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Rudra

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Everything posted by Rudra

  1. No, it does not. It puts all the MM's pets at equal level to the MM. So using a 50+3 MM as an example. The T1 pets would normally be level 48. While in incarnate content, those same T1 pets would be level 48+5. They get the same +3 incarnate level shifts as the MM and they get another +2 level shifts for being T1 pets in incarnate content.
  2. While doing any incarnate content, it is removed. The T1 and T2 pets get level shifts to pump up their levels equal to the MM's incarnate shifts + the negative level shifts the T1 and T2 pets endure. Only for as long as they stay within Supremacy's range though.
  3. Chat window. Sorry.
  4. This is not actually true. Supremacy has a 60 feet radius. So do all three Leadership toggles. And Bodyguard Mode applies so long as pets are within range of our Supremacy (edit: and we are in Defensive Follow). So we do have some wiggle room even on melee focused pet sets.
  5. Says who? If you read the rest of the thread, you'd see someone talking about how the studio has treated masterminds. You're treating us like we're defenders, and we are not. Yes, we were meant to be in melee range. They gave us bodyguard for a reason. Certain pets are melee, for a reason. We have secondaries with PBAOE buffs. You clearly do not play masterminds much and dont know what you're talking about. You are clearly here just to hear yourself talk. Please exit my thread. I do play MMs, and @Glacier Peak isn't wrong, though (s)he is missing part of it. Ranged pet sets allow the MM (and pets) to hang back and lay down support fire while also letting the MM use more support abilities. Melee focused pet sets do require the MM to be closer to the fighting to keep the pets bolstered by Supremacy though. However, on a team, which you should be on for the higher difficult content, by which I mean Hard Mode content, even melee focused pet set MMs can hang back a bit to reduce the amount of hate they have to deal with to buy themselves time to replace lost pets, support the team, or lay down some added fire of their own.
  6. I don't know how SG base PvP works, but I do know that my MM pets typically can't follow my MM anywhere in my bases. And if mobs (like pets) can't navigate a SG base, they aren't a threat to anyone. Also, if it were to be implemented by the devs? It would have to be an option for the SG to enable. I for one don't want random enemies raiding my bases. (Though I do want to be able to have 0 XP/0 inf' mobs roaming my maze to threaten and challenge those that enter it....)
  7. Every time you ding, your new level is posted in the chat bar.
  8. Like @Greycat said, no contact should be sending you into a zone that is higher level at minimum than your current level. If you were sent to Faultline at level 11, you should probably report it as a bug.
  9. This should really be its own thread. This thread is about trying to get more players to play red side.
  10. Hopefully last bump to keep poll visible.
  11. I'm not arguing that. I know several powers use the same animations. All I am saying is that the request has been made before, multiple times, it has support from the players, and implementing it will take time from what I believe is the lone animator on the dev team. (Edit: Regardless of whether new animations are made or existing animations are repurposed.)
  12. I haven't seen them add anything new to melee on HC. So the last example I can give is Radiation Melee or the alternate animation for Foot Stomp. Foot Stomp got it added on Live though and I believe Radiation Melee was developed on Live but not released until the game showed up as a pirate server incorporating the incomplete work from Live. (Edit: The only animations I can remember undergoing changes are Thunder Strike for being sped up in the latest patch, and the new power sets. At least as far as HC goes.)
  13. I said it because in my experience from additions to the game, many times they make new animations. (Edit: And speeding up or slowing down an animation already in the set is not as work intensive as converting an animation from one set to another.)
  14. You're asking the wrong person. And even if other animations were to be used, the animator has to work with the animations to get the timing right and change out the linked particle effects.
  15. *shrug* I don't know. Last I heard though, the dev team only has 1 animator.
  16. I just realized what this mission now reminds me of. (Please don't ask me what took me so long to come to this realization.) The assault portals in this mission are now acting like the Rikti portals in the mission where you fight Hero 1/The Honoree in the 'Retrieve the stolen incarnate container' mission Mender Ramiel's incarnate promotion arc. The mission where if you don't find and destroy the Rikti portals fast enough, you need to reload the mission for having spawned a sea of Rikti filling the map. However, unlike that mission, these portals start spawning before you even get anywhere near them and they spawn two bosses each time even at minimum settings every time they trigger more Rikti, which is a guaranteed suicide mission.
  17. This and an all sword set of animations for both fire and ice have been requested before. They would need new animations created for those sets, and animations are probably the biggest holdup in adding things to this game. Though this request (and the all sword option) has rather robust support from the players.
  18. Well, visscale changes your render distance and you can use the mouse scroll wheel to zoom in or out. Otherwise I'm not sure what you are asking?
