-
Posts
4503 -
Joined
-
Last visited
-
Days Won
6
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by UltraAlt
-
-
oh, I guess it is time for this one again ... and in case that one doesn't work for some reason.
-
Increase Drop Rate for Interrupt Reduction Enhancements?
UltraAlt replied to CraterLabs's topic in Suggestions & Feedback
Yeah, well, I don't stealth missions, so, yeah, I guess if you are doing that then I can see the reason to slot interrupt reduction enhances. -
Most of the time, I don't ever use mission-drop powers unless it is a summons and, yeah, then I use them when there is some big bad that is kicking at team's butt. Honestly, I don't even use the day accolade power from https://homecoming.wiki/wiki/Gladiator_Badge unless I'm in that same sort of situation, and I could go recharge that by just parking in an arena or PvP zone ... but I would rather be parked to get time on https://homecoming.wiki/wiki/D.U.S.T._Ranger_Badge
-
Increase Drop Rate for Interrupt Reduction Enhancements?
UltraAlt replied to CraterLabs's topic in Suggestions & Feedback
wow. I don't think I've use an interrupt time reduction enhancement since sometime before the Sunset. Interesting that you can slot them in rest. Can you explain the usefulness of slotting one in teleport target? I only think I've ever used that power in non-combat situations. -
Superheroes and the problem of scale
UltraAlt replied to Billbailey96's topic in Comic, Hero & Villain Culture
We have two different sets of things going on here. The street-level superhero(s) and team-up books with much more powerful heroes. For the most part, a street-level superhero (even duo or team) are generally not going to fight intergalactic invasions or pandimensional threats. JLA (and JSA, etc.) combine heroes of multiple levels. The team books tend to bring together the most popular characters regardless of how powerful they are and tries to balance the threat to those that are in the team. With your example of JLA, we have power-levels from Batman to Superman to begin with. Batman (at least back in the day) always tended to be the "brains" behind the JLA (forget the fact that Superman is supposed to have a super-brain and can calculate things at super fast speeds). Batman wasn't going to be able to punch/kick/gadget to defeat intergalactic opponents but he was able to plan a strategy for the others to use to defeat the foe. Same kind of thing goes for the JSA, if Green Lantern, Doctor Fate, and the Spectre have their hands full with an opponent, it is unlikely that Wild Cat is going to be able to punch the enemy unconscious. In these kind of team books, they used to try to balance the story to give each character something to do instead of putting them in too far over their heads (unless it was a setup for someone else to come rescue them). I don't even know where they have gotten to on all of this in the comics these days. I stop my subscriptions a good 10 years ago or more as the new wave of editor/writers finally managed to get there way into books that had managed to avoid many of the wide sweeping changes and crossovers that had already been happening for decades at that point as they were trying to remain true to the feeling of the books instead of changing to try to attract a larger demographic. Plus comics were getting just too damn expensive. (It is a comic book. I don't need some heavy weight cover, glossy pages inside, etc. I was fine with the newsprint ... baxter paper was as far as it needed to go if that meant keeping the costs down.) -
Oh, it's floating off the way that you pushed it, and it's aggroing more enemies as it goes. Just like knockback, you have to figure out how to use tactics. That being said, I know most players just want to "Hulk smash!" at level 50 in the end-game these days.
-
The character was made as a team mentor (more or less). They mainly healed and buffed. I would get off shots when I could, but, like teams seem to do, when there is a "healer" on the team, the tend to get more reckless - which means if you want to keep them alive, you have to concentrate mostly on healing them and getting in some blasts as end is available to do so. I know on that character I would get pretty pissed on teams because I was too busy protecting/healing and empowering the team to get much fighting in. I'm far better at avoiding defeat then many players that I have seen. A team might sucker me into falling once, but it generally won't happen a second time. On that character, I didn't seem to be getting much of either. My melee characters (tanks and scrappers at the time) and blasters were able to get enough infl to slot. I kind of remember that controllers had it rougher than tanker/scrapper/blasters. Defenders were the worse and empathy defenders were bottom of the barrel ... and that character was an empathy/electric defender. And, yeah, they play much better now than they did back then. I honestly can't say how well the gain inf (because I PvP /AH) but they appear to gain XP at the same rate as the rest of the teams I'm on at this point. To me it seems like the system change to equalizing xp across the team happened sometime after the invention system was released. maybe within a year or two, but, with the release of the invention system, I was happy enough just being able to completely slot my characters.
