
Rudra
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Everything posted by Rudra
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Power Pool/Epic Pool/Anything to Speed Up MM Minions.
Rudra replied to Zeraphia's topic in Suggestions & Feedback
I want to say this is not true, but I can't remember when swift went inherent as opposed to MMs becoming available. Regardless, as @Luminara pointed out, the pets are also handicapped by their lower movement caps. -
Quality of Life issue with Mace Mastery Summon Spiderling.
Rudra replied to plainguy's topic in Suggestions & Feedback
Non-MM pets. I really don't want my MM pets disappearing because I went to summon a lone replacement minion. Aside from that? Yeah, replenish and go. -
Huh? All ATs have the option of retreating and resetting their combat with an enemy that pushes them into a bad situation. I can't speak for others, but my characters, at least at the lower levels, routinely have to retreat from enemies they were not prepared for. (Edit: Non-tanks/brutes at higher levels too.) Red/purple bosses because the boss spawns higher level than the mission. Rooms with multiple spawns in close proximity to each other. And so on. Retreating to recover/reset is not a bad thing. Anyway, my contention with that statement is likely to derail the thread, so apologies for that. However, the need of and vadlidity of retreat as a tactic is something I felt compelled to speak on.
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Power Pool/Epic Pool/Anything to Speed Up MM Minions.
Rudra replied to Zeraphia's topic in Suggestions & Feedback
Maybe just have MM pets track 2 levels? The combat level for most purposes and the MM's level as their travel level? Though I wouldn't want to be the one to tackle that bit of coding even if I knew how to code.... -
The consideration here is where the weapons are drawn from in the animations. If the set draws from the back but the weapon is on the hip, it defeats the purpose of the sheathed options we've been given.
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@GM Widower i believe things like this is considered misconduct A comment was made about a Planet Manipulation set. A comment was then made about manipulating a planet. That is not misconduct.
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@GM Widower What are you flagging a GM for? The post was not vulgar, not belittling or insulting anyone, contained no profanity, and was not aimed at anyone in particular. It's a dirty joke, yes, but does not cross any lines I am aware of.
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This is only a model of: The KNIGHTS Powerset
Rudra replied to AspieAnarchy's topic in Suggestions & Feedback
Click and hold at one end of what you want to copy, then drag until what you want to copy is highlighted. CTRL+C to copy it or right click and choose copy. Then just paste into your post. -
This is only a model of: The KNIGHTS Powerset
Rudra replied to AspieAnarchy's topic in Suggestions & Feedback
Why are you so bothered by this? You yourself said you were willing to reconsider that power. The snipe attacks are all single target attacks. They aren't AoEs. So LRM Rocket doesn't get access to the snipe enhancement sets because it is an AoE. Same thing with the Holy Hand Grenade. It's an AoE even if it were made long range for some reason and made to have the interrupt. I didn't make the enhancement sets or decide on the rules about which ones should apply to what. I'm just pointing out what is and is not in the game and my best guess as to why. Further, it seems that the main reason you want the snipe enhancements for that power is for the range boost the snipe sets have. Well, targeted AoE damage enhancement sets also include range boosts in 4 of their sets, 2 of which have more boosts than all but 1 of the snipe sets. So you can still buff their range without trying to justify making a power use both snipe and targeted AoE sets. As for Cleaving Blow? It is a PBAoE enhancement set. So if the attack is a PBAoE, it can use Cleaving Blow. Regardless of whether it is a weapon attack or an energy attack. (Edit: Also, LRM Rocket isn't a grenade. Even in its animation, it is a rifle-fired rocket. A mini-rocket, but still a rocket. So it is not a grenade with an interrupt.) -
This is only a model of: The KNIGHTS Powerset
Rudra replied to AspieAnarchy's topic in Suggestions & Feedback
If we're looking at modifying the pets from the proposed set, then my suggestion would be: Tier 1 pets: Infantry: 3 light infantry armed with arming swords and shield. Tier 2 pets: Men-At-Arms: 2 heavy warriors in heavy armor armed with axe/mace and shield. (1 has the axe, and the other has the mace. Same attacks between them.) Supplemental powers: Rally (grant combat bonuses to the other MM pets) and Taunt(?). Tier 3 pet: Paladin: Heavy armor champion armed with broadsword and shield. Has support ability/abilities. (Maybe the aforementioned AoE heal?) -
Power Pool/Epic Pool/Anything to Speed Up MM Minions.
