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Tath99

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Everything posted by Tath99

  1. I'm sure someone creative and villainous could come up with something more testing than a mere timer to make clickie objectives more exciting. * Unsuspecting Hero clicks on glowie. A Boss level turret deploys from ceiling. * Unsuspecting Hero clicks on glowie. Teleport beam transports them to Jail Cells. What was the original intention of multi-click glowies? "Teamwork & challenge". So... design new events that fulfill those intentions?
  2. Loved reading your post, Ukase. Mentoring players? Please do! Teach players how to get the Atlas Accolade. Help them Hunt Vampires & War-wolves (which can be very hard for squishie AT's to do at Striga appropriate level). It's stuff like this that helps build (and maintain) the friendly community spirit COH is renowned for. -- Tath99
  3. Striga Isle. Bad men with guns tried to shoot us. Progress Update: Maestro Defeated. Added additional mission to my AE arc & extra room to SG base. My duo partner and I have come to a conclusion: [Oil Slick Arrow] is rather good. -- Tath99.
  4. Currently, the powers usable through Archery and Trick Arrow, when activated, do not reflect the fletching colour chosen through Backpack / Knight's Quiver. Should it ever become possible: * Tintable Arrow fletchings added to appropriate powersets. * Fletching colour adjustable through power colour modification screen. * If Quiver present, tintable colour = secondary colour by default. * Codes for player to change their fletching colours at chatline: /fletchcolour & /sg_fletchcolour
  5. Taking a break from AE. Progress Update: Getting to grips with AE including the creation of a custom group. It could be fun to create stories, right? But how many people are interested in story content over farming content? Rough concept of SG base placed down. Discovered five days in you can change the colours of tile-sets(!) May allow sneak-peak in days ahead, once I work out how to do the macroimage passwordy thing. -- Tath99
  6. Please consider moving the Skyway City Detective mission van closer to the detective. The distance between the Detectives and their van is terribly inconsistent for no apparent reason. King's Row: Right around the corner. Faultline: A dozen yards away. Talos Island: A pleasant jog. The Skyway City one in particular is an irritation - being the entire breadth of the zone distant with changes in elevation in between. Maybe some fun could be had with this? If the van position is easy to change and sign-point perhaps it could become a /feature/ that according to creator whims they change occasionally? Perhaps there could be several vans in each zone and the detective randomly chooses between each?
  7. Suggestion for an SFX Mod: (Zero Endurance / De-toggle Sound) When a player's Hero / Villain runs out of Endurance their running toggle powers (like Leadership) tend to drop. This creates a "deoow" sounding noise. Whilst this is not an annoying sound it *is* quite an electronic / technical sound. *IF this is a generic sound that is called upon when at a zero end / toggle drop state, is there any possibility it could be investigated / changed to something more suitable for a Natural origin? * I am open to suggestions / creativity as to what -- but maybe a quickened (but not too fast) heart beat sound would be appropriate? (This change might be fun to help create the sense that a Natural Hero is physically struggling from their efforts.)
  8. I would echo this excellent suggestion. Contacts added to >>> Contact Window. Contacts added thematically to >>> Ouroboros. It is my understanding and recollection that only a limited number of arcs were made accessible through Ouroboros -- a balance of Blue / Red / Praetorian arcs -- due to technical / time limitations facing the live developers. If these limitations exists, perhaps they were limited by the tech of the day -- perhaps there is scope to increase the capacity of the Contact & Ouroboros systems? -- Tath99.
  9. 'Erm' Boss encountered. The Wonders of Time Travel. Progress Update: The Contact system is in a poor state, side-lining some excellent story arcs. To overcome these difficulties access to Ouroboros' was obtained. This encounter took place on the Bloodsnap arc during a Perez Park hunt for Skulls and Hellions. Using the Ouroboros system is highly recommended to all would-be Archers. Run the content you want to suit your own desires. (The sharp-eyed of you might also note 'English Spirit' and 'English Spirit.' both have matching costumes as originally intended. By sharing a costume file, we were able to overcome a costume bug.)
  10. Progress Made: Fusionette rescued. Kurse defeated. Arbiter Sands encountered. Nocturne defeated. One Arachnos escape-submarine destroyed.
  11. English Spirit & English Spirit. -- Steel Canyon.
  12. We ended up starting Blue-side on the Reunion Server. To date: We have travelled through Atlas, Hollows up to Frostfire and defeated Veles as a purple-class Elite Boss. We are currently venturing into Steel Canyon. Unfortunately we have discovered the 'Natural' Contact chain is very easy to break & outlevel, which is a considerable disappointment. Screenshots to (hopefully) follow at a later date.
