Jump to content

Triumphant

Members
  • Posts

    245
  • Joined

  • Last visited

Everything posted by Triumphant

  1. Well, we all have opinions. And we all have the tendency to believe that our opinions are closer to factual reality and everyone else's opinions are further from it. At the end of the day, they're all just opinions.
  2. I still feel like most of the farmers I see in Pocket-D AE are still Brutes, though (though, yes- I see a few tanks and some other AT's mixed in there on occasion). If Brutes are so terribly nerfed, then why wouldn't all the farmers be switching to tanks? It's not like they can't dual-box AFK farm them to 50 in like an hour. And thanks to having billions of infl, they can slot them with purples right out of the gate. 🤷‍♂️ I feel like (in pve, at least) Brutes are pretty well-balanced as a sort of damage/toughness mix that fits pretty well in between scrappers and tankers. I've got a T3 incarnate Savage/SR brute as one of my mains, and it's right up there with my favorite tanks and scrappers as far as my personal preferences for playing the game go. Having said all of the above, I will admit I am not an expert AT builder or number cruncher, so I'm approaching this topic exclusively from the perspective of a fairly casual player with mediocre skill.
  3. The range on Sentinel attacks has always been a sore spot for me. Now, I will say, I think recent tweaks to the class have indeed improved it from the original version, so a heart-felt "Thank you" to the Devs for that. None-the-less, I still think their attacks should lean more towards the standard 80ft of other AT's, rather than the current 60'. I've heard all of the arguments for why they were given the anemic range, and find none of them credible or compelling. Just one guy's opinion. It doesn't make me right.
  4. I don't object to it. I DO object to it, if we don't get a ridable stick-horse to go with it. Don't half a$$ it, mang. Just sayin'. 🤷‍♂️
  5. Well, some people enjoy knockback as a form of attack mitigation, not purely for it's visual effect. Of course, Greycat may have other reasons besides this. Regardless, some people will object because knockback is part of their play tactics/style. Which, of course, is a totally legitimate reason to object to limiting the effect to triggering on mob deaths only.
  6. The Superspeed power, itself, is fine IMO. I do think that Flurry is an incredibly lame implementation of a superspeed punching power, though. It's utterly skippable in almost every respect. As for wall-running, I actually do like his animation suggestions, except for the fact that I don't think it's possible to code for it. Unless I'm misremembering, running up walls and on water have both been suggested before, and it isn't possible due to issues with the game code (much as web-swinging and wall-crawling travel powers aren't possible for the same reason)
  7. C'mon, the posters forum name is Major_Decoy. How can you give a thumbs down for this reply? 😁
  8. This really says it for me, too. You could possibly apply this to any MMO or even pen and paper RPG that I've ever played. Apart from that, when I want to imagine myself as a comic book super hero in a video game, this is really the only game besides Freedom Force that has ever properly scratched that itch for me.
  9. It should be added now (assuming I submitted correctly). Sorry. I meant to do this earlier, I just kept getting sidetracked.
  10. Ah, yes. That must be it. I just didn't have all 10 slots anchored to teleport points. I did not get to tour every square inch of this massive ship, due to having to log and tend to some house chores, so I missed the captain's quarters and ready room. I'll certainly return to explore some more when time allows, though. 😎👍
  11. There's a ton to see in this one! I really love your custom air-hockey and ping-pong tables on the reck deck! I'm also impressed with how you are able to put your zone teleporters so close together without getting the anchors to cross-pollinate. I've never been able to figure out how to prevent that, so I tend to space my teleporters relatively far apart. Looks like you also have plenty of room for expansion. Several decks looked like they had access points for crew quarters or some such. Will be cool to see what you do with these! 😎
  12. My wife and I watched the 1st four episodes last night and plan to watch the rest of it over the weekend. We both enjoyed it quite a lot. Definitely not my favorite series of all time, or anything, but I can say that it (to me, at least) does the game justice in portraying the setting pretty accurately and it's got good actors, fun action sequences, and moments of humor as well. It's also quite gory, as one would expect from a show true to the source material. I'm totally fine with that, but folks that haven't played the game might be a bit shocked by it.
  13. I play a TON of Sentinels. You will never make a Sentinel that is mainly a competent melee toon, because the Sentinel is a ranged combat AT. However, like you, I want to play Sentinel characters that engage in melee some portion of the time. For this purpose, I like to take Air Superiority from the flight pool and Knockout blow from Leviathan mastery. These are both fun melee attacks that can be decently useful. Air superiority hits and knocks down the target almost every time, making it a solid attack mitigation power, in this regard. Knockout Blow is slow to fire and recharge, but looks very cool and does respectable damage. Beyond this, you just have to look at epic pools that give you the most melee attacks. I don't know that there's all that much to choose from here. Certainly not enough that you're ever going to run a Sentinel primarily as a melee attacker. If that's your bag, you just need to pick a scrapper or brute, IMO. Now, if you want a solid mix of rng and melee, you're probably looking at either a Blaster or Dominator.
