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EmperorSteele

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Posts posted by EmperorSteele

  1. ^thread title

    I'm in the process of testing procs as an update to my old Mind/Kin guide, and I've found that, while the proc DOES land a 1-pt Mag stun onto a target (srsly, only 1?), it A) doesn't seem to last the 8 seconds like its supposed to, and B) doesn't grant containment damage when attacking someone with another power!

    Yes, I'm attacking with a Controller, shush.

    If I manage to stack the magnitude of the proc, then Containment works. However, I don't see how that's actually possible outside of using the tools on the Beta client (which I was doing).

    I don't know if the proc needs to be brought up to Mag 2, or if Containment need to be looked at to affect foes with only 1 point of magnitude of a status effect.

  2. 35 minutes ago, Xiddo said:

    On Arachnos more generally. How do they really continue now? Obviously we’ve stopped Tyrant… Is Daddy Longlegs not livid we’ve taken that chance for revenge from him?

     

    He took his shot and failed.

     

    So no, I don't see him being  (too) mad about it. He respects power and ambition, after all.

    • Like 1
  3. So, real basic stuff.

     

    As you level up, you will get enhancement slots for your powers. HOWEVER, you only get about... 55ish total? Nowhere near enough to put max slots in all powers. You'll probably want 5 or 6 slots in your attacks, and 2 or 3 in your armor and utility powers.

     

    Also, you can't just put 6 damage enhancements in all your attacks. There's a system in place that puts diminishing returns on enhancement value as you approach 100%. So you won't get full value out of a 3rd damage enhancement, and the 4th will only give like, 1%. It's generally better to enhance with a mix of damage, accuracy, and endurance/recharge/status (you'll have to choose between making a power cheaper to cast, decreasing recharge time, or boosting secondary effects... or maybe just a bit more damage, your call!)

     

    The IOs mentioned in a other post above are an advanced sytem, but will help you get more out of your limited slots. Many IOs (and other Special enhancements) increase more than one stat, so one slot will have Damage/Accuracy, another will have Damage/Recharge, another will have Damage/Acc/Rech, etc, giving you a bit more economy for your slots. But worry about that later once you have the basics down =)

  4. 2 hours ago, Puma said:

    Please cite where I every said anything that implies this. 

     

     Because I most decidedly did not.  

     

    The whole part lamenting how small, tiny, and limited the alpha and beta testing segements are, and then suggesting that the playerbase be polled concerning ideas before the devs ever do anything? In the first post of the thread? It sure SOUNDS like you want more cooks in the kitchen, ready to Yay or Nay ideas in their infancy.

    • Thumbs Up 1
  5. I think the problem with OPs suggestions are that they fall into a "too many cooks" situation. Letting people whos only contribution would be reactionary opinions aid in development would be a TERRIBLE idea.

     

    And while I'm very aware of Power Creep and the need to keep it under control, the powers devs do seem to lean towards being a bit too cautious. 

     

    But either way, I think the HC devs are doing a good enough job that we don't need to emulate thunderspy's "throw everything at the wall and see what sticks" approach, as OP seems to want.

    • Like 3
  6. The thing with Time, is that the boost is smaller, in both effectiveness and radius. The T4 Barrier is like a 90 foot radius or something, because it was designed with league play in mind.  So you don't have to corral your team when your barrier is up. Also, the x2 rez is a nice cherry on top.

  7. AFAIK, Base shift happens because you're placing/rotating things off-grid.

     

    When you place something, it's position and rotation are saved as coordinates, like we have in-game when you use /loc: 3.5 10.25 -15.01

     

    Those decimal points only save up to 3 or so places: 10.025, -80.064, 100.128 etc. When you go off grid, the coordinates can be something like 10.007030293639262733649, and the base editor is like "wtf do I do with this?"

     

    Or something idk.

    • Thumbs Up 1
  8. I know AR is getting a makeover in beta right now, so, this isn't an actual, “serious” suggestion, just theory-crafting a revamp of the set as a creative exercise. The main idea is that the weapon would no longer be some janky M4/shotgun/grenade-and-beanbag launcher/flame thrower/machine gun hybrid; rather each of the attacks/abilities represent different ways to use the weapon. Gameplay wise, it would make AR feel a little more like you're playing a first-person shooter, though I recognize that won't be everyone's cup of tea.

    I'm also aware that some folks aren't going to be fans of the wholesale removal/replacement of over half the set... at that point, may as well make an entire new set. And, that's a valid criticism. But again, this is just for fun and I wouldn't expect the Devs to actually do this, but, figured I'd share and see what others thought.

    Auto: Ammo Usage
    Every time you use an Assault Rifle power, you get 1 or more counters of Ammo Usage. These counters persist throughout the mission or until you leave the zone. Once this counter reaches 30, your character will be forced into a reload animation before any further attacks can be used. The counter will then reset to 0. If you have too many Ammo Usage counters, you will not be able to use certain attacks (Basically, if the Ammo Usage on the power is greater than 30-[current Ammo Usage counters], you won't have enough ammo to use it). You can try to use such an “unavailable” power three times in a row, which will also force a reloading animation and removal of Ammo Usage counters. At Level 6 (for Blasters/Corruptors/Sentinels; level 10 for Defenders), you will have access to the “Reload” power, which, if chosen, will let you reset your Ammo Usage counters manually and gain a damage buff in the process.

    T1: Hip Shot
    Damage: Very Low
    Endurance: 1
    Recharge: 1 second
    Accuracy: 80%
    With nearly no activation/animation time, the idea here is to emulate FPS shooting a little bit by literally letting you tap-shoot the enemy. With enough recharge, you can pretty much just spam this power for rapid fire, edging out other T1 powers over a given amount of time; though having to reload every 30 shots will mitigate this advantage somewhat. Ammo Usage: 1.

