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Rudra

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Everything posted by Rudra

  1. To have in the tank head option as the controlling entity for the body.
  2. I would need to see proof of that. Because I've watched her swim past Tuatha without anything happening.
  3. Like @Psyonico said, that is caused by being red side. Most players avoid red side like plague. And without a robust player presence, doing anything like a DFB is going to be difficult.
  4. https://homecoming.wiki/wiki/Guide_to_Flight_Poses
  5. Well, I've never seen them activate for combat purposes. (Edit: And I've waited out the timer before since it no longer causes mission failure.) And you have to admit, fighting 5 bosses at once is a bit of an ask for a solo level 8-15 character to handle.
  6. The 5 Metronome prototypes in the mission Finale of the arc Clockwork Face are listed as Notable NPCs (edit: without the normal ally or enemy tags shown) in the wiki. It's been a while since I did that arc, but I don't think those 5 bosses, and they are only bosses, are actually enemies.
  7. Buff her how? Aid her in what? Nothing that isn't a PC attacks her and she doesn't attack anything.
  8. I'm not seeing that in CoD and I don't use Arsenal Control. I'm not arguing how well Mass Confusion works or doesn't, I'm simply saying that those three powers aren't comparable. (Though if the constant application of Smoke Canister is correct, then those two are at least similar.) So if you want to argue about whether Mass Confusion needs buffing? That's for someone else to argue, not me.
  9. They aren't comparable. Synaptic Overload Smoke Canister Mass Domination Accuracy 1 Accuracy 1 Accuracy 0.8 Range 80 feet Range 80 feet Range 80 feet Cast 2.37 seconds Cast 1.4 seconds Cast 1.67 seconds ATBE 1.767 seconds ATBE Weirdly set up ATBE 1.7 seconds Recharge 60 seconds Recharge 90 seconds Recharge 240 seconds Single Target (Can chain)* 25 feet radius/10 targets 25 feet radius/16 targets 8.528 Endurance 16.64 Endurance 26 Endurance Mag 3 Confuse/27.938 seconds Mag 3 Confuse/3.725 seconds Mag 3 Confuse/37.25 seconds -10% Endurance -100,000% KU/KB / 4 seconds Mag 1 Confuse/ 20% chance/27.938 seconds Mag 1 Confuse/ 20% chance/4 seconds -15% ToHit/2.5 seconds -2.2 points Endurance /20% chance Mag 3 Confuse/ 20% chance/1.863 seconds *- Synaptic Overload Jumps 1, 2 & 3 Accuracy 2, 1.5, & 1 respectively Animation 1.167 seconds ATBE 0.5 seconds 15 feet radius/1 target Mag 3 Confuse/22.35 seconds Mass Domination confuses targets for 10x longer than Smoke Canister and almost 10 seconds longer than Synaptic Overload. And can affect more targets than either of them.
  10. TAoE sleep: Spore Burst - 45 second recharge Mass Hypnosis - 45 second recharge TAoE hold: Chords of Despair - 240 second recharge Gravity Distortion Field - 240 second recharge Shadow Field - 240 second recharge Total Domination - 240 second recharge TAoE confuse: Mass Domination - 240 second recharge No other TAoE confuses that I saw, just Seeds of Confusion's cone.
  11. The fog comes back even if you play on the same computer. My level 50 characters, that have all the explores, and don't get played for a week or so? Finds every map hidden by fog of war despite having explored the zones. And once a character has the fog of war restored for some reason? It seems to restore the fog of war more frequently.
  12. It's what I do....
  13. I know this phrase gets thrown around a lot but: as a menu option then? I actually would like to see when others are using it, especially if their character concept is a fourth-wall-breaker. Works for me. Spend the prismatics to get it and others can turn on the ability to see you use it if they want.
  14. Or you could work with that player to help him/her/them learn how to better use KB to benefit the team. It's isn't some great mystery that only the rare few are born with the capability for. Using KB effectively while on a team is a skill that must be learned and developed.
  15. Unless you're in the middle of a TF/SF. And KB is a very helpful herding and control tool in the hands of players that know how to use it. Edit: Point is, the team leader sets the team's rules. And the team members either abide by those rules or leave.
  16. That is not what Group Fly is meant for. Group Fly existed long before MMs were a thing in the game. Group Fly existed long before MMs were even a thought for the game. Group Fly, like Team Teleport, has the design purpose of a player character being able to transport other player characters that for any reason do not have travel powers. It became a less rare power when City of Villains was added and MMs became a thing. The current primary use of Group Fly is for MMs to get their pets around, but that does not mean that is what the power is meant for.
  17. So my evil character out to conquer the world must be a selfish rogue rather than an actual world conquest villain if I want to have a non-psychopath villain? Evil does not necessitate psychopathy or gratuitous murder. It can include it, but it doesn't require it. Evil, like good, comes in a great variety of styles. And the simplistic Hero - Vigilante - Villain - Rogue alignment system does not encompass how diverse it truly is. So if a player wants to play a non-psychopathic villain, they can. Because that is what the Villain alignment is for. Someone who is evil and goes about doing villainous acts, regardless of the flavor of evil in question. (Edit: That is even how the alignments are presented in game. The selfish rogue looking out for Number 1 and seeking profit and opportunities at every turn. The evil villain out seeking world domination, world destruction, or other grand scheme of villainous nature.)
  18. Don't know what you are talking about. I only know of 2 FREEMs in the game. The 1st is the incarnate power you have in the Mender Ramiel mission where you go to meet him at the fall of Ouroboros. And we aren't getting that. The other is the power Council forces have that hit us for Mag 12-14 KB. So please clarify what FREEM you are referring to.
  19. Null the Gull gives characters a power that makes them unaffected by Group Fly. That was the only way to get Group Fly to not affect us. And we aren't going to be given a command that gives us powers.
  20. Fire contains you through threat of burning. Ice and stone contain you by encasing your legs so you can't move. Electric contains you by overloading your nervous system. None of those imply any form of pull in. Gravity implies being able to move targets. So as far as theme goes? Applying pull in effects to the immobilizes doesn't make sense for most sets. As for the immobilizing enemies keeps them scattered and you want them to be pulled together to make it easier to take them down en masse? That falls under tactics. Getting the enemies' attention and having them charge into a group, then immobilizing them in place. I don't see the point of adding a draw in effect to powers whose purpose is to lock down enemies in place when just a little bit of set up does the same thing without having to re-code powers.
  21. There are currently technically 2 ways to rename your SG. The 1st is by disbanding it and then re-registering it as a new name. (Which doesn't really count, but is technically a way to do so.) And the 2nd is to contact a GM and convince him/her/them to rename your SG to the desired name. (Which also may not count? I'm not sure?)
  22. Why wait? I've been angry about the exploration badge reward being changed to patrol xp since it was done specifically because even if I turn off XP like I used to for explores, it still awards xp anyway. Just patrol xp instead which cannot be disabled for some reason. And everyone should be well aware of how I feel about patrol xp itself on these forums by now.
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