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quixoteprog

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Everything posted by quixoteprog

  1. If you type "/loc" in game you can get your positional coordinates. With that and the coordinates from the wiki...
  2. Singularity is probably the best. It is like having a controller as a pet. Or, more like a controller/tank. It is incredibly tough, has a repulsion field that keeps virtually anything from getting into melee with it, or YOU if you stand by/in it and as has been said it helps you set up containment for double damage by hitting things with holds.
  3. I can see why people would not like them. It ticked me off quite a bit. Especially since I actually remembered reading that I had to catch the guy, and put two and to together, but only AFTER I saw him run by me while I was fighting an unrelated spawn and couldn't get away to catch him. I am cool with adding twists to a mission and even with making the mission difficult by not explicitly calling out what exactly you need to do in order to succeed. But your decisions on a mission and the content of the text makes a difference so very RARELY that when you get one where it actually DOES you will never notice. They can put all the twists and turns they want in a mission and I would be happy to run them, as long as they are distinguished from the run of the mill missions where you travel to the entrance and begin engaging mobs and clicking on items until everything on the map(s) are inert.
  4. I believe so. I'm pretty sure one of my guys has 1 out of 4 IOs that is NOT attuned and I am almost certain he gets the 4 item bonus. Edit note : This will not be true for a set and a "superior" version of that set. The Will of The Controller set and the Superior Will of The Controller sets are two different sets, for example, and will not combine to give the set bonus.
  5. OK, so BOOMtown, not BRICKStown. I cAn sOMe rEaD GOod tiMe aT Am. While I think my original sentiment still kind of stand, it's way less strong. I know I've done content there, but not much. Now that I think about it I can't remember if I have ever actually talked to contact IN that zone. Are there any?
  6. I don't know about this. I've done the "prison break" event there and have had several contacts give me missions there as well. Not saying it is jam packed with content or anything. Just that there are things to do and that it is hardly a content wasteland. It might be the origins of the characters I chose led me there on a few guys? I'm pretty sure that has a bit of an effect on the chain of contacts you get.
  7. I beg to differ. Most recent example I can recall was a mission to save some Rikti diplomats in the War Zone who had been kidnapped by Nemesis. The first one I rescued was some kind of "Chief Mentalist" or something who wanted to help attack stuff; which is fine. But because it was F***ing Nemesis there were snipers which meant he aggroed 2-3 spawns that once and wound up dying. The instant that happened I was kicked out of the mission and it failed. That is fine. But it should have spelled that out in the mission because I would have been much more cautious in how I aggroed stuff. Doing corner pulls and stuff. I was just careless, but in 99% of the missions you can BE careless. I would amend number 3, (not just to correct my typo, "dies" instead of "does") but to add "if it escapes" as well. Since I had one mission where I was supposed to stop an Arachnos guy from getting away and did not realize he was going to be running through the mission and I might miss him as he ran by. Again, I am ok with there being such missions, and would be fine playing them. They are fun. And a nice change. But they are so, so rare, that when they do get assigned I almost never realize it until I have failed them. All because 99% of the missions are of type "A" and when you get a "B" 1% of the time you are usually on autopilot. And there is never any indicator to show it. THAT is incredibly frustrating.
  8. Seems like, in the absence of an in-game list, this section of the forums would be as good a place to make up one in the time being. Then the people making the stories arcs could keep it updated. Maybe the devs could sticky a new thread and people could put in one entry per person and containing updated lists of their missions with appropriate search parameters. One question would be, if someone on Excelsior created a mission is it available for people on any other server? Or would the user need to save and upload it to each server? Could the dev team push this content across all servers? Just bringing it up to see if the creator of a mission needs to specify the server(s) on which it is available or not.
  9. All I want is a warning for a couple things BEFORE I accept it. 1) about how long will it take. 2) does it have a time limit. 3) Is there a mob in it that if it does will fail the mission. That last one is one I don't particularly like. Mainly because the AI is stupid and will get them killed. Often these mob are "assistants" who will attack stuff and get themselves killed if I am not running a guy with taunt. I would accept a mission that broke any of the OP rules as long as I had some way of telling what I was getting into beforehand. That may not be "realistic" but I have a job and other obligations in the "realistic" world.
  10. It could be that they were done by the devs, either the Homecoming ones or the ones from live. But I assumed they were content created by players during live that the Homecoming people carried over. I would imagine that if players here had created story based missions in AE they would make a post about it. It would be cool if the Homecoming people staged some sort of competition, like is done with Costume Contests, but for AE missions. Actually, even as I wrote the above sentences I decided to go actually "look it up" and sure enough, they have a section of the forums on this very thing : You might go to the Mission Architect section of the forums. Should be full of people promoting their missions.
