Jump to content

Nutation

Members
  • Posts

    25
  • Joined

  • Last visited

Everything posted by Nutation

  1. Mini-map in the core must be badly centered. I don't show, and my core thumbtacks are also off the map. When I exit a mission, I am shunted from the prismatic door to the cube. What's harder to navigate than a Knives of Vengeance cave? One of them that is dark blue. Looks like I will have to visit the Watcher a few extra times to get all 6 kinds of mission. Nothing wrong with that, but I haven't seen any orange or white test yet. o But, there are 7 colors, so the 6 types of test must be the various emotions, not tied to color. Edit: White must be assigned to the final test, I got the badge for the first 6 types (color and emotion tied together). The kiosk in Pocket D is not tracking Labyrinth. I suppose that's for the future. Base of the prismatic door could be clickable. The bases of the doors in the lobby are clickable, which is useful when /noparticles 1 is set and the swirling vortices are not rendered. A gladiator at [-1240.7 -242.1 -261.2] emanating sleeping z's (zzzz) spoke an empty speech bubble. Edit 2: I log back in, still in the core, so that works. Immediately moved from where I logged out to [412.0 -188.6 2632.0] next to the cube. I speculate that the move might be instantaneous and imperceptible except for the extra computational burden of the zone. Gladiator Mote Atunement did not carry over from logoff, but I can buy it for 1 obol. That seems a fair price compared to the time I would take running to the red mote and back to the core. Conquerer of the Labyrinth: Same stats as Portal Jockey/Born in Battle. Interesting clickables on the Dealer of Death's ship. Including a regular store that is not in the Patch Notes. I wonder about the violet & orange missions giving a larger reward than the normal 4 colors. The bosses don't seem any harder. The monsters along the way are harder, but that can be balanced with XP and influence. I'm just running through to the end of the mission, clearing only the last room.
  2. Nemesis aggro behavior. Units close together usually don't all aggro when I snipe one of them. Tacticians aggro with their general, groups of jaegers and groups of colonels all aggro. Snipers all shoot me, but that's probably because they all see me after the snipe, not because of aggro rules. Otherwise, I can pull individual warhulks, gasmeisters, Nemeses out of a cluster. Not what I expected. I don't always see the animation when a gasmeister shoots, but that might be because of the green haze. Can verify new sniper range, but anyone with stealth can get somewhat closer than that. Edit: Standing at a distance so that only one AV could see me, I could not reduce Nemesis Alpha below a sliver of health. Scaling resistances? Absorption? After revisiting, I see I missed Nemesis in the middle; it's 4 AVs that don't move. The group of 4 AVs should not be a problem for a full team, but this might be a new thing (ignoring Advanced Difficulty and incarnate content). Maybe the Vindicators in LRSF can't be separated. They are in a small room. The future Phalanx and Lord Recluse's lieutenants can be split apart. I haven't see the full Phalanx in LRSF split up, but that's because full teams just zerg-rush them. Romulus and the Nictus AVs in ITF are hard to separate, but that's a special case. Speculation: Is there a low-risk strategy (not really an exploit) where a small team bombards the AVs from a distance? If necessary, a jaeger mass-production portal could be moved to make that approach more interesting.
  3. Zoe TF solo on my kinetics defender. I know it's not designed for that, but let's see what happens. Difficulty +0 x1, bosses yes, AVs scale to EBs Mission 1 It's creepy standing in the pane of the revolving door entrance. Hadn't noticed that feature before. Why are Blackwing hostile? To Be Determined. On the second floor in an office, bad pathing by an automaton in the cubicles, couldn't figure out how to get to me. Warhulk bodies not clickable like the Jaegers, should they be? Top floor, I have flashbacks to the Frostfire mission, obviously intentional. Flashfreeze's motives were unclear to me. Maybe just trying to rough me up to see if I'm worth talking to? I assume the dialog tree after the fight has several meaningful choices, but I did a peaceful one. Flashfreeze was a Hero