Lusiphur Malache Posted Sunday at 03:37 PM Posted Sunday at 03:37 PM Bear with me this may ramble a bit. I was on a Market Crash with a Fire/Fire Dom. Dumped a bunch of Sky Skiffs to the ground for the team to deal with, suddenly I'm getting zapped from above me. I'm at least 50' off the ground and I'm getting shot down on by a Freekshow, when did this happen? My question is a 8 team of Goldsiders, some Crusaders, some Powers, some Responsibility, some Warden do their alignments affect gameplay? You're street sweeping waiting for something interesting to come through LFG, Does it appear that mobs suddenly have attacks that you're very vulnerable too? Does anyone know what a Goldside Team Transport looks like? Can you make a supergroup in Praetoria and where would you go? Do you have imposter syndrome for a character that gets praised, but you ain't sure you know what you're doing? Explain to me how my Stalker can wipe half a health bar and the mob runs away because Tanker waved them over? I got more questions, but I've been drinking so they will have to wait. Ask your weird questions here if you want and thank you if you contribute an answer that doesn't make me feel dumb like I did when I found a 6 slotted set power that I left out of my tray months ago.
Snarky Posted Sunday at 03:45 PM Posted Sunday at 03:45 PM you pissed off a Freak that rezzed, probablt. gold alignments mean nothing in game mobs have various attacks go figure if i remember the gold TT is like the hero, but...gold goldside cannot make SGs if i remember right? i am an imposter Tankers have Taunt. it is a huge Mezze on enemies, controlling them good luck. i suggest rum, lots and lots of rum...
lemming Posted Sunday at 05:01 PM Posted Sunday at 05:01 PM 1 hour ago, Snarky said: goldside cannot make SGs if i remember right? They have a registrar in Nova: https://homecoming.wiki/wiki/Super_Group_Registrar 1
Go0gleplex Posted Sunday at 05:05 PM Posted Sunday at 05:05 PM The answer will always and forever be 42. :) 1 1 2
Scarlet Shocker Posted Sunday at 05:32 PM Posted Sunday at 05:32 PM 26 minutes ago, Go0gleplex said: The answer will always and forever be 42. 🙂 but what is the question? There's a fine line between a numerator and a denominator but only a fraction of people understand that.
Octogoat Posted Sunday at 07:22 PM Posted Sunday at 07:22 PM 1 hour ago, Scarlet Shocker said: but what is the question? What do you get when you multiply six by nine? 1 1
Scarlet Shocker Posted Sunday at 07:50 PM Posted Sunday at 07:50 PM 21 minutes ago, Octogoat said: What do you get when you multiply six by nine? oh dear you made me do it then didn't you? Your fault But it's better in the original Klingon There's a fine line between a numerator and a denominator but only a fraction of people understand that.
mistagoat Posted Monday at 02:02 PM Posted Monday at 02:02 PM 22 hours ago, Lusiphur Malache said: Explain to me how my Stalker can wipe half a health bar and the mob runs away because Tanker waved them over? For this one I've heard that if you inflict enough damage fast enough, the mob swaps to run away mode that overrides taunts. I am not certain this is true and have no proof so I hope I'm not spreading misinformation! SPOON!
BZRKR Posted Monday at 02:12 PM Posted Monday at 02:12 PM Part of the story of Market Crash is that the Sky Raiders give the Freakshow jetpacks: "Before Combat: Oh, yes, my Freaks! Sweet JETPACKS! Combat Start: You cannot stop us, Character! My Freaks will FLY!" This means in addition to Juicers flying, there are smashers and swipers in the air for example: https://homecoming.wiki/wiki/Freakshow#Wing_Smasher
InvaderStych Posted Monday at 02:32 PM Posted Monday at 02:32 PM 22 hours ago, Lusiphur Malache said: Does anyone know what a Goldside Team Transport looks like? 22 hours ago, Lusiphur Malache said: Explain to me how my Stalker can wipe half a health bar and the mob runs away because Tanker waved them over? Tankers have double the base Threat value of Stalkers. Taunt or "Punch-voke" from a Tank will pretty much always pull them away from your Stalker. https://homecoming.wiki/wiki/Threat I forget what the mechanic for a mob deciding to Flee is officially called, but that also kicks in when they take a ton of damage in a short window. It is supposed to make them retreat from melee and stop to attack from range, but sometimes it goes wonky and they just run across the map without returning to combat until some timer based on lunar phases and geological formations expires. 1 You see a mousetrap? I see free cheese and a f$%^ing challenge.