-
Dimensional Shift isn't as bad as Black Hole. Black Hole phase shifts enemies so only phased shifted characters can attack them. Dimension shift phase shifts an area. Characters/enemies inside the field are phase shifted. Players can travel in and out of the field while it is active. So it doesn't slow down melee characters at all, they can run right up in there and fight. Meanwhile, ranged characters can jump into the field, set off an attack or two, jump out so they are no longer phase-shifted/can't be targeted by enemies inside the field, and then jump in again when they are ready to attack again. But, yeah, I fully understand that there seem to be a good number in the player base that only know how to steamroll/"Hulk smash!".
-
Then I'm glad that others are providing blood sacrifices to the "Tree of Homecoming" through respecs, because I'm sure not doing them. I've done less than 5 since I've been back, and I think it is closer to 3. It has been years since I've done one.
-
Learn how to use knockback. Slot up KI push with 2 acc, 1 recharge, and a knockback. If it fits character conception, slot a https://homecoming.wiki/wiki/Blistering_Cold:_Recharge/Chance_for_Hold Make it your autofire power. You can even corner bosses with Ki Push if you slot it up. It works as soft hold. If you are on a team, you need to find a corner or, at least a wall, to fight your target to limit how far they are knocked back. Close into melee range and keep knocking them back into the corner or wall as soon as they start getting on their feet. If it fits character conception, adding a https://homecoming.wiki/wiki/Lockdown:_Chance_for_%2B2_Mag_Hold to one (or two) primary powers with a fairly quick recharge is a plus. I haven't run a storm/martial arts blapper, but I can say that have really enjoyed ice blast and dual pistol /martial arts blappers.
-
Was that before the invention system and auction house or afterwards? Everyone wasn't racing to 50. Some of us were never for power-leveling. A supergroup that doesn't play with others is generally useless. What is the point if you are in a supergroup and the other members don't team with you ... oh, it gave prestige for the creator of the sg... There were plenty of great supergroups that weren't into power-leveling. They weren't useless. They were fun to run with in my experience. not to everyone that plays it.
-
Homecoming forums no longer showing up in google searches
UltraAlt replied to Octogoat's topic in General Discussion
clear your cookies? -
About the relative difficulty of fights in this game vs. others
UltraAlt replied to temnix's topic in General Discussion
I can say anything about new games. I think the newest game that I've played is Card Hunter. As for difficulty, it is what you make it in CoH. I like to find a difficulty level where I have to think about what I'm doing to survive most situations but can still get in over my head if I'm not paying attention. Unfortunately, I'm not always on teams that think the same way. I have a good friend ... I'm older than the hills but younger than the mountains ... and who is pretty old as well ... they just wants to have a good time and is more interested in talking about other stuff than actually playing the game most of the time ... or so it seems ... so I have to appreciate that and relegate the difficulty to something that I know I can handle when they are too busy ranting about Doctor Who or what is going on in the MCU to be actually paying attention to what is going on in the game (they may even been watching tv at the same time for all I know.) I guess my point is that some people aren't hardcore gamers. I know I'm not a hardcore gamer, but I do like a challenge. I like being able to manipulate the difficulty to fit what I think my character and/or team can handle. I don't end-game. I'm playing the game (the leveling content), and it is much easier to adjust the difficulty and find enemies that meet the level of challenge that I think I can push to handle or flee to fight another day. And, yeah, I have no problem running away. If I can't run away far enough in a mission, it's out the door. If I'm already outside it maybe up into the air or leaping across rooftops. At the same time, I have no problem with turning around a taking out the straggler(s) of a mob going back to their starting point. -
A controversial topic: is it time to make all items free?
UltraAlt replied to Yomo Kimyata's topic in The Market
Yes. I like the PvP of the AH, so thumbs down on this one. -
I'll always go with character conception over mini-maxing. Psionic Armor is on the test server, so won't be long for that.
-
Your puking muddy dishwater? Why is your dishwater muddy, and why are you drinking it in the first place?
