Monday, December 20, 2010

Mugging The Mutants

In which our Platinum Protector, Iron Will, strikes back against the vile mutants who have overrun the southwest desert.

With my new orders and a strange diagram of an anti-radiation device of questionable functionality, I set out from the Project Greenskin headquarters on my long journey to, you know, fifty yards away. Half of the trip is by elevator. It's every bit as epic as it sounds.

The instant I step out of the elevator on the ground floor I get mobbed by half a dozen Irradiates who attack me with baseball bats, lead pipes, and glowing green balls of radioactive fire that they can apparently pull out of thin air and throw.

This would be a pretty hairy situation if I was still made out of meat, but as things are, I'm mostly just annoyed that I'm surrounded by so many unattractive people.





It takes somewhere between fifteen and twenty seconds to clock them all in their heads hard enough that they stop moving. Wiping the toxic blood off my knuckles with the jacket of a dead soldier, I'm struck for a moment by the thought that all of this may be desensitizing me somewhat.

... Nah.

I've got no real idea what order I ought to be completing mission objectives in or what the precise layout of the base is, so I pick a direction and start wandering through the base, figuring that between their inability to recognize me as a threat from more than ten feet away and their over-reliance on bludgeoning weapons that are softer than me, I ought to be able to handle any irradiates I may run into. After poking through some piles of dead soldiers, rubble, and the occasional burning jeep, I find my first Project Greenskin scientist, who has apparently angered a mob of five irradiates who are clustered around him hitting him with boards.


I'm unpleasantly reminded of those times I'd happen upon a troop of bigger guys roughing up one of the little nerdy guys in the hallways in high school. It riled me then, and it riles me now. And I react the same way I always have.


The operative difference being that in high school, I didn't have an implicit license to kill and fists in the double digits on Moh's Scale Of Hardness. Which, coincidentally, I only know about because a guy I saved from bullies helped me with my homework. It's a way of life.

Well there's an idea. So, Scientist Guy, I'm supposed to build this anti-radiation device and I have no idea how it even works. You think you could...?

Oh, he's already run away. Well, fair enough, I suppose. I'll catch up with him when I'm done out here.

I also seem to be in the exact area that Mr. Tiller marked on my map as having a high concentration of the parts we'll need to build the thingamapoop. All it takes is a few sudden flurries of excessive violence to clear the mutants, and the crates are literally just sitting on the ground for the taking. Not all of them have the parts I need, but enough of them do that I manage to gather up everything I'll need within a minute or two, even with the added time to knock around the mutants. Alright, so that's one objective down. Since there's no single area where the missing scientists are presumed to be, I suppose I'll head down to the Grond statue and see about stealing some of those uranium rockets Kaufman seems to think it's a good idea to be collecting.

The only problem is that there's a good ten or so irradiates milling around directly between here and there. I could probably go aroooound... nah, actually, you know what?


I wade on in, ignoring the sizzling green fire that they keep sticking to my chest and swinging my arms around pretty much randomly until I make it to the cluster of them near the cliff's edge, at which point it's time for a good ol' fashioned Roomsweeper.

Be sure to write. Jerks.

I lost count at twenty, but I think I've cleared just about every mutant on the upper level this side of the wall. Don't mean to toot my own horn, but I am really earning these new pants.

Okay, right, down to the Grond statue. Being invincible opens up a whole plethora of routes that I wouldn't have thought to take just a week before. I destroy a fair chunk of the sidewalk at the bottom of the cliff, but walk away completely unscathed and trot down the hill to where various mutants with bombs tied to their backs are scattering them about haphazardly around the statue. Not sure what their plan is, here, but I'm guessing those are the bombs Kaufman wants.


Aside from the fact that they insist on leaving time bombs wherever they go, these bomber mutants are about the most well-mannered irradiates I've met so far. I can walk right up to them and stare them in the eye, and they just sort of shrug and keep wandering around setting bombs up. They don't even try to stop me when I sit down right next to one and disassemble his bomb WHILE HE'S SETTING IT. How polite.

Yep, don't mind me, fellas, I'll just be undoing all your hard work right in front of your faces. I'll be out of your hair in a minute.

I must say, this is going very smoothly. I wonder if I might have a career in a bomb squad after this. Seems a practical application for invulnerability, and I seem to have a knack for successfully disarming bombs without any
Oh, damn. So apparently these bombs are on a timer, too. Well, that has an effect on things. Guess I'll have to follow these guys around and jump on the bomb the second they put it down.

So much for my new pants.











So I do that for a while and get blown up a few more times before I have enough bombs to satisfy Kaufman. This seems like the kind of mission I'd expect from Socrates, not a military professional. Oh well, that's taken care of, now all that's left is rounding up the remaining endangered scientists. I jog back up the stairs with half a dozen uranium cores jangling around in my pockets and look for some citizens in distress.

Do me a favor and start humming Trey Parker's "Montage".























Okay, you can stop now, I only had the two.

I find and subsequently rescue two more scientists without incident before I run into something genuinely intimidating.

"Jesus Christ! What the hell is that thing?" you may find yourself asking. That, my friends, is some sort of weird headless purple goon with a face in it's left pectoral and two extra baby arms writhing out of it's stomach, of course. I find it beating up another scientist and, when it realizes it's been discovered, it jumps up onto a crate at about head height, leans way over the edge while balancing on one foot with shocking gripping strength, and screams agony and horror at me from it's malformed nipple-mouth.

Needless to say, I punch it in the chest-face for about five minutes longer than necessary while the scientist covers his face and cries behind me. You and me both, pal.

So apparently the mutants come in more flavors than just hillbilly and soldier. Good to know. I'm beginning to see why they requested some superpowered assistance with this whole situation.

Anyway, I find one more scientist before my PDA tells me that I've saved all the missing scientists that Kaufman knew about. And I finally get the thank-you I've been waiting for this whole time.

Yes. Yes I did. Will you help me build this radiation thing?

