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Six-Six

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Everything posted by Six-Six

  1. 1) First, you have to register for the game (free). I mention this specifically because a few people in the past have confused registering for the forums as the same as the game. 2) download the launcher. You can play on Windows, mac, and some have even done so on Linux. 3) fire up the launcher. If it's your first time, the launcher may take a while to download what it needs. IIRC, it'll eat up about 4-6GB of disk space. If you meant RAM when you asked for memory, then bare minimum will still work. (I play on a "vintage"--as my local technicians refer to it-- computer with 4GB RAM) 4) once the login screen is up, enter your user name and password from #1 5) pick a shard (Homecoming's term for server) to play on 6) create your character and knock yourself out. I can't really go into "how" to actually play the character you created because that will be your own play style and idea of fun. But the basics are fairly standard. Use your keyboard and mouse to move around and interact with the environment, and click buttons to use your powers. The game itself loosely guides you through it in the early levels, but it's quite easy to pick up.
  2. I suddenly had flashbacks of Ye Ole Newspaper... remember those, with the Headlines, editorials, business section, funnies, AND classified ads--sometimes a full page or even an entire section of small squares of different 3-4 liner ads... like Craigslist... but I digress now. Just a quick 'member berry of a bygone era.
  3. Oh, sorry, I misunderstood the post. I'll add to my original answer later.
  4. Still on my melee binge... a re-skin of an old toon, Gorilla Girl.
  5. Short answer is nope. It's obviously thematic to have similar powers for your primary and secondary, plus having the same power in both usually proves complementary. But Elec/ works well with all the others. You might even go so far that it goes very well with /dark. /Dark is quite end hungry and elec/ has the option to end drain... isn't nicer if you're not just the only one sucking wind and instead share the end drain with everyone? On a slightly more serious note, you can definitely pick any secondary that fits your fancy and pair it with elec/. My personal favourites from sentinel secondaries are Ninjitsu, SR and Bio. Thematically they still work (a mystically powered Raiden devotee, a member of the Allens or Wests, or some bio engineering gone horribly wrong or horribly right).
  6. One work around that I've found as I do a lot of paper missions for my broker is: If you don't see the choice that you like, you can do one of 2 things... 1) check again in a few minutes 2) choose one that you don't particularly like and abandon it right after. This will refresh the options and hopefully come up with one that suits your fancy. This also doesn't affect your mission count with the broker if you do it from the Missions tab.
  7. If you're considering a Tanker, you should also consider a Sentinel. They're also very forgiving. Sentinel's are ranged attack + Armour. Some armours have minimal clicks, while others are toggle and forget. With regards to your impairment, at least you won't have to worry about running after your targets. You can just stay in place with Hover and fire away with minimal movement.
  8. This is the thinking behind every great villain, real or fictional.
  9. Notice the difference in their physique. Meat builds better bodies.
  10. This is from a few months ago: So at the very least, we can expect to see new NPCs with new story arcs. Other than that, they didn't really give any details. Hopefully some will fall redside or (one can only hope) goldside.
  11. Back in melee mode. My latest scrapper, The Vegan Hater BS/Regen Edit: My toons are Villains by default. But based on his concept, he sounds like he should be a Hero
  12. That's true. In the Trials I've been on (in Reunion), the ones facilitating the entire mobilisation are almost always NOT the ones with the star--and in most cases it's a group of 4 or 5 rather than a single supreme commander. Rather, the "designated" leader seems to be under training from the shot-caller. But ya, good catch.
  13. While some Trials take longer to put together than others, I think we need to give League Leaders a little more credit than just gathering peeps for a league run. Trials require ample knowledge of the task, certain strategies that minimise casualties... or ensure badges... and a certain level of coordination with Team Leaders and delegation. Why don't we make it automatic that the overall League Leader gets a certain percentage more than the members? Doing so would incentivise others to rise up and be League Leaders themselves one day.
  14. Justice isn't blind... just blindfolded. Also apparently a broadsword/stone armour brute or scrapper... or considering how much damage she doesn't do... a tanker.
  15. You are absolutely right. To the OP, sorry for the side-tracking of the topic. You still have my support for Infiltration to be included in SoA's powers.
