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Megawatt

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  1. When did 'Nazis bad, dont work for them' become a point to be argued rather then every one just nodding and going back to punching them ?
  2. My thought is an undercover Arbiter or some kind of mercenary observer type near the sub.
  3. My only feed back so far is i am not entirely sure working for a -current- 5th Column member is a great thing, if Straxt was FORMER 5th Column seeking to get the caches and such so he could go merc or sell it and set him self up to retire that would i think be better but i just now started his arc. Edit: and if this is an 'I want eeeeeevil' sort of thing then having an alternate first contact in the zone would be great.
  4. PPD officer Long Arm Single Shot: a single shot with their pistol Stun Baton Strike: a single strike with their stun baton Double Shot: two quick pistol shots Ring Rounds: a wide area stun meant to incapacitate enemies using a shotgun Empty Magazine: a small AOE cone attack Charged strike: Charge the stun baton with electricity adding a longer duration stun effect Bolo Round: Long duration hold as the enemy squirms around trying to escape (shot gun) Rubber Rounds: AoE cone with a shot gun Investigator the abilities here all work like the SOA's though obviously reflavored. Reinforcements which calls in a pair of PPD drones Choice at 24: SWAT or Hardshell PPD SWAT (DPS/Support) - Breach - Rifle Burst: three round burst Rifle Butt: same as SoA Aimed Shot: Single aimed shot, tagged as a sniper ability Aim Suppressing Fire: wide area AoE damage and Stun Flash Grenade: Disorient and lingering Blind Acid Grenade: Defense Debuff and DoT Heavy Burst: heavy AOE Cone Damage Glue Grenade: you know it, you hate it, now its yours ! -And Clear- Tactical Armor Swap Mags: Build up First Aid Kit: a Heal! Riot Shield: short duration Temp HP Boost PPD Hardshell -Heavy Response- Minigun Burst: Basic attack, leaves a lot of shell casings Shock Fist: single target Melee Stun Heavy Minigun Burst: Long duration heavy damage attack Micro Rocket: Single target heavy explosive Damage Street Sweeper: wide AOE/Surpression effect Gas Rocket Barrage: AOE Hold as the targets cough. Pile Bunker: Heavy Melee attack Micro Rocket Barrage: AOE Frag Damage Sonic Pulse: massive area attack -Armored Shell - Suit Up: activateing this ability enables the other abilities Hostile Scan: works as Surveillance Extra Armor: temporary HP or Resistance Boost. Guardian Deployment: A pair of Guardians drop in to assist for a short time honestly if i could only get one of these things it would be the Hardshell turned into a full HEAT of its own (give them the Glue Grenade ability....DO EEEET!)
  5. i am aware it's been two years but i wanted to boost this again also - i have yet to see any one give me a concrete reason why 'its too easy to fight council to 50' in any way disqualifies this idea. People are doing it any way why use that to limit folks that would prefer to specialize in Fascist smashing or magic investigations.
  6. runing Resistance arcs and in both doctor Staffard and seer 1381's arcs the ambush waves have either triggered all at once (Seer 1381's solo morality choice mission 'deactivate seer subnet') or have basically a milisecond pause between ambushes (Staffards Part Two: A Second Opinion'). this sort of renders the missions either annoying slogs (staffard) or unplayable for certain AT's entirely (six T.E.S.T. Rangers and three leaders swarming a blaster at level 12). any screen shot i provide would just be a mass of enemies charging me to break my face so i can only give specific mission examples. Edit: and it Isnt my difficulty, i am at default.
  7. i'd love the more backpack style Wyvern packs too.
  8. like grenade launcher or 'Tac Radio' biased towards Merc MM's theme wise any way?
  9. right, where basically rather then 'Single shot' from Merc MM you get 'attack 1' and then it opens a sub window, slect your attack and the future attacks replaced with the ones from the selected set
  10. I would like to have a Merc MM with a pistol or a Necromancer with an assault rifle......i've suggested before some sort of 'MM alternate attacks' pool that MM's get from level 2 but it works like a Patron pool where once you have one you cant select a different one.