So that's everything on my checklist. I head back to the elevator, this time opting not to fight my way back through an angry mutant army and simply jumping up to the helicopter pad. My legs must be pretty strong at this point.







Run across the landing pad to the big metal door, ride the elevator up, stand under the shower heads for a few minutes, jog down the hallway and boom. Alright, I took care of that stuff for you, Kaufman. What should we do now?











R... Research a way out of this mess?

I think Kaufman might overestimate the expediency of research or the practical applications of academic study. But um, yeah, okay, right on. Here's hoping they research us out of this as soon as possible.

By the way, what the heck did you need all these bombs for?




Oh. Um. Thank you. I'm very proud of me.

Somehow praise out of this guy just doesn't seem as heartwarming as it would be from, like, a police chief who went above and beyond the call of duty to defend his city from an alien invasion, for example, but I guess I'll take it in lieu of any sort of an explanation for what I was doing out there whatsoever.

From the way everyone's still standing around all poised and tense and the glowing green weather we still seem to be having, though, I don't think I'm quite done here yet.

Up next: This assumption was perfectly valid!

Saturday, December 18, 2010

Kaufman's strange demands.

Having finally finished picking out a suite of powers that best compliment our shiny hero's winning personality, I pilot him back out the Powerhouse door and into...

Project Greenskin. The place has looked better, I hope.



The whole place is a weird half-donut of walls surrounding a lawn with a big broken statue of a mutant in the middle. O...kay. According to the little map they gave me when I showed up, the guy I'm supposed to talk to is way back next to the helicopter pad we landed on, which appears to be up a fifty foot cliff, the only viable route to it being along the wall swarming with irradiates. Well, looks like I'm going for a bit of a hike.

The second I step on the bare dirt I catch fire with a weird glowing green miasm of radioactive something-or-other that sizzles on my skin and seems to harden, slowing my movement. This is going to be a long walk. I completely ignore a superhero in red fighting a big purple guy next to me and head for the stairs, hoping I don't attract too much attention.


For some reason, it seems to work. Despite the fact that I'm a shiny silver man covered in glowing green fire, none of the mutants milling around seem to notice me. I walk within thirty feet of one who looks right at me and it doesn't even care. Golden. I make my way up the stairs without incident and am halfway across the courtyard to the wall when I see this.

Half a dozen dead soldiers lying around in a pile with two irradiates milling about in the middle of all of them. Jeeze. These guys apparently mean business.

I can probably walk right past these guys too and make my meeting with the new boss in the next minute or two, but something about these two just standing over a pile of dead victims just bugs me. I mean, these are the Project Greenskin soldiers I'm supposed to be helping out, right? And these guys have just killed half a dozen of them and are just standing triumphantly in the middle of them and ignoring me completely? That's just... I dunno, arrogant. I'm officially miffed. And so, I decide to introduce myself.


Eesh, these guys are ugly. I guess I should feel sorry for them or something, as they're apparently just regular guys who've been out in this weird mutagenic radiation for too long, but then the first one hits me with a pipe and I decide that I can be sympathetic to their situation and beat them to death simultaneously. He takes a few more hits than I expected he would, but eventually he falls and I turn my attention to his buddy.

And one of his friends up and shoots me with a laser gun. How rude. So apparently, judging my this new guy's outfit, it's not just people who've been living out in the radiation for a while who are affected, but some of the soldiers from the base too. That's mildly unsettling. I prioritize the guy with the laser gun and save the guy flailing at me with webby hands for later.



Alright, now that he's taken care of, I turn my attention back to the first guy and finish him off, but as I'm doing so I get hit in the back of the head by another mutant wielding a baseball bat and accompanied by a fifth with another length of pipe.










No sooner do I beat these new guys to death than I get shot by another laser beam by another mutated soldier coming up the stairs behind me with three more improvised weapon guys in tow. Alright, so maybe I should have waited until I'd had a basic rundown of the situation before running right up to them and punching one in the stomach. I turn around and take off for the helicopter pad, hoping they'll stop to check on their dead buddies before following me. They don't. Hrm.

Fortunately, I make it up onto the ledge by the wall before running into another group of them, and from up here I can knock them off the edge with that new punch the trainers at the Powerhouse taught me, so I won't have to bludgeon them all to death one by one.

As you acquire more advanced powers, you'll be able to utilize the terrain and implement actual strategy in combat rather than simply running up to things and beating/shooting them to death. With Roomsweeper, for example, Iron Will can hit opponents in an approximately ninety degree arc in front of him and knock them back and up, buying himself a second or two of time on flat ground, or sending them falling to their deaths if they're between him and a significant ledge. Observe.


A few seconds later I reach the sandbag wall that the soldiers have set up and they run out to help. An full-on rumble breaks out for a few seconds while me and three of the guys square off with the last four of the irradiates who've been following me. Cooler heads prevail. Nice work, team!


Okay, so, that wasn't the smoothest operation ever, but a dozen of them are dead and I'm not, plus I'm at my destination, so I'm calling this a win. Apparently, Director Kaufman is INSIDE the wall surrounding the base, which I must confess I did not expect. A panel on the wall next to a guy in a radiation suit that I ignored completely on my way past the first time is apparently actually a door to an elevator inside the wall. If not for my map, I probably wouldn't have ever found it.


I pop in, take the elevator up, and sit through an airlock shower thing to wash off whatever radioactive particles I may still have on my person before going through and talking with the higher-ups. That's actually a pretty good idea, so I don't resent it. Maybe these guys are actually good at their jobs and will be able to use me effectively? A chill runs down my spine.

Right past the shower-tent is a long hallway with peaked glass walls that I realize after a few seconds is the glassed-in parapets of the wall itself. That's actually pretty cool, if you ask me. From up here, I can see the mutants running around in the courtyard below, while simultaneously watching the mutants running around all over the desert outside. If there was an actual battle going on or a front we were defending or something, this would be a great vantage point for strategizing and whatnot.


