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Doc_Scorpion

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Everything posted by Doc_Scorpion

  1. Nobody is asking you to change your build, that's a decision you're being left to make entirely on your own and is in no way required. It's entirely optional and you can enjoy substantial benefits without doing so.
  2. Agreed. Not to mention - though COH lore is more than a bit muddy on some of the finer points, Cimerora is unquestionably Roman. Not Greek. And other than maybe as rumors and whispers, probably entirely unknown the present day Warriors anyhow. The Warriors are (to my mind) more LARPers grown out of control than historical re-enactors or re-creators. They're playing out Ancient Greece of myth and legend, probably informed by no better than the average high schooler's knowledge of the matter. If anyone has deeper knowledge, they probably keep it to themselves... Deflating the self image of a violent street gang is not a sure path to health, wealth, and happiness.
  3. Already done - the tip will not send you somewhere you've already been. From the patch notes in the first post in the thread: If you earn the exploration badge for a specific tip before investigating it, it will point you towards a different exploration badge in that zone If you earn the exploration accolade before investigating the tip, you will only be able to dismiss it
  4. If I understand what @Captain Powerhouse said in the Discord correctly: as you SS around, you're building stacks of momentum and those little jumps do consume some of what you've built up.
  5. You haven't installed any mods or anything that might mess with the files?
  6. Morning Ralph Mornin' Sam
  7. Kind of this... We don't (IMO) need Neo-Warriors or schisms or anything like that. Upgrades to design and units can be treated just like the Rikti upgrades, it just happens one day. What we need are story arcs exploring their story and building on their existing lore. And some explanations, or at least hints, of Odysseus' larger/longer term goals. Of course, he doesn't actually have to have larger/longer term goals that make sense. (In terms of the usual goals of supervillains.) Maybe he just kinda stumbled into the role, and now the whole thing has a life of it's own. Maybe he's riding a tiger and simply can't get off... Maybe, one day, he's frustrated at some business stuff that he'd just as soon handle more, ah, directly. "Boss, I know some guys" says his ever loyal bodyguard (who has a questionable background of his own, maybe he's from Striga, one of those "boys")... "But yah gotta act the part to earn their respect. They don't give a rat about money or celebrity stuff." And then he discovers he likes that role. A businessman who is corrupted rather than corrupt.
  8. Working with stuff in the Navy that I can neither-confirm-nor-deny the existence of, I've said exactly that to shipmates... "Hey, $GUY_I'VE_KNOWN_FOR_THREE_YEARS, show me your ID".
  9. - Took my Rogue redside to the Nerva Archipelago and collected a tip from even level (not grey) mob. - Took him Blueside to The Hollows and collected a tip from a grey conning mob. (This should be WAI right? That's consistent with other Rogue abilities.) - Took him to Steel and collected a tip from a grey conning mob. - Took him to Perez and arrested enough mobs that I'm confident I should have collected a fourth tip if any were forthcoming. (Also should be WAI, three total rather than three from each side, but never hurts to check.) Also getting some weird sorting issues... Same character, before and after zoning (several times):
  10. Mixing up things a single NPC can do, meh, not the best idea ever. Let's put a Null on the counter in City Hall instead. Because, yeah, it's a pain to run to Pocket D, especially on a low level character.
  11. There's more to the game than mission doors... Badge hunting and street sweeping will also take you to the rooftops. Rooftops are also often a "safe zone" from ground level spawns. And that's setting aside the zones with vertical obstacles and barriers to surface level transit - The Hollows, Steel Canyon, Boomtown, Skyway City, Striga Isle, Terra Volta, Faultline, Talos Island, Founder's Falls, the Rikti War Zone... And that's just blueside. (It's been a long time since I spent much time Redside, but I recall vertical travel being handy there too.) And that's setting aside the advantage Flight offers of being able to hit autorun and go to the kitchen for a refill while traveling. Or to simply hover in mid air fair out of reach of any aggro. I never encountered that on Live, and I sure as heck don't encounter it on HC. Flight is (and was) far and away the most popular travel power choice I see. And I doubt the changes in this Page will make much difference to that. Even with the changes/upgrades to Super Jump and Super Speed, Flight still has an enormous number of advantages. (It's the only travel power that absolutely, unquestionably allows for one hundred percent safe point-to-point transit.) Obsessing over arriving at a mission door fifteen seconds later than everyone else is just pointless nitpicking.
