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CraterLabs

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Posts posted by CraterLabs

  1. In the Belts category, the Tech Knight belt has a secondary "Tech Knight Belt Cloth" option which creates a kind of secondary hip-cape, but there doesn't seem to be a direct way to modify the colors on the interior of it. You *can* change the color by either selecting "Costume Colors Linked", or you can change it to black and white if you scroll all the way up the list of belts and get the "sets the color to black and white" bug, but there's no way to directly modify the colors itself like you could with the interior of a cape.
    image.thumb.png.d7804180de6fbf220c27db695c129f64.pngimage.thumb.png.87af0f99dc96e920f62d7b64dac1a060.png

  2. On 6/30/2025 at 11:12 AM, srmalloy said:

    That was simply the first example that popped to mind; there are a number of 'two entrance, one exit' buildings, with some strange stairway-to-roof links that I discovered back on Live but didn't bother remembering.

     

    Yeah, there's a couple of those, heh. This is just the first time I've encountered "two buildings in different neighborhoods, one exit" issues, so I thought it was worth mentioning. If it was, say, doors on the opposite side of the same building, or maybe even the next building over on the other side of the street I wouldn't mention it since those would be in the same basic "door cluster". Might not be worth fixing, but I can see it throwing off some players if they're running missions in the zone, albeit briefly.

  3. On 6/28/2025 at 7:05 PM, srmalloy said:

    Go to the double doors on the west side of the central spire in Kallisti Wharf and enter; you are taken up to the room near the top of the building. Go back down the elevators, and you'll find yourself outside the east doors of the building. This happens wherever there are two doors that take you to the same room inside a building, but only one that takes you back -- the game doesn't 'remember' which door you clicked on to enter, and just exits you through whatever single door is defined for leaving the building.

     

    Yes but, in theory, shouldn't I be coming out of the same building, rather than a building three blocks away?

  4. Here's some map weirdness in Kallisti Wharf. If I go to this door here at  [6758.6 52.1 3585.4]...

     

    image.thumb.png.5224a8269fc9f7f65a204b2475951a3c.png

     

    ...it takes me upstairs to a room at the top of the building, which is fine. But then when I turn around and head back out the door I just came in, I show up here at [6936.9 64.1 4695.4] instead.

     

    image.thumb.png.ebf01c5131c5c56b6e5f367092a5e5c3.png

     

    Basically it's a short cut between a building to the northeast of Flagtown Memorial Park to a building south of Flagtown Memorial Park. Appropriately I discovered this on a character named Short-Cut. I think it's really nifty, but it's probably a glitch.

  5. While they were a pretty obscure variation of the more standard Warriors faction, there's technically a very low-level version of The Warriors designed for the Hollows. I forget what level they used to be listed as in AE, but The Hollows is generally a level 5 to 15-ish zone, and the current AE group only starts at level 20.

    image.thumb.png.b204f70dc0869d574ac2d132bfdc9830.png

     

    I occasionally use this group in some AE missions that deal with the "Smuggler's Run" conspiracy (which consists of the Hellions, Outcasts, and Warriors' magical artifact smuggling ring), so I'm a bit of a fan of 'em, heh. I'm not sure what caused the glitch, maybe some wires got crossed when the Warriors got their big upgrade a bit ago? Either way, I'd like to see this variant of the Warriors brought back to AE when convenient. 🙂

  6. On 6/17/2025 at 6:29 PM, Rudra said:

    As already stated in this thread, Teleport Target does not have an interrupt period when using the Recall Friend function. So slotting an interrupt reduction to recall friends isn't going to do a thing to speed it up. (Edit again: Also, it wouldn't even speed up the Teleport Foe function of Teleport Target. Interrupt Reductions don't speed up powers, they just shorten the window in which those powers can be interrupted. The full assigned time still has to elapse even if the interrupt window is shortened.)