I can see Director Kaufman standing a ways down the hallway, but a small crowd has gathered around a soldier closer to the entrance, so I decide to check that out first. I shoulder past a big toad thing and a demon of some sort to discover that he's the Supply Officer. And he's apparently got some spare clothes lying around. Could this mean...?


Yes! New pants!


Looking at least somewhat more presentable in a comfy new pair of jeans, I strut on down to where Kaufman is standing with his fists clenched and staring out the window. He seems overly happy to see me, considering how many other superpowered types seem to be milling around with him up here.


Alright, well, I have no idea what Grond is, but I'll do my best to have you back bringing it down as soon as possible. What can I do for you, sir?

Wait, what? You guys left scientists out there in the courtyard when you ran up here and fortified the entrances? I'm not exactly a military career type or anything, but that doesn't seem like great soldierin'. But, yeah, okay, you're under-manned and stuff, I'll lend a hand.

For that matter, why aren't you equipped to deal with them? You run a military base in the middle of a random patch of desert, the only distinguishing feature of which is that it's overrun with Irradiates. If not "dealing with Irradiates" what precisely are you equipped for?

Oh, right, taking down Grond, whatever that is. Guess the more obvious military tasks fall to me.

Somehow I figure that my stainless skin is probably less likely to develop cancer out there in the radiation, so while I'm out, anything else I should pick up?























So wait. That statue IS Grond? This entire base is built to take down a statue? I guess you're doing a pretty good job seeing as there's only half of it left, but that seems like an excessive use of resources when a few sticks of dynamite and a drill probably would have been faster and cheaper. Unless it's a statue OF Grond, in which case... holy cow. If you guys can't beat a few hundred cancerous rioters, how do you plan to take down a hulking bodybuilder the size of Godzilla? That seems like it would require more equipment and training, not less.

Secondly, while I do appreciate the explanation for why all these Irradiates are hanging out in the area, I don't see what that has to do with their uranium rockets. I mean, it seems kind of completely unrelated. And why am I collecting these in the first place? If it turned all these normal and decent desert folks into bloodthirsty mutants at a distance, do I really want to be carrying around a bunch of radioactive material in my pockets? As much trouble as these guys are causing, I can guarantee you that a bulletproof metallic Irradiate would be significantly more of a problem.

Thirdly, why do I have to build my own anti-radiation item? You're in a highly radioactive area, you sure you don't have some lying around? Or at the very least, are you sure that some of these nuclear scientists and technicians standing around doing nothing might not be better suited to build an anti-radiation device than a guy whose only relevant experience has been punching Irradiates in the head?

I'm losing a little bit of faith in Director Kaufman here. Mustache aside, he seems to have very little in common with Chief Surhoff. But none of that is the fault of the soldiers under his command or the scientists working in the base, though, so I suppose I ought to help anyway. Alright, first thing's first, I go to talk to some of these "trainers" he mentioned.


The Crafting system in Champions Online is not unlike the crafting systems in most MMOs: time consuming and largely pointless. Equipment and item drops throughout the game come in three flavors: Science, Arms, and Mysticism. They're really not equipment in the strictest sense, they're referred to as Upgrades, and they're more like attributes that you can incorporate a maximum of nine of into your character at a time. Sometimes they're things like armbands or necklaces or helmets or the like, which won't actually show up on your character and which you can wear several overlapping items of at a time, but most of the times they're things like a certain mutation or device for science, a weapon or training regimen or a style of kung-fu maneuver for arms, or a scroll or spell or blessing for mysticism. Mechanically, they all do the same thing: raise one or several attributes and increase your defense, though sometimes they'll also provide a random bonus like increasing your attack or adding a certain energy type to an existing attack.

Unlike most games where your Equipment goes on a specific body part, Upgrades fall into one of three categories: Offense, Defense, and Utility. You can only use one Primary of each type and two secondary; so, nine equippable Upgrade slots in all. If you have two Primary Offense upgrades you'd like to use, you have to pick one or the other; however, if one is a Primary Offense and one is a Secondary Offense, or if both are Secondary Offense, you can use both. Simple, right? No? True, it's weird.

Like in most games where enemies frequently drop items you can loot, the vast majority of them will be weaker than what you already have, and since you can only use nine at a time (and only one at a time of different types) there's no real point in collecting them. That's where Crafting comes in, though. At an appropriate crafting table (different type for each different specialization!) you can break down upgrades of your chosen specialization. So if, for example, you chose the Mysticism specialization, you'd be able to break down all the Mysticism upgrades you picked up from dead enemies for parts, rather than just selling it all. Your Arms and Science vendor trash you would still sell as normal. Different kinds of enemies in different areas are more likely to drop one type of upgrade or another, but over the whole length of the game they seem more or less even.

Taking items apart grants some ranks in your chosen Crafting skill, more complicated (higher level) items granting both more ranks and more parts. You can take apart multiple items at a time, though, so if you only have a bunch of low-level stuff to cannibalize for parts, you can break down twenty items at a time to get build ranks as if you were taking apart one closer to your level. Then, at the same workbench, you can use the parts to craft new items if you already know the recipe. You learn recipes by going to your crafting specialization's Trainer and spending money or components that you get FROM breaking items down (depending on which recipe you're trying to learn) in exchange for newer recipes, which you can't learn until you attain both a certain rank in your crafting discipline and a certain character level. If you do this a bunch, you can sometimes make items that are more powerful than what you'll find as random drops, provided you're raising your crafting skill ranks faster than you're progressing through enemies' power levels.

Or you can avoid it entirely. It's a bit more intuitive than it sounds once you've done it a couple times in the game, but it definitely doesn't make much sense either way. Also, each of the three crafting schools come with three specializations within them. For example, if you want to pick Science, you also have to pick if you want to specialize in Inventions, Mutations, or Exposures. Mechanically, I don't think there's any difference between these except for what the things you'll be crafting are called. If you pick Inventions, for example, you'll be learning new Schematics, while if you pick Exposures, you'll be learning new Catalysts.

