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UltraAlt last won the day on July 3
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Team Transporter - vehicle customization
UltraAlt replied to UltraAlt's topic in Suggestions & Feedback
Possibly, but it is a base items that some people use for portals in bases already. Correct. -
I think I can easily say that I have not frankenslotted an IO sets enhancements less than 5 times. I'm thinking maybe one of the brute or tanker ATO sets (off hand I think that there is a corruptor one that I might contemplate 6 slotting, but often times the proc for this set doesn't fit with my character conception so I don't use it) That is to say, only slotting IOs from the same set in a powers available slots - which may be the broader definition for frankenslotting versus slotting IO set enhancements from more than one IO set in a power.
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I really don't deal with the low level IO sets myself. They cost what they cost at this point based on their usefulness. I'm going to assume you are talking about IO sets that have a low maximum level. My experience is that IO sets sub 20 or 30 something just don't yield percentages of stat increases that come anywhere near that of an SO. I generally am putting 2 ACCs in almost every power unless that exceeds 2.0. I want to make sure that I'm hitting a large percentage of the time. So putting in an SO that adds some 30% versus 20 or three enhances of an Set IO's that can't even reach that percentage of increase doesn't make sense. And then there is the number of slots available at the lower levels. Personally, I never saw a use of the lower level IOs other than some sense of self prestige one my feel from having the inf to slot them. (Again, I haven't really looked into the price of slotting low-level cap set versus slotting SOs) I will say that I'm almost alway slotting a Panacea proc as soon as I think I can pick a slot for it at level 10 or higher.
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Team Transporter - vehicle customization
UltraAlt replied to UltraAlt's topic in Suggestions & Feedback
It isn't a temporary power. It is a Prestige Travel power. They have customized the stances. I see no reason that this can't be handled the same way. You can color customize portals. Heroes and villains already have different vehicles that show up when the power is used. I'm assuming Praetorians may have a different vehicle. -
Team Transporter - vehicle customization
UltraAlt replied to UltraAlt's topic in Suggestions & Feedback
I think this could be done through the power in the customization window. They would all operate the same. It is simply power customization. -
Team Transporter - vehicle customization
UltraAlt replied to UltraAlt's topic in Suggestions & Feedback
Oh, I forgot the obvious blue callbox. -
I have way too many characters to do this.
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Team Transporter - vehicle customization You know - the flying vehicle that shows up when you use Team Transporter. There are a bunch of assets in the game that could be used, from Sky Raider vehicles, to helicopters and jets. Honestly, I don't really see the harm with a car showing up, but I guess it would look weird if it appeared in a body of water (same with a boat showing up on land - which would be more likely the case). I can't think of any other vehicle options that we have that could be used. (Though it would be funny to have the Mole/drilling vehicle show up for a means for team transport!) I don't think that there is a sleigh asset in the game, but that would be fun as well. I guess summoning up a mystic portal (a base portal item or the VFX for teleporting while in flight mode with the Sorcery set) for the VFX for Team Transporter could be an option as well. Other options might be say a dragon (easy enough to make with the costume creator) or bird creature. I suggest these two as they could show up flying like the current vehicles. I really started thinking about customizing this power when a friend and I were playing Marine Affinity characters, and I was joking about summoning up a dolphin to take us to the next mission.
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Process to request alterations to Homecoming Policies
UltraAlt replied to Kistulot's topic in Suggestions & Feedback
I think this would be better discussed in a new thread in this forum section, but I would like to see what you think about gadgets and utility belts (a primary and a secondary?) versus traps. I've made many suggestions that I'm pretty sure are unlikely to happen, but I have made suggestions that ended up in the game (did other people suggest them to? I'm assuming so) and I have been directed to things in the game that I didn't realize were there after making a suggestion. At any rate, I think it is fun to discuss suggestions that I am or might be interested in .... in their own thread and, hopefully, individually by topic in this forum. -
I'm just wondering which servers forum-goers game on and how often they think they game on them.
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HC needs to develop a policy on memorials.
UltraAlt replied to Greycat's topic in Suggestions & Feedback
I didn't read through this whole thread. I have already posted some of the ideas that I posted in previous threads about this. Maybe I'm just another voice of reason to say that you have tools and should use them instead of putting pressure on those that volunteer their time to keep this game running. Maybe you don't care and just want to argue. I don't really care. I made my point. Dismiss it if you like. I'm not going to be the one to keep this thread going when it is at its end. -
HC needs to develop a policy on memorials.
UltraAlt replied to Greycat's topic in Suggestions & Feedback
@Kistulot Players do have the power to implement things in this game ourselves with the tools that we have been given. We do have ways to build their own memorials in game for those that have left us. It could be in a base, and it definitely could be an AE mission(s). A base could be built for a single character memorial. A based could be built a memorial in general with simply a listing of names. Could even have a passcode Memorial-[insert base number here]. A single room in a supergroup's base could be made a memorial. An AE mission could even be labelled as a "memorial" either in a title and/or a new [xxxx] tag (if there already isn't one). It could feature the player's most known character(s) and there is plenty of space for dialog and lore about one of our fallen players and their character(s). I think a memorial AE mission is the most forward facing. I think that would be the easiest to find if people were looking for it. You're not just going to stumble upon a base with a memorial, but, through naming and/or tagging of an AE mission, people that wanted to look for memorials could easily find them with a search. -
I would agree. For a starting player. But you are trying to avoid complication, then you have to be careful about the power sets you pick. Some power sets are much more complicated than others; dual blades and titan weapons are good examples. From the mastermind side, I would say traps falls into the same category. Are you going to power level or actual play the game? And are you more focused on mini-maxing than experiencing the game through character conception? If you play through the game and level at a moderate pace, you can sort of feel where your character is weak and pick your next power and slotting to try to cover up that weakness or focus on building up where you are strong. That is really up to you. You can gimp yourself - but you have 1000 character slots per server. If it doesn't work out you can build another character. -or- You can /respec a character every 10 levels or ... even more often .... if you buy respec recipes on the /ah. /respec basically dumps out all your enhancements into a tray and resets you to square one and lets you pick your powers from scratch. You can't change Archetypes or power sets with /respec, you just get to repick all your powers and slotting. And, honestly, I would just pick what is fun. We are here to have fun. But, of course, I'm of the mindset to tell you to make a bunch of characters that you think are cool and then play them in some kind of rotation ... like when you get the feeling to play that kind of character. If you do pick a Mastermind, I would suggest robotics/electrical affinity and running in defensive mode. The electrical powers tend to chain, so you can use them on a nearby robot and it will - most likely - affect your character as well. While in defensive mode, your robots won't attack until you or one of your robots is attacked, and then they will target the attacker. Defensive mode also means your robots share their hit points with you; they act like ablative armor. When you get hit, they take damage as well as yourself. The combination works really well as robots tend to stay close by while in defensive mode. If you are running heroside, I would suggest not using x2xp and start by going to your character's origin contact in the basement of City Hall. They are old school arcs, but they are good at progressing you through the leveling process and getting you used to using your powers. Remember that every enemy group has it's strengths and weaknesses. Sometime it take time to figure it out, but is what makes the CITY fun for me.
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I can understand it from that perspective. I took it to mean the missions during leveling and not the actual ding-ing.
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I strongly disagree with this statement.