  14. I'm not sure there are any pitfalls, necessarily, except for the extra work involved. As far as I know, you could theoretically build all the way up or down or across, within the build space, though there's a maximum number of objects you can have in a base, so you're going to run up against that, eventually. The size and shape of the rooms set limitations on the build space too, of course.
  15. *Starts to write a reply about the SS power Hand Clap. Realizes the post is actually about Thunderclap. Slinks off in shame*
  16. RP'ers will always have a good reason to join a supergroup. If you're not an RP'er, there are probably still plenty of reasons you might find to join one. Other people may never want to belong to a SG, and that's okay too. I'm not against the idea of being able to belong to more than one at a time. The pessimist in me wonders if it might not be a herculean task to code for, though.
  17. DPS difference on a Brute definitely seems to be greater on a Brute than a Blaster (Water blast, being the sole exception, it seems).
  18. I think the Dev's should do whatever is best for the game. I have no experience at building proc-focused characters (although, certainly, I do have characters that use some procs- some damage, some not). Because of that, I honestly can't say whether or not they need to be nerfed. But, if they need it, I say nerf 'em. Whenever you change anything in the game, whatever it may be, it's always going to frustrate someone that liked it the way it was before. But that's just one more reason why changes should be approached with careful, cautious consideration. The other thing to consider is this: As long as you back up your base-code, if a change ever proves to be too unpopular, you can always revert to a previous build.
  19. The towering black platforms give me a strong Arachnos vibe. The various Arachnos NPC's you have stationed there don't hurt, either. 😎🕷️
  20. I'm almost embarrassed to show mine, after seeing some of these. It's a prisoner transport ship for the Interstellar PeaceKeeper's Corps. You arrive in the cargo bay. There's a lift that takes you up to the main deck that has a prisoner holding room, engine room, sick bay, crew mess, boarding hatch to the outside (make sure you have hover or fly or you tumble through space!) and command deck with comm center and transporter. It's a small vessel, intended to be something a crew of half a dozen or so PeaceKeepers might use to chase criminals all over the galaxy. Code: CORPS-8904 Shard: Reunion
  21. Damn. Get your Cyberpunk 2077 RP right here. I expected to see Rick Deckard step out of the rain at any second. Awesome work! 😎
  22. Wholeheartedly agreed! Touring this thing hit me with a wave of nostalgia so powerful, that I immediately wanted to try to make a TNG era-themed costume in the character creator. If you are of a particular breed of fandom that knows what LCARS, Galaxy Class, or 10-Forward means, I would be astonished if you don't feel the same way. The only thing I want to know now, is "How do I join your crew?" 😎
  23. I love the base editor. I love building bases. This game has the best base builder that I've ever seen. It's just that the base builder still has a few rough edges that can... yes, make some things pretty frustrating and tedious at times. That sounds contradictory, and perhaps to some extent it is, but it's also true to my experience of using the base editor. The frustrating bits aren't going to make me quit base building, because I enjoy building bases. But certain things are still going to frustrate me and I'm always going to wish that those rough edges could be filed off. I think most people probably have similar feelings about the game (indeed, about most any video game) generally. They really love it, but there's just some things that frustrate them (maybe that's power sets that feel unbalanced or off somehow, or npc/mobs that annoy them, or they feel a certain mission or mission type is poorly designed or boring, etc.)- rough edges of the game that we wish could be filed off, as it were. When I pipe up about a particular thing in the game that annoys me, or when I commiserate with a fellow player about something that frustrates us both, I do so partly because it's encouraging to know that it's not just me- that there really IS something about whatever particular thing that is annoying to me, that is also annoying to other players. Also, if there's enough people that also find it problematic and complain about it, maybe it will be something that the devs will decide to put into the "to do" list when they are deciding how to allocate their time for working on the game. This may be even more likely, if the one of the Dev's themselves finds it tedious. They might read the post and say to themselves, "Oh yeah- I find that pretty frustrating too. Maybe I'll look into that and see if I can find a solution." I'm not saying that I expect that result (I don't) or that the Devs are obligated to address or solve every thing that players complain about (they aren't), but maybe having them aware of the issue just bumps up the odds a hair that something might be done about it in the future. And to defend this last point, I will say that there HAVE been a great many changes and improvements to the base builder done by the devs since I started playing COH back in 2019, so I know that they DO read these forums and they DO work to address issues that we bring up as time allows. Anyway, I don't think there's anything to argue about here. Just a people venting a little about some things that frustrate them when working with the base editor. I feel like that's okay.
×
×
  • Create New...