They don't at any point in the game that I can remember tell you which school or which specialization will best compliment your chosen powers or super stats, so you'll probably just pick one based on your character concept and which flavor goes best with them. This works more often than not. In general and from my observations alone, the Arms items seem to boost mostly Strength and Dexterity, Mysticism tends to boost Ego and Presence, and Science tends to boost Intelligence and Endurance, but all three disciplines are capable of crafting items that can boost most any stat.

It's all kindsa wonky. Hope that helps.

The trainers are some strange people. I talk to a guy named Art. E. Tiller (heh) who seems to have laser guns on both arms, his chest, and one eye, who claims he can teach me the making of Ordnance, various Fighting Styles, or how to have an Alien Metabolism. I'm um... I'm not sure I understand what he's saying at me. I keep walking past the guy who wants to alter my body chemistry and talk to the science guy.



Who turns out to be a portly man in some sort of robotic suit with an awesome muttonstache thing going on. He is, obviously because of said muttonstache, surrounded by women. He offers to teach me how to make Inventions, or the science behind Exposures or Mutations. That seems like it would be pretty handy to know, as I'm pretty sure my current state is the result of some pretty abnormal Exposures to unknown elements, and knowing as much as possible about Mutations will probably come in handy in a few decades when I have some flipper-kids of my own thanks to all this time spent wandering around in clouds of radiation. But I think advanced chemistry or radiology or whatever the discipline is might be a ways beyond me, as last I checked I was getting a D in geology, which only really involved memorizing types of rock. I pat him on the tummy and keep walking.

The last trainer I come across appears to be some kind of crazy sorceress waving her arms around and making some sort of cloudy blood-fog dance through the air in front of her. This is kind of awesome. Can this lady teach me how to be a wizard? With a hat and a pipe and everything? That's way better than being a college graduate.

She seems to be able to do the same trick as Witchcraft where her right leg goes right through a piece of her cape, so she must be legit. (Where IS Witchcraft, anyway? Isn't she the one who called me here?) She offers to teach me how to Enchant Gear, Arcana, whatever that is, or how to... be an Avatar? Meaning like... become an aspect of a god or godlike being of some kind? And what's Arcana?

This stuff is awesome, but it's clear pretty much right off the bat that it's way beyond me and likely to stay there for a considerable amount of time, and I'm looking for something I can pick up today. Bidding fairwell to the nice sorceress and to my recent aspirations of professional wizardry, I trot back to Mr. Tiller and say I'm willing to learn Fighting Styles. Seems more my cup of tea, I suppose. So I guess we're going to spar, or something?

Oh. No. Apparently by Fighting Styles he meant Building Stuff. You um... you're a weird guy, Tiller. I suppose that's better for me, come to think of it, as I seem to have no trouble beating up mutants but do in fact need help building anti-radiation devices. So, yeah, this is a good thing. I wave goodbye to my strange new teacher and head back towards the elevator leading outside, mentally preparing myself for the tasks ahead: beating up mutants and rescuing scientists, beating up mutants and taking their bombs, and beating up mutants to take parts to build some kind of radiation suit thing.







I'm not so sure about these guys.




Up Next: Project Greenskin!

Monday, December 13, 2010

More Powerhouse

As you may recall last time, our hero Iron Will had finally made it to the Desert Crisis' Powerhouse, and we had spent a fascinating several pages trying out all the different travel powers, subsequently complaining about them, and then fell asleep. Let's continue!

So, having at long last chosen an acceptable Travel Power, there were a mere four more categories of character enhancements to choose.

First up, Powers! These are the actual moves you get to use in the game. Up until now I've just had one besides the energy builder, but this is where you get to start adding variety to what your character does in combat. Or, depending on your concept, not. As ol' Iron Will's kinda just a guy made of metal, I'm probably going to be sticking with the fairly straightforward punching-in-different-ways powers, but there are quite a few more that I won't be taking myself.

The powers available this early in the game are pretty sparse. Since I've already got a power in the Might category, all the 2nd-tier powers are open for me in Might.

However, while I can take powers from other categories, my selection is pretty limited. For example, if I wanted to get into the Ice market, I have a grand total of one power to choose from.


So as of right now, most of my best options are in Might. Fortunately, you don't need to take the basic power in other categories to open up more tiers. While having a single Might power only unlocks 2nd tier powers in Might, having two Might powers will unlock not only the 3rd tier of Might powers, but the 2nd tier of every other category. You can even unlock all categories at basically the same rate by taking a power from a different category every time you get a new one if you want, although you'll never unlock the 10th-tier "final" power of a given category, which isn't usually all that powerful anyway. Point is, you can have a really eclectic character with a variety of powers, but you're going to sacrifice some effectiveness.

Me, I'm just gunna stick with Might for Will here, at least for now. This involves a few punching powers, the ability to tear up and throw chunks of the ground (pretty cool) and a number of chain-related abilities that I think used to be a part of the Supernatural power set. Interesting. I have the very strong temptation to take one of the chain powers simply because they start with the word Iron (LIKE ME OMG) but instead I wind up going with Defensive Combo, which is a pretty simple boxing-style punch that somehow doesn't sacrifice your defense rating, or something. I just like how it looks, meself.


... And that crate never hurt anybody ever again.

I'm also going to unlearn Beatdown (the only non-energy building power I've been using this whole time) and replace it with Roomsweeper, which hits everyone in an arc in front of the character. That way if I manage to get myself surrounded, I can buy a bit of time. Should be fairly handy, and since Beatdown and Defensive Combo do basically the same thing (both hit one opponent right in front of you) I shouldn't need both. Unlearning something costs money, but since Beatdown's the most recent power I acquired, I've only got to unlearn the one thing, so I've got plenty.

There's some strategy to picking powers if you're going for a specific build. Some play really well off certain superstats and it might make sense to grab an assortment from different categories to match your character's innate attributes, some may be utterly useless but necessary to get a certain power at later levels that will just fit your dude perfectly or something, etcetera. I'm sure there are more detailed guides on the internet somewhere, but me, I'm just taking whatever will make Iron Will harder to kill, not necessarily more likely to kill his opponents.

