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Chris24601

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Chris24601 last won the day on February 7

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  1. Nope. I remember those horrible missions from live and they not only didn’t say a word, the two minions packed in next to them as they cower in a corner seemed to have their threat detection turned down to practically nothing since you can run right past a dumpster they’re all behind and they won’t even twitch. Now some of this depends on the missions you’re running. It primarily crops up in the issue 0-6 missions with objectives like “rescue the police officers” (14 left to find) on an Oranbega map or a number of the Portal Corp missions in city maps, ruins, or graveyards. But yeah, on those they’re always dead silent (and always have been) until after you’ve rescued them.
  2. Instead of faster animations, how about just ones with more movement to fill the animation time? ex. Staff’s activation times aren’t any faster than most of the other melee sets, and in some places are worse, but because the animations include a lot staff twirling to take up that time, it feels a lot smoother/faster than broadsword where it’s often a fairly basic swing or chop, wait for it to reset to neutral, then see next basic animation. It might be interesting to see what the staff animations with, say a broadsword or axe positioned in place of the staff, would look like (basically need to keep the handle in the right spot relative to the hands compared to the staff where you can shift your grip along its whole length).
  3. My suggestion would be the “Guardian of Forever” badge obtained by re-doing the Laura Lockheart arc in Oroboros and changing the original ending to save her. Because being a true blue hero means it’s not good enough to stop the Council/5th war, you go the extra mile to save everyone you can.
  4. Ask aside, the main reason for contact level bands is that, with certain exceptions, most of the mob groups are themselves level locked and built for certain levels in both the number and choice of powers. Even with scaling hp and damage, no mob with just a pistol and punch attack like the starter Hellions and Skulls have would be threat to a character in their mid-20s. That’s why villain groups that have a long time presence have different mobs in different level bands. One reason the Praetorian mobs hit so hard in the early game is they’re built to with all the powers they’d need to be a challenge all the way up to level 24, but you’re facing them with a single digit level tool kit. Now, with that in mind, I could see an argument for expanding certain contact level bands… to the max level of the mobs they send you against. Ex. Clockwork can spawn at up to level 20, so let the early contacts that deal with the Clockwork give out their missions until you reach level 20. Vanilla Banished Pantheon* spawns from 21-29 so let the contacts handing out missions for them do so through level 29, etc. * while they have no current missions in the 30-39 range, the BP do pop up again in 40+ content so, if such an approach for contacts were done, it might be worth building some intermediary BP mobs to fill that range as a sort of lead up to the BP ultimately supplanting even the Circle of Thorns (whose story arcs end with your defeat of the Envoy of Shadows pre-level 40.
  5. Not a punishment perhaps, but it should also not be required to turn it off just to not out level the moral choice at the end of a normal single faction playthrough just because you accidentally got too much patrol XP. Which, as a reminder, is the ask… smooth out the level bands enough that you don’t have to resort to turning off XP just to do a complete single faction playthrough. You’ll also note I don’t think it takes a radical shift. 1-12 for Nova, 8-18 for Imp and 14-24 for Neutropolis. Keep the exit missions at 20.
  6. In terms of maps, I just replayed the Last Gasp of Praetoria arc for the first time since coming back and really appreciated the large outdoor and forest trails maps as being really good for some stories I’d like to tell. Relatedly, I would love to see versions of the existing outdoor forest maps wizard the physical war walls removed (just have the usual blue barriers for those edges). One of the most jarring things when doing a number of the Portal Corps mission is when you’re supposedly going into a wilderness dimension untouched by man, but there’s that obvious Paragon City war wall right there. Having versions without those for both the appropriate missions and for AE missions would be fantastic (I have a bunch of post-Praetorian War stories in mind, but it’s a real struggle to find appropriate maps).
  7. I’d like to see some of the melee sets have their throwing knife ranged attack swapped out with some of the shockwave options you see the Knives of Vengeance using.
  8. I’m not entirely sure they have a point. They’re so deep into rant mode they are ranting just for the sake of ranting. I mean, even if they’re right, what the heck is anyone supposed to do about it? Does anything even NEED to be done about it so long as enough donations come in each month to keep it running? It’s literally just doomposting to try and make others feel as miserable as they do. The real bone of contention is likely that they can’t stand that we aren’t playing the way they think we should. How dare we have fun in unapproved (by them) ways.
  9. The rare times I actually did a Mayhem Mission, I always stealthed to the vault door and psychically knocked unconscious anyone who actually noticed with my extremely buff brain before zipping out of there. Zero casualties. Thanks to the “find contact” button and various other contacts you can approach without needing to be introduced by a broker, it’s pretty easy to level up without doing much that is more wicked than stealing from other criminals. With the right power sets/pools it gets even easier to envision a rogue who doesn’t kill anyone executing their plans. Heck, with a psychic powers build I can even justify “eliminate all witnesses” as my toon erasing all memories of my presence there when I knock them unconscious.
  10. If you wanted a real supervillain experience, after leaving the tutorial, Redside 2.0 would dump into a dark room with no obvious exits and an AE interface to assemble your plans and unleash them upon the world. 😆
  11. An issue I've run into repeatedly in the Mind Splitting Headache Rogue tip mission is that the final radio you need to complete the mission has no identifier to find it. If you kill everything in the mission a final enemy triangle appears with '???' as its name, that seems to indicate its location (though if so, three out of four attempts its spawning inside geometry), but a GM has said that's actually something else and it just happens to always be where I've found the radio on the times I've found it. However, this time the GM found the radio 100-ish feet from that marker. So either its dropping far outside the normal distance you'd expect from a tag to find it -or- its spawning with no tag at all and no way to find it but search/clear the entire map looking for it (and its NOT super obvious in the Rikti geometry). Anything you could do to make that be less of a chore would be appreciated.
