to detonate them all if the popup allows for specific bomb detonation.) A controlled detonation bomb that lasts until the mission is completed or the bombs are detonated would be very different from the passively triggered mines from Trip Mine. (And would also make the power something I would actually use.) Edit: Or for simplicity and for those that want to keep Detonator more or less as is, change it so that your pet places an Omega Weapon (from the Crab Spider tree) style bomb, but the pet still gets back into the fight as the bomb explodes. (Because the last thing a MM needs in a difficult fight is to throw away a minion. Especially if in Bodyguard Mode and relying on the sheer number of pets to stay alive.) Make it the nuke it is implied to be. You had the foresight to bring the Big Boom, but it is up to your pets to actually lug it around for you.
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If the mobs were invading your base instead of you invading their base, that would make sense. With you invading their space, having pre-placed mines that you can just trigger without having to take the time to place does not make sense. Unless your MM is Landlord, Owner of All Property. If the villains just rent their bases from you, then that level of pre-planning without having to actually do the pre-planning and pre-placement of the mines would make sense. Edit: Basically, my take is that if your MM does that level of pre-planning, then you should be doing that level of pre-planning and place the mines yourself. After all, you aren't fighting from home territory, you are fighting in enemy territory. And that level of pre-planning requires effort. Which is done by placing the mines using the Trip Mine power. Which is a very MM (and other tactical character) level of preparation.
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Some powers are geared for only team play. Like half the powers in Thermal Radiation as an example. Some rare powers are geared for solo use. In this case, Trip Mine is a solo player power. You need to stack up on the recharge reductions, but when you finally get the recharge down enough, you layer as many in a spot as you can and then lure the boss, EB, or AV onto it. It looks to me like the power was designed for solo use, and for those of us that devote enough to it, it works well. I'm for improving Trip Mine though. The interrupt in it is just silly seeing as how the Blaster version lacks it. And the long recharge works against what looks like its primary use to me, the ability to place multiples to just ruin an opponent's day. I would also be fine with improving the power's ability to trigger when an enemy gets in its effect radius. (I have too often watched my target standing on the trip mines and they don't trigger. That needs to be fixed.) However, I am against the OP's call for the power to be made into something else. Like I said in my 1st response, the OP would fine for teams. It would kill the power for players like me though. Let some powers remain more solo-friendly than team-oriented. We have lots of powers that only work for teams. Is it so bad to have a few that work for teams that are willing to wait and set up and for solo players? Please don't let the current mow everything down as fast as possible meta take away tactical players' ability to employ traps like that while solo. (Edit: Speaking of the Blaster version, can it be affected by recharge reduction effects too, please?)
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Would probably work fine for teams. Solo though? There are only 2 things I would do with it for solo play. First, I would make it function like the trip mine from /Devices, get rid of the interrupt time. Second, I would reduce the recharge so it doesn't take forever to build your trap.
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Disappointing, but not something I can argue against.
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Just for clarification, Heavy Burst is a cone attack. Not sure if you are aware. Also... Aim, Aim, Aim. Why always Aim? Why not the Target Designator? Make it a toggle instead of a clickie, make the power animation a laser sight emanating from the weapon so no extra animations are needed, and have a constant buff effect on the player or a constant debuff effect that checks to be applied with all your attacks while it is active. Something different.
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Was a bit uncomfortable when I saw the thread title. I mean, we already have SMGs in Dual Pistols, and I think there is a suitable model for a SMG in Assault Rifle. However, I have to say, I kind of like what you are doing with this. My two cents? (Using your own comments and an idea that popped in my head based on title.) T1: Single Shot T2: Burst T3: Heavy Burst T4: Frag Grenade T5: Target Designator T6: Aimed Shot (Basically your Headshot, but I'm personally not used to SMGs being accurate at range.) T7: Spray and Pray or Suppressive Fire (Minor damage wide area cone, -ACC and -DAM debuff to enemies. Because they are more interested in not getting hit by the wild, wide area cone, and maybe also more interested in a change of shorts.) T8: Focused Burst T9: Full Auto
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Yeah, but I could have sworn the giant monster Neo-Shivan at the end of Drowning in Blood, the Shivan Obliterator, was basically that giant Neo-Shivan from the tutorial, just made into a full-fledged GM rather than a tutorial gimmick.