despite my difficulty settings. There are a lot of AVs in this TF. Mission 2 and 4 are full of them. Mission 2 Aw, can't pop over to Recluse's Victory. Clickable plaques in the lobby, good. Weavespider adjudicators at the d-sync elevator saw through my good stealth. I would have liked to click the elevator, but stayed clear after that. Every prisoner released is an AV. Sigh. They all seem hostile to Arachnos. In retrospect, I should have kited one over to the d-sync elevator and let them fight. Oh, hey, that was Archus with his new powers. I would have learned more detail if I had not been chewing purples not to be hit. The renewable pillboxes are no joke. I thought for a while that I had to click Golden Roller's cell somehow and open it. I didn't notice the directive to get to the computer. And upon exiting the mission, I see that this portal in the Langston facility pops out Rularuu critters occasionally. A lively setting! Mission 3 Good mystery setup in this. So that's what the supa-troll miner is for. And his door. Pity I triggered the laser traps, I can't explore the rest of the Crey facility. Maybe if I run it again, but I can't see getting the supa-troll to avoid those. The rikti site through the portal has no purpose. I assume it gets interesting at Advanced Difficulty, since it reminds me of the LGTF in that mode. Mission 4 Same door? There is at least one other cave door in the zone, this could be randomized. Good sound use in this mission - the initial thumping, the Victrola music, later on creaking pipes, and did I hear the Ride of the Valkyries? These mass-produced jaegers are annoying, of course. The thing to do is stay out of aggro range of a fabricator, but I can't always pick those out. I got wedged into a ceiling crack at [8.0 125.3 -7989.1] in the tunnel portion of this map. Wiggled free. I used double-chocolate with sprinkles caution in the appropriate room, and there sure are a lot of snipers. 15? My Moonbeam reaches 200ft, so I can deal with a few at a time. Excellent use of animation on the sides to represent the moving train. CRUNCH! Ok, don't do that again. That was falling, but I think I hit the ceiling later. Glad there's a hospital on the train, I use it a lot. This eventually feels tedious and drawn-out. The tough Nemesis get rezzed as more AVs. I beat Gamma. And die as well, but the explosion was telegraphed. Alpha, Beta, and Delta won't move from their spot. I snipe, I shoot from close, I shoot and duck behind cover, they stay put. I fire on Alpha where the others can't see me, but can't beat the regen. My Transfusion and Diamagnetic Interface are usually sufficient. I'm giving up for now, but may retry Mission 4 with envenomed daggers.
  4. When you finish the arc of Provost Marchand (Primal Earth), Brickstown has First Ward refugees here and there. Marauder is sitting near Manticore, and so on. Some arc causes the main building in Grandville to be full of Praetorian refugees as well, but I haven't pinned that down.
  5. I see no call for nerfs. (Hint: Corruptors) An honest and dispassionate look at ATs that differ in performance would call for some buffs and some nerfs.
  6. Try the Barracuda SF. Doors will be broken.
  7. Again this year, same experience as yours. I've seen an empty alley twice and a package once. I don't see other people clicking boxes in Port Oakes, so that's not it. The game doesn't like to spawn things within LOS, so maybe that alley is in view too often. Something happening in Blackbeard's Pub? The pathing weirdness generated by Fort Hades?
  8. There are counter-examples, though I generally agree with you. 1. The Mayhem missions are simply offered as opportunities, not work for hire. I find the missions themselves to be great anarchical fun. 2. Dean MacArthur's and Leonard's connected clone arcs. You are running your own operation and have a chance to feel very powerful (see "Army of Me" badge). 3. Brother Hammond's arc. The whole thing is presented as your idea. 4. The final arc of every patron in Grandville.
  9. I know I have run one Virgil Tarikoss SF with Snarky. It went well, which is not always the case in that final mission.
  10. I feel very distinctive.
  11. I found a package there now. The thumbtack is definitive. It is on the street between two buildings, and the map icon is accurate. I don't know why I saw and heard no package before when nearby packages had spawned.
