Jump to content

biostem

Members
  • Posts

    7759
  • Joined

  • Last visited

  • Days Won

    94

Everything posted by biostem

  1. They are neither the only ones with holds, nor are they the only ones with knockdowns. It'd also require holding or knocking the enemy, then running up to them to deliver the killing blow, thereby potentially placing you in greater danger...
  2. My suggestion is that, if you hold or knock down a lower-tier enemy, you should be able to run up to them and deliver a decisive killing blow, immediately defeating them. Further, this should prevent any ability for them to self-rez. The key would be that the timing when this could happen would have to be very carefully thought out. I think it would add an interesting element to the game, especially when fighting some of those particularly annoying enemies, like some Freakshow, or perhaps even Carnival Illusionists. Your thoughts? Thanks for reading!
  3. Aren't they green already? Add a Santa hat, maybe nix the antlers, and you should be good to go...
  4. There's also some barbarian options that have fur. There's also a "wizard robe" shoulder option that is kind of a fur wrap, and I believe one of the female special top options has fur.
  5. I wonder if one of the Tuatha enemies wouldn't be a better fit...
  6. What's cool about bio armor on sentinels is that the T9 becomes a ranged cone, so it feels even more like you are draining/drawing in enemies' life force/blood/what have you...
  7. I think cleaning up enemies you cause to spawn is just good practice in general...
  8. I don't think there is a one-size-fits-all solution, here. If implemented, it would likely impose a single character limit across all your characters, thereby costing you many AH slots. I think a better option would be to utilize the email system, just with a cleaner interface, to allow you to store items for your own use...
  9. I have a water/bio sentinel whose powers are themed around blood control, and it looks really cool while playing...
  10. Any modern dedicated graphics card should have no problem running CoH. Whether you'll be able to max-out all settings and still run perfectly is another question. Different aspects of the game, for instance player names above the characters, disproportionately tax performance.
  11. As an option, I could see something like "elder wolves" as an option instead of the lions. Similarly, I could see a larger lion with a mane for the T3, then perhaps smaller "cubs" for the T1s.
  12. I went based upon the power being called "brawl", and then there being a fire DoT listed separately, per the Wiki. I'm happy to be proven wrong, though...
  13. It does seem weird that they gave fire imps a version of brawl w/ a DoT effect, instead of a fire melee attack...
  14. That's because you are working on the assumption that being good at projecting an ability necessarily makes you good at resisting it from other sources. That's not always the case. I could see an argument made for some sort of control/armor AT, but otherwise, as you pointed out, there are the APPs/PPPs...
  15. You have to use the -usetexenvcombine launch parameter to get it to run on a laptop with integrated graphics.
  16. You need to see the other thread regarding how to properly "enhance" your staff powers in order to get that answer...
  17. 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...
  18. Obviously it would have to be paired with Willpower, so, with your heightened senses, you can play by smell...
  19. I've tried something similar in the past, and it seems that the "targetcustomnext" or "targetcustomnear" commands won't allow you to trigger a power at the same time. IIRC, there is a way to have a bind do 1 thing when you depress the key, and another when you release it, but I don't recall the specifics - something about adding a '+' to the beginning of one of the commands or something similar...
  20. In a way, I prefer the dynamic system the devs here have implemented. That being said, perhaps some back options that were generic rifle and sword slings/scabbards, which would obscure/cover most of the weapon modem, save for its handle, could fit the bill...
  21. I think the problem goes back to developer intent vs how players would utilize the pools. The idea of you learning how to punch or kick before becoming adept enough at fighting to be tougher and harder to hit makes sense on paper, but players will seek the path of least resistance, and shoot for that extra RES and DEF. Maybe a "fighting" pool should have only contained various melee attacks, and a "toughness" pool should have been created, which deals only with making you harder to kill - like a mini armor set...
  22. I mean, no power "has to" abide by previously established precedents or design theory, but IMO it *should*. Well, some pool attacks arguably perform better than the tier 1 or 2 of bon a fide sets, but I think the question is to what extent should build decisions, such as power pool prerequisites, exist. For me, it is important that your power picks be something that you actually have to put some thought into, and whether what you'd be giving up in order to select power A is worth taking it over power B. There are already vanishingly few consequences to just picking powers will-nilly, so I see reducing them further as detrimental. I mean, we have people asking to be able to select entirely different powersets or ATs altogether...
  23. Thank you for your response. You are not a moderator, so please don't police the forums.
  24. My bad. Change "your" to "their".
  25. Yet totally appropriate in answering your wildly hyperbolic response.
×
×
  • Create New...