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Derek Icelord

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Everything posted by Derek Icelord

  1. Or, at the bare minimum, read the bloody launcher text. You have to have it up to launch the game already. Take the 30 seconds to check if the most recent announcement is new.
  2. Wolf Spider Soldiers stop spawning at level 29 in city zones/missions and get replaced by Crab and Bane Spider Soldiers, so I think it's pretty safe to assume there aren't any in the Labyrinth spawned Arachnos mobs.
  3. Badger is still not updated for Issue 28 Page 1, which includes the name changes. City of Badgers is up to date.
  4. I propose the Warburg temporary powers granted from launching the rockets be either buffed or made easier to obtain. The requirements, in my opinion, are not worth the benefit these temporary powers provide. Currently, obtaining these powers requires you to enter The Web tunnels in Warburg and locate scientists, defeat the Arachnoids around them, then bring them to their preferred door, whereupon they give you a code fragment. 3 code fragments allows you to pick one of the 3 terminals back in The Web. The terminal used determines which temp power you're granted upon successful launch. Bring this code to the main launch console on the surface and launch the rocket to obtain your power. The Access Bypass salvage reduces the code fragments required by 1 (only one Access Bypass salvage can be in a character's inventory at any given time). Being defeated by another player (if you ever see one) lets them steal your code fragments or launch code. It is a PvP zone after all. All of that is fine. The problems come in the limitations. A player can only escort one scientist at a time. Code fragments are not team-wide credit, only to the player the scientist was following at the time they enter their door. Scientists mark a random door on the map, which may be at the far flung corner from where you rescued them. You can only have 1 charge of each temp power at any time. Launching a rocket that would grant a power you already have gives you nothing (except badge credit if you don't have that already). With the current power level of players, particularly with Incarnate abilities, the nuke powers feel more like water balloons than nuclear detonations. The 3 powers are: Biological Mutagens (ally AoE buff) +150% Damage for 5 min, +400% Regeneration for 5 min, 60ft radius, 20 targets max Nuclear Blast (targeted AoE damage)* 235.60 energy damage and 160.64 smashing damage (for 396.24 total), -30.00% endurance, 3.00 magnitude knock, -100.00% recovery, 120ft radius, 16 targets max, 171 bonus energy damage if the target is a robot Chemical Burn (enemy AoE debuff) -50.00% RES(All) for 2m 0s, -35.00% DEF(All) for 2m 0s, 1.00 magnitude knock, 60ft radius, 20 targets max *Power creates a pseudopet, so I'm trusting City of Data's numbers are correct since you can't see them in-game. Proposals for easing acquisition of the powers: Remove the limit on scientists that can follow a player (or make the limit 3 if it's easier to implement that way) Make the code fragment rewards credit the whole team. I know it's a PvP zone, but you can already be attacked by any player not on your team regardless of alignment. Allow scientists to be led to any door, or change it so the marked door is the nearest one. These people should be happy we're saving them at all. Remove the limit on charges. The in-game info lists a 5 minute cooldown, that seems reasonable. Make it like accolades where global recharge doesn't affect them. OR Proposals for buffing the powers: Biological Mutagens: Increase the radius to at least 120ft and raise the target cap to 255 like other AoE buff powers. Maybe up the damage buff a bit. Chemical Burn: This is by far the strongest power. My only suggestion is to make the debuffs unresistible so they're useful against AVs where you want some extra "oomph", and perhaps increase the duration to 2.5 or 3 minutes. Nuclear Blast: This poor power is a forgotten relic. It does less damage, with a lower target cap, than any of the judgement incarnate powers (for reference Judgement powers typically do 428 damage to 30-40 targets with a 2 minute cooldown). The only thing going for it is being available if a character exemplars below level 45. Either boost the damage by at least 15% or make it unresistible. Between making them easier to obtain and buffing the powers, I think making them easier to obtain is the better option. I think there is also an argument to be made for doing both, or at least reevaluating their level of power after seeing if players bother to use them once they're easier to acquire.
  5. I've been multi-boxing to get it on pretty much all of my alts. Not so they have all the badges, but because I want that Mark & Recall accolade power. It will teleport escort NPCs with you to the door, which is worth its weight in gold.
