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Rudra

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Everything posted by Rudra

  1. No visible countdown. Glowie remains glowing. If character doesn't move away in time, for instance because said character is trying to interact with the glowie again, character and others within set radius takes damage. Good for specific missions at least. Most obvious example the exploding terminal in the Dr. Graves arc. No. Especially since the last group is routinely not flagged still on defeat all missions. Trying to chase down runners is bad enough. Trying to chase down runners that may already be running because they are the last group would be infuriating. Especially with how often the last group fails to show on the map in defeat alls. (Edit: Especially on a multi-floor map where the last group happens to be one in a corner you missed on a level you are not on. Especially if while running, they get snagged in an obscure corner because of AI pathing issues or winds up running into and through a break in the map to get behind a wall or under the floor like happens on some Arachnos maps because of AI pathing issues and hidden breaks in the geometry. I've actually had to restart missions because the NPC walking at my side somehow gets under the floor on Arachnos maps and can't get back to me.)
  2. Which if folded into Teleport as a pop-up as per the OP, you would not be able to do any more.
  3. Something you aren't factoring in with this statement? When you have Mystic Flight active and use Translocation, you are paying the END cost of both. You can't just pay the END cost of Translocation because it is not an available power unless Mystic Flight is on. As compared to Teleport's END cost which has no other travel power costs required for use. So it is not actually 25% less END cost to use Translocation as compared to Teleport. Teleport has a base END cost of 13. Translocation has a base END cost of 9.75 + .455/s. And while you can reduce the 13 cost for Teleport, you can't reduce the 9.75 for Translocation. Just slotting Warp's Endurance/Range enhancement into your free slot gives Teleport a 9.11 END cost and a 405.8 ft. range. Which again, you can't do with Translocation. So just 1 enhancement into your free slot gives Teleport better range and endurance cost even before you add in the endurance cost requirement of Mystic Flight.
  4. I hadn't realized the pop-up teleports lacked the hover period. I usually only use them to get past a group of mobs in a mission I don't want to bother with. However, I just checked Speed of Sound's teleport, and sure enough, as soon as you arrive at your teleport location, you immediately start falling if not on the ground. So advantage: Teleport. Another advantage of Teleport? I don't have to make a bind or macro to speed spam it to get across zones/maps. Since it is a slotted power, it has its own spot on my power trays, I can just keep tapping the number key and click. Makes for very fast zone teleporting without needing a macro or bind. Another advantage of Teleport? You can slot it since it is a power slot choice. Why is that an advantage? You can use the enhancement sets Warp, Time & Space Manipulation, and Jaunt. Why is that an advantage? Because you slot improve Teleport's range and endurance cost, something you can't do with Translocation or Jaunt. Hells, Warp has a proc that increases your perception too. (Edit: Warp: Range/ Increased Perception) The reason why most people don't take teleport as a power choice to the best of my knowledge is that it is a clunky power to use as compared to just turning on your flight or ground speed toggle. You have to click the power, place the cursor for destination (at correct angle or you can end up teleporting in place depending on where you are), and then click the desired location. The individuals I spoke with that don't like teleport find that unnecessarily troubling. When you get the hang of it though? Teleport is insanely fast and easy to use. And it even makes you untouchable briefly when you teleport in. So you not only have a window where you hover in place to re-align the character and teleport again, you are also briefly untouchable. I'd say that means Teleport has extra bonuses to match the other travel powers. Edit: Untouchable reference: +100000% Untouchable (self only) for 1s https://cod.uberguy.net/html/power.html?power=redirects.pool_teleportation.teleport&at=blaster
  5. I would rather see LRM improved. For starters, by not making it a rifle-fired rocket anymore. Let it be a more conventional shoulder-fired missile for devastating damage. (Edit: Besides, we already have the Warburg rockets for the called in missile strike.)
  6. Looking through the snipes in the Blaster AT. Archery: Ranged Shot: Available level 18; 1.67 quick cast time; 3.67 normal cast time. Assault Rifle: Sniper Rifle: Available level 12; 1.5 quick cast time; 2.67 normal cast time. Beam Rifle: Penetrating Ray: Available level 18; 1.67 quick cast time; 3.4 normal cast time. Dark Blast: Moonbeam: Available level 8; 1.33 quick cast time; 3.33 normal cast time. Electrical Blast: Zapp: Available level 12; 1.33 quick cast time; 3.33 normal cast time. Energy Blast: Sniper Blast: Available level 8; 1.33 quick cast time; 3.33 normal cast time. Fire Blast: Blazing Bolt: Available level 22; 1.67 quick cast time; 3.67 normal cast time. Psychic Blast: Psionic Lance: Available level 12; 1.33 quick cast time; 3.0 normal cast time. Radiation Blast: Proton Volley: Available level 12; 1.33 quick cast time; 3.33 normal cast time. Seismic Blast: Tombstone: Available level 18; 1.67 quick cast time; 3.67 normal cast time. Dual Pistols, Ice Blast, Sonic Attack, and Water Blast don't have snipes. So Assault Rifle does actually have a shorter cast time in Quick Form mode, has the fastest normal cast time, and has the average quick cast time. And like with other snipes, is not subject to being interrupted while in Quick Form mode. If Sniper Rifle did not have its Quick Form cast time adjusted up to 1.5, it would be a .67 cast time sniper attack. That would be roughly half the time of the fastest Quick Form snipes in the game. As for Ignite having a strong fear reaction? Any damaging TAoE with continuing effect imposes insane fear on mobs these days. It is a rather big complaint from several individuals including myself. (All data pulled from City of Data https://cod.uberguy.net/html/archetype.html?at=blaster .)