  12. I also failed. St. Martial has many gifts at odd vertical locations, including one inside a damaged house, but that's not the answer. I also looked under Blackbeard's Pub, no. I didn't hear a package either, so this may be a false spawn point.
  13. You can also have multiple builds. Pick more of one or the other power set + pool powers in each form, leave the remaining illegal powers without enhancements. You can't switch often using this method - you are limited to every 15 minutes, and every power is on cooldown when you switch.
  14. He can appear in the Minds of Mayhem trial. If that uses the new versions of GM, the trial has become more...interesting.
  15. More on this. I spent 20 minutes damaging a pinata down to 1/3 health. At 10 minutes, the server shunted me (not 15). I deliberately didn't move, so that is what the server is checking for idle state. I gave up after 20 minutes as I was going to be shunted again. Obviously, I could have moved my feet. These are not easy solo targets, do they have too many hit points? A team would take only a few minutes, obviously. They do not regenerate, so anyone will eventually kill the thing.
  16. More solo exploration with a defender. Freaks saw through my good invisibility. Two groups did; other Freaks did not. I approached a gladiator with a full inspiration rack (not wise). Gladiator attempted to give me one. There's a timing problem here - I think I should have to click on any gladiator that isn't automatically hostile in order to get a response. Another I met just gave advice. Orange - yes, completely random groups. Totally unnatural. Found another malevolent fog. It seemed to take damage faster than yesterday. Maybe I was level shifted more (+4). Do these things have a level, rather than using Giant Monster code? Unfortunately, the minotaur showed up and ended that attempt. I set a thumbtack in a particularly confusing room. Then I died. From the lobby, I had waypoints through the red portal and two other doors that, sure enough, brought me back to the thumbtacked zone. Popped an inspiration in the colonnade and was disappointed at how little time that showed me the path (15 seconds?). Mapped my way through it afterwards, and I see I am not the first.
  17. I wandered around with a defender for 30 minutes or so. It is not solo-friendly (apparently by design) with hazard-zone numbers of enemies. Is the color conning off because of all the level shifts? Grey mob groups defeated me instantly, where they would normally miss a lot. It's not just the standard groups that see through high-quality invisibility (stealth + celerity proc). Psychic Clockwork and some Circle saw me. Encountered one guardian, who gave me an inspiration. Found the Colonnade. There was a clickable swirl near me initially; I assumed it was the exit. Poked around a bit, but saw no way to map the thing. Maybe I can add a thumbtack and orient from that. Found a pinata, but it took many minutes to reduce its hit points by 50%. Apparently not to be soloed. I was shunted back to the Midnighter Club during the effort - did the server think I was AFK for attacking but not moving?
  18. Citizen walking by: "So I said to my cou... Lord Nemesis is watching you, <character> ...sin that I just don't know about these Vanguard guys."
  19. You are using some idiosyncratic slang that makes this hard to follow. A guide should use standard terms: Geas of the Kind Ones DaGawstez: Ghosts Marlezon Ballet: I don't even know what you mean Note that Lord Schweinzer is an unlockable contact. Some villains may be limited to running whatever mayhem mission is available at their level.
  20. Imaginative. The team buff might be hard to code. This should not be implemented until the changeling maneuver is removed.
  21. Agent Watkins has the blue arc corresponding to Doc Buzzsaw. The list of Homecoming story arcs is here, with history at the bottom.
  22. Dean MacArthur and the follow-up contact Leonard give one of my favorite combined arcs for being a villain in charge. I also like Brother Hammond's arc (15-24 Cap au Diable) for the same reason. The player character is the instigator and not a stooge.
  23. Barracuda Strike Force. After you unwisely free Reichsman, "you don't remember exactly what happened", but everyone wakes up in a separate 5th Column jail cell.
×
×
  • Create New...