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Everything posted by UltraAlt
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Yes. A "fast" snipe isn't a snipe. You get the bonus damage because of the interrupt time of a snipe. The interrupt time is removed when it is a "fast" snipe. I know it is a hard lesson to learn. I learned it myself. I too prefer the additional damage over the "fast" snipe all the time. I think that the set was created when there was no automatic "fast" snipe when in combat. Originally, whenever you used a snipe it had interrupt time which meant it was only really usable as an initial attack even if you slotted interrupt reducers into it.
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What is Meant by "Weak" or "Underperforming" Powersets?
UltraAlt replied to Waljoricar's topic in General Discussion
I'm a concept player that plays the level-ing content (the game) and not the end-game content. I follow the character concept and pick powers as I go to fit that character conception. I can't say that I have overly loved kinetic melee, but I can't say that I hate it. I'm not used enough to playing it to really make a good call on it. I have a scrapper and a stalker with kinetic melee. I alt-jump but I can honestly say that I don't go out of my way to play either of those character (that being said, I have over 150 characters). As for a poison mastermind ... I probably only have 1 or 2 of those. I know one for sure because it was built on character conception. What would make it weak for a mastermind is really a lack of ability to heal your minions. If you don't mind respawning minions all the time, then that isn't much of an issue. -
Can something be done re DXP on Indom please?
UltraAlt replied to Scarlet Shocker's topic in Indomitable
That's good. I'm glad you have a good group to game with. I can't game the weekends. The times that I have been on Indom, it has been like a wasteland. Apparently, the low pop isn't stopping you from having a group to team with. I am the one in my group that has to keep track and making sure everyone turns of and on their xp when they need to. I agree it isn't the perfect solution. Perhaps the fix would be to automatically lock xp growth to that of a contact if you have an active mission from a contact. If course, if this could be done, it would need to be optional. Even without extra xp gain, I/we would often outlevel contacts because one group I run with tends to run on +2. I tend to run on +2/1 or +2/2 when I'm solo. -
Can something be done re DXP on Indom please?
UltraAlt replied to Scarlet Shocker's topic in Indomitable
You can turn off XP in the options menu. I turn off XP quite often to stop from outleveling content. When I'm on a team when we are all trying to stay at the same level, we all turn off xp if we are trying to avoid outleveling content. We even turn off xp until another player's character catches up to the level of the other characters on the team. At this point, I even turn off XP to stop characters from passing certain levels. I am not making any more 50's, so I am always going to turn off XP at level 49. I honestly don't play much content above level 35, so I have turned off the XP on a lot of characters at that level or below. Sometimes at this point I turn off the XP based on how powerful a character should be based on character conception. Well, it is Indom. I will honestly say that after playing on all the servers that Indom is the worst /lfg and teaming server of the 5. Is that all because of the population numbers? I think that the team experiences I have had on Reunion were far better than on Excelsior. I can't say that I was ever on a team outside of the DFB on Indom and those were hard to find ... and I think I recruited for them myself. I only have 3 characters on Indom. I moved one of them off that server because the server was so dead ... a long time ago. Honestly, I don't even think most players know that it has DXP at this point ... especially new players ... New players are going to tend to immediately go to the most populated server. And, I can entirely agree, that DXP isn't really that much of an incentive when you can go to the most populated server and have an easier time of finding a farm to doorsit ... if getting power-leveled to 50 is your thing. -
I don't farm or support farming. So, your statement is dishonest. Salvage is already seeded in the auction house by the DEVs. SO sets are far more of an inf source that SOs. Once I made enough capital off SO's, I moved to SO sets. I still seed some of the SOs at certain levels when the stock gets low. What is more fun? Building a new power set or doing something someone else tells you to do? You can make the game harder for yourself. It isn't that hard to do, and it takes no work from the DEVs. I don't farm or doorsit. I don't hang with farmers or doorsitters. I am a market PvPer. And I make massive inf off of farmers and doorsitters. Far more than they make doorsitting and farming. They are farming PvE. And I'm am - to an extent - "farming" all of them. The SOs being crafted by players is the in-game lore. No. I'm against store selling IOs an IO sets. And, yes, mainly because that would ruin part of the game that I enjoy. That is all on you and what you think. Others obviously disagree with you. No one is