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Anonymous
March 8, 2005 5:54:45 PM

Archived from groups: alt.games.coh (More info?)

03.08.05

Powers


* Increased Hamidon Nucleus resistance to controlling effects
* Increased the attack range of the Hamidon Nucleus, Mitochondria
Antibodies and Mitochondria Electrolyte powers.
* Changed Hamidon Mini buds. They are now bosses (so they are not as
easily “one-shot” killed by players trying to steal rewards).
* Increased damage scale of Hamidon Mini buds.
* Changed the reward for Hamidon Mini buds so they give a random SO
Enhancement.
* Hamidon Enhancements are now rewarded to each eligible player when
the Nucleus is killed (not when the Hamidon mini buds are killed). Eligible
players are those that did damage to the Hamidon Nucleus or were on a team
with someone who did damage to the Hamidon Nucleus.
* Slow effect from the Hamidon Protoplasm Debuff is now resistible.
* There will no longer be a delay in the slow effect of entering the
Hamidon Protoplasm. You will get slowed as soon as you enter, and you will
no longer be slowed when you leave.
* You will now get a debuff movement Icon when in the Hamidon
Protoplasm (debuff was always there, the icon was just missing).


--
Marcel

More about : recent updates

Anonymous
March 8, 2005 7:57:38 PM

Archived from groups: alt.games.coh (More info?)

Marcel Beaudoin <me@privacy.net> wrote:
> * Increased Hamidon Nucleus resistance to controlling effects

From all these changes, I take it the Devs really luv their Hamidon and
don't want any nasty heroes taking it down?

--
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Anonymous
March 8, 2005 8:24:38 PM

Archived from groups: alt.games.coh (More info?)

03.08.05

Powers


* Increased Hamidon Nucleus resistance to controlling effects

We're going to need more controllers (we need a bigger boat?) It used
to be about 64 mag, so 32/33 controllers could spam hold
him.....maybe now 100 so you will need 50 or more. Figure 5 holders
on a team with 1 healer that leaves 2 spots. This means 10 teams of
holders/debuffers

* Increased the attack range of the Hamidon Nucleus, Mitochondria
Antibodies and Mitochondria Electrolyte powers.

Probably means you have to be further out of the bubble if you aren't
attacking now.

* Changed Hamidon Mini buds. They are now bosses (so they are not as
easily “one-shot” killed by players trying to steal rewards).

Say good-bye to trip-mines, turrent, and AoE attacks on buds

* Increased damage scale of Hamidon Mini buds.

Say hello to needing a healer nearby

* Changed the reward for Hamidon Mini buds so they give a random SO
Enhancement.

But you still have to kill them, or you end up getting debt after the
Hamidon falls.

* Hamidon Enhancements are now rewarded to each eligible player when
the Nucleus is killed (not when the Hamidon mini buds are killed).
Eligible players are those that did damage to the Hamidon Nucleus or
were on a team with someone who did damage to the Hamidon Nucleus.

Which is now harder to hold/debuff/kill.

At least the fights over Hammi-O should stop.

And the configuration of a team now has to change to have at least
some sort of damage dealer (no offense to the controllers/defenders)
on the team that is trying to hold/debuff Hami.

* Slow effect from the Hamidon Protoplasm Debuff is now resistible.

Okay.....it wasn't before?

* There will no longer be a delay in the slow effect of entering the
Hamidon Protoplasm. You will get slowed as soon as you enter, and
you will no longer be slowed when you leave.

Again....we were slowed?

* You will now get a debuff movement Icon when in the Hamidon
Protoplasm (debuff was always there, the icon was just missing).

Ah...that might explain somethings....but with the amout of buffs
placed on teams, it should be easily compensated for.
Related resources
Anonymous
March 8, 2005 8:32:46 PM

Archived from groups: alt.games.coh (More info?)