Rudra replied to Zeraphia's topic in Suggestions & Feedback
COMBAT JUGGLING Arcing Shot: The character starts as if going to juggle, but lobs a ball at the target. Minor damage short range attack, fast recharge. Has chance to Stun. Juggling: The character juggles a few balls. Has a chance to mesmerize. Stopped by using any other ability. PBAoE Mag 2 Sleep, toggle effect. (Edit: Roots or slows using character.) Rapid Juggling: The character juggles balls, launching them in rapid-fire sequence at foes. Light or Moderate damage cone attack. Whoops!: The character "drops" the juggled balls, filling an area with them. PBAoE slow effect with recurring high chance of KD. Something like that, @Greycat? -
Power Pool/Epic Pool/Anything to Speed Up MM Minions.
Rudra replied to Zeraphia's topic in Suggestions & Feedback
Two issues I have with MM pets: 1) As @Zeraphia said in the OP and has been commented on in other threads, including by me, is how slow pets are compared to the MM. Even with no powers active (not Sprint, Super Speed, Speed of Sound, Ninja Run, or any other powers to boost the MM's speed) and with no speed boosts from enhancement sets, enhancements, or buffing powers, MM pets just can't keep up with the MM. Yes, they do teleport to the MM if the distance becomes too great, but as @Greycat said, it doesn't always work and the pets will normally just stay running after the MM lagging further behind. When it does work? Is because the MM is using a travel power, so the pets teleport to catch up. 2) Pet delay before taking any action after using any door or portal. For what feels like forever, but is actually just a few seconds, MM pets will just stand there and do nothing after using any map transfers. I get this is so they can figure out where they are for pathfinding, but when the door/portal is hot and the pets just stand there while the MM is getting blasted? It's a bit of a nuisance. So yeah, I would really like at least the pet movement speed to be improved. Jumping isn't their problem. They can jump pretty much anywhere the MM can go. Super Jumping does nothing to help them keep up with the MM until they have to vault something though. (Just watch the pets. They don't jump to speed up, and they would look silly if they did.) -
This is only a model of: The KNIGHTS Powerset
Rudra replied to AspieAnarchy's topic in Suggestions & Feedback
There are 4 Targeted AoE Damage enhancement sets that have range enhancements in them. 2 have 1 such enhancemet, and 2 have 2. The sniper sets have 1 such enhancement each except for Experienced Marksman which has 2. -
This is only a model of: The KNIGHTS Powerset
Rudra replied to AspieAnarchy's topic in Suggestions & Feedback
That's no reason not to do something for the first time, is it? Besides, you are incorrect; there is one. There is one what? A grenade with an interrupt time? Where? Sleep Grenade Launches a Sleep Grenade at long range from beneath the barrel of your Assault Rifle. This small blast does minor smashing damage but affects all foes within the blast radius, and can knock them back. You must be level 38 and have Body Armor or Cryo Freeze Ray before selecting this power. Damage Minor(Smashing) Recharge Slow Minimum Level 38 (Blaster) Effects Ranged (Targeted Aarea of Effect) Foe Sleep Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Range Increase Attack Rate Enhance Sleep Duration Set Categories Ranged AoE Damage Sleep And from City of Data: Interrupt Time - Sleep Grenade has no interrupt time. Neither does it use snipe set enhancements. (Edit: If you're instead talking LRM Rocket, it does have an interrupt time, but it is not a grenade and cannot slot sniper set enhancements according to your link. As for why it can't slot snipe set enhancements? My guess would be because it isn't a snipe.) -
This is only a model of: The KNIGHTS Powerset
Rudra replied to AspieAnarchy's topic in Suggestions & Feedback
Humor aside, unless you intend to have a chaplain appear, hand the character the grenade, and then read out the instructions which was a big part of the humor; it's a grenade. It shouldn't have an interrupt time because no grenades in the game have interrupt times. It's not a snipe attack, it's an AoE. It should not be given an interrupt time just to be able to justify using sniper set enhancements. Especially on a power set you have set up as melee focused for the character as well as the pets. (If you want to make it different from other grenade powers in the game? Change it to a location AoE instead of a targeted one.) My ha'penny take on it anyway. -
This is only a model of: The KNIGHTS Powerset
Rudra replied to AspieAnarchy's topic in Suggestions & Feedback
Spears weren't typically thrown, javelins were. Spears could be thrown, but their primary use was to stab someone at distance, usually while using a shield to protect you from the enemy's spear (or other weapon). Hmm... maybe we should ask for a spear Scrapper, Tanker, and Brute power set? -
This is only a model of: The KNIGHTS Powerset
Rudra replied to AspieAnarchy's topic in Suggestions & Feedback
