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InvaderStych

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Everything posted by InvaderStych

  1. Gotcha. Probably not a relevant thing then. Mine is like 55 or something around there. Changed it when I started using Combat Teleport on nearly everything. Gotta be something to do with the cursor tracking itself, maybe? I use Teleport to cursor for zone crossing on some toons as @Fade describes, but I've never noticed issues with that use case.
  2. Interesting. I gave this a try (Live server) and used the following: /bind lcrtl+lbutton powexec_location cursor shield charge I'm getting fairly inconsistent results. Seems to work most of the time, right up until it doesn't - then the toon will spin in place and activate the power. Does not seem to be related to cursor's proximity to "ground" or it being within/without the range of the power. Just did a test in mid-air to a point also in mid-air and it worked 4x in a row? Hmm ... Not sure what could be the cause of the inconsistency here. Edit: About the only thing different I can think of is that I turned off default FoV, highly doubt that has anything to do with your result but it is one possible difference in our setups.
  3. Not in the TF/SF category, but all of the Story Arcs in First Ward and Night Ward need their merit rewards adjusted. They are only 9 each. IIRC Fireball and Trilogy don't hand out any at all. (wiki doesn't show a Merit payout for them, and it has been a while since I've done them) For reference, a long story arc in a similar level range, The Unity Plague from Jenny Firkins, gives out 43 merits on completion. Nothing is FW/NW is long or difficult to warrant 43 merits, but 9 is too low.
  4. Yes. Missed opportunity. That'd be Snark-E. 😉 There's a joke here, but it'd be in poor taste. 🤣
  5. ATOs are vastly more expensive to buy from a Merit Vendor than the value of the Merits if used to sell Boosters. Converters/Unslotters are the more common route, but unless they are selling at an unusually high value, Boosters are the better play. The pricing on those tends to swing less often and less widely as well. For the 100 Merit cost of an ATO you can purchase 20 Boosters that, on average, will sell for 700k-1.2mil depending on market conditions. Standard ATOs will sell on the market for between 7-12mil depending on the ATO and market variables. At 100 merits you're basically spending up to 20mil Inf for a standard ATO, or approximately double the going rate on the market. In general, a good rule of thumb is that 100 merits should net somewhere between 18-25mil selling Special Salvage like Unslotters, Converters, or Boosters. I like to call this the "I don't care for marketing or crafting" route to a usable amount of Fake Money Units. Marketeering is still the greatest gain, but I'm too lazy for all that. @macskull beat me by a few seconds. 😛
  6. I should give Placate a Second Look. /catreadingnewspapermeme
  7. Taking a moment to echo an earlier suggestion that Athletic Run be present in the tray rather than buried in the powers menu. Tangentially, having the tray default to all three rows visible rather than collapsed would be a nice QoL change for new toons.
  8. Thought of another thing that doesn't seem to be introduced to new players, or at least not that I can recall: Notoriety (difficulty) Settings. Tutorial mentions, as in my screenshot above, that players will encounter Bosses. By default this setting is switched off. Perhaps in that same dialog, or elsewhere in the Tutorial these settings should be referenced? As before, if I've forgotten where these are introduced elsewhere in a commonly accessed/intuitive delivery (early arcs, etc), then perhaps disregard. Edit: Oh, and Badges! Perhaps one of the Tutorial contacts in Outbreak could hint at "Extra Credit" for sticking around and helping to clear up the Contaminated. Either Parks or Hicks? Not sure how an equivalent introduction to Badges could be incorporated into the other two tutorial options.
  9. As it has been quite a while since I've run any of the tutorials, I did a quick run through Outbreak and had a couple of thoughts. Is it worth mentioning Elite Bosses and AVs in this paragraph of the tutorial? Currently mentions Bosses as "the strongest," which isn't strictly true. Similarly, would it also be worth mentioning Monsters/Giant Monsters in there just to let new folks know about such things, or is that giving away too much? Enhancements Tutorial text seemed to lack mention of their relationship to Origins, would that information be useful, or is it doled out later and I've forgotten? Also, is it worth mentioning the Upgrade button as an alternative to Combining? Perhaps with a suggestion that using both methods to keep DO/SO enhancements "current" is a strategy worth considering? Apologies, and plz ignore this post if this info is handed out at a later time in the new character journey. Been quite a while since I've really read the lowbie text.
