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Everything posted by UltraAlt
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Grandpa, tell me about the old days...
UltraAlt replied to GastlyGibus's topic in General Discussion
My second 50 was a spines/regen scrapper. I have always run 2 accuracy enhances in all attack powers. It has always been more import to me to hit versus of having the chance for a higher damage spike less often. Both being said, I can understand your point of view. They smoothed the curve between the 5-level-spaced enhances. IOs didn't turn red and could be useful at the same output level until you replaced them - that is to say, they never turned red. Plus they were crafting and gave the game an economy that players could gain influence through using (as the auction house came out at the same time). I think that was the purpose and it was a success on both fronts. The IO systems (the generic IOs) were the turning point in the game for me. It meant that my softies could generate influence in the auction house so that they could actually slot enhancements in all their slots. Before the IO system and the Auction house was released, I had characters that had so little influence that they didn't have enough influence to even by enough training enhances to fill their slots, because XP and influence were based on damage done. It didn't make any difference how helpful you were keeping your team on their feet or how much you debuffed the enemies, the XP and influence was based on damaged done, so non-damaged based characters were pretty much just there to help the damage dealers get xp and influence. Before the sunset, the IO and the Auction House had a greater impact on City of Heroes to me than the IO enhancement sets. -
TerroirNoir's "Cable Channel of AE!" Reviews. Part 2.
UltraAlt replied to TerroirNoir2's topic in Mission Architect
If you have google docs before the the change, then you should have plenty of room to store images there and then use links to those other rather than uploading to the forums from your computer. Just a suggestion. -
Officially Unofficial Weekly Discussion #19: Super Teams
UltraAlt replied to SeraphimKensai's topic in General Discussion
lol. Yeah, bet that was a little slow on the XP with all the enemies blasting each other. But maybe the were getting slowed and debuffed enough so that they weren't hitting each other too often and could be picked off with multiple layers of AoE attacks before they "arrested" one another. -
Officially Unofficial Weekly Discussion #19: Super Teams
UltraAlt replied to SeraphimKensai's topic in General Discussion
I ran with the Repeat Offenders Black Ice supergroup for a while before the sunset. I don't recall we were focusing on heavy stuns but, between the ice slows and the negative damage, I remember it working well. The team size was small (It was a villain group and I think we were rolling with between 4-6 characters). A heavy stun focused super team does sound like fun. -
This thread is pretty much about why you shouldn't use knockback on teams instead of supply how to use it constructively on teams. This is what I have encountered in game as well. Making a second team build without knockback isn't a way to use knockback with a team, it is to give in to teammates that don't want other player's characters using knockback. There are powers in game that there there to explore and use. I'm going to explore and use them if they fit my character conception. I think that all powers can be used in a group setting. Teams need time to gel and learn to work with one another. I love PUGs because I like figuring out how to use my powers to help a team to work with how other players are using their powers. Players haven't complained about me using knockback since that first encounter when I came back. I might have over used it that first foray in with it (as I was out of practice), but no one has complained about me using it since then. If I recall correctly, I was just bumping enemies to debuff them and the team wasn't suffering for it. I don't play level 50 content. The mindset at level 50 quickly shifts into a mindset of gameplay that I do not enjoy engaging with. It could have very well been a level 50 on the team that was complaining, but I didn't look. I haven't been kicked from a team because I have a character with knockback power(s) in Homecoming. I think I may have kicked from a team been before the sunset. And, honestly, I think if I was, it occured in level 50 content like a Hami raid or something. I've never complained about anyone using knockback on the teams I have been on. I can't even remember having to coach anyone about how to be helpful with knockback when on a team other than to be careful when using knockback in the Lost tunnels in the DFB because the walls are weak and a Lost can get knocked through a wall fairly easily and the whole mission has to get reset if someone doesn't have a PBAoE or Teleport Target which most of the time is the case. Once someone learns this lesson, they don't do it again.