  11. I would assume all of the "developer choice" missions are stories. I've done a couple of those and they are cool. I'm sure many non-dev choice missions also have stories. But that is one way to find at least a few that are.
  12. I would want interactable (not a word I know) stuff. Especially in the red zones. Have ATMs you can rob. Guards can spawn that will shoot at you when you start attacking them. Not sure what the hero equivalent would be. Maybe glowies of objects you need to track down that spawn in the street. Bad guys will spawn to attack you, You could have missions that involve finding certain items. Maybe some of the interactable items would result in a tip dropping, or be a temporary contact that spawns a mission or story arc. So, you are out street sweeping and see a glowie object, like you might normally see in a mission. When you click on it you find that it is a valuable that belongs to someone and you get the option to accept a mission to return it or go destroy some other items scattered around the zone. Not sure of specifics but it would be nice to have the streets contain a bit more than random mobs. Things like the zone event in Steel Canyon with the burning building, but smaller scale.
  13. The Tsoo Kinetic guys are kind of a pain, if only because their debuffs last for so long after they are dead. Not sure how long they last but it is usually long enough that I carry it through to the next spawn unless I sit around for a while to wait it out.
  14. On numerous missions and story arcs you get "souvenirs" added to your mission window. It would be cool if all/most/some of these were created as actual items you could include in some sort of "trophy case". https://paragonwiki.com/wiki/Souvenirs_(City_of_Heroes)
  15. Are they like Freakshow in that you get second-zies on XP when they do this? If so I would not have much problem with this, in most cases.
  16. Arcane bolt and Project will are pretty close to one another in damage as far as I can tell, and both have a chance to do knockdown. So, for a controller it is one or the other of those. As far as melee, I actually like Flurry in Speed pool. Any build can benefit from Hasten, so almost everyone takes speed pool anyway. That and its quick recharge and low end. cost makes it a nice filler for a small niche in my attack chain. Mostly, it is useful for finishing off a mob with a small sliver of health left without wasting a hold to do that, which could be used to lock down something with full health.
  17. Has a lot to do with the AT I'm playing. My controller had little to no trouble with anything. He was ill/rad though, so pop out PA and let the bad guys punch air while you kill them. I rarely need an inspiration at all to do anything With the blaster (en/en) almost all bosses at higher level get virtual immunity to KB/KD and so his primary damage mitigation is kind of useless on anything but minions and Lts. I need to pop inspirations now and then. As someone pointed out earlier the Paragon Protectors are a real pain with the untouchable thing. But that can be mitigated with a couple purple pills. Sky Raiders are pretty annoying for the couple melee guys at mid level. The engineers summon those damned shield drones that increase their defense a LOT. The only good thing is that it takes a while for them to summon them and so as long as you can engage the engineer first you are usually OK. But when I have run into spawns with a couple engineers it is usually a lesson in patients.
  18. I have no idea WTF a "Startator" is, but if it means the team leader, i.e. the person with the "star" then he kind of DOES own the team. The game gives him the power to remove people for any reason. He does not need a vote. He doesn't need any permission to kick any person. Let me be clear, I'm NOT arguing that it is RIGHT that he can do this. I am only pointing out how the game functions. It doesn't mean he gets to tell people how to play the game. It just means he can tell you how to play the game if you want to stay on the team he is in charge of. Again, not saying that is how it SHOULD be, just that that is how it IS.
  19. I am far from and expert in binds but based upon the examples here, https://cityofheroes.fandom.com/wiki/The_Incomplete_and_Unofficial_Guide_to_/bind and here Your bind : /bind numpad5 "teamselect 5$$powexecname O2 Boost" should work. It may be, however, that since "O2 boost" is a two word name you may need to quote differently. Because it is interpreting it as powexec O2. I think the first one more likely to work the way you want it to. Something like /bind numpad5 teamselect 5$$powexecname "O2 Boost" or : /bind numpad5 "teamselect 5$$powexecname "O2 Boost"" or /bind numpad5 "teamselect 5"$$"powexecname O2 Boost"
  20. Yes. All of the above. Except for power leveling. And story. And Teams. Etc? I could go either way on that. What is etc?
  21. I have been doing several of the alignment missions lately and they seems to have a higher percentage of bosses in them than other missions. It might be neat to have a story arc full of missions where every mob was one level higher in difficulty. Same number of spawns but all minions were scaled up to LTs, LTs => bosses, bosses => Elite bosses, Elite bosses => AV. No minions at all. Maybe give controllers and defenders something to do in a mission besides spam attacks.