Shenanigunner <shenanigunner@NOdgathSPAM.kom> wrote in
news:Xns96135B2937291nitropressatnitrosyn@216.168.3.44:

> Marcel Beaudoin <me@privacy.net> wrote:
>> * Increased Hamidon Nucleus resistance to controlling effects
>
> From all these changes, I take it the Devs really luv their
> Hamidon and don't want any nasty heroes taking it down?
>

The reward that Hamidon gives (Hammi-O and XP) in a previous fight with
him was enough to erase the 4 deaths I had in 1 raid against him when I
was lvl 47. Last nights raid on Protector, died twice, and had that
debt erase and 2 bubs added.

I had tried to get at lease 3 buds, had 1 taken by an AoE blast, 1
taken by imps, and got the last 1 myself. Travel/Endurance Reduction,
which I traded off.

So, yeah, the devs love Hamidon......but then so do the players. It is
now more of a challenge. New tatctics will have to be developed.

I think we can assume that the devs don't want him taken down 3 times
in one day.
Anonymous
March 8, 2005 10:05:47 PM

Archived from groups: alt.games.coh (More info?)

On Tue, 08 Mar 2005 16:57:38 -0000, Shenanigunner
<shenanigunner@NOdgathSPAM.kom> wrote:

> Marcel Beaudoin <me@privacy.net> wrote:
> > * Increased Hamidon Nucleus resistance to controlling effects

> From all these changes, I take it the Devs really luv their Hamidon
> and don't want any nasty heroes taking it down?

The changes were largely to take care of AoE/nuke Hami-O theft
griefing, actually--and presumably to make it a *little* harder to
lock and knock Hami down. (I was in a raid on Victory last night, and
it was so easy it was almost boring. We successfully kept Hami held
continuously for over 25 minutes without attacking because the raid
leader was trying to see if he had a cyclical period of mez-immunity
like certain archvillains. We then took him down in about 10.)

Note that Hamidon *was* successfully taken down at least once during
the period these changes were tested, so it's not a total method nerf
like what happened to Rad Defenders' toggles. I think that we may
have found the "one true method" that States was so coy about for so
long...

--
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Robotech_Master |
robotech@eyrie.org | Earn a free iPod and a free Mac Mini!
| http://www.terrania.us/conga.html
Anonymous
March 8, 2005 10:18:30 PM

Archived from groups: alt.games.coh (More info?)

Robotech_Master <robotech@eyrie.org> wrote in
news:slrnd2rtrs.ea1.robotech@terrania.homelinux.org:

> The changes were largely to take care of AoE/nuke Hami-O theft
> griefing, actually--and presumably to make it a *little* harder to
> lock and knock Hami down. (I was in a raid on Victory last night, and
> it was so easy it was almost boring. We successfully kept Hami held
> continuously for over 25 minutes without attacking because the raid
> leader was trying to see if he had a cyclical period of mez-immunity
> like certain archvillains. We then took him down in about 10.)

I follow fairly closely the CoH forums, and I remember the mocking that
Bio-flame and Tremere faced on the Infinity Boards when they suggested
holding Hami.

Lotta people ate crow after the next raid they organized...

--
Marcel
Anonymous
March 8, 2005 10:22:56 PM

Archived from groups: alt.games.coh (More info?)

J Anlee <janlee@ameritech.net> wrote in
news:Xns961374146AA9Bjanleeameritechne@207.115.63.158:

> * Changed Hamidon Mini buds. They are now bosses (so they are not as
> easily "one-shot" killed by players trying to steal rewards).
>
> Say good-bye to trip-mines, turrent, and AoE attacks on buds

Before the thread in the Test Forums degenerated into flames and got locked
down by Vyvyanne, it was discovered by people that:

1 - If you are aon a team that does the slightest amount of damage to Hami,
you get a random Hami-O.

2 - If you are in the zone and do no damage to Hami, no Hami-O for you.

Watching people whine that they couldn't choose the Hami-O that they wanted
was actually pretty funny.

--
Marcel
!