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It sounds like you were soloing. I that correct? I know that there are a good number of players that only solo at this point. I don't know if you care enough about your Kheldian to try to continue with them or not. I don't blame you if you don't want to bother with it. My suggestion, if you really want to give Peacebringers a try, is to run with teammate(s) at least until you get the shield that will protect you from the void seekers, etc and to use Concealment>Stealth or Teleportation>Teleport Target in order to get a drop on opponents (dependent upon Peacebringer or Warshade, I think the teleportation pool may be blocked.) We each play our own way, so I won't suggest that you get "financial support from alts". When you run the DB, SOs drop for your Origin only. So this helps 2 fold, "free" SOs and a team to help you level. And I think you were doing the correct thing by trying to keep the Voids, etc knocked back/down and defeating them first.
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Probably did. I'm getting older and some stuff isn't retained the way it used to be. Yeah, back then, yeah. If you were going to be a Kheldian back then you had to be on a good-sized team so you had back-up, but then good-sized teams didn't always want you to join because the Kheldian-stink would still be on the team after you quit. I ran into many teams where a Kheldian had been involved that broke up and reformed as soon as the Kheldian left the team. I don't blame you. I was in a group where I played a Peacebringer and the other player player played a Warshade and they gave up on it around the time we reached level 40. They will never play another Kheldian again. I didn't mind myself. I'll get back around to playing them again at some point in my alt-jumping journies. Honestly, I only made that one because the other player wanted to try out playing the Kheldians. I'll never play a VETA on Homecoming. I have no interest in them.
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Officially Unofficial Weekly Discussion #19: Super Teams
UltraAlt replied to SeraphimKensai's topic in General Discussion
I unsure what you mean by "super team". Is this a team made of supergroup members? or a group of characters that team together at set times to run content? I ask this as it doesn't seem that you mean "teams" in general once you bring Repeat Offenders into the mix. This being said, I do game with a few of players, and we game at set times twice a week. Some of the characters are in the same supergroup. It tends to be a closed group though occasionally, we will lead or join a task force, etc. The "super team" that I run with generally starts off with a theme. A couple of characters are made based on that them and start leveling and others join in. When I'm with the group, I tend to participate with the theme in some way or another - aka generally stay in the genre of the team or missions that we will be running that night. Sometimes these characters will be for a long run, level from 1-50 together. I like to alt-jump a lot, so I feel restricted. [I was a member of the Repeat Offenders. I was part of multiple Repeat Offenders supergroups before I stopped playing about a year before the sunset. I really enjoyed that experience. Having a global channel for the Repeat Offenders also meant that there was a good core of players doing other things when the official supergroups stuff wasn't going on.] One of the other players will sometimes become burned out on a character during the leveling process because they don't like how it plays and want to switch to something else. I'm always good with alt-jumping, so I'm fine with they picking something else that they want to play if that happens. Okay. Now "i think" I am understanding by "superteam". Yes. As expressed above, I've been on themed "superteams". This could be powerset, genre, or general theme related. Anime, Ice, Mystic, Robots, Symphony, Tokusatsu (Kheldian), and others.... Err ... so what would this "elemental theme" be if it didn't lock into set "elemental" power sets? I'm assuming for it to be "elemental" at least one of the power sets would need to be some kind of "elemental" power sets? [For example, this "superteam" wouldn't have any archery/traps, dual pistol/martial arts, raygun/super reflexes, super strength/willpower, etc.] -
What noterity are you playing at? And what level is this occurring at? Did you have an option and pick a power that will give you defense against them when you could first pick it? Was it slotted? I leveled up as a Peacebringer with a friend playing a Warshade. I seriously don't remember having this issue. We did target the voids, quantums, etc. first, but they seemed to be nerf to the extent that we really didn't even need to do that.
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Really? I haven't experienced that in Homecoming. Anti-Kheldian forces have been greatly nerfed. But, I have only made one, and they primarily fight in human form. They only transform into squid mode when there is a taunting tank around or there is that need for the last bit of DPS to take down enemies once the anti-Kheldians in the group are down.