To this end, it's time to pick his first Characteristic Focus!


Again, there's some strategy to this that's completely beyond me, but I know that in general, it makes the most sense to pick the same Characteristic Focus as you did your Innate Characteristic at the beginning of the game. That came with two bonuses and this only comes with one, but there'll be another in a few levels, so it works out.

Now, for a Might based character, Strength obviously makes the most sense as a superstat. But, I've already got a Strength character, and being super effective in combat is kinda boring. For Will, who's made out of metal and thereby ridiculously hard to injure, I'm going Constitution, giving him a pile of extra hit points. Besides, I'll just pick up Strength later on when I get to choose another superstat, since you can't pick the same one twice anyway. Damn shame, that.

Okay, that done, we move on to Talents, which are basically the same thing.


Talents give your stats an extra little boost. They come in several varieties, from big ol' +8 boosts to one stat to the mid-sized +5 boosts to two (which are the ones I usually go with because it's, um, a better deal, or something) to little ones that provide boosts of +2 or +3 to five different stats. They differ from Characteristic Foci in a few ways. First, obviously, they can involve two or more stats at the same time. Secondly, they don't scale up with your level. The +14 I got to Constitution will be a +15 in a level or two, all the way to a +40-something at level forty. These will stay a +5, so they become more and more negligible as you level up. But, you also keep getting them every few levels, so by the time you hit max level you'll have half a dozen or more, instead of the two Characteristic Foci which you never get any more of. I don't remember the exact numbers right now, but if you focus on the same one or two stats for all of your talents, all of them together provide a comparable bonus to a Characteristic Focus.

For this one, I'm buffing Strength and Constitution yet again. I don't anticipate Iron Will suddenly wanting to make a career change to Wizard in the next few weeks, so I don't expect I'll live to regret the relatively narrow specialization. Hittin' things never really goes out of style.

Finally, there's Ranks and Advantages. These are what you can do with Powers you've already learned.


This screen actually gives you a pretty good look at how they work. You'll get points to spend two at a time, although if you gain a few levels without visiting the Powerhouse, you can bank four or six pretty easily. Then you can spend these on powers you already have to enhance them, either by buffing up their damage or duration via the straightforward "rank" system, or by giving them a special quality, called an "advantage". Usually buying ranks is the best way to go for straight damage, but the advantages generally carry a lot more strategic options.

Here's the catch: you can't just keep on spending all your advantage points on the same power or powers. They max out at five a piece. Usually, this means you can choose to either rank it up all the way or give it an advantage, not both. Personally, I'd prefer it if you could just pick a signature power you were likely to use more than any other and keep pouring points into it, but you can't. Eventually you'll wind up with way more points than any one or two powers can take, but not enough points to rank up every power you have, so you'll have to pick what you'll want to spend them on based on what you'll be most likely to use throughout the game.

In fact, it's sometimes a good idea to hold off on spending talent points at all until you've attained some higher-tiered powers. If you find two or three later on that you want to be your mainstays but don't have enough points left to buff them all up, it's pretty expensive to work your way all the way back down to lower level powers and free up the points. If you know the powers you're going to go for later on, might pay to save them up.

Me, I buff Defensive Combo, because I have no idea what I'm going to be doing later on, and we're done!

... Yeaaaah, not as interesting as the travel powers. Oh well.

UP Next: Mutants and stuff!

Friday, December 10, 2010

The Powerhouse

At this point in Champions Online I'm right where I would be if I had chosen "Take me to a crisis!" instead of "Take me to the tutorial!" at the end of the character creator. Everything up to now has been completely skippable, but if you skip the tutorial entirely, your game starts in either the Southwestern Desert crisis or the Canadian crisis and you go from there. The only real difference is that, having gone through the tutorial, ol' Iron Will's a good two levels higher than he would otherwise be at this point.

He's not going to need them, exactly, but it's generally a good idea to soak up experience levels whenever they're available and not a grind to get, as later on in the game there aren't quite as many missions available as you'll need to level up appropriately. Better to be constantly plowing through areas that are scaled for a level or two below you than wind up like my first character, always doing missions scaled for four levels above him because those were the only ones left.

As I may have mentioned before, the size of this game is it's main shortcoming.

While we're circling to land, a Director Kaufman who sounds encouragingly like Chief Surhoff in general demeanor and gruffness comes over the radio to explain the situation at Project Greenskin, the name of this for we're apparently landing in. According to him, a giant "radiation shield" went up around the base recently, and ever since then it's been being attacked by swarms of irradiated mutants. I admit, that does sound like a bit of a pickle.

The irradiated mutants I think I can help with, depending on just how irradiated they are or what definition of "mutant" we're going by here. I don't know much anything about the effects of radiation on metals, but I'm assuming given no evidence whatsoever that if I can survive bullets and laser beams, I ought to be able to survive high doses of radiation. More relevant is what kind of mutants we're dealing with, if it's typical malformed people inundated with cancerous cysts or, like, the Hulk. The first type would be the only ones that would make sense with this much radiation everywhere, so we're probably dealing with the second.

I have no idea what a "radiation shield" is or how to fix it. I assume that has something to do with the sky being neon green in this area, but that's all I can figure. Is it like a forcefield? I don't think radiation works that way, but maybe. Or is it just a cloud of radioactive gas that's so dangerous nothing can pass through it to get away except this specific helicopter...?

We land and the copilot hops out to give me a hand and tell me what I ought to do. Nice of him, I suppose.


Alright, fair enough, but first Witchcraft told me I've got to go to this "Powerhouse" place. She marked it on my little map here...

Oh, there it is.


It's just a short quarter-mile away, past the soldiers pretending to hold guns, over the sandbags, and across a hundred foot fall to an irradiated battlefield crawling with mutants and green fire of questionable health effects. Hrm...

