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Rudra

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Everything posted by Rudra

  1. No, it doesn't. It is resisted by a great many enemies, but it is not a minion only affecting power. (Edit: You are correct in that it cannot affect bosses or higher, but not about lieutenants. I've yanked many a lieutenant with Teleport Target with nothing slotted in it. At higher levels, more lieutenants resist it, but that does not make it a minion only affecting power.)
  2. Then please enlighten me as to how. Because out of the 6 bases I have for my and my closest friends' use in the game and the several bases I've visited to sightsee at other's recommendations, not once have my pets ever moved to follow my character around the base. And I'm not talking about base teleporters to access various parts of the bases like I use in 3 of my bases not letting pets follow. I'm talking about I enter any base and once I leave the room I appeared in, the pets stop as if there is an invisible wall at that room's borders keeping them from following. I can teleport the pets to me no problem. And after I teleport them to me, they don't move. At all except to turn around in place to be looking at my character. They don't follow the Follow command. They don't follow the Go To command. They don't do anything at all. Edit: And yes, I have moved by base portal out of the entrance room on some of my bases too. Most specifically the base I was using to check with after I saw your initial post on this thread. (I moved it and hid the entrance room away because I hate having the base edit window pop up even for people who aren't part of the group but came in to the base to look around.) As did pretty much everyone else whose base I visited to sight see at. So moving the portal isn't some trick that enables pets to follow around the base. Because the pets still don't follow.
  3. Did you leave the entrance area? It doesn't matter if I set my pets to Follow or if I use the GoTo command. The pets won't move past the entrance area. That is because SG bases don't have pathing beacons. Pets, just like every other NPC in the game that moves about on the map, have to follow pathing beacons in order to do their moving around. If we were given the ability to add our own pathing beacons, all pets can follow their PC around the base. Sometimes, MMs can be their own beacons, but that is unreliable at best, and even then, pets don't move far beyond the entrance room.
  4. Sure. That's why when I give my MM's pets the Go To command in any of my SG bases, they don't move.
  5. Once upon a time, in a City of Heroes far, far away, PC pets and minions could follow their PC's through SG bases. I'm not sure what happened to make that no longer happen, but for this request, I would like to ask for player placed NPC pathing beacons to be added to SG bases. Just some beacons we can select from the available objects in the list and place in our bases to create paths our flunkies... I mean slaves... I mean... our followers can use to follow the PC around the base with.
  6. I wasn't and am not making it an argument. People were responding to my comments, so I am responding to theirs. That said, like @srmalloy points out, how is the game supposed to know if the target the player chooses to use your proposed power on is actually stuck in the map geometry? Edit: Players don't get "stuck" flags and I'm pretty sure NPCs don't either. I'm not even sure the game can even check for that. That's why players use the /stuck command in some of my bases even when they aren't stuck. It moves them back to the entrance regardless of where they are and what they are doing at the time.
  7. So? Nerio's request is trying to address a concrete bug. That shouldn't require a player to adjust their build. And yet my response you are quoting and that @Nerio72 elected to respond to as if I was directing my comment to @Nerio72 was a response to @Pleonast. That powers exist that do what the OP wants but takes a power slot choice is not something I find to be a problem. If players don't want to use said already available options? Fine. More power to them. "It costs a power slot" though as justification for another power? Not an argument I will ever accept. (Edit: At least @UltraAlt made a sensible argument in favor of the OP. That even Teleport Target may not be an available option. Even if only in select situations.)
  8. Seconded. For multiple reasons.
  9. Those powers can do a lot more than knock a foe free from geometry. How is that a bad thing? So?
  10. Teleport Target and Fold Space are powers anyone can get.
  11. That's not what I meant. What I meant was, at the time you got the mission, was your character inside a building? Like inside the abandoned warehouse where Mr. G is. If your character is inside a building at the time you get a mission, the mission way point can get messed up when you exit the building.
  12. I play with bosses and AVs turned on. It doesn't help her. (Edit: Well, that's not true. She would probably be killed by the 1st crystal if I wasn't playing with bosses and AVs turned on.)