  11. 'i can make 100 million in 15 minutes' crowed needs to maybe realize they aren't the average player and the 'grudgeingly tolerate other people PLing to 50' crowed ? fine dont PL your self to 50, how in any way is it effecting you ?
  12. I dont know how possible this is but i keep wonder if it's possible to exclude enemy groups from the Paper/scanner missions. the idea is to go to your Broker/Detective and select enemy groups you want to show up because at least from an RP perspective your character has a personal emnity or is an expert on them and wants to deal with them exclusively. Yes this will make it easier on the PI farm teams to exclude everything but council but....so what ? nothing wrong with council teams and it gives rise to people being able to focus exclusively on enemy groups they enjoy fighting.
  13. Part 2 is likely to be Boomtown, going to let it percolate for a few days.
  14. YES, a thousand times yes. i've had to shred characters because every name i could think of was taken (i dont even have the character name for my global on everlasting )....but we already use @GLOBALNAME , it would be nice if we were IDed by that first and character name second since it's highly unlikely i'm going to run in the same circles as another Megawatt and it opens up possibilities for folks playing minions or 'surprise Doctor Ragnarok has 4 robot duplicates!'
  15. Hey you! Yes you! Ever think that Hazard zones were too empty and under utilized ? Me too and that's why this stupid idea filtered into my head: what if we took the hazard zones and made them into a proper zone (specifically Zones for BOTH sides)! At the moment I only have ideas for Crey's Folly. The coordinates in the follow are my idea of where the faction 'hubs' could be. The EPA along with either the PPD or straight up Rhode Island national guard have decided it's time to begin clean up operations in the neighborhood once known as 'Venice' and now known as Crey's Folly....sadly Crey and others want some secrets to stay buried and the initial EPA teams have run into trouble and pulled back to their base at the old Crey factories ( 86.6 0.1 1356.8) to call in a little help. At the same time Crey (1565.7 0.3 2615.1) hires 'outside contractors' to attempt to foil the clean up operations or bury their secrets once and for all. Crey are not the only borderline criminals interested in this industrial zone – rumors are circulating about King Midas and his daring tech-thieves the gold brickers are planing to expand into paragon proper and their initial base is in a formerly abandoned industrial rig ( 2030.4 120.3 739.4). While the Devouring earth have been driven from the zone during the initial EPA and crey operations The Nemesis army and Freakshow remain causing trouble for all three parties, the perpetual specter of the rikti remain as well though they've vanished from the streets they may still exist in the unflooded underground and abandoned factories. Red side and Blueside will also have a pair of contacts Similar to Meg Mason in the Hollows who can generate reletively random missions (dont put them on a timer !) for Villains: Gold Bricker Baz, who is caseing the joint for D'or and for Heroes 'Sargent Valdez' who is part of the National guard recon team that was scouting the zone. Villain Contacts ('Salt the Earth') Agent Bennet, Crey Special Services Division ('Nothing to see here') Agent Bennet is part of Creys SSD, charged with organizeing crey contractors in Venice (he refuses to call it 'Creys folly' and scolds any one that does so). Bennet is no nonsense and to the point with a focus on results not methods and most of his missions involve cleaning up escaped expriments or hiding some of the more egregious violations of the law....as well as dealing with the new meta Gang the 'Atom Smashers' his story line has two branches Dr. Guiscard, Crey Applied Sciences ('It Came from beneath the seas!') Dr. Guiscard has the contractors focused on clean up in the most explosive way possible culminateing in....well an explosion of a crey facility to wipe out the remains of one of his projects (a Kaiju tier threat thankfully contained by the villains, though you may have to fight smaller versions during the arc). Also appearing in Guiscards Arc are the Terror Volts, another of the new Mutant gangs Epee D'or, the Golden Sword, Midas' reconissance specialist (' Midas' Six' ) Operateing from 'The Rig', Epee D'or is King Midas' woman in the field. Surveying the damage and looking for a specific high-tech item Midas is aware of in the zone. Epee D'or and a small team of specialists need the villains help in preping their heist (missions into paragon to steal equipment or set up distractions) before attacking a heavily guarded Crey facility to make off with a prototype Crey Exo suit (a new mob for higher tier Bricker bosses and LT's perhaps). The Inferno make appearances here Both of these