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Maris

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Everything posted by Maris

  1. Hell yes I can have even further trip mine/time bomb spam on critters. EDIT: Also, far as AE related fixes/changes, could we see the new mobs added in P7 added to their respective enemy group listings in AE?
  2. Maris

    Arsenal Mastery

    Also, as a bonus, you will have two pistols, a bow, AND a gun on your character model.
  3. Maris

    Arsenal Mastery

    I would personally say yes, if you're primarily blasting at range. Surveillance is a good ST debuff, LRM now functions on fast snipe rules -- out of combat it does more damage and has a longer cooldown, shorter one but less damage in combat. I could see LRM being useful to a DP just to have a stronger ranged AoE attack.
  4. To give an example -- in an arc I made, I had it end with a 3-phase AV fight, with each phase having different custom powers. I designed it, intentionally, to be challenging for the player, because I reason that I had built this boss up, throughout the entire arc, as a major, serious threat, and while I didn't want it to be annoying to fight, I also wanted the player to feel it and feel like they'd emerged from a serious, grueling battle.
  5. Honestly, I 100% agree with this.
  6. Just personal opinion, but I do think that Arsenal Assault and Control should be usable alongside Assault Rifle and Mercs in AE. They use the same weapon model, after all, and while there is some redundancy between AR and Arsenal Assault, I think it's nice for flavor on rifle-using opponents.
  7. the finest bio i have ever written was for MEAT LORD i have never played him but here it is in its entirety IN THE FUTURE OF 42069666 AD THE MEAT WARS RAGE ON MEAT AGAINST BONE MEAT AGAINST PLANT MEAT AGAINST METAL MEAT AGAINST YOUR STUPID FACE THE MEAT WARS WERE FOUGHT OVER DWINDLING MEAT SUPPLIES AND A BROKEN '68 BUICK LORD OF MEAT FLESHCRANKER SKULLCRASH BLOODCHEW SQUEEZEVEIN DECREED THAT IN ORDER TO ACQUIRE MEAT TO GAIN THE MEAT AND OLD LED ZEPPELIN RECORDS AMASSED BY AN ANCIENT SOCIETY OF STONER DADS, THEY WOULD SEND THE ELITE MEAT LORD BACK IN TIME AND FOUND A BELOVED CLASSIC ROCK COVER BAND THEN OPEN A BBQ JOINT IN SOUTH CAROLINA WHEN HALF THE BAND DIED TO OVERDOSING ON DISHWASHER DETERGENT AND DUSTED OWL PELLETS. WHO WILL WIN THE MEAT WARS PROBABLY YOUR MOM (I will screenshot the character and PROPERLY post it later)
  8. Yeah, I agree with Crane.
  9. I will also say, I think for mission bosses you plan on tying dialogue and ambushes to, in order to slow down the pace of delivery of dialogue and/or arrival rate of ambushes, it's often a good idea to make them EBs and/or slap a resistance set on them. Give the player time to read the lines rather than having everything get spat out at once with a couple heavy hits.
  10. Ah, fair enough! Some people have accused my tendencies in mob design of being moderately, uh, sadistic.
  11. Suit yourself, I guess? I think it makes them funner and more interesting to fight, they were really underpowered compared to basically every other group in that level range, at most I think you can argue the change brings them in line with that, it's not like you're having 50+ Banished Pantheon forced on you, there's no significant -res/-def/-acc, just some enemies that have to be locked down/dealt with accordingly when they transform or selfrez. I don't think having X enemy group be about as powerful as every other enemy group in Y level range is making the game overly "hardcore", unless you're going to argue that all the existing content since 2012 with the exception of the Council and certain Portal Corp groups within that level range already was too "hardcore." You're right, though, I -do- think players should absolutely be forced to play at a level where they know how to handle the majority of enemy groups that have existed within their level range for literally more than a decade (ie Crey, Nemesis, Malta, Longbow, Arachnos, the Carnival of Shadows, etc.) Groups which existed in game all well before IOs were even a thing, let alone incarnate abilities. If this is a significant concern to you, provide proof to the devs that the Council tweaks make them more difficult/out of line with the challenge other level 40-50 enemy groups give groups.
  12. i'm not like "ooooh i want them to be HARDCORE" enemies doing distinguishing things that encourage target selection, particular tactics, and approaches is called -basic game design-.