-
People have said it the game didn't work this way back then, but it sure seemed to based on my experience ... that is to say... Back on live before the invention system and the auction house, I had a defender. An empathy defender with electric blast and leadership powers. (I don't even think we could email inf to ourselves back then; even if we could, I didn't have enough to go around). I couldn't scrape together enough influence to by TOs to fill all the character's slots. I would be on a team healing and keeping the team rolling but wasn't dishing out much damages. The way I remember it, xp wasn't really shared across the team and it was related to how much damage you were dishing out. Characters would be dinging repeatedly all around me with my character making barely have a level, not getting many drops, and not getting much infl because I wasn't dishing out much damage. Then came the IOs and the auction house. What I needed was inf to slot my characters ... my many characters ... across the shards ... the multiverse as it were ... And so crafting and trading, I made my way to gaining enough inf to slot my characters and dabble in set enhancements .. always leveling and creating (until slots were full ... which really didn't take that long back then). As time when on, teams started sharing the xp and infl. Things more balanced out. That was long before the Sunset when that multiverse winked out of existence. Is it really necessary to craft and work the auction house for inf? No. I could tell you to farm, but I'm against that. You could join some high level PI scanner mission teams and level-lock your character if you don't want to out-level content. I setup an email to forward myself stuff. I have several in fact. One is just for infl. I reply to that email and post what influence I want to send for a character. On another character, I have some influence I want to move. I go to the email that has the amount sent by the other character, I take the inf and delete that email, then I go to the email to send inf, reply to it, and add the total amount to send in that email. I know the cap is higher, but I make my cap 500 million per email. Once one has the full 500, then I leave that one alone and start a new reply email and do the same thing. When I make a new character take some of that loot from email. When I need some on a character I take some from email. When I spread some influence or stuff around, I pull from what a character has on hand or from email. AH trading is PvP. It does take some getting used to. If it isn't your thing, then I understand.
-
If this is the angle, than how about having the stores buy non-set IOs for a set price per level? In general, you can't sell non-set IO's on the AH for what it cost to make them before memorizing them and, many times, not even for the cost of them if memorized. I'm assuming it would be some low ball amount like one would get for selling non-invention enhancement at the stores. What do you think would make it it a fair price for each 5 levels taking into account the reduced return for selling to a store instead of using the AH? (level 10, level 15, level 20, etc.)
-
So is the issue the game itself or the part of the community that you are running into? The community is very different based on the server you are on, the time of day that you play, and the level of content you are trying to participate in. The push to power-level to 50, only run 50's, and speed run everything is annoying to me, but I have found it easy to avoid most of that other than stumbling into a speed run or having a 50 try-to or turn a normal leveling run into a speed run. That is to say, regardless of how many or most people are playing the game there are a good number of people are playing the game that he way that they want to play it by soloing, creating their own teams or sgs, rp'ing, chatting it up in general during missions, etc. On the hero side, you can still go to the Origin contacts (that have missions through level 50), but you have to go to them yourself. Your characters are no longer directed to go to them.
-
What "the enhancement" are you talking about? Well. You can look them up in the wiki or read the detailed information while hovering over them in-game. Performance Shifter: Chance for +Endurance This enhancement adds a chance to grant the target(s) an infusion of endurance equal to 10% of the target's maximum endurance. This effect will trigger approximately 1.5 times per minute. Its minimum proc chance is 7.25%, and its maximum is 90%. - https://homecoming.wiki/wiki/Performance_Shifter:_Chance_for_%2BEndurance or say Touch of Death: Negative Energy Damage This enhancement adds a chance to inflict minor negative energy damage upon your target(s). This effect will trigger approximately 3.5 times per minute. Its minimum proc chance is 10.25%, and its maximum is 90%. - https://homecoming.wiki/wiki/Touch_of_Death:_Negative_Energy_Damage You can start here: https://homecoming.wiki/wiki/Enhancement_Sets Then pick the kind of sets over on the right and it will send you to the graphic table with the all the different sets of that type (or just scroll down through them all). Proc will be on the right side of each listed enhancement set.
-
Yeah, I have only minorly tinkered on the villainside since since Homecoming has been up. I only played it though to 50 on one character on live ... because I paid for the content - which I paid for mainly for the supergroup base, getting more character slots, and supporting the game. I seriously can't remember content with Arachnos fighting the Council or the other way around. They always seem to be separate ... in what what I remember seeingin the game. Maybe I'll have to take the time to go look at that base. I have been through Sharkshead and I never noticed it. Okay thanks. Can't say that I have even read 1/10th of the wiki. Really never had any reason to go there and read the Council one for sure. I feel that Arachnos NPC treat villain PCs as lackeys and useless fools to be manipulated for their own NPC gain. My villains are all independent of Arachnos. All the industry laborers in the Isles seem independent of Arachnos as well. I'm not sure I'm seeing any plundering benefiting that PCs that work for Arachnos or the other contacts/con-men/etc. on the villain side. My villainous game play at this point is mainly focused around getting and running mayhem missions. And I haven't been actively doing that for a long time. Oh, sorry, I didn't realize we were back on that again when it came to this topic. I thought that was related to the original topic. I'll try to remember this whole thread is about the role-playing aspect versus mechanics. (I do feel that the role-playing is part of the gameplay) The comment "I mean, that's the point of the reputation system, isn't it?" threw me off. Seemed to be mechanics question.