  7. Whether by character only mirroring or by brand new animations, being able to choose your character's handedness is fine with me. Edit: Not just for weapons either, though that is a good starting point. Being able to fire your fire blasts or whatever from either your right or left hands to show your primary handedness makes sense for a followup to the OP.
  8. I have a friend with an AR/Traps Corruptor that she runs like it's a Brute instead. When she plays, she will be off on her lonesome even when we have a full team, just clear-cutting the side of the map she claims for herself. So take people's talk about AR being bad or worthless with a grain of salt.
  9. My recommendation is worry less about what others tell you about the set and just dig in and give it a try. You may be surprised. It basically boils down to your playstyle, but you need to decide for yourself how Assault Rifle is as a set rather than run off what you are being told. I find the set rather fun and effective. I have an AR/Devices Blaster that is both fun and effective. May not do as much damage as some of my other characters, but it can be rather hard to keep up with Fire Blast or a tricked out for damage Energy Blast set.
  10. There is 1 or 2 missions that when you defeat the named boss, the mission is complete. Even if the support mob(s) are still standing. That used to be how the defeat target missions worked, but that was changed to clear last room with the advent of CoV and Stalkers. (That mission, maybe two, are probably still that way because when the Live devs transitioned to clear room for defeat target missions, they missed that mission or two. That was a lot of missions to update.) The other defeat target missions have all been changed to clear last room with designated target in it. As for the other cross-faction missions where it says to defeat all faction mobs, those have always been defeat all missions without regard for mob faction in the missions. Outside of missions though? I can see a benefit to the OP. You can already do it with the current customtargetnext command as a macro instead of a bind. The macro lets you change what your desired target is without having to rewrite everything. The added benefit of targeting specific ranks would be a nice addition though.
  11. I'm rather opposed to being spoon fed my mission objectives. I guess I'm just weird like that. If the need is to find information from a faction and you have to search out X number of targets before you finally find that one individual that happens to know about what you need to gather information on and isn't at the location in question working on it, then it makes no sense for that faction to actually send individuals with such critical information straight to you. "This project is critical and we can't let the heroes stop us! So send a small team to stop the heroes and if they fail, send another small team to stop the heroes. And make sure to send some of the operatives working on the project as part of those teams. We need someone with such critical information present to make sure the heroes can never get that critical information. The heroes will never be able to find out about or stop the project if we have project members as part of the small team assault! Muahahahaha!" Yeah, doesn't make sense to me.
  12. Ouroboros isn't necessarily an alternate time line. A fun point is made in the Laura Lockhart arc: the player isn't the only one using Ouroboros. There are other characters, possibly even players, who are undoing elements of the things you do in Ouroboros. (Check Mender Valen during the Collateral Damage arc from Laura Lockhart. She flat out tells you that someone else is preventing you from accomplishing your goal. Also see some of Dream Doctor's comments to similar effect when you read his messages and talk to him through Ouroboros and the Dark Astoria bit.) That is the problem with time travel when utilized by so many. Odds are that anything you are currently mending or experiencing through time travel is being opposed or mended in different ways by someone else. (Edit: To be clear, I am not opposing the OP. My previous comment stands. I'm just saying that the Ouroboros bit isn't quite so cut and dry in how it works.)
  13. Or injured Rogue PPD in the burning building mission being killed by the Malta boss in the last room because the downed officer has a health bar? Or those three heroes with 1 HP being held by the Freakshow that die if you don't pull the Freakshow away from them with a ranged attack the moment the Freak Tanks do anything?
  14. All I know is that there is a mission where you rescue a conscript that was specifically bred to become a War Wolf (one of the Striga missions I believe), there is a mission where Council candidates are looking forward to becoming War Wolves (just like the Vampyri candidate missions), there is a mission where you have to rescue a Council defector before he is punished for betraying the Council by being made into a War Wolf, and there is the old lore of War Wolves being failed attempts at making Galaxies. So the lore for the wolves is all over the place. The main point of which was in response to @Akisan that in the case of the War Wolves, the lore is rather ambiguous and even contradictory in the game. As for the OP, I would definitely like being able to select which actual NPC model gets used in AE missions and in SG bases. So the devs making it possible for themselves in existing missions would be a very welcome first step.
  15. Counter argument: The players that use the alignment indicators to know which characters they can just jump on and run around with their friends without having to hit up Null first.
  16. The canon for vampyri and wolf creation is rather conflicting. The wolves were supposed to be failed galaxies in the lore, but they are also created intentionally in the game with candidates carefully selected for transition to wolves just like with vampyri. And they are also created as punishment. So in the game on three different missions we have three different iterations of wolf creation where it is a failure, it is a desired outcome as reward even by the individual being transformed, and it is feared punishment.
