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Ultimo

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Everything posted by Ultimo

  1. Having faced the Warriors in Talos on a bunch of characters, I think they're ok, but there are a few of them doing an AWFUL lot of damage. My characters are getting hit for 80-90% of their health in ONE attack by some of them... mainly the mace/staff guys. And that's the MINIONS. Lieutenants and Bosses will sometimes do enough damage to oneshot my characters, sometimes even durable characters, like Scrappers or Brutes. Tankers have time to run away at least.
  2. Cool, I'll give that a try! Update! It works, I can again plan a build. The numbers might not be correct, and some powers won't be available for use, but I'm planning for an older character, so he's got older powers.
  3. So, my regular PC is in the shop, and I'm stuck using my old PC, which still has Windows 7 on it... which Mids won't install into. Is there a version of Mids out there that will install on Windows 7? Or, failing that, is there an online version?
  4. It's something of a concept character. I looked at the way characters in the comics worked. I noticed that in the old, original X-Men comics, the Angel spent his time flying around above the enemy, who would try (and fail) to shoot him down, while his teammates got into position to take them out. I thought I would try to emulate that. I also noticed speedster characters did the same kind of thing (see Quicksilver in the Avengers, when they were taking on the Exemplars... I don't recall the issue number). It seemed like a neat idea, and it doesn't work BADLY, but it's not as effective as just hanging around among the enemies.
  5. Ya, the point is to get their attention on me, then stay directly above them. My thinking is that they would all bunch up directly under me, allowing the team to lay out the AOE and wipe out the bad guys. It did work that way, when the groups were smaller... but larger groups... they weren't all taunted, and so ran after the squishies, which is why I was puzzled. I just thought Taunt affected a larger area and more enemies. If it's just 5 guys, that's not much help. Granted, Tankers have Gauntlet, but what if I'm on a Brute or Scrapper? Not much help there. I think the confusion is that I'm not flying far up into the sky, I'm flying just out of reach.
  6. Oh, I realize that. The idea is for the character to drop down and make melee attacks (preferably AOEs), then zoom out of range. Of course, he could still land and engage normally, when appropriate.
  7. Perhaps what I need then, is more recharge to make the taunt more available... if I want to keep the concept of the character as it is. Thanks for the input.
  8. So, I was in a conversation online last night about Taunt. I have a character who I designed around a concept... he's a flier (like Angel, or any other similar winged hero, or perhaps many speedsters). The idea with the character is to fly in using Flight (without Hover) with an attack queued. The attack will fire as I fly by, and with Flight, the momentum will carry me away from the enemies. I would then gain altitude and stay out of reach while they try to get to me. Or, I would fly over and hit the group with Taunt, and then stay out of reach. While their attention was on me, my teammates would take them out. I seemed to be working, but I noticed a lot of enemies were ignoring me and going after my teammates, despite Taunt. Calling up the info pane, it said it only affects FIVE targets, and only in a 15 foot radius. That's pretty wimpy. I commented in chat, and someone said they thought those numbers were different for Tankers... but they weren't sure. So, I thought I'd come here and ask about it. Does Taunt work differently for Tankers? I mean, I sure did see a lot of enemies ignoring me during Positron...
  9. Ultimo

    Ninjas

    Well, I mean it's impossible to heal them if I'm at range, using my bow. It would be easier to convince me to get in melee range if I had access to martial arts moves (perhaps as alternate animations for the Fighting Pool), or a ninja-to. I did originally give the Kinetics character Grant Invisibility, but I found it very annoying to use, just constantly spamming the thing over and over every couple of minutes... and it seems to have a habit of running out at the most inopportune moment. Your modifications to my quandry do kind of simplify things... I'm just not quite sure if it helps me decide! I have a bunch of Masterminds, I wanted to make one with each pet set. The Bots MM is a juggernaut, paired with Force Fields. I have a Necromancy/Darkness MM who does tend to get stuck in. My Thugs/Poison MM also tends to get stuck in close (based on the Joker, it seemed in character for him to get his hands dirty). The Beasts MM has Plants, and the Demons MM uses Electric Affinity. After the bots, the most effective seems to be my Mercs/Radiation MM... and I also have a Mercs/Empathy MM. I've been tinkering with a Thugs/Traps MM, but I can't get into the Traps set... I find its uses very few and far between. My point is, I'm fine bringing the MM into melee range if it's appropriate for the character. It definitely WOULD be for a ninja, but there's no way to get a sword or martial arts skills to use in melee range. Perhaps I can just get by with the fighting pool, but it's frustrating having to accept something that doesn't quite fit. Perhaps there's a temp power that uses the katana or ninja-to?
  10. Ultimo

