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WumpusRat

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Everything posted by WumpusRat

  1. Okay, took some pictures. The character is one of my aliens, who's minimum height. For a max height person, the ship would be a little cramped. Which was the point. 🙂 The pictures don't really capture everything perfectly, since the lighting is dim (the aliens are from a low-light world), lots of slowly pulsing lights, etc. The rear corridor leading from the command hallway down to engineering and the shuttle bay. Transport room. Med-lab. Captain's quarters. Bridge. Part of engineering. Shuttle bay, complete with shuttle. You can see one of the force screens to let smaller craft out of the bay on the left. The shuttle drops through a doorway in the floor, since it's too large to get out through the small fields. The other field on the right leads to the cargo bay (where all the crafting storage and stuff is).
  2. Yeah, building non-square areas is a pain in the ass. As for pics, I'll walk through and grab some tonight when I get home from work. :)
  3. I've ringed a few "above ground" bases with the roman cliff objects. They're massive, and can create a nice valley effect around an area. Still won't stop people who are determined to hop the fence, but it prevents just walking off the edge.
  4. I have a space ship that I've been building, though the exterior needs a lot of TLC to really look nice. It's near the flight ceiling above the base area, with the background set to "space" and interior lighting, so the only illumination comes from the interior lights. The SG is themed after a race of very small humanoids who hunt Rikti, so the ship is pretty cramped if you're used to really high ceilings (the hallway through the main deck is about 9 feet tall, so barely a foot above a max-height character). At the moment it's a fairly small ship, with only two decks (operations and living quarters above, hangar bay (with a shuttlecraft) and cargo bay below) and then the rear of the ship is a two-deck-high engine room. I'm using a rikti computer screen to generate a 'force field exit' from the shuttle bay to open space, so if you have flight you can step outside and fly around the ship. Given that you can go 900 up but down to -2000, I might build a second ship below and move everything over to that one, and see about making a much larger vessel. I've pondered a space station as well, but given we can't put custom NPCs in there, I'd have to make it for a different group, or a human-run station.
  5. One of the issues with the mercenaries comes from the Commando. I posted a suggestion a while back to adjust him a bit, since his big two attacks (full auto and LRM rocket) are on ridiculously long cooldowns (basically just ported straight from other kits, and not adjusted for MMs, who can't slot recharge into their pets). As it stands right now, the LRM Rocket is on a massive 240s cooldown, and Full Auto is on a 60s cooldown. Both of these powers could be dropped to 20-24s cooldowns, and it would dramatically improve the mercenary kit's damage output. Another issue is, of course, serum. Serum is kind of a joke of a power. What I'd prefer to do is to modify it slightly to function similarly to how the Beast Mastery power functions. Just having purchased Serum, all your soldiers now have a permanent, weak boost to their abilities (it's super-soldier serum, after all). Give them like +5% damage, +5% to-hit, and +5% smash/lethal/toxic resists. Then if you use the serum on one of your soldiers, it would super-charge them, doing the same thing it does now, but reduce the cooldown to 2-3m instead of the ridiculous 16m cooldown it has right now. Or, optionally, you could use it without a target and it would give a weaker bonus, but to all your soldiers at once.
  6. One thing I'd like, if nobody has mentioned it yet, is the ability to put a p2w vendor in your base. Would be handy.
  7. Just be sure to bring a lot of money, or be ready to burn a free costume change. Because adjusting the body sliders is REALLY expensive.
  8. Another thing to consider when it comes to the sentinel vs blaster/defender/corruptor comparison is that certain abilities for sentinels actually deal significant damage and/or have drastically lowered cooldowns. They also have some different abilities swapped in in place of ones that the other ATs have. Some examples, comparing base damage and cooldowns: Sonic Attack, Screech Blaster: 12, 20s Defender: 7, 20s Corruptor: 8, 20s Sentinel: 114, 12s Psychic Blast, Scramble Thoughts Blaster: 15 Defender: 9 Corruptor: 11 Sentinel: 178 Dual Pistols, Suppressive Fire Blaster: 6, 20s Defender: 4, 20s Corruptor: 5, 20s Sentinel: 82, 8s A lot of "pure cc" abilities that the other ranged damage ATs get have been turned into a high-damage attack that can be used in an attack chain for a sentinel.
  9. I played WoW a good bit when it came out, splitting my time between that and CoH. I played it semi-regularly up until the release of the first expansion, but by then I was so bored of it that I left and didn't look back for a long time. I tried it out again a couple of years ago for a bit, but it just doesn't have the same feeling of exploration and interest that it used to. So I only ended up sticking around for like 3 weeks, then left again. But now that CoH is back up, I'm here full-time. :)
  10. I have several characters without a travel power. Sprint + ninja running makes for pretty good speed, and you can always use a jetpack if you need to fly. You can buy 5 hours of jetpack from the P2W vendor for 50k.