  13. it's not about arbitrary challenge it's about giving enemies personality/distinguishing features and making them more interesting.
  14. Mmm, I admit I tend to prefer to design mobs on the harder side (especially since I mostly do them for arcs that folks'll run through in teams) But some personal philosophies/preferences I use, which some might disagree with? -- Use duplicate, weaker minions so any with specialized abilities/debuffs appear in small numbers in spawns -- Know who you're making your enemy group for, and test them accordingly. Personally, I think that it's fine to go a bit heavy on buffs/debuffs if you're making enemies for the 40-50/incarnate crowd. I'd argue that having a few standout enemies designed to give players trouble in specialized ways (ie debuffs, self-rez, control) as long as you have them appear in relatively small numbers is a good move, priority targets make an enemy group interesting and memorable and discourage pure facerolling.
  15. On a vaguely similar note, perhaps for a future update - Since Cor Leonis appear less until Level 30 anyways, with the change of the level range for Vortex troops, maybe include some passive resistance/HP buffs for them, and/or have them tend to spawn with the heavier weapons in the 20-29 range? I've always thought that Ubermenschen/Cor Leonis could use some ability/stat changes to reflect their super soldier status. Also, perhaps similar adjustments insofar as level range of Raserei and extra level 40-50 abiities for 5th Column?
  16. Honestly I think people way underutilize the text file power stuff. I'm glad to see someone using it, even if it's for a farm buff NPC. It's a really good way to add extra flavor to custom factions and AVs, too (yeah, they don't give XP that way, but, whatever, i figure if you're playing an SFMA arc for the XP what are you even doing)
  17. Ooh 👀 Very nice! Good to see Arsenal Assault/Control added to AE, though I did check and Assault's only in as a secondary, would be nice to have as a primary set there too! EDIT: Actually, it appears Arsenal Assault isn't showing in the power lists as either a primary or secondary, unfortunately.
  18. Aaa, thank you so much, I'm glad you liked it a lot!!
  19. I ran Keith Nance's doppelganger arc on an arsenal control/arsenal assault dominator, and the doppelgangers possessed no attacks or abilities. I'm sure an NPC version of these powersets will be implemented before release, but still, wanted to give a heads up.
  20. I'll submit one of my arcs for review Der Nachzehrer Kommt (Arc ID #55600) By @Maris Missions 1-3 capped at 39 4-5 capped at 44 Contains six AVs (One in the third mission, two in the fourth, three in the fifth, with the last three spawning one after another in a very cramped room, all except the AV in the third mission have custom powers via Critter file editing)
  21. I'm really glad to see more powersets ported over into AE. That being said, I do have two questions pertaining to changes made in Page 7. Are the developers planning on replacing Time Bomb in custom creature traps and devices with Temporal Bomb and Remote Bomb respectively? Are there plans to add in a version Arsenal Control/Assault as a custom enemy powerset?
  22. Bumping this to show that since the Hero Corps Information Exchange RP AE run in June, I have gotten very good ratings and impressions of my arc!
  23. I don't really play Corrs nor FF, but AR, AR I have insight into AR is in a really strong place right now, actually, as per Ston's pylon testing on Blasters Slug > Snipe > Ignite is an incredibly solid ST chain, and you have really good range with cones, I'd recommend skipping M30 Grenade and getting Buckshot, Flamethrower, and Full Auto. Snipe works the same way other snipes do now, where "in combat" it's uninterruptable, has a shorter cast time, but does less damage. Ignite is nothing like how it was previously. While it leaves a burn patch on foes targeted on the ground, it primarily functions as a single target DoT with some residual AOE damage, much closer to Incinerate on Sentinels, now. I would not recommend skipping it. It pairs especially well with Scourge on Corrs since, y'know, high-damage single target DoT. I'd strongly recommend you take a look at what AR is like as of Page 6 before you begin putting a build together.
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