
Rudra
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Everything posted by Rudra
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To the best of my knowledge, Crey wasn't involved in any of the looting... I mean... reconnaisance and liberation... of Praetoria. However, it does make sense given how much effort Crey spends on infiltrating rivals to get their technology, that Crey would at least have something. So sure, I can agree with the OP.
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That would be what I was missing. Thanks.
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They are. I use the 4 orbs as borders in an open sky room. I thought you were talking about adding new ones. My mistake. Apologies.
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I must be missing something. Your proposal still doesn't tell me how many players are in that SG. And that was your repeated comment in the thread so far. Also, I would separate the "tags" entry into two different entries. Okay, three based on your added tag. Access Type: Solo, Private, and Public (Edit: Maybe just Private and Public since a solo SG would still be "private".) Group Type: RP, PVP, Event, Social, Trainer (to specifically help newbies learn), General Recruitment: Recruiting or Non-Recruiting And still retain the Last Log On counter. This won't tell anyone how many players are in that SG, but it does give more useful data.
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As long as purely decorative versions of those are also available at no prestige cost so players retain the option for base design, I'm fine with that.
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Maybe instead have a self-updating flag for when was the last time any member was logged on? The game already tracks that info, so making it public in the SG search shouldn't be much trouble. (Edit: Then you could sequence the list by last SG log on so the inactive and barely active groups wind up at the bottom of the list.)
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Suggestion for pets vis-a-vis Team Teleport powers
Rudra replied to Tex Connor's topic in Suggestions & Feedback
The first option won't really work because the pets can't click yes or no on the prompt. I'm inclined to rather ask to have a script added to pets so that they aren't teleported unless the MM is first, but I don't know if that is feasible. -
I'm pretty sure that was a change implemented back on Live, but don't quote me on it. Edit: As was posted further up this thread though, blue side DFBs tend to recruit until full or lock their groups prior to launch. Which affects red side's ability to just jump in.
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I was going to say "hell no" based on the thread title. However, while I don't see the reason for the proposal, I'm fine with it. Though personally, I think simply adding your suggested flags to SGs would achieve the same thing. If a player has a solo SG for his/her alts? Flag the SG as solo and let would be applicants filter the SG out. If a player has a SG just for alts and friends? Flag the SG as Friends or Private and let would be applicants filter the SG out. Open to recruitment? Flag it as Public or Open so it shows up on the filter. Then use the other designators as supplemental flags. (RP, PVP, Events, General, Helper/Trainer, and so on.) Otherwise, SGs that have a low player count that are trying to grow get buried by larger SGs just like they were back on Live.
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It's the case with all pets. The difference between MM pets and non-MM pets, is the MM's pets will aggro at further distance once combat starts (edit: which is actually problematic most times if not actively managed) and will aggro when the MM or another of the pets are attacked. Edit again: Something that could be done is set all pets to aggro if their summoner is attacked. Though this would make some foes, particularly Frostfire, more difficult since you would no longer be able to just snipe and fade until he drops to avoid his pets. No more running battles to reduce number of attacks since his pets would no longer need to be within their surprisingly short aggro radius to attack you.
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Yes and no. Yes because I don't have to craft any incarnate powers for my characters. No because unless I stop playing with others, I can't stop others from using incarnate powers. I don't have the right to tell others not to use the powers they get for their characters. And even if I did, I couldn't enforce it. So power creep will affect every player unless they opt to never play with others again. In a MMO.
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The new difficulty system was created specifically because players asked for content that would challenge them even as ultra-uber incarnates. So your proposal is to make the new higher difficulties easy so players will ask for more even higher difficulty settings? While I would like to see the original 10 incarnate tiers finished, I would also like to avoid the ever spiraling power creep. Edit: Especially since once we have our incarnate abilities, we retain them all the way down to level 45. If the missing original 10 incarnate tiers are to finally be added, I would ask that they only function in incarnate zones and missions.
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My mistake. Thanks for the correction.
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Why is Assault Rifle bad, and how could it be better?
Rudra replied to Weylin's topic in Suggestions & Feedback
Wouldn't web envelope + ignite be even better? -
Why is Assault Rifle bad, and how could it be better?
Rudra replied to Weylin's topic in Suggestions & Feedback
Good point. However, my point still stands. AR is not slower than other sets. -
Why is Assault Rifle bad, and how could it be better?
Rudra replied to Weylin's topic in Suggestions & Feedback
Quick form snipes run 1 of 2 times: either 1.33 or 1.67. The sole exception to that is sniper rifle at 1.5. Which is literally the average of the other two times. (Edit: For clarification, you are comparing Sniper Rifle with arcanatime to other sniper attacks without arcanatime. The 1.33 attack you are citing is 1.584 with arcanatime. Sniper Rifle's 1.5 attack is 1.716 with arcanatime. And the slower snipes at 1.67 second attacks are 1.848 with arcanatime. Putting sniper rifle at exactly average between the two types regardless of whether arcanatime is factored or not.) -
Why is Assault Rifle bad, and how could it be better?
