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Rudra

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Everything posted by Rudra

  1. Confront (vs Taunt) is a useful ability to help pry an enemy of a squishy ally if you are already embroiled in a furball with other foes or for isolating targets. It is not a constant use power. It is not a 'open every fight with' power. And on teams, it is a niche power. However, it is only as worthless a power as how players choose to view or use it. My Scrappers take their respective version of Confront either to try and pull a runner back into the fight (which is less than effective given current mob flee mechanics), to try and pull smaller numbers of mobs to me out of the suicide zone (bad map positioning), or in case I'm running with a friend who is on a character that may on occasion need me to yank mobs off him or her. So, not useless. Edit: If you want to make it better? Make it override mob flee mechanics. Edit again: And never, ever make it a gap closer. The last thing I want if I go to draw a mob off a friend, is to lead the other mobs I'm already fighting over to said friend.
  2. Tweak powers. Don't replace them. And +30% recovery in an auto-power is nothing to sneeze at.
  3. Wasn't saying it was your keyboard. I was agreeing with you that it happens and gave what usually works for me to avoid it. Sorry that it doesn't help you. Edit: So basically I am saying that I also experience the problem, agree the problem needs to be fixed, but until it is fixed, maybe doing this will help you. I apologize for being unclear.
  4. Bug is bug. Reported in the thread as such.
  5. I've had this happen fairly often. I've learned that when I move anything with either shift or control, to keep holding the shift or control key when I release the object for a few seconds longer. (Edit: And by a "few seconds", I mean long enough for my character's hover animation to cycle multiple times.) For some reason, releasing the the shift or control keys too soon after releasing the selected object causes the base editor to wig out and send the object to some random location. (The times I've been able to find the missing object before hitting undo? Most of the time it was in a completely different room than the one I was working in.)
  6. No. Non-PvP'ers use that map for RP and contests. Adding content is great. Making it a PvP zone would cause PvE players to avoid it.
  7. You can just run the safeguards and mayhems, yes. Through Steel Canyon and Port Oakes. Funny how neither of those locations are Peregrine Island or Grandville. Or how neither of those locations have the teams you are citing. Edit: As for a more balanced number in the way of reward? They already have it.
  8. Problems with the OP: 1) PI is not multiple elevations requiring players to have Flight or Teleport to reach unless they know the intricate elevator system to access the higher levels. Grandville is. 2) Many (not all) PI radio teams skip the safeguards and just keep running the radio missions. The OP wants the once after every 5 paper missions to be the incentive. 3) Characters run out of bank robbery missions with bags of money, but it is the infamy of the action they barter on as if cash to get things. (Anecdotal evidence: the Rogue arc in St. Martial references your character as rich and not needing the money for the work regardless of how much inf' you have.) 4) Getting 100,000,000 infamy for a single mission is a ridiculous ask. 5) Having the means to get 100,000,000 infamy in a single mission will skew the market to max price for nearly everything.
  9. The discussion here isn't whether or not to use a double xp boost, it is whether or not the character should be getting inf' from mob defeats and mission completion while also getting double xp.
  10. Yes. Experienced grants the character a half level of patrol xp. Usable up to 5 times once per character.
  11. I didn't make the comment to make a suggestion or to say anyone made such a request. I made the comment to make a point. The point being that as it is set up, even if effectively illusory, there is a trade off between gaining inf' and xp if you wish to gain more xp faster. That trade off may be negligible in light of the myriad ways of gaining inf', but it is there. And it is there for the sake of balance. Just because it fails to achieve actual parity doesn't take away the attempt at parity. The OP would take even the attempt at parity away. And for what? A minor boost in inf' gain? The inf' rewards at low levels is pathetic. And the inf' rewards you get while door sitting on a farm are scaled to your character level. (At least, this was the case the last time I checked.) So what is the OP asking for? The illusion of making bank while gaining double xp? The drops and merits are already going to be the primary source of revenue. There needs to be a trade off. The current trade off does not preclude characters from getting inf'. It just prevents them from getting inf' from mob defeats and mission completion rewards. Parity may not actually exist, but let's not throw out what parity we do have just because it isn't perfect.