  11. One thing you can do that I do a lot if I want to test out an idea is go over to the test server and create the character at 50th. You can test them with just SOs first, then test them with full IO sets, to see if the playstyle is something you enjoy and want to build towards.
  12. Back on live, I played villains almost exclusively once CoV came out. Now in HC, most of my characters are heroes. I still have about 15-20 villains out of the 90 or so characters I have, but the majority are heroes (or vigilantes). I tend to go where the RP is.
  13. You only need a large sample size if you're trying to prove that, on average, it works out that way. This is simply pointing out a rare outlier. Not saying "it's broken because X happened", but simply noticing a rare occurrence. Same as noticing you crit five times in a row as a scrapper. "Wow, lucky rng."
  14. Except you don't need 10000 attempts to work out the odds of an event occurring. If you have a 50% chance to hit, then the odds are 50/50 that you hit or miss. Getting the same result twice in a row (hit or miss) is 25%. Getting the same result three times in a row is 12.5% And so on. Is it statistically possible to miss 10 times in a row with a 75% to hit? Of course. The odds of it happening, however, is .0000953674% That's why people notice extreme outliers.
  15. Speaking of teleporters, has anyone else run into a situation where some of them simply don't work? The only one that seem to work consistently for me when I'm building in non-standard areas (as in, I'm making 'terrain' and having a portal stuck to a rock wall or something rather than up against a fixed base wall) is the carnival portal. All the others either don't work, or only work sporadically.
  16. I've seen quite a lot of odd behavior out of the RNG. Not odd as in "bugged", just odd as in "wow, wtf". Like having 75% to hit and landing 3 swings out of 10, and only then because the streak breaker forced them to hit. Nearly losing a fight to a white-con lieutenant from full health was making me quite peeved, I'll tell you what. :) Or fighting a couple of arachnos flunkies at 8th level or so, and their shotguns with like 30% to knockdown on each attack knocked me down every. Single. Hit. I was on my butt for like 70% of the fight, and nearly lost because of it. Or jumping into a pack of mobs on my brute with 50% defense (and no debuffs), and instantly face-planting, because every mob rolled 5% or less. Or my bot/ff mastermind having the bots running around at capped defense, and having a mob obliterate all my tier-1's one after the other because it rolled 5% or less with each attack in succession. Stuff like that isn't common, but it makes for some serious "wtf?!" moments.
  17. I'll keep it in mind if it happens again. At this point I've already got about 8 hours invested in rebuilding the base, so I may as well just finish the new one. :)
  18. I read the comics, and while it was interesting at times, the fact that Garth Ennis REALLY hates superheroes was far too blatant on every page. There wasn't a single decent person among any of the superheroes. Like, none. They were ALL deviants, drug addicts, sex addicts, pedophiles, rapists, etc. Every single one of them. It's not really to show "what would happen to superpowered beings", it's to take a dump on the superhero genre. Sure, if superpowers were real you'd have some asshats who'd get powers. But you'd also have people honestly trying to do good. Not this "everybody with powers is 100% corrupt and scummy" stuff Ennis writes.
  19. Yeah, the problem with just setting them up as a coalition is that I couldn't use any of the storage in the already-built base, and couldn't edit it unless I switched characters. Bleh. Guess I'm going to just have to recreate everything.
  20. Okay, spent all day yesterday building a base on a character, only to realize I'd made a dumb typo in the supergroup name. Since apparently you can't rename a supergroup (blah!), my only option is to leave the supergroup and remake it. However, that would consign all the work I did building the base to oblivion. I've heard (possibly rumors) that /demorecord can be used to "rebuild" a base? Is this true? Like taking down all the information about it, and then loading it up and poofing the base back into existence again on a new character (or the same one, in this case, with just a different SG name). Is this true? I'd really appreciate any help, because the only other real option is spending another 8-10 hours remaking everything from scratch...
  21. Usually if I see someone fighting a GM alone, I'll sit and watch for a little bit to see how they're doing. If they seem to be able to solo it, I'll ask if they mind if I help out (because merits are good). Usually I get either a "sure, go for it" or occasionally "not yet, I want to see if I can actually solo it". I know back on live when I first finished my GM-soloing troller (ill/rad with perma hasten/AM/PA), I was running around soloing GMs and seeing how I fared. Once or twice I asked someone to wait to see if I could solo it, and if I got it down to less than 30% or so I knew the remaining health wouldn't have been a problem, so I'd let them know it was fine to jump in too.
  22. Okay. I'll figure out which of my "heroic" villains would offer to join up, then send an application letter to you either tonight when I get home (if I'm awake enough) or tomorrow morning, and we can figure out a time to get together. :)
  23. Twist my arm, why don'tcha! :) Most of my "heroic villain" characters are pretty low level at the moment, as I constantly come up with new concepts, make them, play them to like 6-7, then end up going "ooh, but what about THIS concept..." and run off to make another one. Would the interviews you were mentioning be IC, or OOC, or both? I have a couple of characters in mind I might wanna "try out" with. :)
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