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Menelruin

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Posts posted by Menelruin

  1. 10 hours ago, MTeague said:

    I love love love the melee attacks on Martial Kombat.  I'm not against the creation of a powerset based around thrown weapons.... more options is good!  But I love my half-melee half-ranged run-and-gun blaster. 

     

    also, I do believe at least one Throw Weapons set has been proposed under: 

     

    I'd love to get a thrown weapons set, but I've also suggested they could reskin Archery with throwing knives, and for added fun, reskin Trick Arrow as specialty grenades.

    • Like 1
  2. 38 minutes ago, Rudra said:

    Depending on the game system or other depiction, psionics and negative/dark are naturally resistant to each other. (Though in some, dark is resistant to psi but not the other way around, so a dark creature is your only real means of fighting against a psionic one.)

    I mean in terms of making things like a robot character, since robots in both CoX and other media tend to be resistant to psi.  Darkness might fit for a ghost/undead character, though. 

  3. 12 hours ago, biostem said:

    Here's the problem with that - not all robots are strong vs psi or weak vs electricity.  At the same time, you could simply select sets that are weak vs those damage types and RP said vulnerabilities, and no further work need be done...

    I thought almost all robots in the game WERE resistant to psi, except the clockworks.....which are actually psionically held together anyway.   And the problem is, the only sets that are notable for guarding against psi are Stone and Dark, which don't really fit thematically.  Maybe if Stone had "metal" animation options?  And yeah, I know, technically some sets have all-around defenses and resists.....but there's not a lot for specifically guarding against psi, thematically. 

  4. I've commented before that there are powersets that can affect what you DO, but there should be more thematic ones that can fit for what you ARE.  For example, a "cybernetics" defense set that offered high resistance to PSI and Toxic, at the cost of less protection against Energy.....like if you're either a cyborg or a robot, your mind will be harder to affect, and poisons won't bother you as much, but you have to worry about being shorted out by electricity.  Probably some equivalent for Ghosts, plant creatures, etc, etc.  Make defensive sets that offer up an edge in certain areas but balance it with less protection in others.

  5. 35 minutes ago, TheZag said:

    Im thinking either having melee weapons as alternate animations or a clone of the set with a weapon added.  So it would be fiery melee + weapon or dark melee + weapon.  Like fiery melee + axe,  ice melee + mace,  dark melee + sword and all the other combinations.  Im not sure if existing weapon animations could replicate all of their punchy counterparts but it would take care of balance issues and not being forced into a certain weapon while allowing for elemental damages with a weapon.

     

    This.  Let every power in Fiery Melee have a "sword" option, etc.

    • Like 1
  6. 2 hours ago, Rudra said:

    That has actually been used before. Not in CoX, but in comics. A psionic dampening gas (how that works is beyond me) or device that creates a psionic suppression field. So yeah, that kind of thing is definitely possible.

    Honestly, anything that screws with their mental focus would probably have a noticeable effect.  Even just hotboxing them would "weaken" them 😂

  7. 3 hours ago, AspieAnarchy said:

     

    No moreso than Defenders/Corrupters who grant defense buffs would step on Defense-set ATs's toes, though, right?

     

     

    My thinking was:

    - most Defense sets don't offer more than 1 or 2 powers that offer protection from Psionic damage at all to start with, if any (Psi was always supposed to be hard to resist).

    Phantasmagoria (which every eligible AT gets except Sentinels, who get the booby-prize of more AoE defense than any of the others) offers protection from Psionic attacks regardless of form, so between that and the fact that Displacement implicitly protects against (non-AoE) Psionic damage, I felt that was about enough.

    - depending on the character, this need not be "one's own mental powers" to start with; certainly could be, but for example, a Tech-origin character who achieves this with light-bending technology isn't going to have much sway over Psionic attacks (this being the perennial woe, of course, of Origin not making more of a difference).

    Fair, I was thinking of how Mysterio is a tech villain, but also uses hallucinogenic gasses to screw with people's perceptions, like throwing off Parker's spider-sense.  That kind of thing could also probably hamper a psionic opponent like Xavier or Emma Frost to some extent.