  16. I guess we weren't on the same page from the start. I was merely referring to the name of the power, not the power itself. And in the same vein, it's also the reason why I supported OP's request to add Infiltration to SoA's powers... because they Infiltrate. I think it's safe to say that the term Operative, whether NPC, Boss or players, tend to refer to Arachnos in the same way Archon immediately makes you think of Council, and Consigliere (which btw means Councilor) refers to Family. So why not give a group that obviously has ownership of the term Operative a power with the same word in it regardless if they utilise the stealth aspect of it. I know it's a shallow form of reasoning, but that's how I roll. Sorry for getting your panties in a bunch over it. (incidentally, are there any named bosses that use stealth? just wondering out loud.) Additionally, Field Op doesn't only offer stealth (btw, I think of stealth as the power to be sneaky... you're not invisible to the extent of Stalker's Hide or Mask Presence... you're just quiet and unnoticeable... almost like you were trained for it...) it's got good regen + recovery... which this time in terms of power fits with the Arachnos Training theme under Conditioning.
  17. I think Field Operative fits characters that are themselves called Operatives... in the Field.
  18. If you think about it, it does sound like a better version of Mental Training (recharge + run speed boost) which is a sort of meh power pick. Although personally I'd prefer an Arachnos version of Field Operative than infiltration. Yes, the Bane's get Cloaking Device, but it's available late 30s(???) and only for Banes, not Crabs. /Devices' Field Op can be taken before 20. I mean it fits the theme. Maybe switch Defensive or Mental Training for it and have it available sooner. But then Cloaking Device will be slightly redundant, and I don't have a solution for that off the top of my head. just spitballing here: replace Defensive with CJ replace Mental Training with Field Op replace Cloaking with Mind Link/Victory Rush/Smoke Grenade I rarely take infiltration, though, even if I opt for the concealment pool. most of its powers seem redundant to me, especially if you have stealth and CJ+super jump. IIRC, it also cost more end to keep on all the time... which I never do for travel powers.
  19. I like the Boomtown idea. Additionally, most cities have designated level districts indicated by their zoning colours. each zoning could have a level cap or certain level range to avoid having 40s mingle with 20s. And I don't think having purple con+ spawns wandering about should be too much of a problem. It helps to keep you on your toes so you don't waltz around the city like you own the place. It's there to remind you that there are stronger entities than you... there are things you can ignore, and things you should watch out for, and you don't know which one it is hanging around the corner. much like flying around in the Ward might end up bumping into Hami. There could also be another benefit for proliferating this in certain zones for certain spawns... and that is to help with the "kill X number of Y enemies" for badges and accolades.
  20. I thought this thread was about MOAR blood, bones and entrails flying off your defeated foes. Though (slightly) disappointed, I think the OP is a valid request. They give you a power but take away your resources to use it. But at the same time, it's also realistic that sometimes your attacks will leave no trace of your (former) foe... that's just how the Council crumbles so to speak. Now, the reply above seems sarcastic and snarky (not the vampire one), but I feel the colourful language only helped to convolute the intentional message... which is (I think) to just use what you got for now... which is also fair... but at the same time, which is also why the request was made in the first place. It's easy to say that if you're playing in the context of x2 and above, but if you're going the other route of difficulty which I sometimes do--going +2x1 to +4 but still at x1--then the lack of "corpses" for you to use your power(s) is more pronounced. So, yeah, I agree with the OP request. And while they're at it, have more splattering of offal all around. Oh, and play nice.
  21. I didn't know they were broken. Am I the only one who enjoys each kind as they currently are? I mean sure each have their drawbacks some more than others, but nothing that cannot be worked around. I think it's cool that they all have specific strengths, weaknesses and nuances. I'd hate for them to start feeling all the same in the sense that if you've played one, you've played them all. If there's anything to be fixed on MMs, I'd say start with customisation of skins. But that's just me.
  22. I've always held that the game is more than just numbers. Sure the stats are saying something, but they're not telling the whole story. A bloke with some skill and a good build could tip the argument either way. Heck, some of my Sentinels can out-damage SOME of MY blasters because of the way they're built, the way they're played, and the way their concept allows. Blasters' deal damage with their primaries AND their secondaries. You have more options to deal some serious hurt whether it's ranged or melee (even their CC's can hurt). Corrs, while I enjoy them as well, do have damage dealing primaries but most of their secondaries fulfil a different role. Some buff, heal, debuff, etc. Some are only for your allies. If I planning to bring the hurt, then I'd much rather suit up in a blaster with 12 or so pain-inflicting powers than just 6 or 8. But in the grand scheme of things, do what floats your goat. No one's saying you're wrong for thinking that way, it's just that it's not the only way of thinking about it. If you feel that Corrs do it for you, then go forth and Scourge to your heart's desire. The important thing is for you to have your fun while not preventing others to have theirs.
  23. I just watched @Voltak's videos featuring his Fort. And it got me thinking... I think it's the musicians and not the instruments. So it's the players, not the ATs. If 8 players can kick serious buttocks with their toon regardless of AT, then a coordinated effort should make short work of the 4-star HM.
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