forcing you to use the strongest. If you want a more difficult game to play, you can make it more difficult for yourself without needing to change the gameplay for anyone else. You know, some of my characters couldn't get enough inf to slot TOs before IOs and the Market were released. They were release at the same time. Back then, you didn't get influence evened out for being on a team. Infl and xp were based on damage done. I had defenders in the teen levels that watched characters level up multiple times while they kept them from dying. Couldn't slot. Couldn't do a lot of damage. Couldn't get inf to slot. It was a vicious cycle. Crafting and marketing changed all that. And pretty soon the exp/inf game was divided more evenly among team members as well. I think originally, it was damage-driven xp/infl to discourage doorsitting. It could have gone with a way to add xp/inf for heals actually completed, but then how do you measure how much xp/inf you should get for buffing other players or debuffing enemies? I still think that adding crafting and marketing to the game was one of the best things that was done to the game beyond the initial concept. The best concept that went horribly wrong was the AE. AE was never intended for farming or powerleveling. Both ar exploits. Exploits that the DEVs said publicly that they would not allow. But once the AE went live, and the bans started, they caved. There were simply too many players putting too much money into the game breaking the rules and being banned. And the DEVs deleted all their posts about banning AE exploiters. Want to make the game more difficult? Avoid the AE. Avoid x[anything] xp. Avoid events. Avoid joining teams above your character's level. Avoid anything that makes you level faster than you should through normal gameplay. Avoid slotting anything. Avoid using inspirations. You can do all of that yourself. No changes to the game need to be done. The changes you want to impose on other players aren't going to happen.
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The original DEVs nerfed the people trying to actually use the AE to share original story content (as intended) by allowing farming/exploits in the AE. They said before the AE was released that they were going to permaban anyone that created or used missions in the AE for farming/exploits. Once they release the AE, the bans happened. The people that were banned revolted. Apparently, those players put enough money into the game that NCSoft made the DEVs cave on the issue. All the posts about permabanning people for creating or utilizing AE missions for farming/exploits were deleted. They deleted a whole bunch of posts. Multiple entire threads deleted. Now I know it would have been very difficult to police the AE when every player has access to it ... except if you generate a code to watch the xp and inf yield per a set time and use that for the guideline .. perhaps that was already engage when AE was released and the net stretched much wider than expected. All that being said, any nerfing of the rewards in the AE are all due to farming and exploiting the AE. Put the blame where it belongs ... on the Farmers and exploiters. There are times when I just run random AE missions with other people. Sure, it would be cool to run AE missions as a group. But you know what kind of AE missions I don't way to play? The ones about how cool your character(s) or supergroup is or a personal story about your character or supergroup. ... and, of course, any farming or exploit content regardless of how someone might try to "hide" what it is behind story content. The only possible fix I can see at this point is to somehow reactivate that tracking system to look for farms and exploits and separate those missions from the actual story missions, so that you can go into the AE computer and pick story or farm and the only missions that come up will either be all story missions or farm missions. The player generated tags is just a work around, but it doesn't solve the problem as not all farms are labelled as "farms" or "farm" and you can't do a search that will bring up everything not labelled "farm" or "farms".
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If you want to play that way, go for it. No one is stopping you from playing the way you want. Are you trying to argue that isn't true?
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Have fun! Kill Skulz! Make Alts!
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I have no idea what game you were playing. It wasn't in the same universe as the CoH that I was subscribing to when the AE was first released. There were AE babies from the get-go, and they didn't get power-leveled to level 50 by sitting in the AE only getting tickets.
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Yeah, I don't know. Last time I was on a team that ran that mission for the ring, we all XP/level-locked so we didn't out level her as a contact. We were working XP/level-locking on-and-off throughout the Striga content so we could run all of it. Pain to go through again, but you can't outlevel it if you run it through the Ouroboros.
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CC <-- turn it on for english subtitles
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Are Converters still the go-to for merit purchases?