ZemX Posted Monday at 02:48 PM Posted Monday at 02:48 PM 4 minutes ago, mistagoat said: For this one I've heard that if you inflict enough damage fast enough, the mob swaps to run away mode that overrides taunts. I am not certain this is true and have no proof so I hope I'm not spreading misinformation! There isn't a run-away mode, I think. There's an NPC status called "Afraid" which causes them to run. Afraid has a magnitude though and I think enough taunt can still maintain a lock on the mob. Generally, Tanker/Brute taunt (especially taunt auras) are really effective at preventing runners. You still see it sometimes, but it's pretty rare. A good place to see high mag Afraid in action is to go taunt a Longbow Eagle. They have a melee AoE power called "Positioning" which has an 8ft radius but doesn't affect any of its targets. Instead it only affects the caster, causing them to flee for 3 seconds with 10000% Afraid status. It's a neat little hack to cause them to flee from melee range and then continue attacking at range and they do so even when taunted. Important side point: Afraid and Terrorize are different. In the beginning, powers that cased fear caused Afraid status. So mobs could run away when feared. That was quickly discovered to be counter-productive, so they were re-coded to Terrorize, which just makes them tremble in place. But people still think it has something to do with making mobs more likely to run. I think that's probably not true since the original Live devs went to the trouble to STOP mobs from doing that when feared in the first place. There's yet another NPC status called "Avoid". It just causes mobs to run out of damaging fields like Rain of Fire and the like. i.e. It just causes them to avoid an area since Avoid is typically very short duration (e.g. 0.75 seconds). Once a mob moves out of range of the Rain power, it's not being hit by Avoid anymore either. I do think Afraid can be bugged because I have seen stuff just take off despite multiple taunts and then run clear across a map, seemingly. Just recently on an All-Tanker MSR, we had U'Kon immediately take off and run all the way to the edge of the ship before stopping to fight. It was weird. There was certainly no lack of taunting there. Romulus often does something similar on the ITF. 1 1
Gerswin Posted Monday at 03:10 PM Posted Monday at 03:10 PM Here is my question: Who designs office buildings where the elevator shafts are not lined up and each elevator only goes up or down a single story? 1
Skyhawke Posted Monday at 03:21 PM Posted Monday at 03:21 PM 10 minutes ago, Gerswin said: Here is my question: Who designs office buildings where the elevator shafts are not lined up and each elevator only goes up or down a single story? These guys. 1 Sky-Hawke: Rad/WP Brute Alts galore. So...soooo many alts. Originally Pinnacle Server, then Indomitable and now Excelsior
mistagoat Posted Monday at 03:37 PM Posted Monday at 03:37 PM 48 minutes ago, ZemX said: There isn't a run-away mode, I think. There's an NPC status called "Afraid" which causes them to run. Afraid has a magnitude though and I think enough taunt can still maintain a lock on the mob. Generally, Tanker/Brute taunt (especially taunt auras) are really effective at preventing runners. You still see it sometimes, but it's pretty rare. A good place to see high mag Afraid in action is to go taunt a Longbow Eagle. They have a melee AoE power called "Positioning" which has an 8ft radius but doesn't affect any of its targets. Instead it only affects the caster, causing them to flee for 3 seconds with 10000% Afraid status. It's a neat little hack to cause them to flee from melee range and then continue attacking at range and they do so even when taunted. Important side point: Afraid and Terrorize are different. In the beginning, powers that cased fear caused Afraid status. So mobs could run away when feared. That was quickly discovered to be counter-productive, so they were re-coded to Terrorize, which just makes them tremble in place. But people still think it has something to do with making mobs more likely to run. I think that's probably not true since the original Live devs went to the trouble to STOP mobs from doing that when feared in the first place. There's yet another NPC status called "Avoid". It just causes mobs to run out of damaging fields like Rain of Fire and the like. i.e. It just causes them to avoid an area since Avoid is typically very short duration (e.g. 0.75 seconds). Once a mob moves out of range of the Rain power, it's not being hit by Avoid anymore either. I do think Afraid can be bugged because I have seen stuff just take off despite multiple taunts and then run clear across a map, seemingly. Just recently on an All-Tanker MSR, we had U'Kon immediately take off and run all the way to the edge of the ship before stopping to fight. It was weird. There was certainly no lack of taunting there. Romulus often does something similar on the ITF. Thank you for the clarification! SPOON!