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Isn't the Shivan Obliterator in that one TF basically the giant monster version of the Galaxy City tutorial one?
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I'm not hurting anyone by skipping them. Not even myself. You know how many mobs I haven't been able to beat because I skipped them? None. You know how many missions I couldn't clear because I skipped them? None. You know how much time I saved on my older characters that had them as compared to my current characters that don't? Pretty much none. Use them. They are there to be used. Do not presume to tell me or anyone else that they are essential. Do not presume to tell me or anyone else how to play, unless we specifically ask for it. We all ahve our playstyles. Yours uses Aim and Build Up. Mine does not. That does not mean I am hurting myself by skipping it or that I am a fool for having skipped it. Get over yourself. To the author and others. I apologize for this derailment.
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I think if you have 100% mez resistance, then the duration of appropriate mezzes affecting you is reduced to 50%. The formula for mez protection, to the best of my knowledge, is 1/1+% resist. So if you had 200% mez resistance, the duration would only be 1/3 its normal duration. Edit: So mez protection and mez resistance serve different functions. Mez protection keeps you from being affected until the mez exceeds your protection, and mez resistance gets you out from under the mez's effects sooner when you are affected. (Edit again: So basically, if I remember correctly, the original presentation of mez resist in game for our characters was % mez resistance, but was changed to instead show duration reduction because players would see % resist and wonder why they were being mezzed with 100%+ mez resistance. However, that means that the duration reductions shown on the combat attributes tab is not linearly cumulative. It shows your current final duration (which is the only part worth looking at since the % resist you could have used to calculate the duration is not there) and the non-linearly cumulative duration reductions that get you to that final duration value.)
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Then you are wrong. Aim and Build Up are options. Just like basically every other power in the game. If you want to use them for burst damage? Great. Good on you. I use it for my Stalkers for their initial AS. If you don't want to use them for burst damage? Great. You can stick with sustain damage and grab other options for that power slot. I don't use them for any of my non-Stalker characters unless I run out of powers I am looking to fit into the build. They are not essential for anything.
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I can't tell if you're being sarcastic or serious.
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If this is a suggestion for this web site, then the post should be here: https://forums.homecomingservers.com/forum/63-website-suggestions-feedback/ Edit: There are also sites that give detailed info on all the zones here: https://archive.paragonwiki.com/wiki/Main_Page and here: https://homecoming.wiki/wiki/Main_Page
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The Goliath War Walker is easy to duo, so I can't imagine it would be that hard to solo.
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My attempt at a giant monster event for a currently not available for game content zone. At least it isn't just another giant monster just standing there waiting for a lone incarnate to stomp it.
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(Scrapper) Energy Aura Entropic Aura Taunt Duration
Rudra replied to SomeGuy's topic in Suggestions & Feedback
You missed my self-correction. I saw it when I posted the Fury post. Edit: I still want to know why mobs in my RttC aura run away so often if it has such a taunt effect though. As opposed to your brutes apparently. -
We already have lots of giant monsters. Seems like damn near every zone. More giant monsters for the sake of more giant monsters is boring. Not every zone needs a giant monster. If you want more events? I would vastly prefer something more interesting than just another giant monster standing there waiting to be smacked down.
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(Scrapper) Energy Aura Entropic Aura Taunt Duration
Rudra replied to SomeGuy's topic in Suggestions & Feedback
And here is where the provided Fury link goes: (Looks unsurprisingly similar.) (Edit: Darn those raid tags on the long durations you cited.) Edit again: Okay, I see the exclamation marks now. It's at the start rather than the tag. -
No thanks.