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cranebump

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Everything posted by cranebump

  1. I'd say it's teamwork if there's some synergy or interplay between skills. For example, my role on the basketball team might be to grab defensive rebounds and start the break. If there's no one to toss the outlet to, then my skill is just wasted. Tanker running ahead because they feel they've done enough, then leaving me, or someone else, behind to play free safety isn't "teamwork." It's 2 people performing the same task in different locations (with the one left behind having to deal with the burden of sometimes burying tough foes all by themselves). Also wanted to chime in on targeting. The primary focus in an enemy group ain't always the bosses. Sappers, for example, are priority targets in Malta Groups. Sky Raider Engineers can make things really suck if they're left to activate forcefields. It's not all one way or all the other. Of course, in this age of melt everything in 2 seconds, none of this may matter anymore. I thought there were already some mechanisms in play to buff certain ATs when they solo'ed, versus being on a team (EX: Defenders doing more damage when solo than when on teams)? If not, that would be a way to address it. Beyond that, I don't think everyone sees this as inherently a team game. I think more people than we know team up not because they enjoy being around others, or even need their abilities, but simply because they want the additional XPs from a filled out team. The subject matter of this thread is a testament to this - the OP has seen enough instances of being left behind to clean up after others that they feel they have to devise a "free safety" toon build so other folks can play their "I'm actually soloing, but you can come along" style. Having been that person on a lot of so-called "teams," I've been able to handle most stragglers with just about any build I have. If I can't handle them alone, then I just catch up with the group (because they obviously don't give a shit about them...until everyone realizes it's a kill all and they have to backtrack). (Just to be clear, I think the game is fine solo and on teams [for me, casual, chatty, non-speed teams are vastly preferable]).
  2. 2-96-60 Blaster-Water Blast-Martial Combat (oooookay then) 63-32-34 Mastermind-Mercs-Kinetics (could actually work, but I hate MM's) 78-81-98 Sentinel-Rad-Will (could actually play this one) Well, might as well go with the weirdest. Now dropping in... Tsumurai!* Holder of the Sacred Gem of Imanust! Trained by the Tsoo! Wardrobe by Goodwill! *some hateful, horrible person already HAD Tsunamurai, unfortuntately. (sniff):-) (Water Blast/Martial Assault it is. The KD is really nice, but when I wade for kicks-n-grins, I got no defense atm. Probably gonna need a toughness secondary, though I feel I have to have infiltration). Addendum: I also did costume parts/types I rarely every use, namely Hood, "Martial Arts" elements, and that weird cape selection. I actually like his look, though I'm pretty sure it's a very crappy, Marvel-1970s representation of an MA hero (at best).
  3. I got a katana/SR Tank last year (I think it was a tank). It was a fun ride. I’ll whip something up soon.
  4. Patrol spawns after objectives, spouting some sort of minor clue sometimes work. But you really can't use the "unaware" dialogue (and many other types) without it popping all at once.
  5. Okay, so gave it a run:
  6. No worries. Maybe I hallucinated it:-)
  7. Hey, @TerroirNoir, just saw your mish comments. Looks like I have something that needs addressing?
  8. Now that I think about it, if we can flesh out KW, that'd be cool. That wouldn't have to be Coh2, either. It's just a zone asking for some content.
  9. I'll try to give it a quick run tonight or tomorrow morning. There's several new arcs from new authors, which is a great sign for the health of AE. Thanks for throwing your sombrero in the ring.:-)
  10. @lemming's right. The player's settings will determine how they con. If you want to make sure a Boss shows up as that, you can place an EB as the "Boss" objective, and then, on default level (which is where I test everything on mine), the player will get a boss. It seems to con one level down. If you think about it, it makes sense, since custom power selections can be a bit tougher anyway, for standard toons. That said, I always assume AE'ers are running with strong characters, and can handle a the challenge. Isn't always the case, though. On the whole, if I can handle a tough combat using Insps, I feel like it's a fair fight.
