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Eva Destruction

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Everything posted by Eva Destruction

  1. The other sub-2:00 Blaster was me, unless I missed one, and it wasn't ranged-only either.
  2. Well I originally wanted to totally rip off the transporter from TNG or Voyager but the editor doesn't have the right kinds of items so I ended up with this. The Ouro rock is in a medical base or whatever it's called? It's in the medical and science tab. LevelUp-1122. We're on Torchbearer.
  3. Gonna put my space station in progress up here, because I feel like showing off. Please ignore the scaffolding, like I said, it's a work in progress.
  4. I found the editing process goes smoother when I turn the visscale down to 1, since it renders fewer items (/visscale 1.) My GPU is crap though since I don't have a decent gaming rig; the rest of the game runs fine because it's so old, only the base editor has any real lag. As for the mapserving, my villain base has fewer than 3000 items and I still mapserve for a few seconds the first time I access storage or when I start editing. After that it's smooth sailing.
  5. I think the only way they could enable base raiding on HC would be to give supergroups the option to have a raid-enabled base, which would have to follow the base-building rules from live. Since there's no prestige anymore it wouldn't be that much of a hassle for players, since SGs with fancy bases could form an affiliate PvP SG just for raiding. But it's probably too much of a hassle for a group of volunteer devs for a feature that few players ever used on live.
  6. Make a bind or macro to target them so you can take them out and won't be surprised if they're trying to be sneaky and hide behind a robot. "targetcustomnext sapper." Then take 'em out; you're a Blaster and they're minions, it'll take like 2 seconds. Keep a couple of blues on hand in case you miss or you get ambushed. Once you get into a groove, Malta won't slow you down at all.
  7. And the Scrapper forum regulars come through once again. Thanks!
  8. What kind of DPS would you need to put out to kill one without -regen?
  9. New Praetorians isn't bad, but I think it might be best saved until the 40s rather than running it when it's first offered. The difficulty is higher than that of most arcs in the 30s. Still not as bad as Mr G.
  10. The new Skulls content starts with Shauna and continues with Eagle Eye. There's also the Drowning in Blood trial, the ITF, and the Lady Grey TF, but those are available to villains so I didn't mention them. And while I wouldn't count them among the best of the hero content, the Moonfire Task Force, Tina Macintyre's arc and Maria Jenkins' arc all contain enemies that are needed for accolades.
  11. Pointless dialogues with annoying NPCs, and horribly overdesigned missions that cram in as many fancy mechanics as they possibly can so you spend most of your time running around an empty map looking for the next objective. Whoever wrote those arcs isn't nearly as clever as they think they are.
  12. Generally the newer blueside arcs are much like the newer redside arcs, and much better put-together than the original flavor redside arcs; there are no "defeat all Longbow in giant base at the ass end of Nerva" missions, no "stop this AV with quickness and immobilize resistance from escaping," and way fewer escort missions. Also, you don't have to fight Longbow. Twinshot is hot garbage but so is Graves on redside. Crimson's arc is some of the best writing in the game. Yes, it's long, yes there are defeat alls, but you get to foil a global conspiracy and also there is a giant robot. And don't forget Task Forces; The original Freedom Phalanx TFs are too long and too repetitive and the Shadow Shard TFs are just ugh, why, but Posi 1 and 2, Penelope Yin, Ernesto Hess, Katie Hannon, and Khan are fun and can all be done in under an hour without even trying to speed. The Abandoned Sewer Trial, Eden Trial, and respec trials are also worth doing.
  13. DM/SD was my favorite on live, she was the first Scrapper I rerolled on Homecoming, and is so far my only level 50 Scrapper. Still awesome. I've rerolled my second-favorite from live, DB/SR. which is no fun right now because I'm level 15 so the toggles do nothing and I have no end. BUT, I do have a chainsaw now, which I didn't have on live, and there are a whole bunch of other new swords for me to play with. (Yes, the coolness of the weapon options greatly increase my ranking of a powerset. I originally rolled a DM/SD because I wanted to use the cool shields, and took DM for the self-heal. And then it turned out to be an FOTM, because it is awesome.)
  14. I beat her on my DM/SD Scrapper with only a T3 Alpha. No -res and no -regen. It did take approximately forever though. Still, I'd take her over Diabolique any day; at least she doesn't phase and then run around all over the map, so it's just a question of having the patience to beat her down.
