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Six-Six

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Everything posted by Six-Six

  1. New-ish player. I don't have a level 50 yet. But I've tried Gold Side and Red Side. As a noob who's not familiar with the game and it's content, I found it quite confusing to play redside. While I appreciate that the content is basically a mirror of Blue, my instinct was to attack those who would be considered baddies on blue side. And that throws me off every time I switch toons. Your purpleside initiative sounds not only very intriguing and interesting, but almost a natural progression that the game "should" have. I would very much like to try, but maybe at a later date when I'm more comfortable with the game mechanics and come up with a playing style that's fit for groups. I'd like to elaborate on the last bit: I've participated in LFGs and while they're fun and rewarding, they're just a bunch of guys who tear through mobs. That makes them mobs themselves. I'm hoping to find one (again at a later date) that has some semblance of tactics and team work. After all, the SG should be greater than the sum of its parts, right? Awesome idea. I'll drop a line when I'm no longer a lowbie newbie. =)
  2. If you want self rez, you can get Back to the Battle from P2W lady. cost like 1 mil, I think. Free if you have the Unbroken Spirit Badge from planting faces. 😃 Also, I do think the devs created Dual Pistols to be paired specifically with Ninjitsu. For one thing, Ninja Run (from P2W) gets rid of DP's "running with broomstick up your butt" animation.
  3. Six-Six

    Fighting Pool?

    I take tough. I want all the def I can get. While tough can't be take without taking boxing or kick first, kick was just perfect for my vigilante DP. when they've got a sliver of health left after eating bullets, I walk up to them and give the the boot. makes me smile every time. =)
  4. Or you can make it really really strong and have it spawn near Ms. Liberty to get rid of everyone lolly-gagging around her. =) Sorry for the nuisance comment. =) I'm not a high enough level yet to fully appreciate the discussion. I've only seen one giant monster so far -- the squid in Talos or Independence. Didn't know people can solo those. Dang! Awesome idea, though.
  5. I'm the same when it comes to hunt vs. door missions. hunt, except in a few instances, is just not worth the time and effort in relation to xp gain or story arc progress. To add to your points: 1) It's would be very helpful to have a map pin. Or maybe an alert that a certain mob you're looking for is in close proximity, similar to the hum of clues or something. maybe incorporate it in the police radio function? Another way would be a list that indexes where certain mobs are. 2) sometimes this "joint tally" happens for me. just now I took out 20 Tsoo, 8 of them counted for another mish. on another occasion, a door mish kill count also ticked off a hunt mission. Not always, though. 3) this has also happened to me. I got several rare salvages killing street thugs out of the kindness of my heart to help those being harassed. they weren't part of a mission. on my way to an actual mish, my hero just couldn't turn a blind eye to an old lady getting mugged. I don't know if it was pure dumb luck or if the devs really factored that in. 4) I like this. And it would work better if certain mobs only dropped or were more likely to drop certain salvages. I know this is already in effect, maybe tweak the settings a bit? It think this will also help the crafting economy, maybe hurt farmers I'm not sure. 5) I have a totally opposite idea. (probably not helpful). bare with me. I just took a mish for Serge(?) over at Icon to protect his shop from Tsoo. The moment I step out, two Tsoo buggers were waiting for an ambush. Ok, so you kill them right? that's two down. But now they know you're hunting them, so they make themselves scarce in the streets. But game logic suggests that the map should spawn x number of Tsoo at any given time. this means that if you're hunting them, they're avoiding you. But it also means they're congregating someplace to face you. so it might be a little harder to find them, but once you find the spot, you don't have to look anymore. There will be enough there for you, even more. what this does is introduces you to combat tactics that involve mobs of 15-25 instead of 3-4. a handful, most of us can handle; but not many of us can deal with large numbers. It will be a different kind of challenge that should encourage team play (like putting out the fire) or improve your tactics away from just going Leroy Jenkins into a mob.
