Announcements

Join the ongoing conversation on Discord: https://discord.gg/w6Tpkp2

Please read the current update for instructions on downloading the latest update. Players with Mac versions of the game will not be affected, but you will have a slightly longer wait for your version of the new maps. Please make a copy of your character folder before running the new update, just to make sure you don't lose any of your custom work.

It looks like we can give everyone a list of minimum specs for running City of Titans. Please keep in mind that this is 'for now' until we are able to add more graphics and other system refinements. Currently you will need :
Windows 10 or later required; no Intel integrated graphics like UHD, must have AMD or NVIDIA card or discrete chipset with 4Gb or more of VRAM
At least 16GB of main DRAM.
These stats may change as we continue to test.

To purchase your copy of the City of Titans Launcher, visit our store at https://store.missingworldsmedia.com/ A purchase of $50 or more will give you a link to download the Launcher for Windows or Mac based machines.

Operator Builder Challenge

15 posts / 0 new
Last post
KnightMask
KnightMask's picture
Offline
Last seen: 3 years 2 months ago
kickstarter
Joined: 10/25/2013 - 22:38
Operator Builder Challenge

With the new info released on the various Archetype Power Sets, let's use this space to see what creative builds for Operators we can create. At the moment the Control/Support Spec (Director) is available at launch but let's also theorycraft on the Brigadier and the Executor spec if you like. Maybe we can help then hone in on ways to make the manipulation and assault specs work for the Operator.

OathboundOne
Offline
Last seen: 8 months 1 week ago
Joined: 03/06/2016 - 16:15
I'll definitely be making a

I'll definitely be making a Gravity/* Operator. I've always had a soft spot for gravity/cosmic/celestial themes. I mean, I say that like I'm not going to have once of each combo at some point likely not too long after launch.

Power Control sounds interesting. It's reminding me of Electric Control from CoH. Man I loved EC. I soloed him starting from level 12 at x8. Lay down Static Field, once they were all sleeping hop in the middle with Conductive Aura, then spam Chain Fences and Jolting Chain and laugh. Sure it took me for-eh-var to whittle down each massive spawn, but it was sooooo satisfying.

Sigh. I miss CoH. *sniffle*

KnightMask
KnightMask's picture
Offline
Last seen: 3 years 2 months ago
kickstarter
Joined: 10/25/2013 - 22:38
Operators(Controllers) and

Operators(Controllers) and Commanders(Masterminds) were my fav Archetypes in CoX so I am totally looking forward to trying to recreate some of my chars here. With Operators starting with the Cont/Support Spec Director I believe I can do an approximation of my Earth/Fire troller with Force Control and either Preservation or Vamp Emanation. Which support do you think would be the better choice?

OathboundOne
Offline
Last seen: 8 months 1 week ago
Joined: 03/06/2016 - 16:15
Mmmm, if you're aiming for

Mmmm, if you're aiming for similarity with Thermal Radiation, I think that Preservation (going by the two powers we've seen) would be the closest. Shields, healing, debuffs. Sounds about right.

Obviously there's no way to know which set one would like best, or would be numerically "the best" at this stage, but that's the one that seems like it'll be the most similar.

KnightMask
KnightMask's picture
Offline
Last seen: 3 years 2 months ago
kickstarter
Joined: 10/25/2013 - 22:38
Looking at the Brigadier Spec

Looking at the Brigadier Spec (assault) has me wondering about its balance. Having even non binary controls, a pet and assault capabilities seems like it could be overpowered. I wonder if the assault spec will be single target focused to possibly combat this(pun intended). Will definitely make for a fun playstyle I believe.

Safehouse
Safehouse's picture
Offline
Last seen: 4 months 1 week ago
kickstarter
Joined: 10/15/2013 - 12:03
KnightMask wrote:
KnightMask wrote:

Looking at the Brigadier Spec (assault) has me wondering about its balance. Having even non binary controls, a pet and assault capabilities seems like it could be overpowered. I wonder if the assault spec will be single target focused to possibly combat this(pun intended). Will definitely make for a fun playstyle I believe.

Weren't dominators control/assault? Or was it the other way around?