Carnifax Posted Monday at 04:04 PM Posted Monday at 04:04 PM 1 hour ago, ZemX said: Important side point: Afraid and Terrorize are different. In the beginning, powers that cased fear caused Afraid status. So mobs could run away when feared. That was quickly discovered to be counter-productive, so they were re-coded to Terrorize, which just makes them tremble in place. But people still think it has something to do with making mobs more likely to run. I think that's probably not true since the original Live devs went to the trouble to STOP mobs from doing that when feared in the first place. Some powers still have Afraid. Spectral Terror for example has an aura around it which causes 3 seconds of Afraid and then Terrorized after a 2 second delay. It also casts single target Terrorizes at enemies. So stuff will try to flee the immediate area and then stand and tremble. My level 50 builds [Bullitt Time : DP/Kin Corruptor] [Carnifax : Ill/Dark Controller] [Kerriae : Plant/Storm Controller] [Echinoderm : Bio/Spines Tank] [Iron Brew : Mace/Rad Brute] [Snookered : Staff/NRG Brute] [iScream : Ice/Ice Scrapper] [Binman : Savage/Shield Stalker] [Modul-8 : Time/Sonic Defender] [Concussion Blast : Fire/NRG Domi] [Orblivion : Dark/Martial Domi] [Mombie : Necro/Nature MM] [Tempore : Water/Time Blaster] [Thermodynamic Flux : Ice/Fire Blaster] [Carni's Online CombatLog Parser Alpha]
Go0gleplex Posted Monday at 04:38 PM Posted Monday at 04:38 PM 1 hour ago, Gerswin said: Here is my question: Who designs office buildings where the elevator shafts are not lined up and each elevator only goes up or down a single story? Someone whom is overly security conscious. It's a common design feature in high security buildings to create multiple check points and restricted access slowing any invaders down from reaching areas they are not wanted in. (this is an actual thing.) 1
Luminara Posted Monday at 06:43 PM Posted Monday at 06:43 PM 3 hours ago, ZemX said: There isn't a run-away mode, I think. There are scripted flight responses to certain events or combinations of events. Taking more than X damage in Y time, being debuffed and taking damage, X% of spawn is defeated, inability to affect PC, et cetera. If a set amount of Threat is generated before the script reaches a flight response trigger, they won't run. That's the only exception, and the Threat has to be pre-existing. Taunting a runner doesn't work. NPCs also look for a way to reach the PC, if the PC is out of range of their attacks and they're not set to Prefer_Ranged, which can emulate a flight response if the pathing on that map is particularly poor. Get busy living... or get busy dying. That's goddamn right.
Luminara Posted Monday at 06:46 PM Posted Monday at 06:46 PM 2 hours ago, Go0gleplex said: Someone whom is overly security conscious. It's a common design feature in high security buildings to create multiple check points and restricted access slowing any invaders down from reaching areas they are not wanted in. (this is an actual thing.) Get busy living... or get busy dying. That's goddamn right.
ZemX Posted Monday at 07:56 PM Posted Monday at 07:56 PM 1 hour ago, Luminara said: Taunting a runner doesn't work. In my experience it is rare that throwing out a Taunt doesn't cause a mob to turn right around and come after me. I've seen it happen that they just keep running... but I can't say I've seen it happen a lot. And I'm pretty sure I am not confusing it with mobs that are chasing after teammates... unless their pathing is just REALLY confused.