  19. What I'm not understanding is things like the PDP and Pocket D are just maps if you aren't there. If you are running out of memory running the game, I'm pretty sure the emotes and zone maps aren't what is doing it. Like @Shenanigunner says, have you tried dialing back your graphics settings to legacy? (Edit: Also, I have to point out that if it is in the game, it is game content. There is no such thing as non-game content in a video game when it comes to content the game itself provides.)
  20. CO has an underwater zone, and it typically was avoided from what I remember too. It wasn't anything to do with melee having difficulties though, because they really didn't. Mobs preferred range at start, but typically closed after a barrage or two, and didn't try to get back out of melee range if you swam to them. (And the sharks had to be in melee range anyway.) The biggest complaint I can remember from players about the underwater zone was the three dimensions of combat because attacks could come at you from above, below, and every other angle; and many players seemed to have difficulty transitioning into a 3D environment for target tracking. Dear devs, can we get water for our bases like this? Thanks.
  21. All non-robot (and maybe even the robot) Council bosses are Archons regardless of what their subgroup shredout may be. You can see it with the Equinox Archons, the Ascendant Archons, and so forth. There is no Archon subgroup in the Council. (Edit: Even when a boss is named Lt. Something, you are still talking specifically about an Archon from the mob's subgroup. Not to be confused with lieutenant tier mobs. And even if you turn off bosses as a difficulty setting so they downgrade to lieutenants? You are still specifically dealing with an Archon/boss from that subgroup, just stepped down in difficulty.)
  22. Meanwhile, you are ignoring that the poll already exists and that the answers should not be changed mid-poll after others have already responded. (And I kept the answers as straightforward as I thought they could be. ... After @UltraAlt highlighted my petulance in answer 1.) Further, even many Yes/No polls I've had to participate in do things like break out subcategories of yes and no. So while you may work with polls and surveys in real life? The poll I made is very much the same as many other polls I've had to answer. So even your claim that my poll is wrong is itself wrong simply based on official polls I've had to take at work. (Complete with poll tracking numbers and poll generator office name/address.) Polls should never have a bias. Correct, they shouldn't. And I did my best to not have one, but some bias is going to show up depending on the poll. And in this case, the need to differentiate between those that support something as opposed to those that simply don't oppose it is necessary. So if the poll is referenced, both data points can be looked at. X many are not opposed, but only Y participants are actually in favor of. Stating how you feel about something is not playing the victim. And if this is about what seems to be your point about me thinking or claiming the devs are out to get me, then you are still ignoring my own comments stating otherwise. From the very quote you are claiming is me playing the victim card. The "Thanks for the gift, can I give it back" thread was not playing victim. It was expressing my frustration that yet another source of patrol xp was added to the game by taking away the regular xp the explores used to give. That is called giving feedback. (Especially since in that thread I don't call for it to be changed back or make any suggestions for anything.) Which these forums are about. Just like a player can log on these forums and sing their praises for the game or a change that was implemented, a player can log on these forums and say they don't like a change. Yes, I have addressed patrol XP now 5 times in some form. Twice as a suggestion for an option to be able to disable it (edit: taking a different option/approach to doing so on each), once as an option to be able to click something and dump what we have without it going towards anything including debt, most recently as my feedback for the explore badges now awarding patrol xp instead of regular xp change, and here with a poll I was asked to do and agreed to. (And by the way? After I was told that I got mentioned on the patch notes forum? I went there and read through it. And there seems to be some upset people about the change from regular xp to patrol xp on that forum too. So this change was not just a me thing for disagreement.) As for the poll? You know as well as I do that it isn't going to change a thing. I was asked to make a poll. The poll is here. You weren't piping up and saying anything about being a poll reviewer and offering your expertise to make the poll, and neither was anyone else. The poll is made and it is posted. It's a bit late now to change it beyond adding answers, which you are obviously opposed to since you say it should be trimmed down to just "Yes/No/Neither". Edit: And you still haven't answered my question as to what I am wrong about.
  23. Don't get me wrong, I want several things I see on VEATs for some of my other characters. I would love to use the Crab Spider arm blades for instance. (Or at least carry those over on my VEATs to their variant looks.)
  24. Place glass floor tiles at the bottom of the water tile, or use a collision wall (which I haven't tried but should work) in the water tile, and you can swim across large surfaces. You just can't dive, because the water tiles don't layer for effect and have no bottom themselves. (I have a lake in one base I'd like to make possible for players to swim in, but oh well.)
  25. That doesn't look like the same map I'm used to going underwater on. (No large chunks of debris that fails to keep you from getting your feet under the water tile, and thus your head underwater, disabling the swimming animation.) Thanks for the screenshot though.
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