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OpMegs

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  1. An initial thought I have on this as someone who ran a Kinetics/Elec on live is some questions I saw in the initial thread as well, namely the effectiveness of endurance drain on PVE mobs, given how enemies have seemingly much lower end consumption than PCs, thus making a Sapper strategy far more effective for, say, Malta than it is for heroes against PVE enemies. I'd have to test it out, obviously, but even from Kin/Elec was able to empty entire mobs of endurance and it didn't really slow them down much, especially compared to hard holds from a Controller or other forms of debuff, so I'm wondering how this aspect of the set won't remain kinda super-niche.
  2. Stealing the double turrets for part of my base (gonna mount them), also I'm curious about your sub port area, the construction around the main door, how did you manage to make the irregular shape? I would guess you just clipped some stuff, but it's too think to be anything I recognize. The piece in question is Polished Metal. Lined a few up around the door and then tilted a couple backwards to provide that upper angled surface.
  3. So, being an amateur taking some turns with the tools on my end, I was really inspired by the options with the outdoor areas. So I conceived of one of my VGs, Scimitar Securities, having a mobile base ship. Getting a full grasp of the scale is kinda hard from just screenshots, so feel free to explore if you're on Everlasting via the passcode BGC-4604 The entryway is guarded by automated drones before reaching the gravity lift Which teleports you outside to the mini-sub puttering just beside the base itself Where sentry guns on the rear nacelles keep track but access to the exterior teleporters is available. Exterior portals are clearly marked. Docking Control taking us to the front of the ship Where tractor beams keep the vessel moored for the moment The Telebay portal takes us "inside" the ship, to the extensive portal system to all zones. Watched over by the array of automated drones Of course, Scimitar Securities is very concerned with the security of our allies from Arachnos Very concerned. We're also very attentive to potential medical emergencies under the strictest of scrutiny.
  4. That is, in fact, what I was going for. With Incarnate stuff, it's a lot easier, and my base build seems like it'd be capped on everything except Psi, which'd be about 65% resisted
  5. So, I remember seeing in the leadup to i24 on Live that PBs were getting a Lightform that was going to be up more often and not reduce us to a 1 hitpoint wonder the minute it went down. However, I've not leveled up a PB on Homecoming yet, so I was wondering if anyone could confirm if that change got adapted or not, as I'm trying to decide between a Monoform which Light Form's new setup would be great for, or if I need to invest in Dwarf.
  6. I can definitely say having revisited my old Willpower/Energy Melee tank that there feels like a definite gap between your first three powers and then the heavy hitters at the end. Build Up is a thing, but with such low base damage it doesn't feel like it's really effective. Similarly, Stun feels almost useless since it's single target, while Whirling Hands is pretty but I wish it actually did decent damage rather than seeming to be built for AoE stun. People have gone back and forth about whether Energy Transfer and Total Focus need a buff, but at low levels, my tank is taking the Fighting Pool just to fill her attack chain with attacks that do decent damage unless I want to be a 24/7 tauntbot
  7. Just running through a few cases I've noticed where some costume parts from NPCs are available (Talons, Circle of Thorns, Longbow, Sky Raider porter pack) but others are not. List of Examples: - Wyvern Full Set and jetpack - Sky Raider set (Helmet, gloves, jumpsuit, flight pack) - Rulu-Shin Gloves, Chest Detail - Sybil dress (belt currently in costume creator) - Leonard/Dr. Aeon hex gloves, chestplate - Resistance (Commando pants, Veteran chest detail/shoulders (?), Heavy Hands Gloves, Heavy barrel helmet, Officer dual pistols) - Praetorian Police heavy gauntlets, heavy shoulders, pants, heavy vest, heavy boots/greaves - Knives of Vengeance tactical goggles (unable to find a good screenshot) - Malta Sappers use Zero-G pack as an always on backpack, similar to Sky Raiders I'm sure there's more out there, these were just the first to come to mind.
  8. Playing through Keith Nance's arc as a Martial Arts/Radiation Armor Brute. When I got to any of the dopplegangers, they were Martial Arts/Radiation Emission (complete with rad debuff toggle and healing aura), as if the game couldn't find Rad Armor and put Rad Emission in there in its place.
  9. So has anyone been able to tell when these roll over? Twice now, I've had a group clear these after 9PM PST the day before rollover, and not gotten the bonus. Are these dated for EST? The time zone the servers are located in? Unsure on this.
  10. A few I've been playing with here and there... Caliadne, Water/Poison Corrupter and Greek Naiad Damanhur, Fire/Fire Sentinel and dragon taking a human form for convenience Kiyoko SS/WP Brute and general oni gal The Matron, Elec Melee/Energy Aura Brute and superpowered narcissist Celestial Maw, Redside Warshade/Nictus Overlord Baron Cocytus, Necromancy/Cold Mastermind and Lich Implacable, new Invul/SS Tank and general Flying Brick Sell-Sword, AR/Devices Blaster in a more steampunk style I recently cooked up DOS-Vedanya, former nuclear powered Soviet "Peace Gift" to the United States and current humanitarian aid volunteer
  11. At present, a few of Poison's powers (Envenom and Neurotoxic Breath) have only animations that emit from the mouth of the model. Varying these animations has happened with other sets (Fire Breath being the most notable as it has an emission point with a palm placement) and Envenom in particular has another poison power that could use the same animation in Weaken, which launches the projectile from the hand. If possible, these would be some customizations I'd like to see so that every Poison user doesn't have to have an apparent ability to spit their own toxins out of their mouth, without losing valuable debuff powers.
  12. Ran this TF with the new lowered level requirement. Team leader was level 9 at start of the TF, no notoriety changes or challenges added. Most of the TF spawned at our level, until we got to investigating Dr. Morben's company, where the Vahzilok inside spawned at our level, but Doc Buzzsaw herself was a level 15 Elite Boss, six levels above the entire team. Tried a couple times, couldn't beat her and ended up quitting out of the Task Force. Not sure what caused this, as no other enemies had inflated levels like that, even on the map itself.
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