  13. I think this has been asked for in another thread, but a quick search didn't show it. So... Can we please have a way of telling Sister Valeria to sit her keister outside the mission or stay at the entrance? Or at least have a route where she doesn't notice us and join? Without a healer running with me, I can't keep her alive. Even if I clear out the mobs in the area while she is hacking away at a crystal so she doesn't have anything to aggro on, she stands near me for all of maybe 5 seconds almost dead and then goes charging in to fight something else that isn't even in view. Barring that, can she at least be made to be less suicidal? Maybe reduce her aggro radius to something less than planetary radius? From a sadistic point of view, her dying grants me relief in that I no longer have to race to try to keep her alive. And yet it frustrates me to no end to see her die over and over and over no matter what I try. (Edit: I've managed to keep many combat NPCs alive despite running solo with no heals, even the suicidal ones, but Sister Valeria is insistent on her suicide.) (Edit again: And yes, I turned down my difficulty to try to keep her alive. Something I don't normally do. Running at x1, she still gets savaged, beaten, and butchered like nothing.)
  14. Your post made me realize something. The character is rooted while his/her/their/its attack is going off. Once the ranged attack finishes its animation and the projectile is on its way, the character is again free to move. With the proposed stretching, the character will be rooted in place just like the Hordelings until the projectile finishes returning to the character from however far away the target was.
  15. Still doesn't address how the power set would even interact with our existing costume and aura choices. (Edit: As things stand, there would have to be different power animations for each and every possible hand+aura combination we can have in the game for players to think it actually is stretching, and then more would need to be added every time new glove and/or fist aura options were added.)
  16. I would rather live without a snipe on Ice Blast and keep both Bitter Freeze Ray and Bitter Ice Blast on my Ice Blast/Cold Domination Corruptor, thanks.
  17. You would still have 2 arms/hands or legs/feet for the "stretching" body part, fist auras would still not be duplicated between the character and the projectile, the power palette doesn't use the skin palette for characters not using gloves (or even match the costume palettes as far as I can tell for characters that are using gloves), there are lots of different hand/glove options to account for, and it would still be a direct line of travel to the target. Now if you were asking for a blast set that launched obvious hand shaped energy projectiles at the target(s)? That could be feasible. What you are asking for? I don't think is feasible in this game.
  18. The advantage the Hordelings have is that like @merrypessimist says, it isn't a model being stretched, it is a projectile attack originating from the Hordeling's mouth. The request is to have stretching powers, but the only way I can think of to have that with what we've seen with the game engine is for a projectile to be animated attacking the target. A tongue emanating from a mouth is one thing. The tongue has a set texture and emanation point striking direct line to the target within projectile range. An arm or leg however would run up against the problems of the original arm/leg is still there part of the character model while the projectile arm/leg is streaking to the target, trying to match a projectile to the character's selected costume options including auras, and the attack would still strictly be linear from character to target with no arcing to hit targets from alternate directions like stretching characters routinely do (and the attack curving to track the target in motion doesn't fit the criteria).
  19. "I kinda like the original Utility Belt more. But here's what I would change about it." I'm not understanding the point of this comment. That was exactly what @JasperStone said. So why just repeat it?
  20. I'm not going to argue how a set feels to someone other than me. How a person feels about something is entirely a subjective thing that is only applicable to that person. As far as my 4th paragraph in the post you are referring to goes, it isn't a mandate for others to follow or an argument against Super Strength as a power set being made available to Scrappers. It is strictly to point out that there are other ways of playing a super strong character in the game. My ninja MM doesn't have a single melee attack for instance, just the 3 bow attacks, but is still super strong. That character just doesn't choose to use said super strength and lets the minions handle things. (Though if I had room for a few more powers and the enhancement slots to fully enhance them, I would add a melee attack chain focused on maxing out my possible melee damage to show that. I don't have the room for powers or enhancements because I like having the bow attacks,, so I don't.) That you don't like that option is perfectly fine. There are as many different views on how to make a character in any given game system as there are players making said character(s). Though I will say that as far as super strong characters using Street Justice goes, at least for me, that wind up can either be the character winding up to do more damage or the character pausing as (s)he/they/it reminds himself/herself/themselves/itself to not go all out or that target will die horribly. So to each their own.