    T2: Burst

    Damage: Moderate to high.
    Endurance: 5
    Recharge: 6 seconds
    Accuracy: 80/75/70%
    Three separate attacks in one on a single target, with reduced accuracy on each attack. Given the probability that at least one of these hits may miss, the damage would be balanced around two shots hitting, with the third being bonus damage. Ammo Usage: 3.

    T3: Short Spray
    Damage: Moderate
    Endurance: 8
    Recharge: 10
    Accuracy: 75%
    A 67.5 degree cone of bullets that hits up to 10 foes within 6.0 feet. Ammo usage: 10.

    T4: Reload
    Recharge: 10 seconds.
    Resets your Ammo usage counter. For every Ammo Usage counter you had, you gain a 1% damage buff for 10 seconds. This bonus damage does not stack with consecutive Reloads, and will only consider the most recent reload (So if you had 30 Ammo Usage counters, and reloaded for 30% extra damage, fired one shot, and reloaded again, you would then only have a 1% damage bonus).

    T5: Aim
    Standard Aim power.

    T5: Snipe
    Same stats as Sniper Rifle, just renamed. Ammo usage: 1.

    T6: Covering Fire
    Damage: High
    Endurance: 8
    Recharge: 30
    Accuracy: 78.5
    You fire several shots in a 45 degree arc, taunting any foes who are hit (max 5 targets). This taunt won't overpower Tanker Taunt or Scrapper Confront, but will be enough to pull attention off other squishy teammates who may find themselves in over their heads. Ammo Usage: 5.

    T7: Ammo-Piercing Rounds
    Endurance: 10
    Recharge: 120 seconds
    Activating this power resets your Ammo Usage, and uses the same animation as Reload. Until the next time you reload (either manual or forced), all of your attacks will deal 10% less damage, but will inflict a stacking -Def and -Res debuff that persists on affected foes for 30 seconds. Debuff values scaled so that on Defenders, it's -1.5% Def and -3% Res per hit.

    T8: Run 'n' Gun
    Endurance: 1.5 End per second
    Recharge: 8 seconds
    While this power is active, you are no longer locked in place while the other powers in this set (Except Aim, Non-fast Snipe, and Full Auto) are animating. However, you receive a ToHit debuff (-15%) while this toggle is active. Realistically, this would be the hardest power to implement, as the development team would have to create animations for firing while moving. Would have the possible side-effect of all PvPers switching to AR builds, but, I dunno.

    T9: Full Auto
    Mostly the same as existing power, except a much wider cone (90 degrees), just because. Ammo usage: 30.

    So, yeah. Might be a bit broken, but hopefully in a fun way, and will probably never happen. Still wanna hear everyone else's thoughts, though!

  9. 4 hours ago, SeraphimKensai said:

    Or have multiple accounts?

     

    I keep track of my characters via an Excel spreadsheet, as having three accounts with a multitude of characters can get a little difficult remembering which account each character is on when I want to play that character.

     

    Do you have Ever, Torch, Indom and Reunion spreadsheets, as well?

     

    Sorry, low hanging fruit there =)

    • Haha 1
  10. I think one way of rectifying this is to find a text file in your CoH directory called "playerslots.txt" and delete it.

     

    Otherwise, maybe the character is on another shard, or you deleted it and forgot?

  11. 6 hours ago, Snarky said:

    Soooooo  in the Dr Aeon where the boss flies all over the place through hundreds of Goldbrickers in a warehouse?  Yeah, I rarely hit that bitch.  So, sure, make the bosses fly.  Hell, make them pop in and out of extra dimensional space.  Or attack us from under the floor.  But I do not run the Aeon much.  Once I get the badges for this years toon (hopefully soon) I may never run it again.  BECAUSE IT SUCKS.

     

    I'm confused, do you mean the mission on the boat?

     

    You know she doesn't "fly all over the place", right? She has three specific spots she flies to, predictably at 75/50/25% heath (or tries to, anyway, mezzes and debuffs can muck her up). Two of those times will have her fly through an ambush that intercepts the players.

     

    It's not that much of a challenge =)

    • Thumbs Up 1
  12. My thoughts were similair to @Scarlet Shocker; lose most of the warwalls, make most of the city a "single zone". Some areas would still be walled off for security purposes, like Eden/The Hive.

     

    Though I don't know why folks would remove PvP, unless this new version of CoH also does NOT have Villains. While the constraints needed to make PvP fair would horribly impact PvE performance, I belive the idea that opposite player factions would never come into conflict is asinine at best.  So what, you have no problem beating up Skulls and Hellions, but the moment you come across a serial Thief/Arsonist/Saboteur with delusions of grandeur and a nifty costume, suddenly you don't feel like doing your job anymore? Because you might lose?

     

    Pfft, some Hero!

     

    So yeah, no PvP is fine, but then no Player-Villains, either. Which probably wouldn't be a huge loss, since most of the time we're all teaming up anyway.

    • Thumbs Up 1
    • Thumbs Down 1
  13. Yes and no.

     

    On one hand, there IS a way to replace music and sound effects in the tools and utilities section of the forums (on mobile and too lazy to link). You tell your base to play "Track01", and have a file somehwere in your CoH directory for, I dunno, the My Little Pony theme, and name THAT "Track1", and that should work.

     

    On the OTHER hand, only YOU would hear the replaced song. Any visitors or SG mates would hear the default "Track1". Or, if they too have replaced sounds and effects, they would hear whatever they have for "Track1".

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