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Lazarillo

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Posts posted by Lazarillo

  1. A note on your Neuron and Bobcat assessments, the Neuron one is correct and confirmed in the Mr. G arc.  The arc also reveals that she's been effectively depowered after Vanguard drugged her, but as far as I remember, she's still at large, rather than "awaiting trial" after the arc wraps up.

     

    Praetorian Infernal is just as easily presumed dead because, much like various other characters, Dev!Doc Aeon hated him and had him written out.  Though since it never happened on camera, I guess HC could bring him back if they really wanted.

  2. Some do, some don't.  I think it's based on the individual mob type but they're too randomly dispersed (and in too few missions) for me to have figured out which is which.  No idea if it's considered a bug or if the HC team specifically wants only Council to count now that they've revamped one faction and not the other (similar to how, by contrast, only 5th that transform into Warwolves count for that particular badge, and Council don't).

  3. I believe that while the same-AT badge requires a minimum of four of the same AT, it also requires no mixing ATs even after that minimum is met.  You can do a team with four, five, six, seven, or eight Warshades to get the badge, but if you have seven Warshades and a Bane Spider, no badge.

  4. 4 hours ago, DougGraves said:

    So the control always works if it hits?  The description of "having a chance" just means if you hit?

    Yes, mostly.  Fault has a 100% chance to knock down and a 50% chance to stun, but only a 60% to actually hit an even-leveled target (which why you get so much "miss" spam, as noted in my previous post).  So at least with regards to the Knockdown:

    image.png.ec6ad6df96921969d698aba193772082.png

  5. 5 hours ago, Parabola said:

    Fault is two powers activated with a single click. One is the old radial aoe control power that does stun, taunt (on tanks and maybe brutes?) and knockdown but no damage. The other power is a cone aoe damage power. Both powers roll to hit independently and the radial control power has an accuracy penalty. On tanks the cone damage power is affected by the arc bonus and if you take a step or two back from the pack seems to hit most of the area covered by the radial control. On other archetypes it will be a good bit narrower though.

    Just to add to this, because both effects hit separately, and because the accuracy on the control effect is so low, you will often see "MISS" pop up over enemies even if you hit them with the damage effect.  Furthermore, in my experience, because of how the game seems to limit the amount of pop-text that can appear in such situations, sometimes the visual "MISS" will appear when the numbers don't, and from that aspect, it'll look like your attack had no effect.  However, the damage will still be dealt.

  6. 5 minutes ago, The Curator said:

    Fix an issue with character creation where certain options could "bleed over" from the last character that was logged in rather than being set to their defaults. This does not affect overrides from the saved options.txt file -- those are always applied after the defaults are reset.

    Question on this: one place I've actually used this sort of "bleed over" factor is that, while in the character creator, selecting an saved costume, and then returning to the creator without loading said costume, and checking the body sliders, causes those sliders to be copied over.  This is really handy when trying to make or edit multiple costumes for the same character.  Will these changes also prevent similar "bleed" such as what I've been utilizing?  If so, is there any way that, perhaps, sliders can get numeric values or the like added in the creator, so it's easier to ensure they match across multiple costumes?

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  7. Point of note, but the hero we all see in Atlas is "Ms. Liberty".  "Miss Liberty" is her mom.  The latter does appear in a villain flashback arc, but I'm pretty sure that's it.

    That said, while it might be fun to see what the elder Liberty is up to these days (AFAIK, she's still alive and such, in-continuity, she's just retired), I don't think we need her nor her daughter barraging us with voiced content, least of all which stuff that actually draws attention to the game being, well, a game.

  8. Personally, I like the change.  It results in significantly greater XP over a medium duration.  Yes, it means zero if you have a character that's logged off for 10 days and then you immediately log in and do a bunch of badge hunting.  Yes, it's not "immediate delivery".  But on the flip side, the amount that was previously rewarded wasn't ever likely to bump your level up significantly in the past, but in the current system, I can pick a few exploration badges prior to an Apex/Tin Mage on a recent-50, and finish such a double-header with 50% more Vet level progress.  That's beefy.

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  9. They're pretty much ruined by the first arc requiring being an unquestioning nazi toady.  It's a shame, because basically everything about them is great, but there's no reason Strax's arc shouldn't have involved betraying him and keeping all the stuff you stole for yourself (or similar).  Taking orders from a jackboot (even a well-written one) isn't villainy, it's just being a goon, and I didn't sign up to play City of Goons.

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  10. I noticed on one of mine the other day, that I was hearing the "Domination turning off" SFX pretty frequently, which was odd because I was on a Perma-Dom-ed character.  I'd thought maybe it was playing because the previous stack was wearing off, but it could maybe also be the short term "build up" effect turning off?  Didn't notice any random activation FX.

  11. Yeah, I was on an Apex/TinMage earlier and some of the players who were newer were getting a little lost because they didn't realize "mission waypoint is some weird inaccessible spot" means "it's inside the base".  It's cute to add a maze, or whatever, I guess, but the waypoints need to be much more clear.

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  12. 20 hours ago, Rudra said:

    This and an all sword set of animations for both fire and ice have been requested before. They would need new animations created for those sets, and animations are probably the biggest holdup in adding things to this game. Though this request (and the all sword option) has rather robust support from the players.

    It's been done in another community for Ice Melee, FWIW (although one of the animations is bugged...but it's using the Ice Slash animation which is also bugged on HC...).

  13. 12 minutes ago, Lockely said:

    Haven't had a chance to play it again yet, but

      Hide contents

    I saw folks talking about it on General yesterday and the consensus was that it had a rewrite sometime during the RCs to have you betray him eventually.

     

    Noted. Given that I'm hardly the only one who had complaints about this, it surprises me that they wouldn't have made some acknowledgment of such, but I'll do another check of it on beta, because if that spoiler content is true, that'd be a major boon.

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  14. 1 hour ago, TalynDerre said:

    This arc apparently does not exist.  I have no idea what I am remembering.

    There's no arc, but there is a pair of automatically-advancing missions given by one of the Contacts in City Hall that involves recovering some artwork that the Council stole, and where there's Council in the current early levels, there was likely 5th Column even earlier in the game's lifetime.  So actually, that kinda tracks.  Although the environment and anything any bosses may or may not currently say, I can't confirm, and may have been lost to the ages in the 5th->Council conversion anyway.

  15. I'm confused why there has to be a big rigamarole mod manager when the .texture files I could (and still do) plug-and-play into the game's data folder seem to work just fine.

    Only annoyance is the lack of an updated Siren's Call map that's still turned 90 degrees.

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