  21. Here is my two cents on Super Strength being available to Scrappers. First, a definition so we have a point of reference for the discussion. Super strength is strength beyond the maximum capabilities of a normal human being. That's it. So super strength encompasses a very, very, very wide range of capabilities. This means super strength can range from a character that can juggle large motorcycles easily but can't lift that full size sedan all the way up to characters that can lift a fully loaded supercarrier or even a continental plate and toss them to the other side of the world one-handed with no effort and even beyond. This also means that there are entire races that are by default super strong. Like the Asgardians in Marvel comics. Second, having super strength does not itself have any correlation to a character being able to withstand harm. Yes, there are many examples of super strong characters that are also some form of invulnerable. Because just like super strength, invulnerability encompasses a very wide range of capabilities. There is a reason why the question of just how invulnerable <character name> is when other characters are trying to figure out how to defeat said character. This means that you can have super strong characters like Captain America who derives his protection from the (scale mail) armored costume he wears and the vibranium shield he carries. This also means you can have super strong characters like Spider-Man who rely on evading hits to get by. And even with invulnerable characters, you see a range of what would be armor sets in this game. From Superman who simply tanks that 16" gun shot like it was nothing to Hulk who tanks that same hit but also regenerates his injuries at an impossible rate (effectively making him a Willpower character in City of Heroes). So any discussion of whether Scrappers should get access to Super Strength can effectively leave any discussion of armor sets out. All that said, this is a video game and video games need to have game balance. So to me, that is the primary question. Would Scrapper Super Strength be balanced? If the answer is no for any reason, then the question becomes can it be made balanced. If it can be made balanced, then it is up to the devs to decide if they ahve time or desire to invest the effort in doing so. Now here is where I start throwing caveats and other considerations. Like you don't need to be using Super Strength to have a super strong character. The common response is to make a Street Justice character. And the common retort is that Street Justice is not super strength. However, again, super strength is a range. So maybe your character is a low end super strong character and has taken up martial arts (either as Street Justice or as Martial Arts) to be a more effective combatant or has taken up a weapon to fight with. Or maybe your character is at such a high end of super strength that the character uses martial arts as a restraint on himself/herself/themselves/itself to not simply delete every being that character makes contact with. The whole discipline and focus aspect of martial arts being used to help the character interact with the world in a safe manner. For instance, I took my ninja mastermind into a group RP chat back on Live. One of the super strong characters in the channel decided he was going to "flex" and chucked a semi truck with trailer at my MM. My MM evaded, then picked up the semi with trailer and threw it back at the other character. And not a single soul erupted with cries like "You can't do that! You're just a MM!". Instead the responses were "Holy crap! We've got a strong MM here! Just how strong are you?".
  22. It is how the Live devs explained retaining access to pre-fall Praetoria. It isn't my interpretation, it is how the game is defined. (Edit yet again: Even making a Praetorian character is technically defined as making a character back in time to before the fall. Everything done in Nova Praetoria, Imperial City, Neutropolis, the Underground, and even First Ward was all described as happening in the past, and players playing that content are going back in time to do so.) Yes, there are high level Praetorians. Primals fight them throughout the iTrials and some story arcs. Your character is according to lore sent to Primal Earth to figure out how to prevent the war that you can't prevent, though you decide if you will do so (going Hero) or if you will seize the opportunity for your own benefit (going Villain). I don't have anything against players that want to stay Praetorian. My only concern, and it doesn't seem relevant to this particular discussion, is that a Praetorian character that stays Praetorian, how would they interact with things like the iTrials that they seem to have a workaround for doing. Wouldn't Loyalists be fighting against the Primals on those? So to be perfectly clear, while I don't remember if I opposed higher level Praetorian content previously, I don't care if higher level Praetorian content is made as long as it doesn't disrupt/throw out established game lore. So like for some other threads where this was brought up and the request was for the Praetorians to win through their own iTrials, that sort of request I will oppose. To the best of my understanding, that was already planned back on Live. Only it was another iTrial for Primals for another tier of incarnate powers as part of stopping Praetorian Hamidon. (Edit again: The last thing any Primal wants is for Praetorian Hamidon and Primal Hamidon to meet and either merge or work together. So going into Praetoria to stomp Praetorian Hamidon and make it possible for the Praetorians to return is something a lot of Primals want. In story.)
  23. The Provost Marchand arc you are referring to is after the fall of Praetoria. The only thing still happening in Praetoria while you are doing the level 30-50 Provost Marchand arc is any remaining survivors are being evacuated while they still can be. (Edit again: Marchand's opening dialogue even mentions that Tyrant is in prison, and that doesn't happen until the Magisterium iTrial is completed.) Edit: I think you are misunderstanding something about the game. Yes, right now any character, even Primal ones, can go to Nova Praetoria, Imperial City, Neutropolis, the Underground, and First Ward; and be there before the fall of Praetoria. For any character that has out-leveled that content or has done any of the fall of Praetoria content, it just means their character went back in time to before the fall. And there is nothing wrong with playing in the pre-fall content all you want.
  24. That's a fair point. I forgot about that.
  25. Possible? Yes. However, it would be an extremely niche access badge. Only specific power sets would be able to get it. So on those grounds, I oppose the idea.
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