  12. What is the benefit? Who is steering new players into double xp? And given that the drops are going to be the biggest money makers if you're farming to 50, how is the OP going to change anything? Those playing through the content using double xp boosters are still getting drops (of a lower level) that they can sell. And merits they can convert. And those merits are going to be much more useful to them. Those farming their way to 50 are already getting high level drops. So if the inf' is already there, as has been explained in this thread and as you acknowledge with the "The player with no influence after leveling is purely hypothetical" response, then what benefit does the OP provide? Other than making inf' even easier to get. If you can get double xp and still get normal inf'? Then why not ask to get double xp and double inf'. So you can say that you are gaining as if normal play. That is a bogus argument and I am grateful no one has made such a request, but wouldn't that logic also apply here? If you want to gain faster at one thing, you should give up something else to compensate. Otherwise just make the server like the test server and have everyone start at level 50 with everything they want. (Which I am not requesting happen.)
  13. How about an underling with the Untouchable trait that morphs into the new boss? He can summon power armor that auto-attaches a la Iron Man or summon (via a portal) something like an Improved Sky Skiff that he jumps into and fights you with. (Edit: He loses the Untouchable trait upon morphing.)
  14. While yes, the increased xp carries a penalty of commensurate reduced inf' gains, the 0 xp setting no longer awards a commensurate gain of inf'. I agree with you, but I'm still flabbergasted by the lack of inf' gain rate if xp gain is set to 0 (turned off).
  15. This has got to be the least "grind-y" game ever. Characters get to 50 so fast they miss content and then wonder what other players are talking about. Even without any xp booters. SCORE or whomever's revamp to the xp system after shutdown made it possible to crank out max level characters in mind boggling time. The only way for this to be less of a grind is if the game awarded you xp for just having an account. Oh wait, the game does. It's called Patrol XP. If players want to farm their way to 50? Go for it. Lots of options there. If they want double xp to get there faster? Go for it. It's there ready for use. If a new player expects to be able to trick out their brand new level 50 character after using double xp and door sitting? Tough. Even just door sitting, those characters are getting drops. They can take those drops and sell them for starting cash. And if they are door-sitting on a level 54 farm? They're going to be getting level 50 +/- 3 drops. (Just not the purples.) Those sell for decent inf' depending on the drop. They can also ask others for inf'. (There are players that readily just give their inf' away.)
  16. That's a new one on me. Thanks. Does only rad armor have this?
  17. Closest thing to it would be having unresistable regeneration. There is no -regen resistance in the game.
  18. Motorcycles would require more than just that given how characters move and how motorcycles don't. I would love to have vehicle type options in the game including motorcycles, but cars and motorcycles don't have lateral movement capability. How about speederbikes like from Star Wars or grav bikes like from CO?
  19. How about stone walls, ceilings, and floors that match the stone blocks available under arcane? So added walls and floors can actually match the base style. Arcane and ancient base styles aren't even close in appearance. Barring that? Some actual office options would be nice.
  20. Two things mentioned in this thread I would like? 1) Make MM pets less fragile. Ninjas somewhat address that by being able to have their defense enhanced in the first upgrade power and robots do too by being able to enhance their resists in the first upgrade power. A general improvement to MM pet survivability would be welcome though. (Maybe so that the pets stop being one-shot by the more powerful enemies? I don't know.) 2) Make MM pets invulnerable to harm when first summoned for a second or two. This way they don't spawn in already dead because a mob threw a massive damage AoE that killed the pet before it could even be rendered arriving on the screen. I don't know what to do about their accuracy though, since it only really comes into play on like +4 runs.