Oh, or, there's a teleporter right here on the landing pad. Hot damn! Somebody actually thought this through.


I strongly recommend this route.

I find myself face to face with a giant spinning gear full of lightning. I guess that's the door to the Powerhouse? Seems unnecessarily dangerous, but nothing's managed to hurt me yet, so I plug my nose and step through, trying to remember my Interdisciplinary Science 101 class's lecture on conductors and whether or not a giant metal wire shaped like a half naked guy would be damaged by absorbing a large amount of electricity or be able to simply distribute it through itself without harm.

Evidently, without harm. I'm in a weird metal room with matching superhero looking guys in all four corners. So, this is the place where they're going to help me perfect my powers. I guess it's like a gym...?


Actually, the Powerhouse is more like a store wherein you spend your gained levels on new powers, stat boosts, or power enhancements.

It's also the best place to test out new powers, because while you're still in the powerhouse you can get a full refund on a new power if you try it out and don't like it. Once you step through the giant electrified gear of death, though, the powers you've picked out in the Powerhouse are permanent, and will cost you in-game money to replace. This wouldn't be so bad, except they make you pay to unlearn your powers (or stat boosts, power enhancements, etc) in reverse order. So if you had a bunch of level to spend and got your guy sonic arrows, ice blasts, fireballs, and lightning bolts, left the powerhouse, decided the sonic arrows didn't fit, and then came back to replace them, you would have to first pay to unlearn the lightning bolts, then the fireballs, then the ice blasts before you would be able to pay to unlearn the sonic arrows. Prices also scale up the higher level your character is. Seem pointlessly difficult? Might be some laziness on the game's part to prevent you from getting a 2nd or 3rd tier power and then going back and unlearning the prerequisites or something, I dunno.


Anyway, since Iron Will went through the whole tutorial and stuck around for Battle Of The Ironclad a few times, he's got more levels than most characters do to play with here. Let's pimp him out a bit.

The first menu seems confusing at first and then gets pretty intuitive pretty quick. "Powers" are moves like the two you choose at the very beginning of the game, stuff like ice blasts, eye beams, summoning zombies, whatever. They're divided into the different power sets like Fire, Telekinesis, Sorcery, etc, and having more powers from a specific group unlocks more advanced powers from the same group. For example, if you want a second-tier fire power (Like Fire Breath, I think, but don't quote me on that) then it's unavailable at first unless you have one other Fire powers already, OR two powers from any set. More advanced ones require three from the set or five from any, etcetera. This means that you have access to all the powers in the game and don't have to choose one powerset to stick with while leveling up and choosing powers, but specialization helps you get stronger powers faster. It's fairly well designed, I think.

Travel Powers are a separate category. You only get one of these until pretty late in the game (Level 35, I think?) and they're all available up front. These are chosen separately because they have no effect on the functioning of most of your non-travel-powers and are in some cases a little redundant with each other, but offer a pretty good variety for flavor purposes. More on these in a minute.

Ranks and Advantages are enhancements you can apply to powers you already have. Using the same fire powers example, say my new Fire Breath is already pretty good, but if I wanted to blow all my ranks on it, I could bump it up from rank 1 to rank 3 and make it much stronger, or I could instead choose to spend them on a specific enhancement FOR Fire Breath, like Spitfire, which would apply the Clinging Flames status to everyone hit by Fire Breath, igniting them and causing additional damage over time. The catch? Every power only has room for so many ranks or advantages, so you'd have to choose. You couldn't, for example, have a rank 3 Fire Breath WITH Spitfire. Maybe rank 2 with Spitfire or rank 3 without, after that it's full. It's a good concept, but I really wish it would just let me blow all my ranks on one ridiculously buffed power, since I'm usually the type who'll stick with one or two signature moves once I've got 'em, but oh well.

Your Characteristic Focus is which Stat you want to be your Super Stat. It'll give a sizable bump to one of your eight basic stats that will increase with your level. A few levels later, you'll get another, but that's it. Generally it makes sense to choose the same stats for your super stats that you already have an advantage in from your Innate Characteristic way back at the beginning of character creation, but you could mix them up too.

Finally, talents are a kinda strange feature that lets you pick another stat to boost by 8 (a smaller number than the bonus you get with Characteristic Focus) or two by 5, four by 3, etcetera. It's kind of just one more way to incrementally build up your stats. However, unlike a Characteristic Focus, you keep getting these throughout the game, but you can never choose the same one twice.

Why not a simple point-buy system with which you could choose to focus on stats or powers, specializing or generalizing as you see fit? ... like... y'know... because.

Righto, first things first, no more jogging around everywhere. We're gunna pick a travel power for Iron Will. What are our options, trainer?

That's actually a pretty good selection. Some things that aren't immediately obvious about the powers until you've tried them out on an embarrassing number of alts. Obviously, they don't all handle the same; some are faster, some are slower, some stay on the ground while some go through the air, etcetera. But not only that, they also don't all control the same. Flight, for example, you simply point in a direction and then you can leave it, focusing on other things like the chat window, inventory, making yourself a sandwich and forgetting you're playing a video game, etcetera. Swinging, on the other hand, has you hitting the "shoot a new cable thingy" button everytime you reach the apex of a swing, or you rock back and just kind of dangle there limply. Also, you have to keep holding the button down, or you'll fall.

Actually, you know what, I'm just going to go through them all one at a time. Bask in my knowledge of trivial things.

Flight: Pretty self explanatory, you can soar around unassisted like Superman, Thor, Angel, pretty much the entire Legion of Superheroes, etcetera. In comic books, this it typically the fastest possible way to get around, as it's in as straight a line as the curvature of the earth will allow and the friction of air would do much less than the ground to stymie their continued acceleration. However, in Champions Online, it's actually one of the slowest, primarily as a balance thing, I assume. Still, it's quite a bit faster than running, you can maneuver well even indoors, and as long as you gain some altitude early on and point towards a spot above the horizon, it keeps you well above danger in most areas, so you don't have to pay any attention until you're above your destination. Definitely the easiest and most relaxing way to get around in a hurry, if not actually the fastest. Fun extra: if your costume incorporates wings of some kind, they'll flap automatically while you use this power.