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  8. Interesting idea, and I like that AoE is a logical weakness for it....though I feel this might step on Defender/Corruptor toes a little.  May wanna add more psi resist in the powers that don't give AoE defense.....basically, even if someone can tag your AREA with an AoE psi attack, if you're messing with their mind (especially by way of your OWN mental powers) that's still going to interfere with their ability to affect you.

    • Thanks 1
  9. Something I've never quite understood about the pool......

    Powers tend to fall into the categories of ranged dps, melee dps, armor, support, control, or Summons.  I was under the impression that a big reason for the Epic pools was to allow a character to snag a couple powers that AREN'T included in their AT's sets, like a Defender getting armor, or a Tanker getting some Control.  Isn't LRM redundant for a Blaster?  Just one more ranged attack, for an AT that already is based on them?

  10. 7 hours ago, Uun said:

    The Mastermind version of Traps gets Detonator, which works differently depending on whether your henchman are human. While there are certainly issues with this power as well, the non-human version does allow for instant detonation (sacrificing the henchman in the process). Assuming the damage and recharge can be appropriately adjusted, I think something like this could work for other versions of Traps. Instead of attaching the explosive to a henchman, you attach the explosive to a foe. You then have xx seconds to detonate.

    I'm suddenly reminded of Red Faction, where you could throw a sticky remote charge onto an enemy, then they'd panic and run around screaming....making it trickier to time the detonation to hit a crowd.

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  11. On 10/5/2022 at 8:55 AM, Uun said:

    If you haven't seen the new release on the beta server. They're also proliferating Seismic Blast and Stone Armor to sentinels.

     

    NGL, part of me actually wanted to do a Sentinel with Granite Armor, so I could basically play at being a mobile turret 😂

  12. 1 hour ago, JasperStone said:

    Could also pull from the summoning of henchman animation.

     

    I would love to appear at a mission door on a motorcycle like the Thugs Tanker 🙂

     

    Only problem is that I don't think they have animations already made for characters to do that.  Like, there's pre-built coding for a player-generated figure to use the Lightning Rod animation, but the code for something coming out of a Robot Henchman crate only exists wrt a robot henchman, it's not adjustable for other figures to pop out of the crate. 

    • Thumbs Up 1
  13. Low priority I know, but just wondering if it's possible for the dev team to steal the animations from other powers and use it in place of the default Teleport animation, to fit better with various character themes.  For example:

     

    Geode:  Just have the character seal in stone, then burst out elsewhere, as if they'd burrowed underground incredibly fast.

     

    Lightning Rod:  This move is already a teleport, isn't it?  Just apply the same visual effects to the travel power.

     

    Also, is there a "dark" color theme for it?  Like, let it turn jet black, as if you're using Shadowstep or something.

    • Like 5
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  14. Just now, Wavicle said:

     

    You can "burst" it up for 45 seconds often. Maybe if you get really lucky with ATO procs you could get a full minute. But in a long fight it will be up 15 down 15, before the ATO.

    Two Sentinels can keep it perma on one target.

    More Sentinels can keep it up on more targets.

    But then there's no point to an 18-person group having more than 2 sentinels against an AV, if there are other options like Defenders or Blasters available, is there? =(

  15. 7 hours ago, TheZag said:

    My guess is they havent got around to it and not that it will never happen.  Several powersets have been ported around but energy aura hasnt made it to the top of 'the list' yet.  Perhaps this topic might give it a boost in the process.

     

    And give any armor to a tanker and they will turn it into [The I Win Button].  Doesnt make much difference for it to be with energy aura or every single other armor in the game....except regen,  tanks dont want that dumpster fire.

     

    871129283_download(3).jpeg.52cb7912565890e22c2459c718d28014.jpeg

    I have a DM/Regen Brute that is hyper-specialized for the sole purpose of tanking Hami.  I'd happily remake him as a Tanker for the same purpose.

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