  6. Bought it as soon as I got the notification it was released. Quite fun, if a bit on the short side. I'd say it's well worth the asking price. The addition of physics movement from firing a gun as a small rodent just adds to the fun and hilarity factor. Technically it's a MAC-10 <_<
  7. The new power Mark & Recall granted by earning the Between Realities accolade badge is not chat linkable.
  8. Yes. This is the thread for https://n15g.github.io/badger/ The thread for City of Badgers is here.
  9. That's what I've done. I may not be a very good coder, but I can make a passable script kiddie! 😆
  10. No, but assuming you're using Badger and not City of Badgers you can manually add them to character's badge counts. Architect X = Plugged In and Architect XXV = Mission Seeker.
  11. Hrm. I really don't want to even suggest uploading new files if I can't double check my work. I'm used to working on straight HTML/website pages where previewing is as simple as opening the local file in your preferred browser. The only things I'm not sure on are the settitle numbers (I know I don't know how to find those aside from trial and error in game), and the new exploration badges. The Labyrinth of Fog has no map, and thus the coordinate and VidiotMaps references don't really exist. I've cribbed from the Multidimensional and Shrouded badge for that, but I'm not 100% on it.
  12. @AboveTheChemist @KeyboardKitsune For s&g I made a local copy of the git repository to see how hard it would be to update for the 15 new Issue 28 badges (and 2 AE badges with name changes). I think I have it done, but is there a way to preview the website locally to inspect the changes? I'm relatively new to using git. Also, how do you determine the settitle # for badges? Is that something ATC pulls straight from the game files?
  13. Just a note, Issue 28 changed the names of Architect X and Architect XXV to Plugged In and Mission Seeker respectively. Settitle numbers remain the same, as do the badge icons.
  14. You might get better information by posting this in the Mids Reborn subforum. Less likely to get lost in the shuffle over there.
  15. In my search for a way to farm the new Crey mobs, I have come to the conclusion there is no good place or mission to farm them. They're mixed in with the regular minion and boss mobs for what can spawn in any given group. Pick your favorite/least painful mission that has Crey in it and repeat that on -1/x8. The Cryogenicist bosses only spawn at level 35 and up, and the Gamma Tanks only spawn at 46 and up. Best of luck.
  16. Just a heads up while you're working on adding the Issue 28 badges. At some point the names of the Architect X and Architect XXV badges were changed to Plugged In and Mission Seeker respectively and won't auto-add to characters using the log parser. Drove me nuts for 20 minutes trying to figure out the 2 badge difference until I noticed that.
  17. Liquid Nitrogen is dealing roughly 1/4th the damage stated in the detailed numbers view.
  18. Lots of people, myself included, tack 1 Inf on to a bid to go above common listing breakpoints. To my knowledge, there's no overspending protection on the super or winter packs.
  19. If the overall goal was to encourage more players to do the Safeguard missions (which I am all for), I'd suggest giving Force of Justice itself an associated power.
  20. That would help a fair bit. I still think it's super janky to have an accolade requiring another accolade, though.
  21. I like the Sheer Willpower accolade power. However, I think the requirements are rather imbalanced. I'm glad to see a reward for doing the villain strike forces, and those requirements seem fine. However, the hero version requiring Force of Justice seems a bit much, especially considering that Safeguard side objectives typically only credit whoever clicks on the glowie. This is compounded at lower levels by having 2-4 of the possible 5 side objectives spawn. Force of Justice is itself an Accolade, so it seems doubly odd to have it as a requirement.
  22. Any update on when the migration will be complete and the wiki unlocked? I keep going to update articles, but everything is still locked.
  23. Except there's no St. Elegius neighborhood marker on the map, consistent with all the other hospitals in the game. The Founder's Falls sign and neighborhood aren't a perfect match, either. The sign is M. Harvey Medical Center while the neighborhood is Harvey Medical Center.
  24. Except in-game they are. I use the word "neighborhood" since it's shorter than "the named zone subsection that pops up when you cross an invisible boundary denoted by pixels". Every hospital in Paragon City is in its own "neighborhood" (as the game uses the term), but in some zones the sigh on the hospital itself does not match the subzone popup/system text. I'm pretty sure they're all supposed to be unique. The "neighborhood" (again, as the game uses the term) names certainly are, but some of the signs are duplicated. The Rogue Isles and Praetoria skip that and just name them all the same thing. Black Heart Memorial and Cole Memorial respectively.
  25. Looks like the same bug in Peregrine Island. Hospital says Cygnus, but the neighborhood says Aquarius Medical Center. Cygnus is in Echo: Galaxy City.
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