TheMoneyMaker Posted Tuesday at 02:41 AM Posted Tuesday at 02:41 AM 11 hours ago, Gerswin said: Here is my question: Who designs office buildings where the elevator shafts are not lined up and each elevator only goes up or down a single story? Who says you are only going up one floor? You are going up to the next level where the action is, but that doesn't mean you only go up to the next floor of the building. 9 hours ago, Go0gleplex said: Someone whom is overly security conscious. It's a common design feature in high security buildings to create multiple check points and restricted access slowing any invaders down from reaching areas they are not wanted in. (this is an actual thing.) Let's also not forget that the elevators show up and down lights at each floor, indicating that there is more room to go up or down but players are taken to the floor they need to be on. Perhaps it's because there's objectives that in character they know they have to seek or achieve before confronting the end boss, or maybe there are multiple elevators in the building and you need to switch occasionally because of either villain sabotage preventing an elevator from going beyond a certain point or perhaps just mechanical failure not letting you go any farther on that ride. I mean, if we were going to question things based solely on how they appear in game play, then how can we travel up several levels of the building and just exit to street level upon completing the mission?
Go0gleplex Posted Tuesday at 03:22 AM Posted Tuesday at 03:22 AM I've been in the engineering profession since '85 and had my fingers in everything but nuclear, chemical, and biological...though habitat restoration may qualify a little for that last. (thinking) I've had to deal with actual architectual plans with the multiple elevators and limited floors. Heck, one governmental defense facility even had the main elevator skip several floors with the elevator accessing them behind a set of 'blast' doors like a vault with biometric locks on the far side of the floor and those were the only two floors it serviced. (The reason was to create a buffer from rooftop invasion not just street level.) The NASA offices in Seattle back in the late 70's had to have an escort with a security key to allow the elevator to stop on their floors...and the first thing you stepped off to were a couple well armed guards and a wall of bullet proof glass with firing ports and two more well armed guards behind it and the security door. I had opportunity to visit the place when I was in Jr HS as part of an aerospace class project I was involved in related to the Saturn V and got to interview a couple of the engineering type folks that were there. Nervous is why there's new extra dry....all I can say about that visit. lol The game elevators aren't anywhere near to realistic and just there as portals for game play. Expecting more than that is futile and putting too much thought into it will do not but drive your aardvarks up the anthill. 😉 I mean...Nova Praetoria has two of the worst examples of such with the elevator lobby only accessing the lounge area and Cleopatra's office rather than the entire floor and such. (shrug) For the most parts...mission locations are TARDIS types...always exceeding the dimensions of the outside or would it be more of a Room of Requirements given how even the expected environment changes from warehouse/office exterior to sewers/tunnels etc. :)
Lusiphur Malache Posted Tuesday at 06:54 PM Author Posted Tuesday at 06:54 PM I really have to get one of these
srmalloy Posted Tuesday at 08:44 PM Posted Tuesday at 08:44 PM 1 hour ago, Lusiphur Malache said: I really have to get one of these They get really crappy mileage, and if you've ever ridden in one, you'd realize how cramped they were on the inside; riding with a Stone tanker with Granite on is like playing Twister with a rock wall. 3
Frozen Burn Posted Tuesday at 08:56 PM Posted Tuesday at 08:56 PM (edited) 2 hours ago, Lusiphur Malache said: I really have to get one of these Unfortunately, you only get that while you are Praetorian and in Praetoria. As soon as you go Hero/Vig or Vill/Rogue, it turns into a red Longbow flyer or an Arachnos flyer. I really wished it would persist for those characters that start in Praetoria but sadly, it does not. So, splurge on your level 1 Praetorian and give them the 10 million for one and enjoy it while you can! 🙂 Edited Tuesday at 09:10 PM by Frozen Burn Filthy typos! 1
TheMoneyMaker Posted Tuesday at 09:25 PM Posted Tuesday at 09:25 PM 28 minutes ago, Frozen Burn said: Unfortunately, you only get that while you are Praetorian and in Praetoria. As soon as you go Hero/Vig or Vill/Rogue, it turns into a red Longbow flyer or an Arachnos flyer. I really wished it would persist for those characters that start in Praetoria but sadly, it does not. So, splurge on your level 1 Praetorian and give them the 10 million for one and enjoy it while you can! 🙂 Spend your post-level 20 time in First Ward and Night Ward. No need to give up your gold side status to continue advancing. 1
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