-
Posts
4507 -
Joined
-
Last visited
-
Days Won
6
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by UltraAlt
-
/loc move a bit to the east /loc move a bit to the south /loc jump up on a building /loc You can figure out the coordinates fairly quickly if that is something that is useful to you. But with the thumbtack, you can just google your explore/history badge coordinates and just drop them in. If I really want explorer badges in a zone (and I don't already know where they are), I just streets sweep in the zone and run the exploration tip missions that drop. I think that was a great addition to the game
-
-
-
Well, I have two things on that. Does it really have that same impact on the level 50 task forces as it does on the lower level task forces? I am assuming that it will be more likely that people will jump alts to play the task force multiple-times (by playing multiple characters) when they are WST. So that may have an impact. You don't need 8 to run a task force. Usually at least 5 is enough to complete most of the task forces that I've run on. I think I even did a Moonfire with 3 or 4 and ended up completing it with 2 on the team.
-
I think you have a point there. Incarnate players are already going to want to play these for the salvage needed for T4. Since there already an incentive for these, there is no need to bog down the WST with them. And I assume that is why the double merits are there >> so that you will team with others at lower levels. The incentive is already built-in for TINPEX or APEMAGE + lower level characters can not play it. I don't see any reason why these should need to be double-merits. Players make a good amount of loot for adventuring above level 50. Level 50+ can most probably get merits from buying cards packs with inf from running any door mission (or arc) faster than they can from a task force if they are on a full team. As stated, the advantage of TINPEX/APEMAGE is the T4 incarnate salvage.
-
-
ah, found it.
-
https://hcwiki.cityofheroes.dev/wiki/Tactical_Arrow#ESD_Arrow The Electrostatic Discharge arrow is an EMP weapon (Electromagnetic pulse). It's made to fry machinery. You can so see that it is an AoE Hold and Stun. Most of the AoE Holds/stuns do little or no damage. With the recharge time (that I expect to be on it based on the Tier), it's more like a "Everything's gone south! Delay them so we can get away!" power. That's what most of that tier hold/stun powers are for. They give you enough time to get away or at least buy your team a little time. It is largely an anti-tech (robot) weapon, but the same kind of electrical blasts can disorient people. " This ESD ... is even powerful enough to affect synaptic brain patterns. It will stun all foes in its radius. Additionally, most machines and robots will be held and take moderate high damage." The hold only apparently works on machines and robots, but I haven't played an archer in a long time, so I don't know how effective it is. It looks to me like you should slot it up with disorient rather than hold as most enemies aren't machines or robots in this game.
-
I'm a character conception player. Dual pistols are fine on a defender. If you are going to solo, I would suggest a primary set that allows you to heal yourself. You can do that with Dark Miasma with your first power pick. The heal has a - to hit to enemy it targets. You can take stealth powers with defense, and fear powers. You can heal yourself Radiation Emission, and it has good defensive debuffs. They are target AoE fields that cost END to keep active. You can heal yourself with Empathy from the get go as well, but most of the powers are related to buffing team mates. These can greatly augment the power of teams as they increase in size. If you feel like a Challenge from the get-go that won't have a heal, go with Storm Summon and use knockback liberally. They can't attack when they are flying around. Snow Storm, Steamy Mist, Freezing Rain, and Hurricane. But make sure to carry a couple of breakfrees and a bunch of Respites. If you just want to have fun, just make a character based on conception and just enjoy playing what that character is. Any combination is going to work well when you understand what a set does and how to use it to augment a team. City of Heroes was based the idea of teaming and not soloing. Group synergy can be very powerful.
-
-
Pretty arrogant statement from my point of view. But you are self-entitled to be full of yourself. I don't care if I agree with what you have to say or not based on that statement. Everyone is free to use /LFG as they see fit. (personally, I would prefer that they used /general chat to have general conversation instead of using /help or /lfg but it happens and I accept it or give them a gentle nudge in that direction if it is going on too long) Use /ignore if you don't like what other players are posting in any /insertchatchannelnamehere
-
It looks like the packs are fixed. I've seen a couple of "Experienced" and none of the x% XP Boosters in the packs that I have opened so far after the patch on Tuesday AM. I'm still seeing the x% XP Boosters from before in my email, so they may not be converting those to "Experienced" or, at least, not yet.
-
-
The whole point is for it to be melee set and not a ranged set. Fighting with dual pistols ... more-or-less like dual blades ... but with pistols with both pistol whipping and shooting at close range versus a ranged character fighting at melee range.
-
I'm still waiting for a Dual Pistols scrapper set. Melee-ranged pistol shots and pistol-whip attacks
-
Alternate Archery/Trick Arrow Power Customization - Ninja
UltraAlt replied to UltraAlt's topic in Suggestions & Feedback
Cross-linking exposure on this is probably a good idea if people are really interested in this. -
I do think power customization with an existing set is the way to go. Arrows, Trick arrows, and devices all fit nicely into ninja sets once power customization allows more ninja-like animations (shuriken and bomb throwing versus shooting arrows). I'm kind of thinking that it would be easy to implement some shuriken powers as P2W temp powers if not used as alternate animations/SFX for the archery and trick arrow sets. We already have : 1) Envenomed daggers 2) Hand Grenades 3) Smoke Flash 4) Stun Grenades The hand grenades are a bit on the edge as far as ninja, but the other three for sure can easily fit into the ninja tool kit. The Dominator>martial assault isn't too be overlooked as it has several shuriken attacks - https://hcwiki.cityofheroes.dev/wiki/Martial_Assault The ones that I have marked below are all shuriken attacks. Power level Effect Shuriken Throw 1 Ranged, Minor DMG(Lethal) Thunder Kick 2 Melee, Moderate DMG(Smash), Minor Disorient Trick Shot 4 Ranged, Chain Moderate DMG (Lethal) Spinning Kick 10 Melee Cone, Moderate DMG(Smash), Knockdown Envenomed Blades 16 Self +Toxic Damage on all attacks Dragon's Tail 20 PBAoE Melee, Moderate DMG(Smash), Foe Knockdown Caltrops 28 Ranged (Location AoE), Minor DoT(Lethal), Foe -Speed Masterful Throw 35 Sniper, Extreme DMG(Lethal), Chance for DoT (Lethal) Explosive Shuriken 38 Ranged, Superior DMG(Fire), Minor Splash Damage (Fire DoT)
-
Alternate Archery/Trick Arrow Power Customization - Ninja
UltraAlt replied to UltraAlt's topic in Suggestions & Feedback
It's all about the power customization versus building a whole new power set. Much easier to implement. -
oh? You're the only one, eh?
-
Any Flashback story arcs surprise you?
UltraAlt replied to JasperStone's topic in General Discussion
I told you not to get old, but ... no ... you wouldn't listen, would you?! -
-