  6. Of course. If you're not following your concept, then your cheating yourself. And believe me, YOU'll know you're lying. =) I've even skipped a few primaries and secondaries because of the character concept
  7. I just started playing about a month ago, so I wouldn't know which ones were available in Live. Here are the travel powers (that I know of, or have tried) from the P2W vendor, which is now free or costs minimal in-game currency (still free). Ninja Run - you crouch down and run like Naruto. Beast Run - you hunker down and run on all fours These two stack with the inherent sprint and you end up with quite a speed even with nothing slotted in sprint or swift. You can't slot Beast or Ninja Run. It does not stack with Powerslide. Also, they tend to burn endurance if you use it in combat. A nice thing about these is that if you do slot Run and Swift, you can get a more than decent speed to get around town. Jump pack. Lets you "leap over tall-ish buildings in a single bound." Steam jump. CoH's version of console double jump. Haven't played with steam jump as much, but IIRC, a rocket pack appears while you're holding the spacebar. Jump pack stacks with the two Runs above. I don't have stats to see if stacking improves the distance or height. One thing I noticed is when you use steam either of the special jumps for great height, you lose a bit of health when you land. Coyote/Panther travel power. transforms you to an animal while you run. goes for 1 mil inf. Haven't tried these, and I don't think I will unless I have inf to burn. The three below also cost 1 mil per pop. Lets you fly (convenient) but not fight during flight. Also turns off toggles when you use them. little faster than hover, but slower than fly/sorcery flight. Flying Carpet - haven't tried this, but I've seen it. pretty much what it says on the tin. Void Skiff - you jump on a glowing pink energy disc. Rocket board - white surfboard with red stripes and two rockets on either side (not like Silver Surfer's or Mary McFly's) Under Temporary Powers menu (still in the P2W vendor) you also have a choice of rocket packs. These go for 50k inf for thirty minutes of flight. Not sure if that's real time or logged in time or use time. Haven't used them so I have no idea what they look like, how fast they go or how they work. In Siren's Call, you can buy a Sky Raider's rocket pack for 5k or 50k, I forget, that's good for 1 hour I think.
  8. I've only been playing for about a month. Tried most of the ATs first, but fell in love with Sentinels. My main is Dual Pistols/Will Power currently at level 44. Tonne of Fun! Energy Blast/Rad (2nd fav, levelling just below main) tried out these to level 10, just to see how they handle. found them fun, but a little more challenging AR/Super Reflexes Rad/Invulnerability Fire/Ice Elec/Elec Archery/Ninjitsu waiting to try these alts currently made, but waiting in line Water/Ice Beam/Ninjitsu Dark/Dark (Warshade minus the tri-form) Beam/Bio I dig every single Sentinel combo except maybe psi and sonic but purely because of the animation. Yes, I'm petty like that. Also tried DP/Nin but found it redundant with my main. I try to keep them as thematic or related primaries and secondaries. Haven't made a concept involving /Regen and /Fire. I guess my favourite one is my main, Dual Pistols (for the animation) and Will Power (for the toggle and forget). Then again, he's at a level where I can appreciate his build, so I don't know how much the others will impress me when they do level up. I heart Sentinels.
  9. Credit for the write up is all Sunsette's. (s)he's the one who's done all the work and testing. I just read them and share. Sunsette's a god!
  10. I wouldn't mind dual beam pistols option, nor a better sound for the regular one. =)
  11. New to CoH after it became free to play. My first one, a little bit. I had a concept and tried to keep to the character concept. But if it compromised my staying alive long enough for me to learn the game, then sometimes I turned a blind eye here and there. My next few, I'm trying to be a bit more strict. For one in particular, I rolled a vigilante dressed in plain clothes -- so much so you can mistake him for a civilian walking down the street in Kings Row. He doesn't have super powers. He has Will Power so he's just too dang hard-headed to give up. When it comes primary powers, power pool choices, I have to say no to some to stay true to the character. He's still at a low level right now, so I'm not so sure how that will work out. No flight, no super speed, no travel powers. He takes the train everywhere. It's slow, but it's in character. He doesn't do missions as well. He just got a police radio and goes to where the crime is. Otherwise, he just kills mostly thugs harassing people on the street. Even some enhancements are off-limits. I'm not sure how far he'll go, or how far I'll take him, but it interests me to think how a normal guy with no powers may be able to compete or thrive in a city of supers.