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Not me. Some people use knockback better than others, but I've never been annoyed by it. Speculative. But given the level 50 heavy population and my experienced general mentality of level 50s, I will agree that it is more likely that in level 50 content that many players have been beaten down by pier pressure that knockback is bad and should not be used ... unless the proc is used to turn to knockdown ... Here's a hint. If you can use that slot better for something else, then you aren't getting that power at all or you are putting something else in that power to make it stronger. Personally, I would put another knockback enhancement in it before slotting a knockback to knockdown, because, at this point, if I have a power with knockback I'm already putting at least one knockback enhancement in it. If I used builds, I would make my second on a large team build, but the difference would be that it was mostly AoEs versus single target attacks. Removing knockback would never be a consideration. Anyone that is against knockback is either melee or doesn't know how to use knockback properly. And, honestly, the melee that don't like it don't like chasing enemies because someone doesn't know how to use it, or it's just a knee-jerk response to hate knockback. Instead of asking the group to hold up of a second and explain how to use knockback effectively, the melee player (who seriously is always the one most likely to lack patience) starts berating someone for the horrendous sin of using a power with knockback. These are, however, that same players that only know how to play the game one way and everyone else is ruining the game by not supporting their playstyle. Anyone that hates knockback should make a blaster with ?/Martial arts; slot 2 accs, 1 knockback, 1 recharge, and Blistering Cold: Recharge/Chance for Hold (https://homecoming.wiki/wiki/Blistering_Cold:_Recharge/Chance_for_Hold), put it on autofire and figure out how to knock enemies into a wall. First off, when you use this, enemies are going to go flying and will have good in-air hang time. It is as good as a hold. With one recharge in it and the recharge from the Blistering Cold proc, it's going to be recharged before the enemy can stand up again. With the Blistering Cold proc, you have a chance of holding the enemy as well in a block of ice. If you don't aim the enemy at a wall, you have time to get off 2 or 3 shots before they can get back up. If you aim them at a wall and close on them in order to hit them with Ki push again, you can hit them with at least one shot before they get back up to be knocked back by the next Ki push. Knockback doesn't work against AVs and some boss, but the Ki Push slotted like that is going to knockback any other enemy a majority of the time. If you can't see the fun in knockback at that point or see how it can be useful to the team, then knockback is not for you. I let some players pier pressure me into putting the knockback to knockdown proc in a stormy when I started playing again (really didn't do anything with the power that was not melee friendly even during that encounter with the impatient melee player ... mind you, just one player on the team complained), but once I made a ?/martial arts blaster ...all those knockback to knockdown procs were pulled out of my characters. This isn't to say that players shouldn't use the knockback to knockdown procs. Please use them. Buy extras for when you may need them. They are available on the market for a very reasonable price. Thanks for your influence.
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Option to remove all enhancement proc visuals
UltraAlt replied to Klaleara's topic in Suggestions & Feedback
I agree that there are some procs that I do not use simply because of the visual fx of it. I see no real reason that you shouldn't be able turn it off in PvE .... other than it possibly be a pain or time time consuming to make the changes .... and/or the DEVs have things they are more interested in doing and/or already working on. -
I will not divulge my secrets. Never take off your mask. I'm sure they would get much more frustrated if someone stole their game account or, even worse, their bank accounts or stock portfolios. Increased password length, upper and lower characters, numbers, and special characters mixed are always suggested along with a different password for every account/website. I think I heard someone say "no pain, no gain" If you think your password is a pain to type in then you are most likely gaining a greater degree of security. And something like "an ounce of prevention is worth a pound of cure". I'm sure there are more that are relevant. To me, all of this is obvious, but so is using decent anti-virus and having a functional firewall (or 2)
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There was a bot-invasion, forum-spamming attack. The extra layer of protection for out game accounts was really just a side-effect or special effect ... I guess you could color customise it if you really wanted to.
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Welcome, home.