Superjump is just what it sounds like; the character jumps a ridiculous height and then lands a fair distance away, at which point they can immediately jump again, bouncing along like a giant superball, the Hulk, or any character in an anime where there are streetlights. It's actually significantly faster than flight (doesn't make a lot of sense, but again, balance) for overland travel in a straight line, but unlike flight, the topography has an effect on the travel itself. If, for example, you jump to your maximum altitude and then land at a significantly lower altitude than you took off from, your character will take falling damage. However, while in travel mode, you can simply step off a ledge without jumping and land without taking any damage, provided the total fall was less than your optimum jump height. Also, you can't set it and then leave it like with flight, as superjump requires you to re-tap the jump key everytime your character lands, unless their destination is one jump away. So, you have to actually stick around and DO it, which is much less convenient for longish trips, but significantly faster. ... Also, as Champions Online is so small scale (my main complaint) there really aren't any longish trips, at least not on the scale of other MMOs.

Superspeed, as exemplified by the Flash and mimicked by Quicksilver and a few hundred others, is one of those powers that you'd think would be an automatic win button if anybody actually utilized it intelligently in comic books. (I mean come on, you could take out a fully mechanized army with a straight razor.) This is why, in the comics, it tends to be limited entirely to waving one's arms or running really fast, but not too fast, for no discernible reason. As a travel power, that's all it really is, the character sprinting along faster than anybody else can move on the ground. Now technically, this might be the fastest power in a straight line with no obstructions (if not, it's second only to teleportation) but there are very few straight lines with no obstructions in the world. With Superspeed, you'll still have to maneuver along whatever paths you'd have to take walking, go back and forth up switchbacks to climb steep hills, watch out for ledges, and be careful not to run through too many enemies, because attacks that can knock a character out of travel mode are ridiculously common. Furthermore, the animation just looks silly.

Acrobatics is basically a combination of superspeed and superjump, scaled way down. Think Batman, Captain America, Catwoman, Deadpool, any character loosely based on a ninja or martial arts, or, you know, real life gymnasts. You can run around faster than normal characters but not as fast as any other travel power except maybe tunneling, jump high enough to clear most obstacles but not any imposing landmarks or walls designed to keep you out, and basically just get around in a hurry without looking overtly supernatural while you're doing it. I get it as a flavor choice, and it kind of works in a place like Millennium City or Vibora Bay where there are a lot of opportunities to jump from rooftop to rooftop and run along ledges and the like, but in most places in the game (wide open desert, tundra, jungle, etcetera) it's kind of a waste.

Teleportation, on the other hand, is just this side of broken. Teleportation is one of those powers that varies a whole lot in comics, from two-seconds-to-mars guys like Dr. Manhattan to guys that just sort of blink around like Nightcrawler. In Champions Online, it's more like the latter, but kind of misses that mark too. Now, in a game like City Of Heroes, teleportation worked by clicking on a distant spot (within the power's range) and charging up, and then instantly appearing there, the only slowdown caused by having to charge up for the next jump. Champions' method requires less pointing and clicking but doesn't really make a lot of sense. You basically turn into an invisible (but not quite, characters with a high enough Perception can still see you) mote of light that can fly for a few seconds, and then turn back. Seriously, that's it. It's more or less identical to flight except that it doesn't last as long, you can fall to your death if you don't hit the key again fast enough, and it's a little faster. When I think teleportation, I think instant travel (like, say, clicking on a point on the map, having to wait a reasonably long amount of time to charge up a teleport, and then disappearing and appearing there) not a weird energy form. It is, however, incredibly useful in PVP, in which every cheap built-for-PVP character can use it to escape an enemy when they're getting low on health and heal up somewhere removed from combat before teleporting back in. It's also fairly handy for getting past enemies you don't want to have to fight, as you're invisible for a short period while you use it, so your mileage may vary. Just bugs me that it doesn't feel like teleporting so much as phasing through stuff.

Ice Slide is... weird. It's obviously inspired by Iceman, except unlike Iceman they don't actually create a slide out of ice so much as a surfboard, so it looks more like the Silver Surfer(NO RELATION), except the board constantly falls if you don't work to pull it up and it's very slippery. You have to go forward to gain any altitude at all, and you need a wide arc to turn do the the aforementioned slipperiness. It is, however, quite fast, and the poor handling actually serves to make it a bit more exciting to get around with, but it's just not as useful or convenient as most other airborne travel powers.

Swinging! Swinging looks really cool. Think Spiderman or Batman or Daredevil or any character that uses a grappling hook, rope, or some kind cable gun. It would go really well with Acrobatics, but alas, you can only use one at a time. It, too, is faster than flying, but it's a bit of a pain in the ass. You have to hold down the jump key to hold onto your little swingy rope, release it at the end of it's distance (maybe fifty feet?) or else rock back and dangle in place, and then hit it again immediately or begin to fall, which does a lot of damage. If you have a spotty connection, avoid this power completely, as you'll spend most of the game peeling yourself of the ground. And, alas, though the animation is really cool looking, the rope simply fires up into the air where it sticks a ways above you whether anything's there or not. Generally this works from the player's perspective while going through urban environments or forests and the like, but all the other characters can plainly see the line coming out the top of your character and vanishing into a random patch of sky. Looks particularly silly when you're swinging along a quarter mile in the air above, like, the desert. Still one of the better looking powers in it's element, though, but it's element is rare, and still a pain in the ass.

