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Everything posted by Call Me Awesome
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And just why would you pay for it?
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As I said, it would be a lot to ask. Great, but a lot to ask.
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VidiotMaps for Issue 24 and Beyond
Call Me Awesome replied to Blondeshell's topic in Tools, Utilities & Downloads
If this has been corrected and I missed it then I apologize, but there's a History plaque in Boomtown that's shown in the incorrect location, it's actually about 100-200' north of the indicated spot. I forget offhand which one it is but it's in the central portion of the map. -
Mid's Reborn: Hero Designer
Call Me Awesome replied to Metalios's topic in Mids' Reborn Hero Designer's Forum
This may have been addressed earlier in the thread, but on the version I have, downloaded a couple months ago (2.6.0.7) it doesn't account for the change to slot placement in regard to respec builds... that you can place slots anywhere without concern as to when the powers were acquired. For example, it's possible in game to 6 slot your level 49 power but Mid's doesn't allow that so you can have in game builds that Mid's can't recreate. -
Simply move Global to the top of the list so it's the first one to come up, that solves the server friends issue... that I agree almost nobody uses. It moves the seldom used server friends option below the widely used Global option so most of us get the selection we use by default and those who use Server still have it available.
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New AT ''Civilian'' Suggestion
Call Me Awesome replied to Darkneblade's topic in Suggestions & Feedback
Or more likely farm carpet fuzz. -
Ideally we'd have an import/export function to Mid's so on respec it simply inputs the Mid's build including enhancements if possible. I realize I'm asking a lot here however.
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QOL idea -- "Ambush Warning!"
Call Me Awesome replied to Yomo Kimyata's topic in Suggestions & Feedback
Open zone ambushes tend to spawn some distance from the player and take awhile to arrive so most players never notice them and leave without ever knowing the ambush was there. Usually it takes 30 seconds or more for the ambush to arrive, and by that time the player has moved on to the next mission never knowing the ambush existed. As an alternative, why not have the ambush spawn close to the player instead? NPC dialogue won't accomplish anything since most of us ignore it altogether, but if the ambush is right there then we know to deal with it... or alternatively run away. -
This is known behavior since the start of the game, the zombies are brainless and have almost no perception radius. With the living mobs gone they react like you're invisible... their aggro radius shrinks to just a few feet.
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For fast animating and recharging attacks is there anything better than Claws? It's lower damage per attack, but they activate and recharge so fast your DPS beats most other sets. I've yet to seriously play Claws but the set's always intrigued me and I've teamed with some fantastic buzzsaws using it. Even though Titan Weapons seems to be top of the heap on DPS it's a set that feels incredibly sloooooow.
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Ah yes, "Know your enemy and know yourself and never in 1,000 battles will you be in danger" Still true thousands of years later.
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The Final and Ultimate Solo Character
Call Me Awesome replied to Fan Mail's topic in General Discussion
Here's characters I've had great success with solo: Elec/Shield/Pyre Stalker BS/Shield/Pyre Scrapper Both of them are extremely capable solo at up to +4 x8. Typically I run them at +2 x8 for kill speed to rewards. Second Tier solo: Spine/Regen Scrapper (Old School pre-GDN and ED) Ill/Rad Controller (Perma-PA) Fire/Energy Blaster (Ranged defense FTW) Tankers are quite capable solo, but lower damage makes them slower and generally less suited to the role. Do NOT try this one solo: Earth/Rad Controller (Safe, but where's the damage?) -
Defense is another tactic for Malta... if the Sapper can't hit you he can't drain you. I find Malta to be fairly easy to handle with a high defense character. They're something totally different however if you don't have either high defense (Ranged/Energy) or End Drain Resistance. Sappers are quite overpowered minions unless you can beat their one shot end drain trick. Those stun grenades the LT's toss are nasty things as well if you don't have Status Protection or high defense... preferably both. Back on Live I remember those stuns having something like 20 second duration... did that change? I'll admit I haven't run them solo on a non-melee character in awhile and stuns are a non-issue on a Scrapper, Stalker or Tanker.
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I've never played MA but I second Hyper, a well put together Invuln is nearly unkillable.