     

     

    Ahh, I misunderstood earlier then, sorry. Guess I'm just enjoying the reduction when I use it on enemies, then. Even so, I'm a fan. 🙂

  7. On 6/16/2025 at 5:01 PM, UltraAlt said:

     

    Interesting that you can slot them in rest.

     

    Can you explain the usefulness of slotting one in teleport target?

    I only think I've ever used that power in non-combat situations.

     

    Rest is where I *always* use Reduce Interrupt. Waiting six-ish seconds for the power to start doing anything is understandable for balance purposes, but since the power always heals "the whole way" when you're not in combat, the only real way to improve it is to cut down on that initial waiting period. And it's honestly the main reason I'm making this request: I don't wanna pay two thousand or whatever to have to use the crafting system on every single new character I make; I've got better stuff to spend my influence on before level 10, and I used to be able to grab an SO or DO for the lower level enhancements pretty easily, but those Wentworth's shelves have been turning into a ghost town.

     

    As for why I want one in Combat Teleport: my main hero is Short-Cut, the Teleporting SuperTeen! She's got a knack for all things translocational, and being able to call your friends to where you are faster than any other imitator teleporters is a fun bit of fantasy, heh. It's also handy if I wanna call folks to where I am but don't have Assemble The Team for whatever reason; reducing the time for dedicated teleporters in teams can allow Teleport Target to work on friends fast enough that you can get more than two or three to you before everyone else can just run to where you are, heh.

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  8. 21 hours ago, srmalloy said:

    If you want 'flavor', think about the names of the tech SOs and most of the DOs, and conjure up the mental image of what a hero would look like if they actually carried everything that their slotted enhancements were — faces covered by an array of Benedict Tech Targeting Eyes and ports for Portacio Industries Internal Munitions all over, or multiple Nectanebo's Gourds slung from their shoulders with nine or so of Li Tieh Kuai's Earrings dangling, a bunch of Amulets, more Shoulderpieces than they have shoulders... 

     

    I kinda do, actually. I like thinking of my characters wearing visors or specialized armbands or lobbing phosphorescent grenades along with their attacks. It's cool!

  9. 9 hours ago, Uun said:

    Your issue is that you're looking for SOs. I just checked Wentworth's, and there are hundreds of Interrupt Reduction IOs available from lvl 10-50. Most of them appear to trade for 5 inf.

     

    Since the introduction of the fast snipe mechanic, having your snipe interrupted in combat happens far less often. While interrupt reduction is included in all the Snipe sets, I don't think people bother slotting separate interrupt reduction enhancements any more. The one power I'd like to slot them in doesn't actually accept them (Traps/Trip Mine).

     

    Yeah... I'm settling for those at the moment. I know in my head that IOs are mechanically superior, but they're so *bland*, y'know? I want the flavortext of the DOs. Like, one of them is canonically "the first step toward time travel" or something, it's great.

     

    I don't wanna have to settle for those, though. I want the DOs and the SO with the flavor. 🙂

  10. I don't know why, but I've not seen any Interrupt Time reduction enhancements drop in a while. They were never *super* common, but I could usually expect one or two while a character leveled up. And I miss them, I use them in Sniper powers and Rest and Teleport Target and stuff.

     

    And weirdly, I'm not seeing them at Wentworth's much anymore; it's like the supply is drying up. Could the frequency that they drop at be bumped up just a smidge?

  11. Honestly? If the mission had some sort of warning that indicated the mission could be failed *and* included a kind of "Mission Failed" alert that popped up as soon as one of the heroes died along with an exit button that completed the mission, I'd be cool with it. As it is, the mission kind of breaks the "flow" of how mission failure goes in most other places in the game. When the mission becomes unwinnable in its current state, you have to walk back to the entrance door (or otherwise teleport yourself out), and either make another mission your "active" mission or log out and back in to make it so that you can restart. I don't *mind* having to play this mission differently (honestly, trying to aggro away the Freak Tanks with what I had on hand was a fun little challenge), but negotiating with the architecture of the mission completion system to force-load it a second, third, and fourth time isn't great in terms of making it a smooth play experience.