Name: Safehouse
Ranger: Gunner
Primary: Force Blast
Secondary: Atrophic Aura
Tertiary: Kinetic Melee
Travel Power: Parkour
Status: Traveling. Following rumors of a huge city in Massachusetts that is teeming with supers.

KnightMask
KnightMask's picture
Offline
Last seen: 3 years 2 months ago
kickstarter
Joined: 10/25/2013 - 22:38
You are correct Safehouse.

You are correct Safehouse. For some reason I was thinking they were Control/Manipulation. So the Brigadier will play much like the Dominators did. I guess the Executor spec is the only real NEw style being Control/Ranged.

Lothic
Lothic's picture
Offline
Last seen: 2 months 3 weeks ago
kickstarter11th Anniversary Badge
Joined: 10/02/2013 - 00:27
KnightMask wrote:
KnightMask wrote:

I guess the Executor spec is the only real NEW style being Control/Ranged.

It'll be interesting to see if they can balance the Control/Ranged combination without it becoming an instant favorite FotM for massive map farming.

I played several Fire Controllers in CoH with as many ranged combat powers as I could load up (between tertiary power pools, Incarnate powers, vet powers, temp powers, etc.) making them nearly "pocket-Blasters" and it was borderline-silly how powerful they became. I could only imagine how much MORE lethal they'd be if you handed them a bunch of stronger secondary-level blast powers.

CoH player from April 25, 2004 to November 30, 2012

OathboundOne
Offline
Last seen: 8 months 1 week ago
Joined: 03/06/2016 - 16:15
I'm not too awful concerned

I'm not too awful concerned with that, given that you have to sacrifice your force multipliers to access those secondary blast sets. If anything they may just play it safe like they did with Dominators, wherein they ended up increasing their damage multipliers later. (Though I'll admit I have no idea of the mechanics behind how CoT will work, or if there even is an equivalent to AT modifiers.)

We shall see, I suppose.

Lothic
Lothic's picture
Offline
Last seen: 2 months 3 weeks ago
kickstarter11th Anniversary Badge
Joined: 10/02/2013 - 00:27
OathboundOne wrote:
OathboundOne wrote:

I'm not too awful concerned with that, given that you have to sacrifice your force multipliers to access those secondary blast sets. If anything they may just play it safe like they did with Dominators, wherein they ended up increasing their damage multipliers later. (Though I'll admit I have no idea of the mechanics behind how CoT will work, or if there even is an equivalent to AT modifiers.)
We shall see, I suppose.

Oftentimes Controllers only needed their so-called "force multiplier" Secondary powers in CoH for arch-villains. Controllers in CoH could easily clear maps of low-level guys without using their Secondaries much at all. Thus if CoT let's us replace a subset of powers you don't really need for farming (Support) with a different subset of powers that would actually allow you to farm much, much faster (Ranged) you can see the point I'm trying to make here.

Dominators were balanced because their Secondary was "Assault" not "Ranged" so they didn't end up with as many Ranged attacks as they could have had. Also their Control-type powers were relatively weaker (until their Domination kicked in but that only lasted for relatively short periods of time). A character who's designed as a pure Control/Ranged combination would have -neither- of those balancing mechanisms in place and thus could potentially be a hyper-powered farming machine.

CoH player from April 25, 2004 to November 30, 2012

Interdictor
Interdictor's picture
Offline
Last seen: 4 years 5 months ago
11th Anniversary Badge
Joined: 08/22/2013 - 05:26
Lothic wrote:
Lothic wrote:

Oftentimes Controllers only needed their so-called "force multiplier" Secondary powers in CoH for arch-villains. Controllers in CoH could easily clear maps of low-level guys without using their Secondaries much at all. Thus if CoT let's us replace a subset of powers you don't really need for farming (Support) with a different subset of powers that would actually allow you to farm much, much faster (Ranged) you can see the point I'm trying to make here.
Dominators were balanced because their Secondary was "Assault" not "Ranged" so they didn't end up with as many Ranged attacks as they could have had. Also their Control-type powers were relatively weaker (until their Domination kicked in but that only lasted for relatively short periods of time). A character who's designed as a pure Control/Ranged combination would have -neither- of those balancing mechanisms in place and thus could potentially be a hyper-powered farming machine.