  21. Talk to Agent Hassell in Steel Canyon. He is an unlockable contact. The requirements are be at least level 10 and have the Villain Disruptor badge. Zone Steel Canyon Coordinates (-2495.0, -83.9, -1355.0)[Copy] Level Range 10-50
  22. Wow you are trying. Because no one factors rate of fire/recharge into DPS. I have no idea what I was thinking about trying to figure out their respective DPS instead of assuming they would make a single solitary attack and then stand there with their thumbs shoved somewhere inappropriate. Look, I'm not saying MM's out-damage Blasters. For crying out loud, Blasters have an entire primary pool to draw from for their attacks at level 32, let alone level 50. MM pets have 1 attack each out the gate (edit: not counting Brawl) and up to 2 more after upgrades (edit: plus any auxiliary non-damage powers like the Jounin's confuse powder). Blasters are also a high damage AT meant to mow down their opposition (even while mezzed) whereas a MM is a walking team that has to manage their wayward and individually very squishy members. As MMs lose their pets, they have to re-summon and re-upgrade to maintain. If they can't take the time to upgrade such as on a fast moving team? Their pets are definitely lackluster compared to the other team members, If they can't re-summon such as on most speed runs or other very fast moving teams? They are relegated to the role of bad Defender. No one is arguing that. And yes, pets can be very difficult to keep alive depending on the opposition. (They can also be very easy to keep alive depending on the opposition.) You asked for a numbers comparison between Blaster's T1 attack and MM's T1 pets. I got those numbers for you. No magic math to spin anything. I adjusted my numbers based on the added info you provided. (Thank you for pointing out that error.) Everything is right there for everyone to see. Including the link to check the reference pets' attack values. I gave you the DPS numbers for the Burst power from Assault Rifle as used by a level 50 Blaster. I gave you the DPS numbers from the Quick Burst power the Mercenaries' MM's T1 pets get out the gate when summoned. Even adjusted down to the lower value. No enhancements. No MM upgrades. No anything. (Edit: And if you prefer damage per activation? Then just change the divisors to 5 and 4 respectively.) The T1 pets will suffer accuracy penalties because they are level 48 as opposed to 50. Their accuracy can be improved just like any other power, but on a +4 anything other than incarnate content (and maybe Hard Mode content, I don't know), that is a 6 level disadvantage for them to overcome. That is no small disadvantage. Mostly relegating the pets to damage mitigation for the MM. However, ATs are not balanced around +4/x8 play.
  23. As I said in the post you cited where I gave the corrected numbers, the 12 seconds is to account for the difference in recharge rates. The Blaster's Burst has a recharge of 4 seconds. The MM's T1 pets' Quick Burst has a recharge of 3 seconds. So they use their attack more frequently than the Blaster. If you prefer it by the second instead? Here you go: Blaster Burst: 16.8916 * 3 (attacks per cycle) / 4 second recharge = 12.6687 Pet Quick Burst: 5.613 * 2.333 (attacks per cycle) / 3 second recharge * 3 pets = 13.0951 Edit: Note also that I am using the level 48 number as you requested. And again: There are no upgrades, not even the MM's 2 pet upgrades, involved in any of this math. Would you like to add in the additonal attacks the T1 pets get when upgraded for the comparison to the Blaster's T1 power?
  24. I even provided the link to where I am getting my numbers from. How are they wrong? (Edit: And those are still not upgraded T1 pets using the only non-Brawl attack they have.)
  25. https://cod.uberguy.net/html/power.html?power=mastermind_pets.soldier.asmg_burst&at=minion_henchman Also note when accessing the window, the pets are listed as level 48. Create Entity (level 48, priority 'Pet') (all affected targets) until caster defeated after 2.0s ● Entity MastermindPets_Soldier You are subtracting levels on top of their reduced levels. Edit: And if you use 2.3333 as the multiplier for the pets instead of 2? Their damage goes up to 158.0206. Higher than the Blaster's again. Edit again: And if you prefer the level 48 damage for comparison? 5.613 * 3 pets * 4 rotations in the listed 12 second window of comparison * 2.333 for cycles of damage per attack is 157.1415.
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