Jump to content

biostem

Members
  • Posts

    6856
  • Joined

  • Last visited

  • Days Won

    70

Everything posted by biostem

  1. The problem is that if you are trying to extrude/extend a 2D object into 3D space, you need information about what, specifically, you are extending out of said plane, and how far. If all you wanted to do was to give applied textures a slight raised look, then that's no problem - you can set some generic value and just go with that for all such textures, but for more complex shapes/objects, you'd need to know which parts to extend and how far, in which case, you might as well just make it a full-fledged 3D object anyway...
  2. Nothing like seemingly AI-generated advice from a newly-minted account to set us old timers straight, amirite!?
  3. Let me make a simple suggestion, then: Go with a Gravity/Pain Controller. Gravity plays very much like a blast set, with there only really being 3 small things to keep in mind - skip "Dimension Shift", because it introduces some finicky mechanics and can be annoying to use, IMHO. Second, for the power "wormhole", you basically target an enemy, then activate the power on the ground somewhere else, and you forcibly teleport them and some nearby enemies to the targeted location, whilst disorienting and knocking them down. Lastly, there is a mechanic where "gravity distortion", the single-target hold, imparts a sort of debuff on enemies, which causes the other powers "lift" and "propel", to deal additional damage. With regard to pain domination, it basically provides basic and useful healing, with a few useful buffs. From my perspective, the keystone power is "World of Pain", which provides extra damage, tohit, and damage resistance, to anyone in it's PBAoE, and can be made to be almost always on you two...
  4. I mean, they can kind of pull off a "fluffy" look, like they did with the wolf tail, the cuffs/trim on some of the barbarian pieces, and so on, so I see no reason they couldn't do something similar for moth pieces; They'd be a sort of "fluffy mass", instead of individual strands or the like...
  5. There's nothing stopping the other team or league members from "tipping" the leader for a job well done; No need for extra mechanics...
  6. Then propose a different solo badge for each TF/SF, not a universal one that doesn't differentiate between them...
  7. SoAs have many advantages over MMs, so I feel the lack of direct pet control is warranted. What you'd have to consider is what would they potentially give up in exchange for this additional control. Given that a "Crabbermind" is only 1 of many viable builds, I don't think such sweeping changes are called for...
  8. My main point is that it isn't specific to any TF/SF; It doesn't really signify anything, IMHO. I could get it on a Yin run at -1/x1 on an AT that can complete it easily, or something a lot more difficult, At least to get "Penelope Yin's Friend", you need to complete a specific TF...
  9. I just feel like this is a request to get a pat on the back, especially since not all TFs/SFs are created equally...
  10. Actually, how funny would it be to randomly take 1 of the origin stores in each zone where they exist, and put a heavily-inspired, (though legally distinct), "Spirit Halloween-like" banner above and appropriate decorations inside, perhaps along with having the NPCs wear costumes, and perhaps give out candy or some sort of similarly themed interactions...
  11. I think part of the problem also comes down, as touched upon on the OP, the particular weapon model used - you see your character swinging around some epic custom weapon that you've painstakingly crafted, but the attacks still sound and feel like you're using the generic weapon model. I don't think there is an ultimate solution that would please everybody, here, besides tempering your expectation or trying other sets...
  12. Not to sound cynical, but those that genuinely want to learn and improve don't generally exhibit the kind of behavior you described, and even if they did, they're likely quick to apologize and correct themselves...
  13. There will always be poopie-heads, especially in an online/semi-anonymous environment. All you can do is try to mitigate or distance yourself from such people. I've had little luck getting such people to change their ways. If you are the team leader, you can try to put your foot down that they fall in line or get the boot, but barring that, you can put up with their shenanigans or go elsewhere. Of course, if their behavior is way out of line, you can always report them...
  14. Stunned enemies do the drunken walk/slide, (but can't attack), and can sometimes fly off at high speeds, but otherwise, yeah - they can move, just not attack...
  15. That could work, though my personal preference would be for some sort of popup notification, (not an actual dialogue window, though), or a persistent indicator...
  16. So I've been really enjoying my latest character, (shameless plug here), but one thing I did with them is to create a variant costume that has wings, and a rotating bind that switches to the costume with said wings when I activate flight, then back to the regular one with just the cape when they aren't flying, but that leaves me having to do a bit of guessing as to how quickly I can switch without messing it up. To this end, I'd really love some sort of simple GUI or other such alert element, that lets you know when you can change costumes again. Heck, even if this function was a simple slash command that set a timer for a specified length, with a notification upon its expiration, would work...
  17. In addition to what @Rudra and @Psyonico have already stated, the game shouldn't be further automated. There are already ways that allow you to directly purchase those larger inspirations, so I don't think we need to undercut those by direct purchases of small inspirations from vendors being able to be made into large ones...
  18. TBH, I don't think there is a shortage of ideas for new ATs or different powerset combos, but rather how to fit them into the existing paradigm while also making them unique/different enough to warrant the time investment it would require to make them a reality. Personally, I think some sort of melee/support, pets/melee, control/armor or other such permutations could be very fun to play...
  19. This reminds me of the old "newb" vs "noob" argument - basically, if you are just new to a game, and are still learning the ropes, but are otherwise open to learning and to constructive input, you're generally still welcomed to team, but if you are simply unwilling to learn and/or aren't open to constructive input, then you'll be less tolerated...
  20. IMHO, it's because there are some people who, for instance, see a blaster down a couple BFs, then think to themselves, "Why do they even need a [insert other AT here]", and think that, were it not for said inspirations, they'd be so much more in demand and/or able to team-up that much more easily...
  21. I'm not even aware of what **I'm** doing half the time, and now you want me to keep track of what 7 other people are up to?!?
  22. I say nerf the nerfers! (And that goes double for any nerf-herders!)
  23. Depending upon your own history/experience with games, it may not seem readily apparent that combat in CoH isn't exactly "real-time" - when you queue up a power, (with a valid target selected), you only need to get within said power's actual range for a brief moment, for it to activate; This frequently results in "jousting". So in short, that other person most likely *did* get within that 7' range, but only for the requisite fraction-of-a-second for the power to activate, after which they get locked into the actual power animation...
  24. It could be neat as a sort of flashback event, to have our higher level characters secretly ensuring the survival of "new heroes" (or villains), going through the Galaxy City tutorial - sort of a spin on or different take on the events...
×
×
  • Create New...