Rudra replied to Weylin's topic in Suggestions & Feedback
You're right. AR's snipe is 2.904 seconds. As opposed to Psychic Blast's snipe at 3.0 seconds and the other snipes at 3.33+ seconds. AR isn't slow. Even quick form AR snipe is average for cast time since it actually gets time added to its cast time to make up for how insanely fast it would otherwise be without the interrupt time. (Edit: I otherwise agree with you that AR rocks.) -
Why is Assault Rifle bad, and how could it be better?
Rudra replied to Weylin's topic in Suggestions & Feedback
Build Up is melee and Aim is ranged. Blasters and Corruptors get Aim. Also, the loss of Aim in AR is not a "major" issue. As for cast times? Archery T1: Aimed Shot: 1.67 cast time. Assault Rifle T1: Burst: 1.0 cast time. Beam Rifle T1: Charged Shot: 1.67 cast time. Dark Blast T1: Dark Blast: 1.0 cast time. Dual Pistols T1: Dual Wield: 1.67 cast time. Electrical Blast T1: Charged Bolts: 1.0 cast time. Energy Blast T1: Power Blast: 1.67 cast time. Fire Blast T1: Fire Blast: 1.67 cast time. Ice Blast T1: Ice Blast: 1.67 cast time. Psychic Blast T1: Mental Blast: 1.67 cast time. Radiation Blast T1: Neutrino Bolt: 1.0 cast time. Seismic Blast T1: Encase: 1.0 cast time. Sonic Attack T1: Scream: 1.47 cast time. Water Blast T1: Aqua Bolt: 1.0 cast time. All data pulled from City of Data. I just started with the T1s. I can do the T2s through T9s too. Assault Rifle has the fastest cast times. Especially when you get to the snipe. -
Fire Blast's Blazing Bolt: Cast Time: 1.67 sec Cast Arcanatime: 1.848 sec Root Time: 1.67 sec Animation Time: 1.667 sec Animation Time Before Effect: 0.733 sec Beam Rifle's Penetrating Ray: Cast Time: 1.67 sec Cast Arcanatime: 1.848 sec Root Time: 1.67 sec Animation Time: 1.667 sec Animation Time Before Effect: 0.967 sec Archery's Ranged Shot: Cast Time: 1.67 sec Cast Arcanatime: 1.848 sec Root Time: 1.67 sec Animation Time: 1.667 sec Animation Time Before Effect: 0.8 sec All data pulled from City of Data. Looks like archery's snipe animation is in line with the other snipes. Same cast time. Same arcana time. Same root time. Same animation time. Average time before effect. (Edit: There are faster snipes. However, archery is not out of norm when compared to other snipes. From your description, that pause at the end, it sounds like a bug like @Akisan said.)
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Actually, no. It depends on how the game chooses to treat the attack. I've hit DE Herders, Guardians, and Sentinels with my energy snipe, knocked them flat on the ground or sent them flying, and still watched as an emanator spawned where the lieutenant was. (Edit: Not to mention how often I fail to do any KB to them and they summon right away as well.)
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Make Dominators worth playing before Perma Dom.
Rudra replied to Wavicle's topic in Suggestions & Feedback
Yes. Edit: Even if they were Tankers though, I would still avoid Rage. I guess I'm weird like that. -
New Powerset Suggestion : Illusionary Support
Rudra replied to Darkneblade's topic in Suggestions & Feedback
Dang it! I was wondering why I felt a breeze through my armor.... -
Make Dominators worth playing before Perma Dom.
Rudra replied to Wavicle's topic in Suggestions & Feedback
Only 1 of my Super Strength characters has Rage. And even that character doesn't it unless it feels like I can't do any real damage to a given foe. My dominators only use Domination when fighting a difficult EB (I have AVs turned off for them. Always. I can't beat AVs with my doms, and some EBs I can't beat either.) (I also still don't get how permadom even works. I have a dom with better than 123% recharge, with no Hasten. [I never take Hasten on any characters.] And once I trigger Domination and it wears off? I have to start building it up all over again.) -
This thread is funny to me given a recent thread saying to bring back the Snakes because they are nowhere. (They aren't nowhere, just harder to find.) As far as missions go? Mongoose is the only low-level contact that focuses on the Snakes. Burke has 1 mission where he sends you after the Snakes. Kalinda has 1 or 2. The Arachnos agent past the Arbiter where you first spawn has 0. As does all his follow-up contacts.
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Higher graphics settings in tailor-only option
Rudra replied to biostem's topic in Suggestions & Feedback
I don't know what that command does, but if it is different than using lowest settings, then maybe it can be made an options setting so it can be turned on and off as needed?