Jump to content

Doc_Scorpion

Members
  • Posts

    1687
  • Joined

  • Last visited

Everything posted by Doc_Scorpion

  1. 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.
  2. 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.
  3. 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.
  4. Minor/annoying visual bug... Exploration tips appearing in the middle of Valentine's tips.
  5. 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.
  6. 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.
  7. No, thank you. That's an opinion, not a fact. There is a difference.
  8. 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%.)
  9. 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.
  10. - 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.
  11. 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?
  12. 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.
  13. 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.
  14. As they say [[Citation Needed]]. Plenty of people are open to changes in the game, a quick perusal of the Beta forum should make that quite clear. What people are against aren't changes. They're against ill thought out changes that break some of the fundamental design assumptions behind the game. Removing pre-requisites, removing pool power limits, moving certain very powerful powers to inherent... All of these break fundamental assumptions about the amount and type of powers available to the player character. Fundamental assumptions that shape the design of every mob and challenge in the game. As far as throwing shade... Don't you remember how that turned out barely twelve hours ago?
  15. Yup. And Hover's fly style (suddenly stopping and spilling your drink) also trumps Fly's (gradual slow-down and stop).
  16. <Rueful grin> Yep, that's kinda what happened... When I first loaded the character, I zoned Ouro->Atlas and customized Flight (because Afterburner did not appear in the menu)... I assumed that also should have customized Afterburner. (And you know what "assume" means!) When I logged in just now, she was in Talos, I went to Steel, and there was Afterburner in the tailor's menu. And it customized just fine. That being said, if the opportunity arises, a Minimal FX option for Afterburner would be nice. Not necessary, but nice.
  17. Not sure if this quite qualifies as a bug or is WAI... Logged in with a character who had completed Frostie's arc, the badge was at the top of the "Most Recent" list - but there was no message onscreen or in the appropriate chat tab.
  18. You can sort this list of zones by level, go the appropriate zone's page, and then click on the Vidiot Map link in the info box.
  19. Presumably the same way using the /thumbtack command works when you feed it coordinates from HC wiki - you have a vertical coordinate as well as the two horizontal coordinates. (And yes, /thumbtack will accurately locate badges that are off the ground, I tested it.) @Nayreia, does the system have vertical coordinates?
  20. As @Greycat said - you don't understand cost/benefit. Even with just the default slot, as an inherent (or at least not costing a pool pick), Hasten will have a significant effect on total game balance. Hasten has significant benefits, and that must be balanced by significant costs. Requiring two slots out of the 50-60 odd every character gets is not a significant cost. Hasten is unique, and uniquely powerful, because it boosts the potential effects of practically every other power in the game. It's not a defense buff. It's a defense buff, and a healing buff, and an attack buff, and well... a practically everything with a recharge buff.
  21. Be sure and submit a bug report in the Beta Bug forum... Bug reports tend to get lost in these busy threads. https://forums.homecomingservers.com/forum/54-homecoming-beta-bug-reports/ You don't need a second jump location... With Double Jump active you can "jump in mid air" - I.E. if you keep hitting the spacebar, you keep jumping (gaining altitude). Starting from ground level, you can get about 98-99% of the way to the flight ceiling. I think it's safe to say that if you have a clear jump/travel path, there's (now) almost nowhere you can go with Flight that you can't reach with Super Jump. That being said, Flight still has a variety of advantages.
  22. Logged on my my Kat scrapper and everyone who responded to my ask ("can you see my Katana?") answered in the affirmative. Per @Faultline Tested the /thumbtack parser, and you can indeed cut and paste directly from HC Wiki to chat and the thumbtack will appear in the proper location (on the map and on the ground, tested by flying to the location). Also, huge thumbs up to the clickable /loc and /whereami links. I'm not sure where I'd use them on the Live servers, but they sure made testing Double Jump easy/fun.
  23. Just tested Double Jump... and OMG! I could almost reach the flight ceiling and covered 1725 yards horizontally* (vice 404 with it off). I. Am. Lovin'. It. * Started testing in Bricks, had to move to IP because I could jump War Wall to War Wall (N-S) in Bricks...
  24. That would mess up the intended purpose of these tips... Which is to help people earn the Long Range Teleport and the necessary beacons. That being said, the new /Thumbtack command accepts the location information in the HC wiki, so it's just a simple cut-'n-paste job and edit out the comma's. That'll make it faster/easier to find them.
×
×
  • Create New...