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- inv/ma
- invulnerability/martial arts
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(and 3 more)
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New AT ''Civilian'' Suggestion
Call Me Awesome replied to Darkneblade's topic in Suggestions & Feedback
Funny idea and would likely work as an NPC for Rescue missions but would be way too weak to be a playable AT. -
Global Knockback->Knockdown IO for Travel Powers/Rest
Call Me Awesome replied to TorrentYed's topic in Suggestions & Feedback
Unrestrained KB is a detriment to almost all teams and certainly slows things down. The player who scatters mobs all over the room is directly impacting the ability of the team to kill said mobs quickly. A player who makes a habit of that will find few teams willing to put up with it. That's just the facts of life in this game and it isn't going to change. Your teammates don't like having to deal with scattered mobs rendering their AOE powers ineffective and they'll either leave the team or kick you from the team. I'm sorry if you don't like that, but that's the reality of the game. All the arguments for or against KB are irrelevant, most of your teammates won't like it and will respond by first asking you to cease the random KB, then they'll leave for a more fun experience with different teammates. True, they can't force you to control your KB but you likewise can't force them to team with you either. -
As has been mentioned Stalkers play like Scrappers who can stealth past mobs if needed. Once combat starts it's Scrapperlock time... Stalkers are just as tough as most Scrappers so once you start combat it's KILL REND MAIM DESTROY! I've played 3 of them to 50, one on Live and two here on Homecoming and I find them to play almost exactly like a Scrapper with a couple of additional tricks up their sleeves. Aggro? We ain't scared of no aggro once our defenses mature... just like our older cousins the Scrappers.
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Value of CoH IP if someone want to acquire it
Call Me Awesome replied to Heliopause's topic in General Discussion
It wasn't a grind fest so the Korean's didn't like it. Because it wasn't successful in Korea they didn't want anything to do with it... but it belonged to them so they wouldn't give it up. Their culture is very strange by our standards and if they were to sell it and someone else was able to make a profit on it then selling would have been a mistake and they hate admitting to a mistake. Lots of Asian cultures view mistakes as a "loss of face" and would rather do anything other than admit it. They'd rather loose millions then admit to an error. The majority of popular MMO's in Asia are extremely grindy things frequently with rampant PvP griefing. CoH wasn't any of those things so it was automatically a "bad" game in their view, and it wasn't the latest shiny thing either. Personally I doubt they'd sell the IP for any amount of money, or at least any reasonable amount. MAYBE they'd sell for something around 9 figures but I wouldn't count on it and the IP isn't worth anything approaching that. The figures I recall from shutdown were that CoH was turning a profit of roughly a million per year, making it's value likely under 10 million. For that NCSoft would likely rather eat the loss than actually sell. -
Unless things have changed from Live as I recall the vast majority of KB was either below Mag 4 or above Mag 8 so the conventional wisdom back then was to either slot one KB protection IO to handle 95% of KB or go on to 3 IO's... the KB that was more than Mag 4 but less than Mag 8 was extremely rare. Due to that there was little point in two IO's so the rule was either one or go all the way to 3. That was somewhere around the issue 18 time period and I haven't looked deeply into it since.
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Yep, you're level 51 thanks to a T3 or T4 Alpha slot so level 50 minions will con blue. The other level shifts only apply to Incarnate content such as Trials and the DA Incarnate missions but the Alpha always applies unless you exemplar below level 45.
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It's a highly skippable power in today's game with IO's taken into account, so as a bonus you have a free slot for another power.
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WM/Dark if you hate your blue bar😐
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New Lore pet option: "Sidekicks"
Call Me Awesome replied to Lazarillo's topic in Suggestions & Feedback
Doppleganger Lore! The tech is there so it should be doable... however it could be complicated with the tree... LT, Boss, LT + Boss, Radial vs Core. -
Level 1 choices on secondary sets.
Call Me Awesome replied to QuiJon's topic in Suggestions & Feedback
Make it an inherent power of the AT, unless I'm mistaken (I haven't compared the various secondaries) isn't the Hide power identical across all Stalker secondaries? Then just put back the power that it replaced from the Scrapper or Tanker version of the secondary. I realize this doesn't solve the issue of being forced into the secondary T1 power though. Depending on how hard coded everything is it really might be way more trouble than it's worth. -
Earth's possibly the highest control primary, but it's also about the lowest damage output so you'll be a fantastic teammate but you'll struggle solo.