  13. This Natural duo is now active and casually playing through content. Trick Arrow as a a duo is a quite safe affair. Bosses and Elite Bosses are defeatable. One death to date (me!) when I underestimated the -defence effect of enemy gunfire. Knockback & knockdown are also potentially life threatening.
  14. The Poison Gas Arrow combat log has text which states it is an auto-hit -- but it takes Accuracy enhancements. Can anyone confirm how the power correctly works? (It rolls to hit intended single target, then auto-applies to anyone AOE?) (I'm not seeing a 'Chance to Hit' roll for the power. Is Accuracy slotting required or not?) Thank you for the assistance. -- Tath99
  15. Go without a Travel Power before dropping [Crowd Control]. It is really good! You *can* afford to get all Mace Attacks: on my Mace / Regen Brute, for example -- I went without Epics & Travel Power -- to stay pure to the Primary and Secondary.
  16. Sonic Cage & Detention Field are excellent powers. - Turn the difficulty up. - Turn on Bosses. - Cage or Detain the Boss of each spawn. - Defeat all Minions. - Catch Breath (or use any inspiration of choice) 😉 - Pile on Boss. === - Join PUG group. - Wild-eyed crazy scrapper runs ahead and comes back tail-between-legs, trailing a damaged mob. - Now fighting two spawns! - Emergency detain highest threat (using a custom macro that includes text detention warning). - Defeat mob. - Resurrect fallen heroes. - /e slap Scrapper.
  17. Attempting to redownload and reinstall as Update was not working through installed version NET::ERR_CERT_DATE_INVALID
  18. Thanks for the suggestion regarding Grant Invisibility. It is an option but it might be we don't want to be too reliant on a recast. As for the control aspects of Trick Arrow: by this I mean quite specifically, making sure it is recognised that the characters are first and foremost Defenders / Offenders. That is, allocated slots to powers will favour Controlling and Debuffing. Making sure powers slow enough, debuff enough, control enough to slow the pace of combat 'down' so the likes of the -resists can bite. In early testing if slots are allocated towards offensive Archery, enemies break free and through the defensive line to threaten the archer (to use an Americanism: they are rushing the quarterback). edit: - If anyone has further thoughts / suggestions on favourite story arcs that strongly suit Natural characters (or test them by being at odds) please make mention of them.
  19. FF / Dark here! I really enjoyed this combination. It takes defence and -to hit to extremes. Is it the most damaging? No. But that isn't its role. I consider it a Force Field tank.
  20. A result of watching 'Arrow?' No. We are working our way through the Defender primaries and conceptually testing them. We have taken a liking to the archetype -- believing it to be the best archetype in the game. We ran a Force Field duo -- and it broke the game. Defensively. But was slow to defeat enemies. So we have moved over to more 'Offender' concepts. By taking the same powersets we can have fun discussing and exploring it all. ------ Healing and Fighting as mentioned above, do fit the concept. Thanks for the suggestion! We haven't really discussed the build -- but it is more intended to be an in-depth look at Trick Arrow / Archery than the pool powers. We will have done something wrong if enemies get to melee range. 😉 -- Tath99
  21. I have a Storm / Ice Defender. I can highly recommend it. Without a doubt it is the best Controller I have ever crafted and my most successful creation to date. All you need to build for is Ranged Defence. Then you stealthily Hover over the battlefield and unleash torment on your foes. You can play an excellent Overwatch role helping the team. Storm I found to be elegant and gives good feedback on your success whereas Time did not click for me. I would play a Time Controller in a heartbeat. The visual and sound of Time Stop are great.
  22. Thanks for the advice, Luminara! Your expertise might be drawn upon. 😉 The comments about AOE are especially welcome -- I was in two minds over [Fistful of Arrows]. The Build we are aiming for is yet to be determined. 'Controllery' is what we have decided so far. 🙂 Ideally we want [Combat Jump] & [Stealth] to fit the Natural concept. Experience has taught us rounding corners and running into mobs requires -perception and a jumping exit strategy.
  23. All of these are reasons why we are going double Trick Arrow. We are also intrigued to see how well [Poison Gas Arrow] works in combination. For those who aren't aware, [Poison Gas Arrow] offers excellent -damage on foes that are not slept for ~20 seconds. This is an excellent window of opportunity to whittle down the opponents to a negligible threat. Double [Acid Arrow] + Double [Disruption Arrow] is a whole lot of -resistance. We intend to play with Bosses turned on.
  24. You make a credible case for Praetoria, Berk. I will discuss it with my friend and see what he thinks. Personally speaking though, we have found some of the Praetoria arcs frustrating in the past. Bugs with long missions where they won't complete, forcing a re-run. OP opponents for the level range etc. As you say the writing is good, but technical issues have soured my own opinion.
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