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Rudra

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Everything posted by Rudra

  1. Thugs have pets that have them, so should be possible already. Question would be incorporating jumping into it.
  2. I meant MM pets being able to attack them. MM pets can attack spawning mobs during raids like the Rikti invasion and they can attack Freakshow while they rez. I would be fine with losing that because the mobs shared the pets brief invulnerability as proposed. (Edit: Have the pets on aggressive, and watch them tear apart spawning units and rezzing Freakshow.)
  3. Couldn't the other SG members just give the member influence directly just like now? Or couldn't a SG "bank" put in where members can add and take influence directly if you are worried about having players with more influence on at the same time as the player that needs it?
  4. What @Wavicle said. The struggle of managing pets, including keeping them alive, is a core part of the MM AT. Otherwise, the AT would basically never be at risk of defeat. Especially with the new pet summon recharge rates. With the near instant recharge, already fully upgraded pets would be an infinite army to just swamp the opposition with. (Edit: Especially since you can just order the expensive T3 pet to Stay at or Go To a distance behind the fight so you always have an upgraded pet 'safe' from the mayhem unless an ambush hits it from behind.) Edit again: I definitely like the window of immunity for the pets when summoned though. Even if it also applied to rezzing Freakshow and spawning mobs during raids.
  5. Don't get me wrong. I love the hell out of Vorpal. Most entertaining judgement to see and it doesn't require a target to use. It also has some seriously long reach with a wide cone. That doesn't change the fact I've watched players on trials use it and hit nothing because they were facing the wrong way. Or see players that have a mob targeted, hit an attack followed by Vorpal only for the targeted mob to not be in line with the others and so turn the character to the side and have the follow-up Vorpal miss everything. People make mistakes. And with some practice, or at least remembering that Vorpal isn't targeted but aimed, players do well with it. (Doesn't stop the complaints I still hear on occasion though.)
  6. The biggest complaint I hear about the Vorpal Judgement power is that it is a cone with no targets set. You face in the direction of your targets and hit it. So players can and do miss with it because targets move or they inadvertently turn prior to firing or they... *sigh* ... forget to turn to face the targets prior to firing....
  7. When it comes to patterns, those are just texture maps. So there would need to be specifically created texture maps for the asymetrical patterns. And each pattern would be locked in what it was just like now. It's not like the gloves and boots which are separate model pieces attached to the base model. (I'd love to have more patterns to play with, and mixing and matching them would be even better, but it wouldn't be like creating a new definition to split boots and gloves.)
  8. There have been multiple requests for this. Cross your fingers and keep asking.
  9. That we can agree on. Especially if the MM is forced to constantly re-summon and re-upgrade their pets like they do on some very MM unfriendly missions. (Mostly TFs and SFs or trials, but some maps in regular missions are basically nightmare fuel for MMs.) However, from what I understand, the cost of the MM's personal attacks are based on the MM using his/her/its support abilities to keep the pets alive and murdering things rather than the MM himself/herself/itself using their own attacks. (The personal attacks were granted their new abilities, even if stolen from their pets, because players were clamoring for MM personal attacks to be more effective so they are more worth taking.) So, the MM's ability to keep said pets alive should also factor into the cost of the pet summons and the personal attacks. After the pets are summoned and upgraded, the expectation is the MM will devote a not insignificant amount of effort in protecting those pets. So while frustrating, the fragility is decidedly intentional. And not really a factor for the cost of the MM's personal attacks. (Edit: And as long as the MM can keep those pets alive, they are attacking at no END cost to the MM.)
  10. What does how quickly the MM's minions can take down mobs as compared to other ATs have to do with whether or not they are considered free attacks for the MM not having to expend END to maintain those attacks? Edit: For that matter, how does the Assault Bot's -regen being moved to the Robotics MM's inherent attacks have to do with that consideration either? Edit again: Or for that matter, what does MM pet fragility have to do with that consideration? (Also, please remember that at least some MM pets can now have their resilience or defense directly boosted by the MM. See Ninjas and Robotics specifically.)
  11. Now I'm picturing two new mobs among the Crey line up. The Field Overseer (lieutenant with battle orb summoning) and the Civic Defender (boss with cannon drone summon).
  12. You are missing my point. I'm tired of beating my head against this wall. I'll see how the thread develops later before posting further responses.
  13. I'm telling you what CoD says. And I place more stock in that than your claim. All I'm saying is call it what it currently is classified as and make your pitch from there. Pendulum as used on Brutes has a 5 target cap compared to the Tanker's 10 target cap with otherwise identical stats. Brutes get Pendulum as a tier 5 power as opposed to a tier 6 power for Tankers. That does not justify the loss of target cap between the two ATs. Please either increase the target cap to 10, reduce the endurance cost, or improve the recharge to compensate. Thank you. That is what I am trying to portray to you. The fact it is the same power as the Tanker's except set to figure its base damage with the Brute's Fury in mind is why the damage is lower IMO. The fact that it is the same power with different target caps at only a single tier difference is a problem in my book. Especially since other shared powers are not differentiated in this way. How you choose to classify the power (cone, TAoE, PBAoE) doesn't matter for the discussion at all. (Edit: So insisting on calling it something other than what it is classified as detracts from your argument.)
  14. https://cod.uberguy.net/html/power.html?power=brute_melee.battle_axe.pendulum&at=brute https://cod.uberguy.net/html/power.html?power=brute_melee.battle_axe.taunt&at=brute It is a radius effect. Not a cone. You cannot declare something to effectively be a cone just because you think it doesn't hit enough targets. Taunt has a wider radius and still only hits 5 targets. Up to 70 feet away. Are you going to call that a cone because it only hits 5 targets too? Make your case for improving Pendulum, but deciding to call it a cone because you think AoE of any sort other than a cone hits 10+ targets is hurting your argument. (Edit: Though I do grant cone attacks are built the same.)
