Rudra
Members-
Posts
9289 -
Joined
-
Last visited
-
Days Won
58
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Rudra
-
Would definitely love MM pet customization. Especially if the MM could have different custom pets for each costume setting the character has. Got a formal look for that Vanguard diplomatic mission and don't want your ninjas looking like scrubs? Set them up with nicer uniforms that still lets them fight. Running around doing winter missions? They have their snow camo to match your snow look. Doing incarnate content and want them to match your "I AM GOD!" look because now they all share your level? Go for it! I'm probably dreaming though.
-
Atlas Park Mayhem PPD van has learned to fly. Zone/Mission: V_MAYHEM_ATLAS_PARK Position: [740.2 -0.0 -32.1]
-
Add a comment to "Closest to Completion" crafting tallies
Rudra replied to Techwright's topic in Suggestions & Feedback
Except increasing the count will not change anything other than require players to make even more to get the badge. Edit: Let's look at it from crafting. First, currently, there are memorization badges that require an equal number of each level in the badge's range. For those that don't? Let's look at level 25 & 30 endurance modification/reduction. To get that badge, you need to craft 7 of each plus 1 extra of your choice. So now we up that requirement to 8 of each instead of 8+7. If you didn't track what you crafted versus bought and you didn't decide to just hammer out 8 level 25s at level 22-26 so you can just look at it and know now you need 7 level 30s when you reach level 27+? You will need to watch the badge progress bar to see when your crafting stops incrementing it so you can work on the other. If the count is increased to 8 of each instead and you still didn't either knock out the 8 level 25s earlier than level 27+ or track what ones you made and now you want to get the badge? You are still going to have to watch the progress bar as you craft to see when it stops progressing so you can work on the other level. Only now? Instead of needing 15 IOs for the badge and maybe crafting 16 because you didn't track your progress, now you need 16 and you maybe crafted 17 because you didn't track your progress. Increasing the crafting count will not change anything other than make you have to craft more to get the same badge. -
They may not be perfect, because no one is, but they've done mostly great work so far. and I hope they continue to do so. I think you are reading that post wrong. @twozerofoxtrot's comment about the developer reads to me as if the OP is insane for using quotes around developer as if insinuating the person is not a game developer. Whereas your response reads to me like you may think @twozerofoxtrot has a low opinion of the dev and is calling the dev himself/herself/themselves insane.
-
But how it works is the same, yes? (I'm asking here. I've never used either of the respec contacts as best I can remember.) And if it does, you could just throw a random NPC in your base as a respec agent and /respec there to maintain the atmosphere.
-
Add a comment to "Closest to Completion" crafting tallies
Rudra replied to Techwright's topic in Suggestions & Feedback
I'm sorry, but how would that change anything other than require more IOs be crafted before you get the badge? -
With very careful (or accidental in my case) timing, it is possible to fire off two of the Wolf Spider's attacks at the same time. Twice now, on a new Soldier of Arachnos, I fired Single Shot followed immediately by Burst, and only Burst is seen firing. Looking in the combat log, each time it shows "You activated the Single Shot power." followed by "You activated the Burst power.". No gaps for other notices between them. Then it says the attack roll result for both powers back to back with no room for other notices. Then it shows the damage result (if hit) for both attacks. Both attacks are rolled into Burst's animation. I've been trying to replicate it intentionally, but so far I've only done it accidentally.
-
-
Or just type /respec and bypass the agent entirely.
-
Controller players have been all but screaming for years to get Mastermind pet controls. Well, now you have Mastermind pet controls. Your Animated Stone is appearing in Defensive Follow as a controlled pet. That means it will not attack unless it or you have been attacked. If you want the pet to attack everything within its aggro radius again, set the pet to Aggressive Follow. (Edit: On the pet window, select options and choose "Switch to Advanced Mode". That will grant you the individual pet commands without being locked into the three basic presets.) (Edit again: You can also make macros for the commands you intend to use most often so you don't need to click and select from the pet window.)(Edit yet again: Or if you want to keep the simple controls, click any viable target and then click the attack (crosshairs) command. The pet will stay in Aggressive mode after the target is defeated.) Another edit: Les joueurs manette réclament depuis des années des commandes Mastermind pour leurs familiers. Eh bien, vous les avez désormais. Votre Pierre Animée apparaît en Suivi Défensif comme un familier contrôlé. Cela signifie qu'elle n'attaquera pas, sauf si elle ou vous avez été attaqués. Si vous souhaitez que le familier attaque à nouveau tout ce qui se trouve dans son rayon d'aggro, réglez-le en Suivi Agressif. (Modification : Dans la fenêtre du familier, sélectionnez les options et choisissez « Passer en mode avancé ». Cela vous permettra d'accéder aux commandes individuelles du familier sans être limité aux trois préréglages de base.) (Modification : Vous pouvez également créer des macros pour les commandes que vous utilisez le plus souvent, sans avoir à cliquer et sélectionner dans la fenêtre du familier.) (Modification : Ou si vous souhaitez conserver les commandes simples, cliquez sur n'importe quelle cible viable, puis sur la commande d'attaque (en forme de réticule). Le familier restera en mode Agressif une fois la cible vaincue.) (Translated using Google. Apologies for any errors.)