Tunneling is, I think, highly underrated. With Tunneling, you can dive into the ground and then tear around as a mound of disturbed dirt like Bugs Bunny or the Street Sharks. This is both slow, going only slightly faster than a normal run and slower than virtually all the other travel powers, and limited, since you can't leave ground level at all. In fact, it doesn't even allow you to go everywhere tunneling logically would: you can't tunnel up steep hills, for example, or even under things like park benches or curbs. These stop you dead as if you're actually just a two inch tall invisible guy (which is, I suspect, how it actually works mechanically) rather than under them. This one aspect of it blows (I can't tunnel under the damn hedge? I'm six feet under the grass!) and blows pretty hard. Why I love it, though, is that, like teleportation, you're invisible to enemies. But unlike teleportation, you're perfectly visible to other players, including opponents, but only as a lump of dirt and broken pavement, and you still can't be hit by anything but area effects. This is so funny sometimes I can't even describe it. Plus, unlike teleportation, you don't have to randomly pop out of the ground every few seconds for air; if you're in a hostile area and need to go afk for a few minutes, you can tunnel into the ground and just chill there, enemies walking right over your head. Great for missions where the objective is guarded by a bunch of enemies that you don't want to have to fight. Warning, though, the unable to tunnel under chairs this is pretty irritating, and for some reason enemies can still attack you after you go underground if you stay in the exact same place; you have to move a foot or two to either side before you're inaccessible. No idea why.

Jet Boots! Jet Boots are basically what you'd expect, with an animation fairly obviously modeled after the recent Iron Man movie (hands out to the sides to steady, legs wobbling a little bit, etcetera) and an undeniable cool factor. They carry most of the same advantages as Flight, such as the ability to just set a direction and leave 'im, good maneuverability both indoors and out, etcetera. They're not quite the same, though, in that jet boots have to "gear up" after you activate them. You don't go right to full speed the way you can with flight if you charge it up first. Instead you start at a low burn that kind of just lets you hover around, and after a few seconds crank it up to the next level, and then finally full speed a few seconds later. Overall it takes about the same amount of time to get up to full speed in jet boots as it would to fully charge your unassisted flight power and catch up to the guy who'd just left with jet boots, so it's mostly just a flavor difference, but it looks really good on robots or power armored guys. Tied with Flight for sheer convenience, in my book. Although, as you're about to see, a lot of travel powers are tied with Flight.

Rocket Jump is not one of them. I can't actually think of an example of a superhero that uses something like rocket jump, but I imagine I've seen something like it in some old platformers. Rocket Jump handles much the same as Superjump, except the arc is much narrower and the overall airtime is shorter. They go about as high as a superjump, but they shoot you right up there, and then have you fall back down a comparatively short distance from where you took off. Lots of vertical motion, not that much horizontal. But, as it's also much faster, you can do two or three rocket jumps in the time it takes to gracefully arc one superjump, and the overall miles per hour overland are somewhat comparable. I actually don't know which one's faster, but rocket jump seems both zippier and less constructive. It is, however, a great way to exit a scene quickly and dramatically... provided there's a wall or building or ledge or something nearby that you can land on the other side of.

Fire Flight is flight with fire all over you. No, seriously, that's about it. Think the Human Torch or Green Lantern. It really handles exactly like normal flight except that your character gets a nifty cloudy glowing aura of a color of your choosing and leaves a trail of the same for a fair distance behind him. Looks good for an energy-based character or possibly a telekinetic or sommat.


Hover Disk is another of the ones that handles basically like Flight. Like Flight, it takes you high up off the ground and like Flight you can simply point in a direction and then let it take you there without having to worry about doing anything else. Unlike flight, it doesn't quite stop on a dime and seems to slide a little bit when you turn, give you the barest impression of what you have to deal with if you pick Ice Slide, although the Hover Disk won't drop you if you don't keep pulling up. Plus, it just looks cool, like riding around on a little flying saucer. Good for gadgety characters, futurey characters that don't quite feel right with jet boots, or guys you just want to be able to fly without actually flying. I gave one to Bushido Jones because he, I don't know, got one as a reward from aliens after saving their culture by challenging their evil overlord from the future to a duel or something. Yeah.

Finally, Earth Flight. I can't think of a good example for this one either, although it seems like something that an Earthbender from Avatar ought to do. This one handles pretty much exactly like Hover Disk, except a piece of the ground below you tears itself up with you on top of it and then floats you around. The animation for this looks really cool, and a few (I think three?) littler chunks of rock kind of float around you in a circle while you're riding on the main one. Also, the chunk of rock itself mimics (to an extent) the color of the ground you were standing on when you activated the power, which while hardly necessary is just kind of neat to me. I don't really know what inspired them to add this power, as there aren't any rock or earth related powersets in the game, but I've found that it has just the look I'm usually going for with a telekinetic character (who, of course, doesn't touch the Telekinesis powerset) or some kinda naturey druid type.

So, we have a few ways to go faster on the ground, a few ways to travel stealthily, and half a dozen ways to fly. For Iron Will, I think flight's out, although it is the most convenient way to travel. Just doesn't fit with the concept. Neither would teleporting, anything roboticky, or, hilarious though it can be, tunneling. I think, given his vastly increased strength and already impressive fitness level, that superspeed would be the best match for him. I'll just buy that for him and test it out to make sure that pfffffftHAHAHA!


Look at this jackass run! I forgot how silly the animation is. He's got his arms rigidly stretched out behind him in some weird imitation wing formation while his legs rotate around like a cartoon ninja or Sonic The Hedgehog. Okay, okay, nevermind, sorry. Let's see here. Maybe superjump? Having super strength and incredibly powerful leg muscles could conceivably be used to superjump. Works pretty well for the Hulk.

Okay, yeah, that looks quite a bit better. He kinda powers himself up into the air and then lands in a stomping half-crouch that crushes a big chunk of the floor below him. Looks convincingly heavy. Think we'll go with that.











Plus, it's much closer to my original inspiration for the Iron Will character, who was conceived while playing the 2008 Incredible Hulk game for XBox, in which the titular character got around via superjump. It was pretty good for $5 out of the bargain bin. So yeah.


Alright, travel power's been chosen. Now I've just got to figure out everything else.


UP NEXT: More Powerhouse!