  12. Pretty much all my flyers take Air Superiority pretty early. Knockdown is handy, cheap, soft control for melee types... And it's really useful for getting pursuers off your tail for ranged types.
  13. The vertical performance of Super Jump at lvl 4 on Brainstorm is roughly equivalent to the performance at lvl 4 on Live. But it looks like vertical travel doesn't actually change that much as you level (so I may be probably am off base here). On Live, I can't really reach Top Dog (via the second story of City Hall) until level 10-12 or so - and guess what levels I start slotting DO's (in Jump and Hurdle) at? (SO's nowadays, yes. But I haven't built a new jumper since the changeover.) Edit to add: Yeah, with SO's in Hurdle and Super Jump a lvl 4 can reach Top Dog even without Double Jump. Probably shouldn't be tossing off ill conceived tests on a Monday morning on my first cup of coffee. I withdraw my earlier post.
  14. Tested (unboosted, unslotted) Super Jump at level 4. Leaping vertically, could just make it to the roof of City Hall in Atlas Park - which is basically the same performance as Live.
  15. Minor/annoying visual bug... Exploration tips appearing in the middle of Valentine's tips.
  16. Previous record: .98 miles. New record, with a little better understanding of how to use Double Jump (get up near the flight ceiling!): 1.28 miles.
  17. I am not required to do so. Please review this post from the GM's. True, but you phrased the statement as a factual one. Hence my comment.
  18. No, thank you. That's an opinion, not a fact. There is a difference.
  19. Double Jump isn't a travel power, it's a tray power which enhances Super Jump (which is a travel power). That being said @Bopper bopped it right square on the nail - my jumpers now have vertical travel and "get the eff away from Dodge" ability on par with flyers, without needing a temp power. (Though some of that is intrinsic to the new scaling, not due to Double Jump.) All for free, and having no time limits like the free temp powers. Otherwise, yeah, it's still Super Jump with all it's disadvantages, ("What comes up, must come down. Preferably not in the middle of a mob.") But it's way cooler and way more useful. My only wish is that it had a little longer duration or a little shorter cooldown. (Something closer to 50% duty cycle rather than the current 33%.)
  20. One of things I like about the Warriors, and it may just be my impression, is that you level up to Talos and you encounter them as a group that hits hard. Much harder than expected, and just as you're starting to feel super too... I've been pondering on some of things said in the earlier thread, and I've hit upon a headcanon that puts a variety of puzzle pieces together. Yes, they're Natural origin and they prize physical development... and this has two effects. First, a bitterly Darwinian competition for status within the group based on physical prowess and (to a lesser extent) on force of personality. Second, yes, they eschew most magic because it runs counter to their physical prowess uber alles philosophy. (And the only thing they hate more than magic is artificial (read: scientific or technological) enhancement of physical abilities. Philosophically, the Freakshow and the Warriors are natural born enemies.) But not all magic is created equal. A mage is one thing, an artifact user is something else entirely. But only very specific artifacts, they won't use staves that throw Magic Missile or Fireball - but a stave that adds damage, that's right up their alley. Why? Because it works with and enhances their natural abilities rather than granting them abilities they wouldn't otherwise have. That's why they're artifact dealers - constantly seeking and sifting for artifacts that meet their narrow definitions of acceptable. (Also, they aren't stupid, dealing in stuff they wouldn't use keeps other contacts and dealers happy, and business depends on good will. Right?) And that circles back to the competition for status... because who gets to wield those scarce artifacts? Someone who has proven themselves worthy of doing so.
  21. - Copied a character with souvenir over from Live, logged in, received that badge as expected but didn't receive any messages that it had been awarded. (Bug report here.) - Ran Flux's arc via Ouro, received the badge and message as expected.
  22. Both of these. And I don't know about Redside, but with an Icon in Atlas, why does Ms Liberty even need to be a tailor anymore?
  23. Nope, no additional information needed. The linked page lists Hero, Villain, Praetorian, PVP, Co-op, and Echo zones - all sortable by level. One stop shopping for all your zone and level information needs.
  24. Just a tip: HC has it's own (though unofficial) wiki now. Paragon Wiki is 'frozen in time' as the game was at Sunset. HC Wiki is (slowly) being brought up-to-date to match the current game. https://hcwiki.cityofheroes.dev/wiki/Main_Page It can also be found linked off the "More" menu at the top of the forums.
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