UltraAlt replied to EmperorSteele's topic in The Market
You don't seem to have much patience. 3 days ... even over a weekend... isn't much market time. -
"Street" Giant Monsters and guaranteed elimination
UltraAlt replied to Techwright's topic in General Discussion
... well if we are throwing out ... First off, I don't consider Sally to be a Giant Monster. Second, being understaffed or under-ranked would be the primary reasons for not defeating a Giant Monster. Honestly, I would throw not having enough debuffs and/or damage into both the understaffed and under-ranked categories. If we are exempting teams that are understaffed or under-ranked, I have never seen a team not defeat a Giant Monster. So "no". What are you suggesting? That the Giant Monster should run away after a certain amount of time and "escape" if they reach a gate to another zone? (how would that work on the villian side?) How many Rikti drop ships have you taken down during rikti raids? And, yes, they can be defeated. "...The Rikti Drop Ship always cons as purple, without a level, similar to a Monster or Giant Monster. It has been observed with 76,695 Hit points and 800 Endurance in Cap au Diable and was targetable and attackable. The ship, while very hard to kill, does not award any special badges. In most cases the ship will fly beyond attackers long before they can significantly harm it..." - https://homecoming.wiki/wiki/Rikti_Drop_Ship Yep. All you get is the bragging rights. -
If you want more damage instead of increased mez duration (which you get from many of the mez related sets), use damage enhancements. If the mez power doesn't do damage, you can put a damage proc in it - if damage is what you want.
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Maybe that's an end-game thing. I don't play the end-game. Regen is fine. The first character I made in Issue 1 was a spines/regen scrapper. The first character I made on Homecoming was the same character with the same power sets. I enjoy playing the character, but I don't get to play them as often as I would like (but that could be said for many of my 100+ characters - "You can't only make a couple dozen"tm) But I go with character conception anyway, so if regen matches your character conception ... go with that. You can always make another character.
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Heck. I'm seeing far too many players bolt to the hospital as soon as they are down ... or quickly afterwards ... even in the middle of a task force. I don't think that I'm the only one on a team that carries extra awakens and has a day job power that can rez people. There could even be teammate(s) that might have archetype powers that can rez teammates.
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You already responded to the post that you are replying to. I gave you the "Finland". I read it. I already told you I was done replying to you in the post before you send that first reply to my post. Okay. I'm done. Have a good day. You won't be getting any more help from me in the forums.
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Can you tell how often you are hitting? Does it look like you need something to reduce the enemies defense or resistance? Have you tried different ammo types against a target to see if a different ammo type does more damage against the target? Maybe you just need other teammates to help out on EBs and Pylons. I don't end-game, so I can only really make suggestions based on the game (leveling content).
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You don't know what you are asking for or can't explain it clearly. Your thread is named "recommended story arc" You asked in the first post "does anyone have a recommendation for which arc to start first?" But you don't like people's responses and say people don't understand. You don't know what you are trying to ask about or can't explain what information you are looking for clearly. You did ask about a signature arc in Atlas. You said "I have donee plenty of story stuff i dont understand how this dumb system work, the one and only time i talked to a signature story arc npc they told me to come back at lvl 40". People are trying to help you, and you are hostile in return. I'm willing to give you another chance, but not in this thread. You apparently don't want help from me ... and it seem like you don't want it from others either.
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Shouldn't Galaxy City be a hazard zone by now?
UltraAlt replied to Random Axis's topic in Suggestions & Feedback
Galaxy City was "destroyed" to funnel all starting "hero" characters through Atlas Park when the game went F2P. The only thing I can figure is that a large number of veteran players were all starting in Altas and going directly to the AE to get power-leveled to 50, so the DEVs thought that Galaxy City would be a wasteland for new players. What instead happened was new players getting drawn into the AE to get power-leveled to 50 because all of the zone spam in Atlas for power-leveling teams in the AE. The NPC contacts were added to Atlas Park when Galaxy City was "destroyed". Most MMOs get to a point where there are only players in the end-game. This is because most games only allow players to make a very few characters and are based on only playing one character as main. City of Heroes was built to be a game for creative players to explore the comic book genre and is not end-game focused like other MMOs. This constant broadcast for power-leveling of characters lead to the "AE babies" boom. "AE babies" would come