  12. I was looking for this contest. Couldn't find it in the posts. I guess it was a good thing I missed it (or it missed me). I would have been way out of my league. These guys are Brilliant. Awesome work both the entries and the event.
  13. good lord, yes. My client crashed the other day when I was just happen to cross from a mish in Atlas park to get to the train. flying over Ms. Liberty, there was a Yuge crowd that first slowed my frames down then boom. Also had the trouble of trying to click Ms. Liberty past all the toons. One time some bozo put a field or something right next to Ms. Liberty and there was no way for you to click her -- you'd click on the buff or something instead. I don't know what they even do there. Most of them are just standing around. Some are obviously too far to interact with her. Removing the customise costume option seem like a good idea. Or have her be level specific, like only 15 or 20 below can access her. Everyone else goes to the other guy Blue Steel(?) near the west side. He's not getting much love.
  14. Not in the least. Maybe it could be a T2/T3 thing that gives a proc. And it's different depending on you AT, like MM/controllers could get a hold/stun Blasters could have +dmg or -res Sentinels already have the above with Opportunity, so it could +chance to crit since they don't get a crit Shields Tanks could even join in with -to hit or -dmg (is that a thing?) stalkers could have a chance NOT to become visible when attacking. I wouldn't mind that Can dominators use a pistol? Melee doesn't get to play with the toys so scrapper, brutes, Warshades and PBs are left in the sidelines. =)
  15. Thanks Oldskool. I'll take a look at the Epic pools. They didn't really appeal to me earlier on the basis of character description/background. But that might be trumped by utility, so I'll have a try next chance I get. I think only have 2 more powers to unlock until 50. Right now, my end is on a good standing, so that gives me the option to drop Dual Wield and free up more slots. Unfortunately, I don't have access to Pines since I play on a Mac. There are people willing to walk me through installation, but my brain is resistant to it. I also don't plan on spending too much on the build, as little as I can that won't leave me face-planting all over the place or trying to whittle down a boss for half an hour. Thanks again.
  16. Have you tried looking for them in different floors. You can hear the hum through walls and floors. Pop a Reveal to see if there are hidden nooks or check in the small spaces under/beside stairs. those hummers are sometimes sneaky.
  17. Had trouble with this mish as well. Had to get a GM to help in game. He found them, I didn't. I think after you kill every single creep they take a minute or three to spawn. They're on the main island (there's a smaller isle up north IIRC make sure to kill everything that moves there.) towards the bottom right quadrant of the map.
  18. Yeah, you have to fight the named ones (like Johnny, Frank, etc.) at one of the entrances. I chanced upon that on a way to a mish, thought I'd give it a go. The Freakshow wave caught me off guard, though, so I didn't finish it as well. By the time I stepped out of the hospital, it was over.
  19. I do this all the time, even throw in crafting table into the mix, and I've never had this problem. I did once but it was due to a scheduled server shutdown that I forgot about. When it was back up, everything was back to normal.
  20. Pretoroia is part of my point. I think the devs and story peeps did a hell of a job. I personally like the story-telling on gold side better. But as of now it's limited to lvl 20 (?). It's easy to paint yourself in a corner with a multiverse continuity, which is counter-intuitive to the concept of the multi-verse. I don't know, maybe I'm just old fashioned. I mean, I like non-linear story lines as much as the next guy, but to me multi-verse and time-travel (cough Flashpoint) is a seemingly easy way out of a story that has dire consequences when you try to connect the dots to the prime universe -- simply because of its nature of branching out at every decision/choice point. I can't even imagine what a bag of wet noodles that must be for the devs. Now, to contradict myself, it would be interesting if your choices in the game affect your character development (like in Pretoria where you choose to be Loyalist for Power or Loyalist for Protection) AND THEN be able to portal to a specific decision point that you made earlier with the repercussions appearing gradually. It's like doing an Ouro flashback with the results affecting your character development.