     

    -EDIT-

     

    For the record, I don't think that all fail-able missions should give a warning that they can be failed (even though it's probably a good idea most of the time). I just think it's worth going out of your way to mention it with things like Alignment Tip Missions given the purpose and flow of those things most of the time.

  12. In the Your Personal Blog alignment Tip for Rogues, which becomes the "Stop the Blogger's Reign of Terror" mission, there are three heroes being held captive by Freakshow. I've tried running the mission twice now, and each time when I rescue the last hero, the blogger doesn't spawn because I've not technically saved all the heroes (which is fair because they, like... died). This level of gritty realism about the tricky nature of hostage scenarios has some potential, but not good for this mission. 😛

     

    image.thumb.png.23e23065694515e7fcf63fbb0ad648a3.png

     

    I've included this screenshot of the map. "Short-Cut" is my Rogue, with Leo Knight and Snow Maiden being the two rescued heroes on the map, and I *think* the red arrow is representing the dead hero/failed objective because no one's there, though I could also see it somehow being where the map wants to spawn the blogger.

     

    it's worth noting that when I tried this mission yesterday, the heroes are spawning at levels *way* below mine, like 18 or something while I was 51 and the Freakshow were all level 50. LeoKnight only survived yesterday because he was level thirty-something, and also an Elite Boss instead of just a regular boss, so he had some durability. I didn't see if the one who died today also spawned at low level, he died pretty much right when I rounded the corner (I was playing it safe with the other two and pulling aggro with teleport powers to draw them away. I'm guessing that I'll be able to finish the mission if I draw them away from possibly harming the captives, and I'll be trying that in a sec, but thought I should report this now while the mission's still incomplete.)

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  13. Okay, this is probably a minor comment in the grand scheme of things buuuut...

     

    While I like having the Carnies in Independence Port being more "festive" more often, I also kinda liked the fact that the Carnies were sort of the game's only group that really felt like  something you might see working for a Batman villain. Their gang has a theme and they're sticking to it, and I enjoy both seeing them be literal clowns, but also picking up normal assault rifles and pistols like they're about to rob a bank or something, heh. Is it possible to maybe have them have the normal guns again, maybe ten percent of the time or something? Or is that kind of variable spawn behavior not a realistic option?

  14. On 4/15/2025 at 7:15 PM, Warshades said:

     

    Np. If you just want teleport for the travel then simply swapping SJ to Teleport would work. You could drop some of the extra slots like power transfer or performance shifter procs if you want TP slotted for range. If you're looking to fit in fold space, that's a bit more difficult. If you want to keep Psi Tornado, you could potentially drop Dark Consumption (dark isn't particularly end heavy) and CJ (small defense loss) to fit it in. Or else even something like CJ and Taunt if you're focusing more on damage than maintaining aggro.

     

    I think the only "must haves" are Teleport, Combat Teleport, and (as little sense as it makes), Boxing. Fold Space is always tempting, but I can go without it, heh

  15. 16 hours ago, Warshades said:

    This is a very quick rework of a SR/dark tank build that I have, just for a brute. The focus of this build is to make it extremely durable so you may want to consider a different take on it if you want to have better damage output. You can switch the agility radial alpha to nerve core if you wish to avoid the recharge buff and increase proc chances on your attacks. All the stats in the image are at 100% HP and the bare minimum of 5% res/def from barrier core destiny.

    Brute (Dark Melee - Super Reflexes).mbd 42.01 kB · 1 download

     

    Definitely like the look of this! I'd definitely wanna tweak it a bit for higher damage, but probably not *too* much. Honestly, the biggest tweak I might make is to remove some things to make room for some Teleport pool powers. I kinda freeze up whenever I open mids and try to figure out how to balance all the stuff, but I *think* I can make something viable with this as a start. Thanks!

