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Rudra

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Everything posted by Rudra

  1. If this can be implemented, then it should apply to all farms, not just fire farms.
  2. Regardless of it not being an actual mission in our mission list, it is still the assigned active task when we enter the zone. That still removes the mission from the nav bar as the active mission. I also think some contacts are still locked behind the radio missions, so retaining the heads up to go talk to a detective is a good thing. That said, I agree with you in that it needs to be addressed, especially since even after you get access to the radio, when you level up and go to a new zone, you get another 'go talk to the detective' task which serves no purpose because you already have radio access and the detective won't tell you anything other than 'go do some radio missions'. So while I am still firmly of the belief the OP cannot be done and I firmly disagree that new players are going to be so incompetent that they can't figure out how to select their missions from the mission window or even think to ask for help, I do agree that something should be done about the detective and broker tasks in the game.
  3. Didn't the devs say they would not propagate Null the Gull to more locations?
  4. To the best of my knowledge, what you are asking for can't be done with this game's ancient engine. The reason the previous mission blanks is because the game can only track 1 active mission at a time. And even a new player should be able to figure out how to open their mission list and select a mission listed there. (Edit: And if they can't? They can ask in the Help channel, General channel, Broadcast, or walk up to another player and ask in local.)
  5. No, it wasn't a case of overly long holds. The Controller would apply a hold, then it would wear off and I would start to flee or throw an attack, and then the Controller held me again. (Edit: Hells, I even threw my own hold on the Controller, Petrifying Gaze from Dark Miasma, and the Controller stopped doing anything for a few heartbeats, then resumed locking me down.)
  6. This is a huge advantage, not an utility for broken missions. I sincerely doubt you will ever see this. Also something I am willing to bet you will never see. Part of the game play is finding the baddies and the glowies. This is another huge advantage you are asking for, not an utility for broken missions. What is the point of asking players to find the glowies if they just have to click a button and voila, there they all are, no need to encounter enemy spawns you don't want to? I am against this. For most missions, the last glowie gets posted on the map, so all you have to do is go click it. For the ones that don't? Have the devs expand the last glowie mechanic to those as well. While I agree that spawns that are placed where they can't be reached is something that needs to be fixed, this will not be limited to just spawns that can't be reached. So on those grounds, I oppose this as well. (Many spawns that you find in a wall will either remove themselves from the wall after a while or will be removed from the wall if you exit and then re-enter the map anyway.) The Reveal power is available from the START vendor for a measly 10,000 inf'. The other players can buy their own and use it. You can already get Assemble the Team for free from the START vendor as a reward for leading teams for 12 hours. This should just be made available to team leaders when not on a mission map anyway.
  7. Yes, they did exist. Whether you are talking about Break Frees or the Iron Wills that preceded it and had to be used in advance, there were always inspiration responses to mezzes. break frees came after the mez nerf in pvp.....iron wills were lackluster because you had to use them prior to being held/mezzed which is why i suspect they got replaced. Isn't that what my post you are quoting says? And my point isn't how viable they were, my point is that they existed. Please make note of my comments and their purpose. In particular, let me emphasize part of my 1st post: I am not and never was arguing against the OP. I was pointing out errors in your statements and trying to provide clarification. I don't PvP. Typically, if I'm in a PvP zone, it is because I am looking for a badge or I am helping someone else get their badge. And if I see a PvP'er and I don't have someone I am trying to help get a badge, I beeline for the exit. I don't care what PvP'ers do to each other in PvP zones.
  8. No, it wasn't part of the I13 revamp. I was held to death by a Controller on HC. Maybe a few months back. Was in Bloody Bay hunting Shivans with someone that had asked for help getting them when a blue side Controller appeared and held me over and over while the Controller's partner dropped my partner. The Shivans we had been fighting were already dead, so it wasn't a Shivan holding me. I was affected by a Hold, not a confuse or a sleep, until I was dead. The Controller affected me with at least 3 holds, applying each new hold as soon as my Corruptor started moving again. My Corruptor's Hold resistance is 61.25%.
  9. Thanks. As I said, I was unaware of that. So my question is, how did that Controller Hold me to death then?
  10. Teams did and still do. Really? I was not aware of this. The last time I encountered someone in a PvP zone, they held me, the hold wore off and I started to try to escape and they held me again over and over until I was dead.
  11. No one is asking for the existing animations to go away. (At least, I'm not.) What is being asked for are alternate animations for those of us that don't want the overly dramatic, trick shot animations.
  12. break frees came after the mez nerf in pvp.....iron wills were lackluster because you had to use them prior to being held/mezzed which is why i suspect they got replaced. Isn't that what my post you are quoting says? And my point isn't how viable they were, my point is that they existed. (Edit again: Yes, Iron Wills sucked, which is why they were replaced with Breakfrees. However, I never met a PvP'er that lacked a mez protection power that didn't enter a PvP zone with a tray full of the large Iron Wills that they kept using [at 4 minutes duration each] until they were done or needed to exit to get more.) (Edit: Your post also said there weren't any powers that resisted mez before mezzes were nerfed. And that is flat out wrong. Scrappers and Tankers got mez protection powers from the get go.)
