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Tex Connor

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  1. You have a gift for understatement 😉 And it's true that I wasn't using it as part of an attack chain - I wanted to do an "apples to apples" comparison of Smoke Canister to the Psy Dom Confuse power. That's why I had no slots in either, as well. I'll take it for a spin this evening and test it as you suggested to see if that makes Arsenal Dominator less of a "non-starter".
  2. TL;DR - Smoke Canister seems to not know what it wants to be. Did some testing last night, comparing Smoke Canister to the Psy Dominator powers Confuse (single target) and Mass Confusion (targeted AoE). I used newly minted 50s on the Brainstorm server with no enhancements. Smoke Canister: Mobs mostly just stood still. On two occasions I saw one - I repeat one - mob attack a nearby mob. Those two fought; the remaining mobs in the group stood idly by. I attacked a "smoked" mob with Burst on two other occasions - in both cases that mob ran over and attacked me, not its cohorts. Confuse: The mob immediately attacked another mob in the group, and all the mobs in the group attacked the Confused mob. This is consistent with the behavior I saw on Live. Mass Confusion: Glorious shenanigans as the mobs all attacked each other. This is consistent with the behavior I saw on Live. I'll be happy to demonstrate this behavior to any who wish to see it first-hand.
  3. I'm running the "Take out Infernal" mission in the "Into Valhalla" arc, and I've encountered doors with no textures. Sample attached.
  4. Fair points. Thank you for taking the time to reply.
  5. I played a Grav/Kin controller on live to 50, and had a lot of fun playing the role of "force multiplier". In what ways are Grav/Time better, in your opinion?
  6. I'd envisioned that the pets would teleport along with the MM if the MM accepted the Team Teleport/Incan/whatever. I'll edit my initial suggestion to make that more clear.
  7. I have encountered an issue. If I have pets summoned (and, as a Mastermind, that's most of the time) and I get hit by a "team teleport" power, my pets get yoinked immediately, regardless of my "prompt for team teleport" setting. If I have them on "follow" or "stay", they immediately try to obey that command, which usually has them running through mobs and getting killed. That, in turn, requires me to spend time re-summoning and re-buffing. My suggested fix is either: 1. Make the Mastermind's setting for "Prompt for team teleport" apply to pets, If the MM clicks "no", none of them get yoinked - if the MM clicks "yes", then they get yoinked as a group. -or- 2. Make Team Teleport powers set pets to "Stay/Passive" or "Stay/Defensive", so that they don't go running off immediately. This will at least give their MM masters time to deal with their sudden relocation.
  8. That's easy enough to test, just by changing the order of summons and buffs. I'll let y'all know what happens.
  9. Oh. Well, I'd thought that that's "Equip Robot" was what gave the Assault Bot that ability. Do you know where it does come from? "base Assault Bot", "Equip Robot", or "Upgrade Robot"? I just want my Assault Bot to stop running into melee range.
  10. When I add Flamethrower to my Assault Bot via "Equip Robot", it starts running into melee range to lay down fire patches. I love the fire patch damage, but I hate how that almost always gets it killed, particularly in hover farms. Is this "by design"? If not, is it "on the list" for getting fixed? Thanks!
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