out out of the AE building in Atlas Park completely unslotted and have no idea how to play the game (use their powers ... let alone any other aspects of the game). They had no active contacts in Atlas Park. They didn't know how to get out of Atlas Park. Some of them thought Altas Park was the whole game! Sometime after that debacle - and closer to the Sunset - the Galaxy City tutorial was added to the game. So, yeah, if you play the tutorial (which isn't as good of a tutorial as the original tutorial) and then head into Atlas Park, the timeline does seem to be messed up. And, yeah, I do think that by the time the Galaxy City tutorial was created the DEVs were getting "silly". Don't even get me started on Twinshot! I don't play end-game content, so I would prefer the DEVs don't utilize their time with end-game content. Make it a level 25-35 zone that works like a taskforce when you enter it and auto-exemplars you down to level 35, and I would be onboard for promoting that. It has contacts that range from level 25-50 (so level 50's can get missions there). Perhaps different contacts in the zone for those above level 45 that have higher difficulty enemies in door missions. No need to do it as a completed zone all at once. Open the zone up for exploration and street sweeping and than add content as able ... starting with the level 25-35 range (in this case, allow level 50's to get missions but cap the mission level to 35 ... like a taskforce). I would suggest making it a co-op zone. I would think it would have to be a co-op zone if it was added (if not a PVP zone, and I would think a PVP zone would be highly unlikely) In addition, I would put some Longbow and some Minions of Igneous in there. And, of course, a Giant Monster. Shivans ... for obvious reasons. Arachnos/Sky Raiders/Longbow in the zone to try to capture whatever "alien" knowledge/power they can seize for their own. Lost because that is what happens to the homeless in Paragon City. Minions of the Igneous because meteors hitting the planet damaging the earth's crust has brought them out of the earth to battle those attacking their underground lair! Giant monster. Yes. Obviously! And more than one of the ones from the tutorial sprouting up randomly as bosses throughout the zone periodically. I could see the zone having battles between mobs of the various factions. Shivans versus Minions of Igneous/Arachnos/Sky Raiders/Longbow Longbow versus Arachnos/Sky Raiders/Lost/Shivans Arachnos versus Longbow/Shivans Sky Raiders versus Longbow/Shivans Lost versus Longbow/Minions of the Igneous Minions of the Igneous versus Lost/Shivans ... of course ... I highly doubt a complete new zone will happen. I would rather see new power sets before I see whole new zones. -
Feature request: Stop buffs breaking poses
UltraAlt replied to Mulligan's topic in Suggestions & Feedback
Short term fix - move away from the buff spammers. Personally, I find auto-fire buff spammers annoying. Never going to happen. /e facepalm You ruin your own post with that comment. -
Okay. I thought you were asking for recommended story arcs. My confusion. Why what is a problem? I don't understand what you are saying. Perhaps there is a problem with translation. It might be better to reply with your own language - if English is not your primary language - and we can see if we can better communicate through that. Okay. now you started responding to your own posts? Okay, so if an NPC tells you to come back at level 40, then your character isn't a high enough level for that content/part of their arc. You need to level up to that level before getting another mission from that contact. Oh, you were trying to run "Who will die?" or whatever that thing is called. Yeah, that is not a "regular" content. If you want to run story content on your level ... and you are almost level 40 ... I don't have a level 39, but I have a level 38. Let's look at the mission contacts that the character can pick from at that level. Opening the contact list, I see that I have active missions for Ginger Yates (Her level range is 35-39). If I go to one of the other contacts listed, they may simply give me another contact and then go inactive, so let's ignore them for the moment. The next thing I'm going to do is to click on "Find Contact" - this will list contact mission arcs that are appropriate for a level 38. Scrolling through these the options are: Archmage Hellewise, Atherton Cromwell, Fireball, Trilogy, Sir Lionel, Sir Lionel, Mistress Maria, Levantera, Ginger Yates, Montague Castanella From that lot, I would go with Levantera or Trilogy if you are new to the game. Levantera is an introduction to Vanguard and the Rikti invasion. This sets your character up to fight against the Rikti invasion in the Rikti War Zone. Trilogy is different and fun. You can teleport directly to a contact from the "find contact" list by click on the "teleport to contact" button.
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The badge is for the defeat. If you aren't there for the defeat, you don't get it. Does it suck to find out the way that you did? Yes. I agree that sucks. But you did know in advance that you wouldn't get XP that the team was getting while you were at the hospital, correct? If you take that into consideration, it shouldn't be such a surprise that you didn't get a badge for a defeat that you were present for (even if door sitting when it comes to a door mission :s ) You don't. It has always been that way. You learned, so now you know. You can pass the knowledge onto others and that is really the only thing you can do it about it.