  21. As cool as it may sound, I think a multi-verse will open a huge can of worms for both devs and story issues. I don't understand code myself, but take a look at the comics. DC has retconned its entire universe twice in a major way with Rebirth and New 52 just to try to get the mulit-verse under control. Marvel's also done it and regretted it. I mean, yeah it's very tempting to full Schrodinger. You just need a hell of a damn good writing team (both for continuity and code) to get it to work. =)
  22. It could also go for an assassin-type of thematic. Like a ranged stalker counterpart. But then you'll wonder why it doesn't have snipe like a real sniper, not the blaster's snipe which is just a ranged shot with better stats. I also thought of another power like Disarm when it shoots the weapon out of the enemy's hand. Cool in theory, but maybe not so practical as not all enemies have weapons, and animating the enemies losing their weapons is probably hell for the devs.
  23. Here's a very detailed write up by Sunsette. ================================================================================= Seize the Opportunity One of the central mechanics for Sentinel is the archetype's inherent power, Opportunity. Opportunity has two effects: 1. All damaging primary, secondary, and pool powers the Sentinel uses inflicts a small amount -def and -resistance to targets for 15 seconds. 2. Sentinels have a third combat bar (besides Health and Endurance) that grows as the Sentinel makes attacks, and decays when the Sentinel has neither attacked nor been targeted for an attack for several seconds. This decay is very slow and can take about 2 minutes to empty from a full bar. The bar does nothing until it is very close to full. When it is very close to full, a red circle will envelop the T1 power and a green circle will envelop the T2 power. Using and hitting with either of these powers will completely fill the bar and trigger either Offensive Opportunity (T1) or Defensive Opportunity (T2). Both triggered versions put a targeting reticle around the struck foe for 15 seconds. This targeting reticle reduces the foe's damage resistance by -20%. Unlike many other sources of resistance reduction, this reduction cannot be resisted. This is a moderately powerful debuff, although it bears noting that debuff focused support characters can put out a lot more resistance reduction. For a high level sentinel, this is the most powerful part of Opportunity. At high levels, if one opportunity misses, it is usually not worth it to wait for it to recharge -- go for the other opportunity type instead as soon as possible, unless you really need the endurance savings from Defensive. However, low level sentinels will care more about which type they activate. 1. Offensive Opportunity (Red Circle). In addition to the above effects, while Offensive Opportunity is active, the Sentinel deals approximately 20% extra base damage to the primary target of their attacks, with all damaging primary, secondary, and pool powers. If the attack has no target (as with point-blank or 'melee' AoEs), it does not get this benefit. This base damage scales with global damage bonuses, but does not scale with enhancement bonuses to damage. Thus, this is a lot of extra damage at the lowest levels when your enhancements are weak. At high levels, when you have various incarnate proc effects and fully enhanced powers, this is about 10% extra damage before including procs, and won't affect your best AoE attack at all as an Energy Blast sentinel. 2. Defensive Opportunity (Green Circle). In addition to the reticle effect, while Defensive Opportunity is active, the Sentinel gets a fairly significant amount of endurance back on a successful hit, and a minor amount (about 2-3% of base) of health back on a successful hit. Defensive Opportunity is all but worthless at the lowest levels, but begins to shine in mid-levels. Whether it continues to be of use at the highest level depends greatly on how much resistance you have and how much endurance you burn. After 15 seconds, Opportunity will end, the bar will drain, and you'll have to start all over. You can expect roughly 50 to 60% uptime for Opportunity during a fight once you have a full attack chain. ================================================================================= So if you don't take your T1, you still get the 15 sec. -20% res. with your T2. what you're basically trading is: • moderate but fast attack • a minor -reg • chance for KD • chance to spread Disintegrating Effect • 15 secs of +20% base damage in exchange for • 1 power pick • possibly 6 extra slots
  24. This is an awesome idea. Lot's of good ideas followed as well. I really like the idea of having the option for shields. If I may add my two cents to the pot: T2 could be Pistol Whip (like the Arachnos T2, Pummel) +chance for KD/stun? T3 Covering fire could be 4 shots in rapid succession (still cone in principle, but more in line with the pistol dynamic) T5 Steadied shot T8 Double-tap (add crit?) T9 C4. You throw/slide a brick of C4 (or propane tank) and shoot it for an AoE nuke It would be cool if you could have "silenced" sound effects when you choose gun skins with suppressors, but I'd be happy with just a better SFX and not the current .22 sounds.
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