  15. Swapped around some incarnate abilities on my Fire/Elec Blaster. Best time was 1:41, for 507 DPS. I got a couple runs at 1:42 and 1:45, so it wasn't a fluke; not bothering with average times since I kinda messed up a lot of runs, but they were all under 2 minutes. T4 Musculature Core, T4 Ageless Core, T4 Degen Core, T4 Hybrid. Compare to 2:06, 432 DPS with T4 Agility Core, T4 Degen and T4 Hybrid, which is what I use in normal play so I can run Clarion.
  16. Well I was going to add myself to your form but either I'm blind or you're missing Fire Blast.
  17. And then you get to beat him up for it and he's a freaking AV-level Ballista. I'm not sure who decided we needed more tedious sacks of HP in this game, but that person was wrong.
  18. All the current Devs Choice missions were Devs Choice on live, all created by players. Those players re-uploaded them on Homecoming and kept the Devs Choice flag somehow.
  19. In the newer missions they color-code the text that is actually relevant to the mission objectives, which makes a huge difference, but nobody thought to go back and do that to some of the older content. A possible suggestion for the Homecoming team....
  20. World Wide Red could be condensed down a bit without losing anything, IMO. There are too many defeat-alls, some of them on big maps, and of course like a lot of old-skool arcs it sends you all over the city. It needs to be long to tell the story, but it doesn't need to be as long as it is. The mission text does tell you that you can't let the guy escape, but there's nothing there to indicate that the mission will fail if you do and it's not just flavor text. But the devs seem to have decided that nobody likes those missions, since I can't think of any after vanilla CoV....except that one where you have to stop Crimson from escaping. He is an Archvillain with Quickness. One last F-you to villains before they retired "stop enemy from escaping" missions forever.
  21. Malaise also has a bunch of attacks with no positional flag. I think the tentacles in the Apex TF also lack a positional flag. The seer enemies in the IDF also use mind control. And a Longbow Warden or two. Council and 5th vampire lieutenants and bosses have Dominate. I'm sure someone will chime in with some enemies I've missed, but overall attacks that ignore positional defense are rare. Not worth building up psi defense for, IMO, unless you really really like fighting Carnies, although it might be worthwhile to pick up the Elusive Mind accolade, just in case.
  22. For Malta, I'd go with a defense set. You can't sap what you can't hit, whereas /Elec armor can get shredded by the gunslingers and titans. And a non-lethal damage primary since they have high lethal resists.
  23. So I just ran Bobby's arc. I didn't save Maestro because there were just too many cops surrounding him. I managed to sneak past the ones near the Miller and nuke his guards, but too many damn cops. The false leads start to get tedious after a while. I was kind of annoyed that the CoT guy didn't have my shiny rock. Speaking of which, I'm pretty sure you don't know they're dead people wearing skin suits at this point in your career. Villains learn this in Magus Mu'Drakhan's arc in the late 30s, iirc. I also noticed that he turned friendly at low health and started helping me fight his former friends; I'm not sure if he can die but if he does die and the body fades out before you talk to him it might make the mission impossible to complete. I've had this happen in tip missions. Arc Flash's motivation just seemed really cliche to me. Full disclosure, I'm not American, but you'd think a hero would be able to set up a GoFundMe or something instead of turning to crime. Her being an elite boss isn't necessary and the Paragon Heroes are usually bosses. I did kick her ass pretty easily, but I was exemped so I had a full insp tray and IOs out the wazoo.
  24. I got another one and took a picture to prove it.
  25. So, some feedback on the vigilante arc: Overall a nice "day in the life" arc. Nothing world-shaking, but in this level range they don't need to be. I felt some of the contact dialogue and the clues could have used a bit of fleshing out. It was a bit jarring to go from bog-standard "let's beat up the Family" to "now let's go rob a bank"; I think clues and dialogue could smooth the transition. I liked the cop's dialogue, he had some personality, which is nice. Said bank was not crawling with security like the pop-up says it is; there was only one spawn, presumably because the rest of the spawn points were reserved for ambushes. I don't feel it needed quite so many, but that's a minor criticism; the map used doesn't make them nearly as tedious as some of the other ambush-heavy missions in the game. Now as for the ambushes in the police station...yikes. Both times I died trying to get out. PPD in this level range are nasty in numbers, and with stacking glue grenades you can't just make a run for the door. Good use of cut scenes, not too long and wrap the story up nicely. Having Lusca in there was a nice touch; the poor GMs never get any love.
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