  22. I can agree with this about 80%. Soloing is pretty easy at +0 level, and even higher as you advance. And I've been on teams that steamroll content full of purples (to me at least) like it was nothing. Probably because the core group forming the team are well designed builds with lots of experience playing and a few chumps like me just fill in the chinks. That was easy. However, I have been on teams that seemed like they were made by people who were clueless about how the game actually works. I assume these are usually kids, but probably not always. Whatever the case, if you are on a team with people less than competent then it can be a bit challenging. I was in one group where the tank was saying most of his enhancements had "expired" which went a long way to explaining why he kept needing healing, which I was glad to do. But I actually LIKE that. If the people in question are willing to take even a bit of instruction on tactics then it can be really fun. If they are bull headed and will not listen to any sort of reasonable and polite suggestions or instruction on how to play I usually beg off and leave. If they want to play that way they are welcome to, but I like a challenge not frustration. If I were leading such a team I would give them some suggestions, then some warnings then kick them. Because leading a team means you are at least partially responsible for EVERYONE having fun on the team. A lot of that can be avoided if people just engage in some communication beforehand, as numerous people have pointed out. But that rarely ever happens. People seem to be in too much of a rush to get into the action. Which I kind of understand since my time in game is kind of limited and I want to optimize it myself. It is just that setting expectations will kind of do that I think. Which will hopefully be one of the results of the more positive posts present here.
  23. I can agree on Chocking Cloud and even Flash to some degree. I used Flash mostly as a panic button when I somehow drew aggro in a group. That way the slow recharge was never a big deal, but the slow animation for it makes that usage a lot less useful. I should probably respec out of it but atm I use it as a mule for set bonuses I like. Can't recall which atm without looking at the character. Deceive though, I found to be profoundly useful. I never use it in a group,but for soloing at least, it is pretty cool. It is a control power that does not produce aggro. Any size spawn that might be too tough to take safely, can be reduced to the point where it is no threat. And for anything even an AVs (one that doesn't have the virtual immunity to control powers) you can stack up deceive without aggro on your target until it takes effect. Not only will they clear out anyone around them but will then stand around and let you attack them stacking up any of your damaging control powers without fear of attack. Not all that super for an AT that has Phantom Army but it can be pretty helpful.
  24. I started a Grav/Storm controller and he did not really come into his own until 25 or so and it was mainly after I took Freezing rain. Not sure what I put off taking it to get but it was stupid. The -Resist and -Def REALLY boosted the amount of damage he could do on some mobs and added a substantial amount of control as well. Also, the singularity pet is pretty obnixiously good. Almost nothing can close with without getting flung willy-nilly around the map. Add to that how several of its attacks set up containment on mobs also adding to control. It also seems amazingly resiliant to ranged attacks as well. I ran a Ill/Rad to 50+3 and while the phantasm is pretty cool it will die constantly because there is a bug making want to go shake people's hands that no dev seems willing to fix. The singularity pet seems to be a lot more antisocial, which is fine by me. It just stand back and flings stuff around and if they come at it they get flung back. Not only incredibly effective it is enormously fun to watch.
  25. To me something that would add some more compelling game play is there were some more options on how missions play out. Something with less hand holding where my decisions on something other than which opening attack to use made a difference. Right now, if you get a mission you get a marker that leads you right to the door where the mission starts. If you go inside and kill everything and click all the glowies the mission will complete at some point. Because some require map clearing and some just clearing parts of it. But if you just start killing stuff eventually you will complete the mission. In the one example where it did I blew it because of how rare it is that the information makes any difference. I can't remember the mission name, but playing Redside I had one mission where the briefing mentioned that you were supposed to capture this one particular mob and stop him from fleeing. I did not pay much attention to it because in the other 99% of missions there is ABSOLUTELY not reason to read anything. If you kill everything on the map and click every glowie you will eventually complete the mission. No reading comprehension required. I remember working my way through the map and while killing one spawn I noticed a mob come running by and did not realize until he was past that there WAS something in the briefing about catching someone. I had just assumed that they meant find a stationary guy on the map and kill him. My bad I guess. But I would actually appreciate MORE missions like that. Just with a bit of notice to indicate it is one of the very, very rare ones where you have to be watchful. A simple example of a minor change to something like this that might make a significant difference, is if you got several markers instead. Maybe one for the front of the building and one for the back. Inside is a named mob that will start fleeing as soon as anyone initiates combat or aggros one of his named henchmen scattered among the other generic spawns in the map. If he makes it to an entrance (chosen randomly) the mission fails. Maybe have a couple of glowies that he or his henchemen would run to and if they made it they got an extra powerful attack. That is just a rough example. I am not game designer. And I don't know how much the current mission design API would need to be upgraded to allow such content. I just missions where my strategic decisions matter. And not just the tactical one about which attack to open with. It would also be nice if the information provided in the mission briefing mattered. Right now it almost never does.
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