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FupDup

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Everything posted by FupDup

  1. Yeah, teammates who don't have the mod installed won't hear the modded sounds.
  2. That math is kinda counterintuitive and derpy, like most of the rest of the math in this game. In a logical world, the + sign after the 1 should be a - sign, which would make the end value be what the tooltips say it should be. Ex: Base End * (1 - (All Discounts / 100)) = New End Cost For Base Cost of 100 and Total Discounts of 10%, I would expect it to look like: 100 * (1 - (10/100)) = 100 * (1-0.1) = 100 * 0.9 = 90 Final Result.
  3. There are a few different sound mods for Beam Rifle in the COH Mod Manager, if you want to explore those options.
  4. Excelsior beat our own record just 4 days after we previously beat it:
  5. Counterpoint: They don't get Venom Grenade like Soldiers do.
  6. The damage formula doesn't account for animation time, so those kind of buffs are actually "free" with no give-and-take exchange needed (one of the reasons why the devs have relied on ani reductions so much).
  7. Excelsior today with 23 people (one of them quite before Lauci took the screenshot):
  8. Return to Battle is arguably much stronger than Renewal of Light because the former grants you a full set of large inspiration effects, almost as if you leveled up. This both helps keep you alive to prevent a second faceplant and helps you get revenge on the people who made you first faceplant. Renewal just has an AOE stun/knockdown that wears off much quicker than the 60s of large insps giving by RTB.
  9. The early fail bug has something to do with player alignments. The devs are aware of it and fixed it internally, but it hasn't gone live yet (shouldn't be too long).
  10. Manticore literally has Stunning Shot (Stun) and Ice Arrow (Hold) equipped, but that noob forgot to use them. https://cod.uberguy.net/html/powerset.html?pset=v_freedomphalanx.manticore_rv
  11. The thing is, these universal sets have a thematic tie-in with the events that grant them, as opposed to getting a random generic set piece in a regular story arc. I think giving them out in any random story arc would make this type of reward feel less special, but I could see it as an alternate reward choice at the end of something like SSA's or incarnate arcs.
  12. First thing, I've seen someone else suggest the name "Warden" for an AT like this, so I think we should go with that to keep it separate from Rebirth's Guardians. Second, I think they should get an actual full melee set, not some assault/hybrid thing. Even though we're not using the name Paladin here, part of the point of the AT is to fulfill that very specific fantasy, so big weapon-based sets like TW, Baxe, etc. need to be usable on them. Ranged attacks can be saved for epic pools like the other 4 melee classes.
  13. That indication is telling you that its -res debuff is inactive and is thus basically telling you to re-apply it.
  14. In regards to Chilling Ray and other Sent snipe replacements (I'm counting Freeze Ray as a snipe here due to its uber damage and unlock tier), I made a spreadsheet to compare just how much each one of them lost: Chilling Ray lost the most compared to its Blaster counterpart, and by a pretty extreme margin. For reference, the majority of Sentinel attacks only have a 2.5% lower DPA than their Blaster counterparts (nukes and snipers being the main outliers, plus the stun attacks like Tesla Cage).
  15. Adding a small bit of -res to each attack might start to step on the toes of Sonic Blast, especially after that set got revamped to have much lower -res than it used to. It also might end up dethroning Fire ammo as the go-to type. I don't think it would be overpowered in any way (no way it would come close to Fire Blast, let's be real here) but it would still feel kinda weird. I think there's better ways to go about making DP better. For a To-Hit bonus, maybe that could be lumped into the toxic bullet mode to give that ammo type some sort of extra niche. Sentinels already get a range bonus when using ice bullets, so adding some other global bonus to toxic probably isn't asking too much (also make Suppresive Fire deal the same damage with toxic as it currently does for ice bullets, there's no reason for it to be lower). As for lethal bullets, they could perhaps just increase the KD chance so it becomes a more reliable form of soft control (and for Sentinels, restore the old damage that Suppresive Fire used to have with lethal bullets because that nerf was really stupid).
  16. Vanguard isn't limited to only fighting the Rikti. Their charter is to protect the Earth against any kind of extraterrestrial thread, which is usually the Rikti but not exclusively. They get involved against Praetoria a few times during the story arcs from MJ and/or Tina and they even get involved against the Banished/Mot during the Dream Doctor's arc.
  17. I'm more concerned about that guy's electric bill and the heat generated by the computer being left on 24/7.
  18. Extremely Soon(TM)
  19. That fool Neuron didn't know what he had. Anti-Matter most definitely simped for the wrong woman.
  20. I had issues with it not displaying by default, but you can go back into the costume editor post-creation to force it to show. It's pretty janky though with very massive clipping issues and weapon FX coming out from the center of the player model instead of the weapon barrel (I briefly tried AR/Shield). Hand blast sets seem to work okay with Shield, or at least a few Fire Blast powers did (I didn't test much).
  21. I'm guessing that it's probably a design choice rather than a coding limitation, to limit how many different factors they had to consider while balancing the sets. In all three cases of stance-swapping sets, what we see is one stance typically being the best choice (Bio Offensive, DP Incendiary, Staff Body) so I fear that a 5th bullet type for DP (the default ammo counts as the 4th option) would probably wind up pretty similar. I'm guessing that its secondary effect would be sapping endurance, but the amount of sapping it does by itself would probably not be enough to bottom out an enemy to prevent them from doing stuff (unless you paired it with other sapping tools like Power Sink etc.). Electric Blast at least gets the Shocked effect to reward sapping but I doubt that it would be given to DP. That, and DP does already have Suppressive Fire as a tool to prevent enemy actions with the Hold effect. I get that it would be thematically kinda cool to lean into the sci-fi feel, especially with some of the new DP models that are futuristic looking, but that could also be solved by alternate FX for the regular ammo (which is probably about as likely to be added as a 5th ammo type). A really wild spin on this idea might be to change the default ammo to the taser type to make it a more viable (or at least cooler) option.
  22. What base stats does it use, like for example if I choose an armor secondary do I get Stalker values or do I get the Brute caps? Does ranged primary use Blaster or Corr values, etc. Do they let you pick the inherent too, or is not having an inherent the price for that customization?
  23. You can use Vanden's IO Set Designer Tool to help visualize new IO sets: Here's a new Sleep set that I just slapped together on a whim for demonstration purposes: I didn't think too hard while making it so maybe it's too strong or weak or whatever, it's just to break the ice.
  24. 30/70 is likely a bit too far, but definitely 60/40 at minimum (so that typed lethal defense still works against it, and they're still bullets after all so being mostly lethal makes sense).
  25. There was a planned Gadgetry origin pool in the same vein as Sorcery, Experimentation, and Force of Will, but it never got finished by the time the game shut down. I'd like to see that pool get finished up (along with Utility Belt), perhaps making power substitutions if necessary for animation or w/e reasons.
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