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!))

Thursday, April 21, 2005

Anchored AoE Toggles may be doomed

Cherno Bill may be going in for a respec after what's currently on Test goes live.

Apparently in their zeal to avoid letting bad guys carry "whammy" powers (Bill's two main powers, Snowstorm, Darkest Night, etc.) to the far reaches of creation, they are making the powers turn off when the anchor gets farther than your "maximum perception distance" from you.

None of the devs on the official boards has corrected the interpretation of this that a stealthy bad guy (or say, a sorc using Hurricane) could make your "whammy" drop at such a short distance as 30 feet. I'm hoping that this is a misinterpretation and the actual "perception range" (which a dev said start at 200 feet before enemy powers are taken into account) will be more reasonable.

The biggest concern for me is that I built Bill around those powers; to the extent that I planned his power progression for the first 24 levels around getting them and making them useful. If they become useless, I don't know what I'd replace them with. Since his secondary schtick is being very hard to hit and that includes Maneuvers, maybe I'd trade them in for the other two parts of Leadership.

Here's the full thread on the official boards. The thread was started to discuss a severe bug with "whammy" powers on the Test server, but this information came out during the discussion. At the time I read it, the thread was 3 pages long.

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