  16. I've gotten a Dark Melee/Super Reflexes (with Teleporting and Boxing (for fun) character to 50 and I really like it, but I'm starting to look into actually optimizing it for some higher-end play. Are there any good general thoughts on these two powersets comboing together? Pitfalls to avoid? I did some searches to see if there were builds already out there, but didn't find a whole lot.

  17. In the "Rescue The Carnival Of Light" mission that you get during (Primal) Provost Marchand's "A New Dimension, A New Team" story arc, you transition from a small Council warehouse to a Council cave midway through the mission by using an elevator. There is no animation when you click the elevator, you just click it and are transported to the cave portion of the map.

     

    This isn't the case in reverse, however: if you click the door on the cave-side of the map you get the full animation of the door opening, you running through, screen fades to you entering the warehouse portion of the map again.

  18. So, the Praetorians enemy group is one that makes sense in very, very broad terms, but starts falling apart when you look at the specifics. On the surface it usually looks like it's intended to mean one of two things, narratively:

     

    • The critter in question is allied with, or associated with, the Praetorian Empire's government or Loyalists or leaders
    • The critter in question comes from the dimension of Praetoria

     

    And these are handy, but they get applied inconsistently. Case in point, the solo mission at the end of Praetor Sinclair's story arc in Imperial City gives us a good look at some Phoenixes who are members of Project Phoenix and working for Belladonna Vitrano (herself a former member.) While Belladonna is given her current faction (Resistance) as she is in other missions, the Phoenixes show up as Praetorians.image.thumb.png.33bbc9042a39956f4cddb2cc3cc3685c.png

     

    Other Project Phoenix members in Praetor Sinclair's missions (such as Gorgon) are treated similarly.

     

    This further confuses things with the Chimera Ninjas group (who don't really show up much outside of AE missions, of course, but the connection between them is pretty clear). The oddity is not that Phoenixes don't belong to the Praetorians group so much as it is that there are other groups that they might easily slot into, and other groups who might easily fit into the Praetorians group (such as, say, the IDF, which is made up of several other groups of Praetorians working together) don't get put in the Praetorians group, instead they get their own group. (And, interestingly, the Project Phoenix members don't get listed with the Praetorians or with the Chimera Ninjas in the homecoming wiki, they get grouped with the Resistance.)

     

    This isn't a high priority issue, of course, but it feels like there's room for some more clarity. They definitely *do* have some ties to the Praetorians in the same way that the IDF does, though it feels like they could also get slotted into  the Resistance, or Chimera Ninjas, or even their own Project Phoenix group without a lot of difficulty.

     

    Dunno if this would be more trouble than it's worth to code in something, but it felt worth mentioning, heh.

  19. In this mission introduction text from Magus Mu'Drakhan, I think he means "quiet his trouble-making" instead of "quite his trouble-making." ...I could *almost* imagine it being "quit his trouble-making", but I don't think it's that, you'd need to be using a pretty archaic version of "quit", and even then it'd be a stretch.

    image.png

  20. 9 hours ago, srmalloy said:

    Are you sure you don't identify as non-binary? That could cause the game some confusion, since I don't think Paragon Studios ever even thought about heroes/villains who identified as neuter, Lamborghinis, mailboxes, or Nemesis Automatons...

     

    Gender of the Damned is actually what the "Huge" body type refers to themselves as.

  21. Hey, found a minor continuity-style typo in Magus Mu'Drakhan's "A Traitorous History" story arc. My guess is that this mix-up probably happened because of the Who Will Die arc causing some characters to be less available than normal (so I'll hide them behind spoiler tags.) Basically,

    Spoiler

    the Clue summarizing the story so far after you kidnap the Legacy Chain representative says that Sister Psyche is going to be bringing the book to the Rogue Isles, but the information you're told by Mu'Drakhan tells you that it's going to be Aurora Borealis.image.thumb.png.6bf82335ac7574473f71946272d56f84.png

    image.png.439d22652a146096a62f50e90a48be24.png

     

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