  10. I mean, that line wasn't crossed when they basically fell in love with themselves? 🤣 Mostly kidding, while that was a great expression of the narcissism in the Loki variants, I do get what you mean. Loki "prime" had a clear arc -growth/change based on his experiences within the story line - while Sylvie was more of a static character throughout. I sort of think this was effective for the story being told though, she's not strictly a "foil" in the true sense of the trope, but the contrast between the way the two respond to the chain of events served to highlight the progression of Loki "prime" rather nicely, imo. I didn't develop a dislike for her, per se, but I can see how someone would.
  11. Per City of Data, Stalker AAO isn't flagged to Taunt as the Scrapper/Tanker/Brute versions are flagged. https://cod.uberguy.net/html/power.html?power=scrapper_defense.shield_defense.against_all_odds&at=scrapper https://cod.uberguy.net/html/power.html?power=stalker_defense.shield_defense.against_all_odds&at=stalker Been a long time since I played my stalled Elec/SD stalker, but I do not recall any conflict with Hidden from AAO. That said, Notify is not the same thing as Taunt, but I am fairly sure that AAO isn't flagged with "Enemies are aware of this attack" either. Not certain about the others, but I want to say that they suppress their effects while Hidden.
  12. https://homecoming.wiki/wiki/Doorman Talk to that guy before making the choice and walk through the spiraling portal. Edit: Err.. I think. It might just be as simple as walking through? Been a while, lol. It did? I've completely forgotten! I think I only know about it because someone mentioned it in the "switch sides every time" thread, or during some other conversation on taking a Praetorian to 50 without going Hero/Villain. (It can be done, but there are big limitations after FW/NW are complete).
  13. On the subject of the 1-30 experience, or more specifically the 20-30 experience ... Is it worth mentioning that Praetorian characters can choose to delay their trip to the Paragon City or the Rogue Isles and continue to First Ward and Night Ward before specifically choosing Hero or Villain in the opening description text, or is that too esoteric of a path to promote at that point? Edited to Add: -- I concur with previous suggestions to color shade the "Not for New Players" line in the description of Praetoria so that it stands out more. -- The shading in "Earth" on "Praetorian Earth" looks off, like the gradient is too abrupt working towards the center letters. -- Massive thanks for adding this info, I recently posted a similar suggestion as we've had several new players take that path and post up that it was a less than ideal way to create their first character.
  14. I would find this change frustrating. Here's an example as to why. (bearing in mind here that I get where you're coming from, just adding my thoughts) Burst of Speed currently uses the location reticle. When I use a bind to powexec_location target, I can select any target-able entity. I often use this ability to target through a friendly, say for instance the team's "tank" or whomever is gathering the scrum. Tank picks a spot, drops a Fold Space to gather a big, fat group, I BoS to the Tank's location via having them targeted, drop a nuke (or a dragon's tail, or whatever), joust out and commence blasting whatever is left. Tank moves on to setup the next scrum, rinse, and repeat. Changing BoS to a targeted power means that, as a power that does damage, I could no longer activate it with a friendly entity targeted. There are tons of ways this can be used. BoS has a huge range when +range bonuses from things like Clarion are accounted for; sometimes it is useful just to catch up to the ninja who's found the objective on the map. Regular Teleport, when bound, also works well for this application. Losing the ability to bind to powexec_location target is a non-starter for me in every instance where it is currently relevant. Call me dense, but I guess I am not seeing what needs to be changed here. Travel powers like Jaunt, Teleport, CT, etc cannot be changed to targeted powers without severely hampering their usability, so that's off the table. Changing the remaining powers like BoS, SC, and LR doesn't make any sense to me either as all that does is impose limitations on their usage and reduce creativity in their application. Folks don't want to use binds, cool with me, by all means don't. But I fail to see why anyone would insist that others who do want to use them should be stripped of that option by forcing location reticle powers to require an enemy target in the instance of powers that are attacks. There are also instances where certain target-able objectives cannot be the target of a teleport attack as a side effect of their "cannot be teleported" flag. In this case the location reticle makes it possible to damage these objects with SC, LR, or BoS where as a targeted teleport attack like Leap/Feral cannot.