  11. I'd like to have bosses TP out before they're killed. Or have them surrender, then talk to you. Other than that, adding the power pools to the selections list for critters. I want some of my bad guys to have super speed.:-D
  12. King’s Row is revitalized, but it’s by a Kingpin type character who’s seen as a hero by most of the folks (but we know better, don’t we?)
  13. They might be, but I'm not entirely sure, tbh.
  14. Are you referring to a Rescue? As in the target is freed, then heads to the nearest door? If so, there is not contro over that at all. The fact that the target uses the door or not doesn't depend on anything you do. All the rescuee is trying to do is leave via the nearest door. This effect that you saw would be due to the specific map, not anything you can do in settings. The only way to absolutely ensure an NPC stays on their side of the door, with you, is to set it to follow. Beyond that, why do you want them to run to a door, then stop?
  15. Did you check to see how many of each type are offered in each area? You’ll find thus when you pick the map (it’ll say for example “boss, destroy object, patrol, 1 front, 7 middle, 2 back”). There actually has to be an open slot in the zone to place anything there. So the map needs a slot in the back keyed for a boss to actually put a boss there. The number of glowies is broken down by wall or floor in the same manner. The number of collections does not affect the objectives. So if a back area has, say, “2 boss, patrol or destroy object” and 12 wall collections, I could stick 12 glowies there without affecting whether a boss shows up. But if I were to place 1 Destroy Object, then I could only place 1 other of the listed obj types before they’d get shifted somewhere else due to lack of room. So, it you want a boss in the back, make sure your chosen map has boss slots in the back. And glowies.
  16. The boss won’t always spawn right next to it, but putting them both in the same zone (front, middle, back) will keep the player in the same area to deal with both. If you want a boss to spawn after a glowie, you select the glowie as the trigger on the boss screen (where you select when it becomes active). If you want to keep the glowie and boss near each other, use a map with few objectives in the back (though most indoor maps have fewer in the back already). Keep watch over how many objective types you have, and where they go. If you overstock an area, the overflow will be sent elsewhere, and what you want to appear in one area may get shifted.
  17. Whoa. A @Kyksie sighting. Feel honored. Kyks will make you better.
  18. Whip and cable guns, the latter of which is also a travel power. And please let me electrify my whip, so I don’t need a taser.:-) Single handgun would be nice in a secondary pool. A devices secondary that has the various grenades and tasers in it would be cool.
  19. I can take a look later this week, pending some additional tests and edits of my own stuff.
  20. That mention of The Outer Limits. 10,000 pts, Anky.:-) Amy J popping reminded me - one of my characters earned an AJ Sig Summons I used in some fight when I was on a team. Someone goes, Who's Amy Johnson? I'm like, Hell if I know, but she's mine! 🙂
  21. If this is your route, I'd recommend doing them both, since, with 2XP boosters (as many folks use), the DFB buffs may be gone before you know it (at L22). And: instead of pressing 'M,' maybe just keep a small map open at all times, in your hud, tucked off in a corner.
  22. Part 2 in final draft phase. I know I have a typo or 2 in mish 5 (probably others). Good enough to get some test runs, though, I think. NOTES; Lots of customs. Some maps/map types I just never use. I did some weird sh*t, sorta just 'cuz, but I think it will fit the narrative.:-) Interested to see: How this runs with a group, or at higher settings. Tested with my BR/Regen Sent at max mish level. A few close calls with bosses, but nothing else. I am wondering what happens when you get bigger mobs. Interested in the possible synergies. Thanks in advance, Crane
  23. The industrial maps. And I went with TV Backdrop as well:-) thanks!
  24. Trying to figure out where Outdoor Maps 01 and 02 are in the actual game. One of them is the square platform, with an outer area, and an "inner pyramid." The other is a long building with lengthy catwalks. I keep thinking the latter if somewhere in Booms, but I honestly don't know. These may just be things that appear in missions. In any case, I want to use one of them, and thought I'd at least take a stab at placing it in an actualy location. In the end, I might just wedge it wherever I want it to be.
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