contacts either offer the prior contact or one of the following two Operative Torrence, Arachnos Special Operations ('Bringing down the House) Operative Torrance is an Arachnos sabotage specialist, his arc revolves around disabling or destroying a number of advanced EPA mobile lab/decontamination system and culminating in a fight with Mynx. The Quake show up as ambushes to introduce them, rounding out the minor mutant gangs Lieutenant McDowell, Crey Security Coordinator ('Curtain Call') Crey operations in 'Venice' are wrapping up with just a few loose ends to deal with, most of McDowell's missions are simple 'go here, fight these guys before the heroes get there' type affairs but his last one sends you to an abandoned crey factory.....and works like the ambush in the skulls arc 'Remember when I said I was here to tie up loose ends ?' weapon racks 'Nothing personal but you know far too much'. Now here is where helping Epee D'or may come in hand, if you've helped out the brickers in the zone then perhaps a small team of them in the new Exo-suits arrive to help you fight your way out of the warehouse, the souvenier may change if thats possible to have a little note attached from D'or 'now we're even'. Hero Contacts ('A New Start') Lieutenant Evans, Rhode Island National guard ('Lay of the land') Lieutenant Evans and the National guard have a little problem, the gangs that have taken over the zone are making it hard for his people to do their job, they can hold the base but moving out to do their jobs means having more troops and the governor is unwilling to send them in...which is where you come in. the missions here involve rescuing EPA patrols and fighting gangers trying to steal things (all of the 'new' gangs make appearances in Evans' Arc) Captain Foster, Rhode Island National Guard ('I bring you.....fire') Captain Foster is a relative rarity in the military and even more rare in the national guard – a mutant with fire control powers. Their missions revolve around the Inferno gang....of which they were a member prior to joining the military. It isnt even about covering things up it's about mitigating the damage they can do and the Captain is the expert on the gang. Dr. Bannon, US Environmental Protection Agency ('Shocking Development' ) Dr. Jake Bannon is an EPA scientist in charge of cleaning up various power plants in the zone.....and unfortunately this puts him in the line of fire from the Terror Volts. The arc ends with a show down with a terror Volt set leader in order to rescue Bannon and a few scientists from an experimental power station.....though the clue at the end of the arc hints that Volts have run off to Terra Volta..... Dr. Rourke, USEPA ('Rumble in the Urban Jungle') Dr. Rourke is a geologist, highly worried about the stability of Crey's folly given recent reports of instability.....in reality the doctor has discovered the mutant gang the Quake arriveing in the zone, most of Rourke's missions take place in the underground, dealing with Quake, Arachnos and Nemesis Saboteurs and mole vehicles. The last mission is a fight between Quake and Nemesis in a Nemesis Underground stageing area where the hero has to stop the fight from opening a massive sinkhole. Agent Carver, FBSA Liaison ('Some Assembly required') Agent Carver is the FBSA Liaison for the operation and has been piecing together reports from the operations in the zone, she's managed to assemble a picture that shows Crey is essentially herding the various gangs towards operations in the zone to distract them from creys own attempts to cover up (Maybe have dialogue mention the weird sabotage by arachnos employed villains and the odd spike in criminal activity involving the brickers as unrelated ). Carver's arc is about hitting the gangs where they live, disrupting their supplies and finally dealing with the crey Liason (a Boss fight against Agent Bennet) Task Force Clarion: Gang Busters The freaks have been relatively quiet during the events of the zone.....not so once this Task force starts. The TF//SF is assigned by a former freak turned Rogue named Clarion (a Sonic based freak). The over all goal is to either incite a war between various freak factions or to arrest the leaders of said factions with a final fight against a Mega-Freak.....a Freak show in the body of a Stolen War walker or Goliath War Walker. Gangs of Creys folly 'new' groups composed of mutant gangers related to the elements (fallout from the outcasts being broken in the hollows) The Inferno: Fire based gang Quake: Earth Based Terror Volt: Electricity based The Atom Smashers: Radiation based gang Final: Do i expect this to happen ? no but i wanted to get it out there and get people talking about it because the hazard zones are under utilized and i think a revamp similar to this could be amazeing - also i want to see Gold Brickers in more places dang it !
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