  17. I'd especially like this if it translated to being able to select what NPCs looked like in our bases. The problem is that NPC selection outside of set NPCs like Countess Crey is purely random. The game allows selection of male or female NPC, most times at least, but otherwise simply draws from a pool of NPC presets.
  18. Gold side was made because players wanted more challenging content. I don't know how far the Live devs were planning on going with Praetoria, but it was developing like how red side did. When CoV was launched, it had a lower level cap than blue side. (Level 40 if I remember correctly.) Praetoria expanded to level 40 with the addition of First Ward and Night Ward, which gold side content made no effort of informing gold side players about, instead continuing to funnel them into the blue/red transition mission. And because gold side was effectively all challenge zones/content, players leveled faster playing through gold content than they did red or blue content. Which was a huge complaint from those playing gold side, and still is. (So basically, players got what they asked for and were not happy about it.) Not to mention the overwhelming ambushes in multiple missions since gold side ambushes in those missions spawned without the clear requirements of red/blue side ambushes. (And PCs got more than just a Nemesis Staff. Just like blue and red side, if they had unlocked the veteran rewards, they got the same 3 of 4 choices between Nemesis Staff, Black Wand, Sands of Mu, and Ghost Slaying Axe. As well as their origin power like Throwing Knives.)
  19. They would need to shorten the animation, or more likely, speed it up, to match the reduced animation time. (Edit: So technically, a new animation is not necessary. Speeding up the excessively slow draw animation of Blazing Arrow is sufficient.)
  20. Except it was the Croatoa arcs that funneled me to Percy Winkley who only has the Origins of Power arc. So you still get funneled to it blue side. Should it be updated, at least for Positron's part since power proliferation is no longer pending or new? Sure. And the Golden Roller's statements for the tech origin can be a good reference point for it. Positron should still be a contact in the arc you are sent to though.
  21. The problem is that contacts will not talk to you outside of their level range. The only fix for that was Ouroboros because the only way to bring your character back down to the contact's level was using the TF level mechanic. If there is a way for characters to exemplar down without having a lower level team leader who has that mission/arc or having to run missed content in a TF format? Great. It all depends on what can be done with the game's engine though. It was because of the game's limitations that we got Ouroboros though. Edit: Please note that I am saying "was", not "is". I don't know what the current devs can do with the system, just what the previous devs said was the problem.
  22. I just did the Percy Winkley Origin of Power arc. I am playing a Technology hero and he skipped Positron. It needs to be restored or fixed, whichever the case may be for if it s bugged or intentional. Skipping the technology origin when talking about the origins of power is just plain wrong. Especially if you are playing a tech origin character. They aren't of equal importance? Red side with Ashley McKnight you talk to all 5 origin representatives. It is only right for you to get to do so blue side as well.
  23. Rudra

    Sally's Wake

    Ran into Sally in Croatoa. Her wake starts about a foot behind the back of her neck, so she is not in her swimming marker.
  24. Then what would be the point of the salvage names? If you just need 3 common salvage to make something for instance, then the names of said salvage serves no point other than to make some players ask why salvage has a name like Ancient Bone. All salvage would be reduced to Common Salvage, Uncommon Salvage, and Rare Salvage. And if that were implemented, it makes sense to also replace their names as Common Salvage, Uncommon Salvage, and Rare Salvage because that is all they would be, just generic rarity salvage. Even the arcane salvage and tech salvage categories would become superfluous and just go away. Welcome to the wonderful world of generics. (Which would basically kill the market.) I don't understand the need to further simplify an already rather simple crafting system. All recipes tell you what they need and the recipes in the AH even give you the ability to immediately search out that salvage. And with absolutely no chance of failure, you are guaranteed to get what you try to craft without worrying about wasting resources that you then need to re-acquire to try again. And we already have in-game tutorials on how the crafting system works that gives you a new IO of your choice at the end. We already have blue side and red side tutorial arcs that at level 10 send you to the universities to find out the crafting tutorial contact exists and has missions for you. (Though you do have to at least notice the contact standing there in the same room as you.) Salvage drops from foes regularly, can be bought through AE, and can be bought through the AH. With a clear list of what salvage you need for each recipe included in every recipe. As well as pop up notices/flags when you go to sell your salvage that the salvage you are trying to sell goes to a recipe you have on hand, something other crafting systems I have seen do not include. (Can't tell you how often I off-loaded salvage in FFXI only to find out I had to go either find it again or buy it from the market at inflated price to make an item I needed to make the item I wanted. And I was only at the base level of the crafting system in that game. Let's not talk about how complicated that system got according to the guild crafters.) How is the current crafting system in CoX not simple? It very much walks you through what you need to craft anything. (Edit: With no need for prerequisite tier enhancements to be incorporated as its base.)
  25. I hate to break it to you, but those sets are played currently. Maybe not by you, but they are being used by players. Edit: And Blood Thirst doesn't give the normal +100% damage or the normal +20% hit chance because it also gives 5 stacks of Blood Frenzy when used. (Though I am fine with the No Redraw options.)
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