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reisma

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  1. I will admit to unironically enjoying Firewire's arc.
  2. I want a wrist-mounted laser for my ninja MM's attacks. Lasers are like throwing stars that you don't need to throw.
  3. I always thought they were mostly early concept art for the Phalanx and Vindicators.
  4. Being surprised at the reuse of a term (Relentless) that previously had a different meaning for much of the game's original life isn't your fault.
  5. Taking powers from one person and giving them to another person is still answering the question posed by the OP of "Who can give people super powers."
  6. Doctor Vahzilok provides powers for his Eidolons. There's a whole redside arc where the Russians are trying to stop a scientist that gives people superpowers. (Dmitri Krylov) The short answer is that there are several people and groups that can be used to give a character powers.
  7. It is one of the great tragedies of this game that Knockback (and ragdolling enemies in general) is such a suboptimal thing to do in many situations.
  8. This is all a big rhetorical question from you, right?
  9. We don't have any of the arcs that were made by guest writers at the launch of the Architect, I don't believe.
  10. It was far more powerful before the PPM nerf to all procs. I'm surprised people are gushing about it now, because it's a shadow of its former self.
  11. Finally! It only took 17, going on 18 years to get a blindfold that didn't have barbwire or chains wrapped around someone's head too. Best patch EVER.
  12. On teams I played on, Nukes always seemed to be openers. Drop nuke, eat blues, continue on as if nothing had happened. All removing the crash did was treat nukes the way players were using them: as normal attacks. Back on live, my perma-Light Form PB routinely received healing from the crash during iTrials since the crash (used to?) set your HP to 50% regardless of what it was, and I was always somewhere in the middle of a giant mob of enemies going pew pew with lasers. I think I got healed by the crash more often than I got hurt by it under conditions where Light Form was actually saving my buttocks.
  13. Good: I like some of the map design. Some of the boss fights are cool. The premise is neat. The cutscenes are cool. Using the on-screen captions is nice because everyone on a team can see them. Bad Using interactable NPCs instead of glowies for things like the hamidon things we have to drain energy from. It's easy to lose track of which ones have been drained. Too much text that is unlikely to be read, at least more than once. After everyone becomes accustomed, it's a slog to click through the dialog, especially Becky on the very first mission. Interacting with NPCs in every mission to have conversations slows the pace of the Strike Force. How accessible is all of the text from these NPCs so that the entire team can read the interactions and thus know what's going on? This really begs to be a story arc so that the text can be savored by players able to sit down and enjoy it.
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