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Yes. I build 4-5 mission story arc most of the time. I believe all the ones that are currently "published" are 4-5 mission arcs. Yes. Many of the arcs that I create are all custom NPCs and critters. I think all the ones that currently have published are all custom created NPCs and critters. I'm assuming that would be "creative outlet" as my arcs are non-canon. I'm not sure what this is asking, but I think all of them(?) I write-up the critter info. I write up the clues. If there is a blank, I'm filling it in. I utilise the text replacement and variables. Colorize text to make important words stand out for those glossing over the text. Yes. The NPCs tend to RP with the players. Some extra RP NPC flavor is thrown into some missions as an Easter Egg - that is to say, they aren't required to complete the mission, but they are in there if the player happens to stumble upon them. Without mission forking options (either player picked or routed by success/defeat), there isn't much more RP available. I built one mission arc that was specific to another players character and character that I intentionally made as a support character to that specific other player's character. So I guess that means, the RP part to me would really mean that the content is made/tailored for a specific supergroup or characters to be involved with and really aren't RP if you aren't part of that "group" of characters/supergroup. I try to build mine so that the average player is challenged. A well more difficult a lower level mission arc on +0/x0. A little less difficult than most tips +1/x?. Honestly, not much any more. Farming pretty much destroyed the AE for me. It was to be for designing creative missions for each other to play. Farming missions take attention away from actual story content not just because people want to farm but because they fill up the AE with farming missions clouding it and obscuring actual creative missions. I was really excited about it when it came out because it is very powerful game tool. It is very sad to me how farming ruined it pretty much as soon as it was released on live. I always keep my mask on. The missions are in there. People shouldn't have to dig through farming missions to find them, nor should I have to advertise them in order to get people to play them.
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I'm no longer participating in this thread.
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You are one of the Base Community Reps. I think you would get more participants if the next base building contest has category divisions for all inside bases, but you make the calls. I made a suggestion. If you want people to make suggestions, maybe respond to the suggestions rather backing someone that nitpicking with some making a suggestion. In what way is making separate categories for inside and outside base and/or a mixture of the two taking away from a base contest? I don't see it as any different than having separate categories for item counts. If these 2 or three categories were options in the contest you indicated then those same bases would have won in the respective inside, mix, and outside categories. I'm not sure how this is taking away from anything or causing contention other than poster questioning me on why thought it was a good idea arguing with me. I said how I felt about the situation. There are those that are going to agree and disagree with me. It's a matter of how inclusive and how exclusive that base contest is going to be. If people think the bar is too high, they aren't even going to try. That being said I love to check out the bases in the base contests. And I'll bow out of this thread.
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You asked why I made a suggestion. I answered. You did not like my answer to you questioning my suggestion. You are arguing with my opinion with your opinion. I didn't ask for your opinion. You asked for mine. I made a suggestion. The Community Leaders can think about it. They are the ones that will make the decision.
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What's the smallest change to CoX that you really want?
UltraAlt replied to DougGraves's topic in General Discussion
I'll also add to this ... "Eye color can also affect your susceptibility to snow blindness; people with lighter-colored eyes are more vulnerable to photokeratitis, as well as to certain types of melanoma that can also result from sun exposure. Because 54 percent of Americans have light-colored eyes, this is a significant public health issue." - the internet And, yes, I have suffered from snow blindness before and the pain is different. Both are different than when I get a sunburn inside my eyes. And, yeah, if I'm not careful, I get a sunburn inside of my eyes. -
I think that there are probably more base builders that don't build outside of the base than do and obviously someone that builds outside of a base is building a more "impressive" base to many base viewers/tourists.
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Forum Notifications for Support Tickets
UltraAlt replied to twozerofoxtrot's topic in Website Suggestions & Feedback
I get the email notifications on support tickets. I don't get email notifications on anything else. I'm guessing you turned off the email notifications for support tickets somehow if you aren't getting them. -
Forum Notifications for Support Tickets
UltraAlt replied to twozerofoxtrot's topic in Website Suggestions & Feedback
Yes I guess I'm asking for more attention to be drawn to that function. I'm going to cop to the fact that I expected there to be some sort of notification and I don't usually come to the boards with the intent on following up something I submitted with a /petition in-game. mmm... yeah...and the rest of that same post by me end with ... .... so.... -
I would make at least 1 category that is for bases that don't build "outside"/"on top" of the base.