  15. According to CoD, Pendulum is a melee TAoE power with up to 5 targets. (Edit: 10 for tankers. The rest of the statement is all Tanker data because I didn't see any other Brute TAoEs that weren't Taunt.) Taunt is a ranged TAoE with a max of 5 targets. Touch of Fear is a melee TAoE with a max of (some script) targets. Fault is a close TAoE with a listed max of 0 targets for some reason.... Spinning Strike is a melee TAoE that also has a script number of targets rather than a locked number. So AoE =/= 10+ targets. (Edit again: Though IMO, the difference in Pendulum between Brutes and Tankers just further illustrates Tankers being favored over Brutes by the devs.)
  16. Most Praetorian lab maps are intentionally empty. Some of the maps were apparently made for the empty spaces to be filled with Clockwork in storage and got used for other missions as well. Those same Clockwork attack you because they are active, but having other things clutter the nice, pristine, "orderly" Clockwork storage is against the theme of Praetoria. The Praetorians tend to hide their clutter. Yes, there should be some storage shelves and some work desks on the maps, but they are basically empty because the Praetorian presentation is sterile. Overly sanitized. You can see pretty much the same thing in the Praetorian office maps. Their office maps are much more sensible to me than the regular office maps, but they can be considered empty compared to the regular office maps because Praetoria is all about control and appearance. Even the Praetorian sewers are amazingly clean. Because it is all about the glitter, and the rot is hidden. And because it is all about a sterile and orderly appearance, the work is hidden. (Yes though, I would be fine with the Praetorian lab maps having some shelves or work desks in some of the areas. Even if those spaces are meant as Clockwork storage areas. Having a computer desk means you have the means of processing the Clockwork's data prior to shipping. And with mob placement on the maps, you can fit the shelves or computer desks along the walls without causing issues, I think.) (Edit: I also find it funny that you thumbs down anyone trying to explain the maps to you.)
  17. It's funny that you chose a sterile facility map as the example. (Those tend to not be cluttered.) Compare that map to the various warehouse maps where there is no room for anything. The map isn't empty because of dated system performance, it is empty because of facility design. Praetorian maps maintain a sterile appearance because Praetoria presents itself as a "safe, clean, properly organized environment where the people are looked after" as opposed to the "chaos and clutter of Primal Earth".
  18. I actually play Brutes. (And people ask me why bother when Tankers are better.) I use Mids to plan out my characters' development. However, on the character I was planning that started this thread, I wasn't sure whether the character should be a Scrapper, Tanker, or Brute. So I built a version of all of them and ran comparisons to see which fit the idea better. And was dismayed when I saw the Tanker build had better everything compared to the Brute. Which was a glitch in Mids, but here we are.
  19. Instead, why not add a tag to show how many accounts have logged on in the past 30 days? So for example: SG <Name>. PvP (active tag) Last Logon: Today. Accounts logged on past month: 2. No need for the recruiting tag to be visible since it would just be a flag that makes the SG visible or invisible on the list. The UI can (and probably should) be way more expansive than that, but it does give more useful data than just a prestige number.
  20. If that was your take on them, good on you. Dominators were the red side Controllers though. Or at least, their closest equivalent.
  21. I gotta agree with @Greycat on this, @Andreah. Even with how you have prestige set up in the OP, only the larger SGs will be showing up on the list. So smaller SGs that are as fun (or maybe even more fun?) would get buried for lack of ability to compete in gaining prestige. Tags for not recruiting for private and solo SGs would keep them off the list. Tags for RP would focus the list on RP SGs for RP'ers. Tags for PvP would focus the list on PvP for PvP'ers. So on and so forth. This would all be much more relevant and useful data than a prestige number that can be pumped up much more easily by a larger group than a smaller group. And as has already been posted in this thread, with a last log on tag in the list, abandoned SGs can be filtered out. There can even be a tag for SG group run frequency for those groups that only get together once or twice a week. With a comment attached showing their schedule.
  22. Technically Mass Confusion turns all your enemies in the radius into your pets attacking your enemies. Which includes each other. (Edit: And is very thematic for mind control as opposed to spawning a new pet. A specific pet would be more in line with mental projection or psychokinesis than mind control.)
  23. Considering Walk suppresses other travel powers? Not likely. Edit: The only way I could see that working is if instead of a travel power that suppressed your character's powers, it was a full transform like CO has. Where the character is transformed into a different character complete with his/her/its own powers. Since it would be a full transform instead of a travel power, it could include its own walk power.
  24. Thing to understand about costume pieces like t-shirts. Each costume piece has 2 different colors available to it. And any option with skin, like t-shirts, uses the skin palette as its other color. So putting patterns on those costume pieces is problematic because they are already patterns placed on the character model rather than a separate piece with its own pair of colors. At least, that is my understanding of it. You can see how it works if you make a character with monstrous legs and then apply any of the "with skin" bottom options to the character. The bottom is just a texture map rather than a separate costume piece.
  25. Pretty sure @Luminara is referencing the fact that no mission in the game is mandatory for players to do so making one mandatory to make use of the incarnate system goes against the game's design in the first point. The point in the second comment is that if a tutorial is needed to make use of an end game system, then the (proposed) system is too complicated. Edit: Though I would be remiss in not mentioning that on Live, players had to run the iTrials to get their incarnate slots so that could count as mandatory missions for incarnate system access. However, that was changed prior to shut down with the addition of the incarnate Dark Astoria and the addition of Mender Ramiel.
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