-
Vigilante/Rogue TF (spawn GM) Idea
Rudra replied to Canadian Anvil's topic in Suggestions & Feedback
No, because the alignments in question for the OP are Vigilante and Rogue. Rouge is a shade of red or a type of makeup. -
Vigilante/Rogue TF (spawn GM) Idea
Rudra replied to Canadian Anvil's topic in Suggestions & Feedback
I am struggling so hard right now to not ask about vermillion, scarlet, carmine, and magenta missions.... -
Add a comment to "Closest to Completion" crafting tallies
Rudra replied to Techwright's topic in Suggestions & Feedback
That's pretty easy to know actually. It's half rounded down. With one other of your choice. And even when it isn't, you can still approach it basically that way. Make odd count requirements the next higher even number and make half of that total of each. Done. (Edit: So if you made half the total count rounded down of each and then the extra you made did not give you the badge? Make the other one. Badge acquired.) -
Make Giant Monster adds spawn without fixed levels
Rudra replied to ThatGuyCDude's topic in Suggestions & Feedback
On the one hand, I think leveled GM spawns should retain their level because it fits them. For instance, Scrapyard's constant stream of Scrapyarder followers are level 23. Doesn't matter if you're a level 1 trying to attack him or a level 50+3. That makes sense because the Scrapyarders are coming from elsewhere and rallying around Scrapyard. On the other hand, I have to question what is the intent behind any added spawns. If the intent with Babbage is for the spawned Clockwork to be a threat to the players regardless of their level because the Clockwork are spawning at character level, then it makes sense for them to go levelless like with the Giant Monster Construction's Clockwork spawns. If that isn't the intent? Then leave them alone. Other than that? I don't really care. I've done plenty of ducking, dodging, and running around to evade Scrapyarders to fight the Ghost of Scrapyard at only level 20 or so to know there is a way to deal with higher level adds when fighting GMs as long as you pay attention. This may mean using Fly/Hover to shoot Babbage from above so the Sprockets don't notice you to attack or moving to a different position away from the main group so you are less likely to draw Sprocket attention to running through/by level 50's (especially ones with pets) to either get their auras or direct attacks to deal with the Sprockets for you. -
Just the seltzer bottle bit, no fire. The effect being the target becomes depressed from the hosing. (Edit: Maybe shocked or horrified instead of depressed?) -Recharge, -movement, and -DEF from the lack of effort put into fighting any further until it wears off. Edit again: And any cream pies can be minor damage (from the impact) and -ToHit and -Perception (from the sticky cream).
-
I can get behind this. Maybe not an hour, but still.
-
I don't remember where it is, but on your account there is a place where all the images you have uploaded are stored. You may be at your limit and need to delete some.
-
Re-Examine Spawn Makeup in Anton Sampson's arcs
Rudra replied to srmalloy's topic in Suggestions & Feedback
I don't know about that, but my experience is your AT seems to have a role in the likelihood of Nemesis snipers being the lieutenants that spawn. For instance, on Nemesis arcs with my main (Ninja/Dark), I encounter a LOT of snipers. Almost always positioned so they cover each other's locations and my approach. And I have to withdraw and re-summon periodically to survive and clear the room. Same mission on one of my Brutes? I tend to not see many snipers, and more regular lieutenants. -
Zone/Mission: Longbow_30_Layout_08 shows a red "Buffer" marker off the map when the map displays remaining targets on the map.
-
Except you do. I don't know about Barrier Reef as I have no Marine Affinity characters, but Dark Servant? You want Darkest Night and Chill of the Night in play as soon as possible. And in the case of Darkest Night, on hopefully a priority target. That means summoning the Dark Servant already positioned in combat and as close to what you want Darkest Night on as possible to increase the likelihood of it being placed on the desired target. (Edit: And for FFG? While not common, being able to make sure it doesn't just spawn in a damage patch considering how fragile it seems to be, being able to place its summon location does have some benefit.)
-
A de-backpack costume power for Crab Spiders
Rudra replied to Talen Lee's topic in Suggestions & Feedback
My guess would be the same way you argue about a person's response without actually bothering to know that person's position. -
Acid Mortar and Poison Trap are immobile. FFG and Dark Servant are not. And I'm pretty sure Acid Mortar and Poison Trap can't be targeted and defeated by an enemy. (Edit: I have never seen any enemy attack my Acid Mortar. Ever. No matter how many enemies there are.) FFG and Dark Servant can. So I'm pretty sure Acid Mortar and Poison Trap are pseudo-pets. At the very least, they aren't full pets.
-
Yeah, they are pets on timers, but they are still pets. They can be targeted and defeated by enemies. They can be healed. (Pretty sure the FFG can be healed. I know the Dark Servant can be. Hells, he heals himself and me a lot.) They have normal movement rates. So I'm confused as to why you added them in to your discussion when it seemed to me you were focused on pseudo-pets like Lifegiving Spores.