    Ninjas

    Time does have a couple of drawbacks. First, the heal is centered on the character, who is likely to be at a range. This makes it impossible to heal the ninjas. The other thing is a lack of any stealth effect. Both Darkness and Storm have stealth effects, which would be very in keeping with ninjas. So I'm kind of torn. Time is arguably the best conceptually, but lacks some functionality. Darkness is good conceptually, and has stealth, but I have so many Darkness characters already, and does lack SOME functionality. Storm is the worst conceptually but has stealth, and it does have a ranged heal... but that's single target. Kinetics does offer the ranged AREA heal, and it does have powers to boost damage and endurance, which is very good for a Mastermind... but it really does nothing to make the Ninjas more survivable, beyond the heal... which is of limited use because the ninjas are so squishy. Which means the Mastermind is kind of stuck trying to fight without the pets, because they're dead before they can do much. So I'm torn.
  11. Call it a Danger Room, a Practice Room, or what have you... many or even most superhero teams in the comics have some kind of training room where the heroes can practice their moves. It would be really nice if something like that could be added to Bases in this game. It might be something as simple as a variety of Training Dummies... some that don't fight back, perhaps some that do. Make them look like crash test dummy robots, or something. Another option might be to do something like Champions Online has, where you can choose an enemy, their numbers and ranks and go fight them in a generic room. A third option might be to give us Architect access in our base, both a terminal to set up a mission/arc, and a transporter to enter it. There are likely other possibilities, but the general point is, it would be nice to be able to make a training room in our base with targets we can actually attack.
  12. Ya, I saw those, but realized I couldn't actually USE them... so I wondered if there WAS anything I could target. I'll probably just make the room a big gymnasium looking place.
  13. Oh, I see. My bad, I clicked the wrong section! I thought I was in base building.
  14. Alas. Definitely something to add to base building. Perhaps an AE terminal and entry point would work? As for why I ask here, it's because I couldn't get an answer in game. Everyone just made bad jokes and puns around the word "danger," and never actually answered the question. I couldn't get an answer in game, so I came here.
  15. So, I'm building my base (several, actually), and I've included a space to act as a "Danger Room." Most groups in the comics have them (I think the X-Men actually had the first!). Anyway, I've been asking in chat for about a month now, and no one actually ever answers the question, so here I am. Is there a training dummy, or some other such thing I can put into a room in my bases, so the characters can "train?"
  16. Ultimo

    Ninjas

    What about TIME? Part of the issue is that I want to pick a set that suits the character's backstory. Briefly, Kozuki Sasuke was a famous ninja of the Meiji era (late 1800s - early 1900s). He came into conflict with a powerful sorceror, and ended up trapped under Mount Fuji, where he used the sorceror's magic to keep himself alive through the decades. Freed by the descendants of his followers, he has begun rebuilding his clan, using the sorcerous powers he learned to do so. I originally went with Kinetics, in part because I'd never played it much, and heard about it being awesomeincredibleopnonsense... but I'm just not impressed, and I'm hearing now it's basically just ONE power that is like that. So, I'm thinking TIME might work conceptually too. How would the Ninjas fare with a TIME Mastermind? I could also do Storm Summoning, but I've already got several characters that use it... and I find its excessive endurance costs really undercuts the ability to enjoy it. Nature could work conceptually, but it's all about healing and regeneration, and the Ninjas fold up like origami so fast I likely wouldn't be able to heal them. I could do Darkness, but again, I have several characters who already have it, and it's not QUITE in character. It WOULD give all the ninjas a bit of stealth, though, as would Steamy Mist. What do you guys think?
  17. Ultimo

    Ninjas

    It would also be helpful if the Fighting Pool had alternate animations, of Martial Arts moves. It might require tweaking the cast times, but I'd do... Boxing = Storm Kick Kick = Cobra Punch Cross Punch = Dragon's Tail It might seem that the Cobra Punch should go on the Boxing punch, and the Storm Kick on the Kick, but the choices I made there were about casting times. Dragon's Tail is a full radius, but Cross Punch is just a cone. I wouldn't change the actual effect of any of the powers, they would still function as they already do. So, Cross Punch, using the Dragon's Tail animation, would still just be a cone.
  18. Ya, I can probably work around it with the dialog after the mission... have the character collect artifacts for the quest giver who will himself tell you the relics he needed you to recover aren't among them. I just thought there was a way to make it work correctly.
  19. So, a mission I'm working on has two collections. There are clues associated with them, one each. The game says the clues are awarded upon completion of the collection, but it's awarding the clues after the FIRST item collected. For instance, one collection consists of 3 chests. You're supposed to interact with all three, then get the clue, "The relics you're looking for don't appear to be in ANY of the chests." It's kind of anticlimactic to get that message after interacting with the first chest, and still having 2 more to go. Is this working correctly? I was under the impression the clue was given upon completion of the collection. Either way, can I switch this around so the clue IS awarded after completion?
  20. Ya, I went with Street Justice, and threw in Flurry.
  21. I think I'm leaning to sticking with Super Reflexes, based on what I'm seeing here, and the fact that the character already has some levels. So, let me put the question... if you were creating a character based on Saitama, how would you go about building him? I mean power selections, not considering the use of IOs.
  22. I do have a character based on a character my brother created some decades ago who did project webs (he had wings and shot webs, so he called him Wingerweb). To recreate him in the game, I gave him Plant Controls and coloured them white. Unfortunately, there's no such powerset available to a Tanker.
  23. My thinking exactly. It SHOULD be prettty simple to do, there's already wall sections in there, just make them larger and then make some with doors. Make them in each wall style. Done.
  24. Ya, but juryrigging like that shouldn't be necessary, and the sections then don't match the actual walls of the base. I'm suggesting sections that match and fit properly.
  25. So, I'm trying to build one of my bases (I've been working on several), and one of the most common issues I have is that there are no wall sections I can put in that have doors. There are wall sections available, but they're all too short, even for a room with all the floor and ceiling sections filled, and none have doors in them. The result is this: My suggestion is to have some wall sections included that are the correct width and height to fit those openings, in each style, with and without doors. Even better if the doors are functional, like in some of the Praetoria maps. I imagine this has been suggested before, but I didn't see it after a brief search, so I thought I'd put it out there just in case it's been lost to time.
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