Hero Fireteams HQ

In the post-Rikti crisis, many many heroes have emerged to fight evil. Most gather in large groups to counter equally large groups of villains. But many problems are best solved with precision and economy of force.

Our Charter

Hero Fireteams HQ is organized as a supergroup under the revised Paragon City charter, but we are different from most supergroups. Our membership is diverse in powers, in security level, in patrolling patterns. What we share is a commitment to the idea that small groups with good tactics can outperform large, less organized groups in most situations. Sure, once in a while, a huge threat comes along, and one of the city's signature heroes must organize a Task Force. But for day-to-day countering of evil, a fireteam of heroes is both more effective ((and more fun)) than a whole squad.

The defining vision of Hero Fireteams is that no matter how large our membership grows, we will prefer small teams (two to four, or maybe five members), and we prefer some tactical sophistication in combat. We are interested in the unfolding story of the salvation of Paragon City, and prefer well-defined missions to ad-hoc area patrols. The group exists primarily as a clearinghouse for forming these small teams, a resource pool of other heroes who share the same beliefs and whose suitability for small teams has been demonstrated.

Membership in Hero Fireteams is by invitation, and is generally extended to heroes who have engaged in at least a few small team missions with existing members. Ideally, the prospective new member will have worked with more than one distinct combination of other members, but this is not a requirement.

((If you play on Pinnacle and are looking for members for a small team, check to see if any of us are online. That's the whole reason the group exists!))

Tuesday, September 07, 2004

Member Profile: Info Overload

Real Name: June DeFoo
General Power Classification: Blaster
Power Type: Electrical/Electrical
General Origin Classification: Science
Current Security Clearance: 31

Height: 6ft0in
Weight: refused to disclose
Hair: Red
Eyes: Blue

Team Role(s): Sniper, Artillery, Air Support, Emergency Scout

Strengths:
1. Alpha-snipe (buildup + aim, followed by Zapp, Lighting Bolt, & Lighting Charge) can usually take out 1 lieutenant or 2 minion level enemies very quickly.
2. High damage attacks recharge fairly quickly.
3. Telsa Cage can take an enemy out of the battle for a short time. Has high hit percentage against lieutenants and minions but practically zero against bosses and higher.
4. Remote Object Blaster (ROB) is especially useful when solo or in duos. Adds a mini-blaster to team, increasing firepower.

Weaknesses:
1. Low health; will be defeated if forced into melee range, especially against melee specialists, and cannot withstand a return alpha strike from large, ranged groups.
2. Mind controllers; if not taken out in alpha-snipe or focused on another teammate a mind contoller WILL sleep, stun, hold, etc. Info - seems to have practically no resistance to these attacks, even when using inspiration.
3. Slow; when stealthed even slower.
4. Lousy sense of direction; gets lost, turned around and otherwised confused

Other comments:
Currently working to improve target selection. In most cases after alpha strike had been just targeting next enemy by distance (auto target). Now trying to focus on unengaged higher/problem enemies and assisting any teammate in trouble.

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