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The horse has been beaten into cheval burgers repeatedly. And unfortunately will continue to be minced so long as the dispute is not resolved adequately. Simplest solution that is attainable under current observed engine limitations is to have Group Fly grant two versions of itself when selected as a power pick. (example mechanic: any powerset with an ammo swap power, travel pools granting more than one power per pick, etc) Version 1 (the default) applies only to the caster and the caster's pets. (+Fly is a buff and buffs can have target filters - see Supremacy which does not apply to other player entities) Version 2 applies to the caster and all friendlies in range. Then the person using it can just pick on demand which version to use as appropriate for the situation. The main issue is persuading the Devs to put in the time to actually implement this.
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What are these arrows under character names?
OverkillEngine replied to FFFF's topic in General Discussion
I mean, just imagine what it would be like with ONLY color conning. No other context provided. Remember what a large portion of the community can be like. Chat would be ABSOLUTELY lit up with complaints about orange, red, and purple enemies being way harder. Some people just don't grasp the basics until smacked with a clue by four at least three times. -
Do you pay attention to what your team is doing?
OverkillEngine replied to Forager's topic in General Discussion
Map is always open, even if scrunched down in one corner like a minimap. Team hp bars are always open/displayed, though buffs and such may be heavily filtered to cut down on visual chaff. I see someone drop into the orange or red zone, I start trying to figure out why, even if I am on a "pure" DPS, because I can still fix that using an application of superior firepower. Or a comment to adjust when and where we engage. When joining or forming a team I usually do a quick skim of AT's and powersets to build a rough mental model of how the team is likely to play and how to fit myself into that. For example, if I am on a blaster and see that I am about to receive a lot of resist or def buffs to enable it, then I will play far more aggressively than I would otherwise. But I don't usually give a rat's ass if they are "hnnnnnnng" tier optimized or not. If Toggleman with every pool attack can manage to get kills and not constantly die and we are finishing the mission, I'm generally good. The outcome is more important than the minutiae to me. I don't care about your attack chain optimization as long as the job's done. Now, if you are playing in a way that is counterproductive, I start looking for an excuse to leave. Like people that refuse to grasp that aggro caps exist and they need to adjust pulls/engagements for the team's ability to handle any aggro overflow. Or someone that otherwise refuses to adjust their chosen schtick when it's clear it's getting them faceplanted on the regular and forcing the rest of the team into bad positions to rescue them. -
Hell, I'd make the Self and Self Pets version the one that shows up on the bar "first" just to serve as a soft hint to use it by default.
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This should be technically possible in an indirect way, and there is precedent for the mechanics I am about to propose across multiple powersets and AT's: Group Fly should simply grant two versions of itself: (precedent: every other damn power that grants multiple powers, there are more than a few!) Version A only affects the caster and the caster's pets. No one else. (precedent: Supremacy) Version B affects all friendlies in range. (Precedent: right now) The two versions are mutually exclusive toggles. (precedent: how tank and scrapper toggles were originally flagged to function at release, ammo mode toggles, bio armor mode toggles, etc) There. Done. Then the only issue left with Group Fly is anyone being too stubborn or unobservant to run the right toggle for a situation, since with this you can adapt on the fly (ha-ha! me so punny!), no need for anyone to talk to an NPC in a specific zone ahead of time, etc, etc, etc. Null can stay as the way for someone to permanently opt out if they can't be bothered to use their adult words in chat. Though I'd really prefer a way to opt in on the fly (lol! me so punny x2!) for situations like seed of hamidon or the Rikti ship where on demand access would be nice if one forgot to bring a jetpack and you can't just leave to fix that lack without missing content.
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Surge Potential's Guide to the Summer Blockbuster Badges
OverkillEngine replied to SurgePotential's topic in Guides
Ugh wish I knew this months ago! I have so many characters that could make use of the set. -
I just discovered today to my disgust that this power does not accept any set enhancements. It's a good candidate for the Slow and Knockback sets. Since it isn't an actual attack, I'd suggest against allowing ATO/universal/or AoE attack sets.
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Haha that reminds me, couple days ago I got on an all Blaster Yin TF - 17 minutes. It was glorious carnage. When you've got multiple people with some sort of alpha strike ready every spawn, the enemy doesn't get to deal much damage.
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I'm lazy and consider my time more valuable than optimizing every penny on a transaction. So unless I am absolutely double dog dare sure that I want to go to the effort of self crafting and attuning a recipe, I dump them all on the AH and my pricing scheme is a simple recipe level x 100 when listing. Which in itself is ultimately arbitrary once one knows how the current market works, but it's fast. There's usually enough people aware of arbitrage via enhancement converters at work on the market to keep sell prices prices semi decent either way. And even if inventory is moving slow, it's not like I get charged a time fee for old listings. They'll sell eventually. The approach is effective enough for me to be able to regularly drop 4-5 million on fresh alts and get them into self funding territory within a day or three of casual play. No farms or anything hardcore. Just running TF's when I feel like it and playing like some sort of normie. I've only had one windfall (from a very generous poster in this very thread), and to be honest, once I actually bothered to stay on a character into the 40+ range, I wouldn't have needed even that to achieve critical mass.
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Player access to reward timers
OverkillEngine replied to Hedgefund's topic in Suggestions & Feedback
Bit of a Necro, but the desire for access to the reward timers is still unfulfilled and there is no point creating a new thread just to repeat what has already been said since time alone has not made it invalid. I'd even take a UI window popup that requires a slash command to access if adding a spot in the current list menu is too difficult. It can be ugly programmer art. I don't care. I just want the info in an accurate and cohesive format on demand without having to jump through a ridiculous number of hoops to track it myself. -
I've had regular contact missions boot whoever is left inside them if the mission holder exited and joined another team, which effectively abandoned/reset the mission. So the full effect of that particular feature and its implications may not be desirable in a Task Force. But the part where it terminates the instance and boots the AFK player back to the regular mapserver, sure.
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Sorting and filtering at character select
OverkillEngine replied to OverkillEngine's topic in Suggestions & Feedback
....I may or may not have an .ODS file setup to keep track of what I've already made. Yeah I was wanting something a bit more permanent than the current filter, and maybe more criteria to search/sort by. I'm tired of manually sorting my characters from page to page. -
Topic. I just thought it would be a nice feature to have at character select to be able to sort by name, AT, level, etc. And not because I have crippling altitis and forget what I have already made. I can quit making new characters anytime I want!
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I'm also guessing there were no players with Marine or Traps; those two powersets tend to break the clone fight something fierce.
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Yeah I ended up dropping Trip Mine on my Arse/Traps Controller, since any situation where you want to use it, you are likely to be effectively unable to use it due to interrupts. The set overall has three main issues: * Ridiculously long animation times * Lack of kit mobility * Super long cooldowns So you take forever to do your thing, can't react/move on the fly easily, and have massive downtime on your schtick even with heavy recharge slotting. The tradeoff is you are an nigh uncontested MVP in King of the Hill scenarios. But that's not most of the content in the game.