  15. New Thor comix series coming in April/May. https://www.comicsbeat.com/marvel-teases-the-age-of-roxxon-thor-in-may/ 🤣 "Chad Hammer"
  16. At the risk of sounding adversarial, which is not even remotely my intent - the poll is based on a false dichotomy. Both methods of selection have their place, and tools are available to give the player access to those options in most cases. One cannot alter Savage Leap or Feral Charge to give it a targeting reticle, but the converse can be done with Lightning Rod, Shield Charge, Burst of Speed, Jaunt, and Combat Teleport (by extension also Teleport) so that the destination is a targeted entity (Friend, Foe, NPC, or target-able object with some exceptions on that last one). I'm not going to try to fathom why a set of simple key-binds causes such a kerfuffle, but I will say there is no reason to change any of the reticle based powers (or the two that require a target, imo). More options are better than fewer. Being able to *BAMF!* to a location as easily as I do to a target is one of the best mini-games in the Cities.
  17. Sorry to say that when it comes to the swords in Fire Melee that various swords are the only option. IDK where the other poster got the idea they could be changed into punch based attacks. Ice Melee maybe? Haven't looked. The swords in Fire/ were altered a patch or three ago to apply a -def debuff to your target in line with both Broadsword and Katana. This also means they're likely to stay swords. As to your other questions: Not particularly, it helps if you are going to run solo missions at x8 (difficulty settings can be changed in this game, x8 represents mob size and is the size that would be normally faced by a full team), but any Scrapper with a solid build and a couple AoE attacks will do fine at this setting. I run my Psi/SD at x8 all the time and she only has two good AoE options to speak of. Recharge is key around here in a case like that; getting a couple good AoEs on fast cool-downs can be just as viable as having several AoE powers on slower cool-downs. Don't believe the hype. The resistance issue is over stated. Trash mobs like Council Robots and Pantheon Zombies have a high resistance to it. Praetorian Robots have zero resistance to it - all of them: IDF bots, Neuron's Clockwork, Generic Clockwork, Anti-Matter's Clockwork ... doesn't matter, if it is Praetorian and a Robot it has zero resistance to Psi. Some types of opponents are weak against it. Psi really shines when something like a Minotaur/Cyclops pops a defensive power called Unstoppable since Psi cuts right through it. Same for certain Paragon Protectors when they pop their heavy defense power. I am pretty sure that Circle of Thorn Spectrals are weak against it, for example. Psi isn't a top-tier set for other reasons, but it looks cool as all get-out paired with the energy skin of Shield. Also, there are not that many powers available that are as good of a Delete Target button as Greater Psi Blade, doubly so when Insight is up and you roll a critical hit. As a player who has used Psi Melee extensively I'm here to say that the "resistance" issue is overblown. The only time it is a real problem is when dealing with Praetorian Seers and their variants. Those are very dangerous mobs with decent resistance to Psi damage. Certain IDF can drop a drone that gives resistance to everything, but that's everything, not just Psi. Even Malta's robots are not really much of a threat for a well built Scrapper, Psi or otherwise. Also, Psi Melee is a mix of either Psi/Smashing (the fists) or Psi/Lethal (the swords). Smashing crushes bots, and lethal slices zombies. Far from a comprehensive list, but the point is that in terms of practical game play it just isn't the issue it is made out to be on the forums. Where it is resisted the high-damage capability compensates just fine. Psi/Nin would give you two sources of Confuse, which could make for an interesting play-style. I'm not the biggest fan of Boggle; I ended up re-rolling my Psi/Nin as a Psi/SD for example, but there are players who've definitely found ways to leverage it to good effect. Oh, and before I forget ... Welcome Home TM
  18. Just put a few variations of this on some billboards in Atlas, Mercy, and Nova. Job Done.
  19. Here is a handy button for opening the Incarnate Powers Window: /macro_image "Incarnate_Trial_MarkOfLeadership" "Incarnate" "toggle incarnate$$em calculate" I can add some more to thread later if anyone is interested in either a standardized Combat Teleport / Teleport bind set, or the method used (one of many) to alternate a couple of powers on the auto-ring.
  20. Agreed. It was an awkward place to leave the story without another season to see it through. Ah, I must have not gotten that far, but the s2 reveal rings some bells.
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