It depends on what kind of modifiers they apply to the Ranged secondary powers; Operators with a Ranged secondary might end up doing less damage than a Guardian with a Ranged secondary just to keep things a little more balanced. Basically - there could end up being class-based modifiers to secondary sets as well because, you are correct, depending on how the primary controls work, having a pure ranged damage secondary could be a little overpowered. Same goes for combinations like Ranged/Protection - a Ranger's Protection secondary might not be quite as powerful as an Enforcer's (due to the benefits attacking at range provides). Then there are the Masteries and how they interact with the powers to consider. All of this I'm sure the devs will likely be keeping an eye on and tweaking during testing.

Lothic
Lothic's picture
Offline
Last seen: 2 months 3 weeks ago
kickstarter11th Anniversary Badge
Joined: 10/02/2013 - 00:27
Interdictor wrote:
Interdictor wrote:

Lothic wrote:
Oftentimes Controllers only needed their so-called "force multiplier" Secondary powers in CoH for arch-villains. Controllers in CoH could easily clear maps of low-level guys without using their Secondaries much at all. Thus if CoT let's us replace a subset of powers you don't really need for farming (Support) with a different subset of powers that would actually allow you to farm much, much faster (Ranged) you can see the point I'm trying to make here.
Dominators were balanced because their Secondary was "Assault" not "Ranged" so they didn't end up with as many Ranged attacks as they could have had. Also their Control-type powers were relatively weaker (until their Domination kicked in but that only lasted for relatively short periods of time). A character who's designed as a pure Control/Ranged combination would have -neither- of those balancing mechanisms in place and thus could potentially be a hyper-powered farming machine.
It depends on what kind of modifiers they apply to the Ranged secondary powers; Operators with a Ranged secondary might end up doing less damage than a Guardian with a Ranged secondary just to keep things a little more balanced. Basically - there could end up being class-based modifiers to secondary sets as well because, you are correct, depending on how the primary controls work, having a pure ranged damage secondary could be a little overpowered. Same goes for combinations like Ranged/Protection - a Ranger's Protection secondary might not be quite as powerful as an Enforcer's (due to the benefits attacking at range provides). Then there are the Masteries and how they interact with the powers to consider. All of this I'm sure the devs will likely be keeping an eye on and tweaking during testing.

It's always possible that the Ranged powers in this case will be toned down enough to keep them from being overpowered. I just suspect there's going to be very fine line in this scenario between "too weak" and "too overpowered". I'm hoping the Devs can make this work because I'm definitely interested in playing the Control/Ranged combo and I simply don't want to see it "gimped" down too much. There's a reason this combo didn't appear in CoH and it could very well be that they didn't have a good way to make it work back then.

CoH player from April 25, 2004 to November 30, 2012

McJigg
McJigg's picture
Offline
Last seen: 2 years 1 week ago
kickstarter
Joined: 07/06/2016 - 05:14
One way they could try and

One way they could try and balance that is have your secondary class have an effect on your primary class. Control/Support could be harder to resist, Control/Assault could have bonus damage to controlled targets while Control/Ranged may have better range on control powers.

Just examples, but something along those lines to give developers another knob to turn balance wise.

TitansCity
TitansCity's picture
Offline
Last seen: 11 months 2 weeks ago
11th Anniversary Badge
Joined: 10/28/2013 - 02:09
That... are the masteries :)

That... are the masteries aren't they? Or maybe something like that ?
http://titanscity.com/pouvoirs/liste-maitrises-classes-city-of-titans/
(Sorry i do not found the original link :/ )


Suivez l'avancement du jeu City of Titans en Français sur https://titanscity.com
http://forum.titanscity.com | www.facebook.com/titanscity | http://twitter.com/TitansCity
PR - Europe
McJigg
McJigg's picture
Offline
Last seen: 2 years 1 week ago
kickstarter
Joined: 07/06/2016 - 05:14
I had mixed up masteries and

I had mixed up masteries and tertiarys.... All the information is pretty spread out at this point.