  12. Eleven. My Widow (which went Rogue ASAP after creation) is gone once I’m done with Hardcase’s “make money protecting St. Martial from demons” arcs (basically the highest level villain-exclusive arc I’ve found) and run through all the Rogue tips at 40+ once each (John Houston, while technically Rogue content, is positioned Blueside). Fortunately, there’s a number of Rogue-ish arcs in the earlier levels and access to First/Night Wards, RWZ and the Blueside rogue-to-hero tip missions can be a good palate cleansers across the 20-40 range. Ultimately, once you hit Grandville all the content there leans heavily villain. If you’re merely a Rogue it’s time to get out of dodge at that point. And that makes sense in terms of the alignment system’s original intent. Rogue and Vigilante were meant to be transitional states… an extra two days of grinding to get through with just enough content to carry you through to full-hero or villain. If you were going Rogue at all it was to transition to being a Hero. That’s changed a bit in Homecoming with the effort to put in some legit rogue and vigilante content, but it will realistically take more work than the current Dev team can really afford to meaningfully change that. I would say though that the John Houston arc being set in Paragon City is the model that should be used for Rogue-focused missions in the 40+ range. If you’re not out to be an Arachnos lackey then you have no business being on Grandville so placing future Rogue arcs in Paragon (and Vigilante arcs in the Isles) justice makes sense. Paragon City is the alternate zone for Rogues uninterested in Arachnos villainy. In lieu of massive original content for rogues and vigilantes, I’d suggest parsing through the existing contacts and arcs of the respective sides and opening ones that are “close enough” to rogues and vigilantes respectively. I’m betting you could find at least one arc per level band that could crossover (ex. a vigilante might not like Arachnos proper, but Marshal Brass is a pretty “reasonable authority figure” just trying to keep his city from exploding due to Aeon’s nutty schemes and “the enemy of my enemy” can justify it). Similarly, any of the arcs that reward you with cool temp powers because you held onto the artifacts/devices afterwards are probably justification enough for a rogue to be interested (if they’re being paid they’re good). The idea is to fill in that middle ground with more options for as little effort as possible.
  13. Recluse is a social Darwinist who believes in survival of the fittest. If Longbow is more fit than the villains of Nerva then the villains deserve what they get. But yes, Longbow in general often comes off like a “villain with good publicity” both due to ill-considered unfortunate implications and the limited AI of mobs. My favorite unintentional war crime was that my character, a Widow so no criminal record in Paragon City, while dressed in jeans and a t-shirt, comes across a cowering woman being threatened by Longbow troops (for having psychic visions she can’t control) and they immediately turn and open fire with flame throwers. Yeah, the mission is CoV launch old so the threaten and cower was all they had for such mission objectives back then, and the AI has no idea what costume you’re wearing, but it’s still unintentionally hilarious to have it look like some scrawny girl walking around the corner and getting hosed down with napalm because she’d witnessed them threatening an innocent woman. Then I went and did Bane Spider Reuben’s arc where Longbow is using mind control to brainwash people into being a private army they plan to conquer a sovereign country with… because mind[bleep]ing people into fighting and dying for you is exactly what heroic organizations are supposed to be doing… said no one ever. So at this point, I justify Recluse allowing Longbow’s presence on Nerva as Recluse accepting them (and his grandniece who founded them) as the true villains they really are (I’m kidding… mostly).
  14. There’s also a fourth repeatable contact; the guy by the distant zone portal to Cascade that you talk to briefly before going through. He’s unlocked by doing enough missions for the General that he introduces him as a standard contact. Further, while it’s quite long, Quarterfield is a task force (ergo repeatable) with no AVs in it… so it’s soloable (and will be scaled according to your difficulty settings). That said, if they wanted to put resources into revamping it I’d be quite happy (replace the generic soldiers with Vanguard troops), drop the rock with the Nemesis base on it (the models exist from the RWZ mission) somewhere in the Cascades or Chantry (and add some 40+ rocket troopers for Nemesis with the retro jetpacks on their back). Heck, since it’s technically run by what was Vanguard before there was a Vanguard, make it accessible through the RWZ by all alignments and drop a few unscrupulous type contacts in there for a few villain/rogue repeatables (akin to the repeatable alignment contacts in First Ward). That way the effort of updating it would be of benefit to everyone and not just blue side or red side.
  15. Thanks to trick or treat badges I finally got enough at one time for a common costume, which I’ve decided will go to my Widow so they can have a helmet on and off look (in addition to all the other slots). Yeah, the drop rate is low enough and the return on the auction house high enough when you’re funding your toons off regular gameplay (I don’t have time for farming or playing the market) that nearly all mine are up on the auction house along with all the converters I buy after I hit 30+ merits. But that’s going to make actually using them on a costume for a fresh toon actually a special treat for me… something I probably wouldn’t appreciate if they were dropping often enough that I wasn’t always tempted to drop them on the market for the inf infusion (10 aether is and 20-ish million… or 2-3 archetype origin enhancements; about your only early source of good set bonuses before level 27+ and always really nice to have in the lower levels… especially recharge and recovery bonuses when you’re power and slot starved). So, yeah, their present drop rate is annoying for the instant gratification part of my brain, but the “special treat” reward center of my brain I think will provide me a lot more enjoyment in the long run, so leave it alone.
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