MMs do just fine in melee range. Despite their ranged inherent attacks, my MMs spend a great deal of time in melee range, though that is usually just because I don't pull back unless I need to retreat. Particularly my ninjas MM since the ninjas vastly prefer melee range and I want to keep them in Supremacy's AoE. When I still had it, my beast MM did as well. Never had a problem surviving in melee with any MM. -
This is only a model of: The KNIGHTS Powerset
Rudra replied to AspieAnarchy's topic in Suggestions & Feedback
Sniper attacks are long ranged, high accuracy attacks. Grenades are short range, area effect attacks. (Edit: So it's the difference of picking off targets with vital/critical shots, as opposed to taking down groups of enemies with an area attack.) Even knights only used lances during cavalry charges and jousting matches. When unhorsed, they favored sword, axe, or mace. I'd say spears could be substituted for lances and still maintain theme, but spears, halberds, and other polearms were typically the weapons of the regular infantry, not the nobles that commanded them. (Edit: Though I do acknowledge that spears predated lances for cavalry charges, they still were not knightly weapons when unhorsed. And lances weren't used for melee combat, even on horseback.) And the whip in CoX isn't a melee weapon. It's a ranged one. Even Lash, as a "Close" attack has a 20 feet range. Well beyond lance or any poleweapon. Edit again: I know using wikipedia as a reference is bad, but here anyways: A lance is a spear designed to be used by a mounted warrior or cavalry soldier (lancer). In ancient and medieval warfare, it evolved into the leading weapon in cavalry charges, and was unsuited for throwing or for repeated thrusting, unlike similar weapons of the javelin and pike family typically used by infantry. Lances were often equipped with a vamplate, a small circular plate to prevent the hand sliding up the shaft upon impact, and beginning in the late 14th century were used in conjunction with a lance rest attached to the breastplate. Though best known as a military and sporting weapon carried by European knights and men-at-arms, the use of lances was widespread throughout Asia, the Middle East, and North Africa wherever suitable mounts were available. Lancers of the medieval period also carried secondary weapons such as swords, battle axes, war hammers, maces and daggers for use in hand-to-hand combat, since the lance was often a one-use-per-engagement weapon; assuming the lance survived the initial impact without breaking, it was often (depending on the lance) too long, heavy, and slow to be effective against opponents in a melee.[1] -
This is only a model of: The KNIGHTS Powerset
Rudra replied to AspieAnarchy's topic in Suggestions & Feedback
You lost me with sniper enhancements on a grenade. Aside from that? Looks interesting. Edit: Personally though? If this power set is to use melee attacks on a MM? I would rather sword, axe, mace, flail, or hammer. (Edit again: Or pick or whip.) Not a fan of lances. -
The pets would have virtually no survivability with the support secondaries to keep them alive removed. Even if the MM has a Tanker's taunt aura with every attack. And to make up for the new AT having armor sets as either its primary or secondary, it would lose Bodyguard Mode. ... which at least would help the pets survive since they wouldn't be taking any portion of the character's suffered damage any more....
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The pets themselves should also probably lose any control powers they have as well. Like the oni's ST hold ability.
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Typo: extra ':' in Tina Mcintire story arc
Rudra replied to FatalNoogie's topic in Suggestions & Feedback
There is a sub-section on the Bugs forum where typos are supposed to be submitted. This is the Suggestions and Feedback forum. Post typo errors here: https://forums.homecomingservers.com/forum/32-bug-reports/ Edit: Or more specifically, here: https://forums.homecomingservers.com/topic/13681-report-typos-here/ -
That would be the consideration. A rain effect that is applied to every character is possible, because the snow effect already exists. It is the flooding part that is the major problem. Aside from the fact that if Talos is flooded, given the way it sits above the water the way it does, then Skyway City would be flooded too. If the water is stopped before it gets high enough to flood the lower levels of Talos (and thus stay out of Skyway), you still have the zone water elevation problem. And with the way water works in this game, you can't just elevate the water tiles or stack another on top of it because players can still get in the water and the different tiles becomes glaringly obvious, as well as their inability to stay at the surface. So the proposal would need multiple versions of the map to work. And how do you cycle different maps for an active zone? Something like this could work for an instanced arc or TF/SF or trial, but not a zone event.
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Yep. Troll. Your purpose is to keep people responding to you. Buh-bye.