  13. That shouldn't change anything as far as the OP goes. In order for the quick version to be active, your character has to be considered to be in combat already. And Shinobi-iri won't boost their snipe damage, which is the OP's complaint, if the character isn't hidden.
  14. Yes. Frozen Spear from Ice Mastery, Mace Beam from Mace Mastery, Zapp from Mu Mastery, Psionic Lance from Psionic Mastery, and Moonbeam from Soul Mastery.
  15. There are also Malta Gunslingers. So between the Thugs MM primary and the Malta, using those as a base, that counts down on the development a little.
  16. And if we're talking about the "slow-snipe", then, IIRC, there's a LoS check both as the start of the power and just before firing, so if you keep moving and using cover, it's less likely to be used against you... Pretty sure you are correct, yes. Edit: Combine that with available stealth options in PvP and the benefit of teams, and the OP doesn't really have a leg to stand on.
  17. yeah well its not like dual pistols is a real damage dealer So you would be happy if Dual Pistol's damage dropped? The request for sensible, non-circus performer trick shot artist, animations has been made multiple times. We keep hoping. However, I am willing to bet you will not see Dual Pistol's animation times reduced. Edit again: Now, if you could prove with in-game play data that Dual Pistols is lagging compared to other sets? Then maybe an argument for the set's animation times can be made.
  18. Shinobi-iri (Scrapper) reduces perception radius of the Scrapper by 390 feet. Same as Shinobi (Blaster). Stalker Hide is 500 feet. Bear in mnd that these are PvP values. Hide in PvE is 150 feet to Shinobi-iri's 35.5 feet. (Edit: Not arguing with you, just providing the relevant data.) The author is complaining about Scrapper snipes, which have a 150 feet range. I'm pretty sure the game code prevents a full health player from being 1-shot as well.
  19. And yet I can throw a simple tar patch on you and you can't jump out of it. Meanwhile, your running speed nose dives as well. Your comment was that: My point is that your comment is in error. The Leaping pool has no protection against -jump speed or jump height. And I don't need an immobilize to lock you out of jumping. The Speed pool has no protection against slow effects (edit: or any other mez effect for that matter). The Flight pool only worries about -fly effects if you are close enough to the ground. I don't care how often that Toxic Tarantula or other mob hits me with a -fly immobilize like its Web Spitter power, because I'm still going to be hovering up out of its ability to reach me. (So far, I've only seen Air Superiority knock my hovering characters to the ground while I'm hovering high enough.) Edit: You can't look at the Fly pool as a standalone and compare it to combining the Leaping and Speed pools. I can just as easily take Combat Jumping with Fly for the immobilize protection as I can Combat Jumping with Super Speed.
  20. Yes, they did exist. Whether you are talking about Break Frees or the Iron Wills that preceded it and had to be used in advance, there were always inspiration responses to mezzes.
  21. What are you talking about? Super Speed has 0 protection against slows and immobilizes. Combat Jumping provides protection against immobilizes, but not against -jump speed or jump height. And Super Jump has no built in protections against anything.
  22. To the best of my knowledge, holds in PvP had their durations reduced because mez protection got yanked in PvP and reduced to just mez resistance. If you want holds restored, then everything will need to be restored. (Which I am fine with.) And that returns the game to rock-paper-scissors PvP were melees stomp controls, controls stomp range, and range (most likely) stomps melee. Edit: PvP in this game has always been FotM. Someone finds something that works every well, and everyone follows suit. Then someone finds a counter and everyone follows suit. Then someone develops a better method and everyone follows suit. You think the snipes are new to CoX PvP? Back on Live it became mandatory to have layered stealth if you wanted to enter a PvP zone for any reason. In PvP, it's a game of developing counters to what is being used against you.
  23. That is a rather complicated ask. Wouldn't it be just as good and simpler if we got a special effect tile, like we do for the fogs, that plays a specifically listed for that tile bit of music like how the boombox we already have access to under NPCs so we could place music in desired rooms? The only real problems I see with the current boombox available to us in the base editor is that we have to get creative to hide the NPC and we can't just select a specific track to be played. Like the jukebox we have access to in the base editor?
  24. If you are talking about the Halloween versions? I was under the impression that when one of them is killed in a zone, another is spawned in another. Don't know if that is true, but it is what I was told.
  25. I'm in agreement with @phandaal and @Owl Girl. If we ask the devs to go in and change some lines of speech from the NPCs every time some politician or other public face says something that people don't want to be associated with, then we're just going neuter the game's chat into generic drivel. It's like where Tyrant comments about Black Swan's attire. Life and art tend to be mirrors, and sometimes you need comments that make some people uncomfortable in order to properly portray a situation or individual's nature. Just look at the comment as an example of life reflecting art and move on.
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