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biostem

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Everything posted by biostem

  1. I'm not disagreeing with you, but I do notice that, at least on my attacks, I generally want to slot 2 acc, 3 dmg, then 1 recharge/range/special proc, so it's a tough call to decide which I'm willing to give up for that end redux...
  2. Even just using the free "Inner Inspiration" prestige power, you can frequently get much more than that if you get some large inspirations and list them on the AH...
  3. And you have to replace/upgrade them every 3 levels...
  4. You'd be much better off, long-term, putting that inf toward either buying or crafting some generic IOs, as they'll never expire...
  5. I also think more emphasis should be placed on pacing yourself - often there are times when you can sustain a hit, instead of firing off that high-damage or AoE attack against an enemy with only a sliver of health left. Don't feel embarrassed if brawl or that origin attack would be a better use of end, in that particular instance...
  6. It's probably due to a shortage of developer/artist time, but without an official response, who knows...
  7. The questions is *which* Autobot are you trying to emulate - while /invuln seems the most obvious, a fairly good argument could be made for nearly every secondary. Personally, I don't really like beam rifle, and in conjunction with the ammo swap ability, pistols could easily fit several concepts. I really like radiation armor, and the particle shielding power could represent your armor being ablated by attacks, and ground zero could represent some exotic energy field you can periodically emit...
  8. How would you folks go about creating a Warhammer 40K Commissar or Imperial Guard squad leader? A merc/traps MM seems a bit too on the nose and several of the key powers don't really fit, IMHO. I suppose thugs could represent a penal legion squad leader. Maybe a pistols/ninja blaster so you could have the pistol and sword, with your team being your squad? Something like a beam rifle/willpower sentinel could work, aping the similar "team as squad" approach. I suppose you could do robots/traps to represent a Cult Mechanicus squad? Any other ideas? Thanks for reading!
  9. Not a bad set. I wish the visuals could be toned down, though.
  10. I wonder - how does the game handle jumping, because gliding could basically be a form of jumping, only with the downward part of the arc - if you could "stretch" out said arc so the vertical drop is much less than the horizontal distance traveled...
  11. If you just want to rush through character creation, without seeing what your powers do or look at the combat log at all, then you are going to find yourself scratching your head about why you keep running out of breath. CoH is from a time when there was less hand-holding and even less direct instruction on how you should play or what you should do with your powers. You need to feel comfortable with exploring the various game menus and familiarize yourself with the various game stats and terms. Don't post here about not liking that you run out of endurance, then complain that yes, you ARE supposed to learn how the game works...
  12. There are several ways to manage your end use: 1. Slot end reduction enhancements. 2. Only run the toggles that you absolutely need. 3. Pace your attacks and try to minimize "spill-over" damage. 4. Make sure you are well slotted for accuracy/tohit, so you aren't whiffing. 5. Pack several blue inspirations. 6. Know when to break off your attack and/or break line of sight so you have a few moments to regain some endurance and/or can fight the enemies on better terms. 7. Utilize the special invention-origin enhancements, like panacea, performance shifter, miracle, and Numina's convalescence. 8. If you are taking the leadership pool, see if you can fit Victory Rush into your build. 9. If you have a travel power that grants vertical movement, consider making your way to a high enough ledge where you can rest in safety. 10. If all else fails, create a different character that has access to an end recovery or better end management powers in their primary or secondary...
  13. Yes, but only if you use blue or yellow "enhancements"...
  14. The black wand animation could easily be modified to use other weapon models. Whether they could speed it up or slow it down to add some alternate options is also worth considering. There are also several weapon taunt animations where you hold out the weapon, which, if the tip of said weapon could be set as the emanation point, could also be utilized...
  15. There's a reason that there are sayings like "The cat that ate the canary"...
  16. Does this happen on multiple different characters? Does it happen across multiple game servers? You could do a /netgraph 1 to see if there's any weird latency issues, (it should look like a "nicely trimmed lawn" instead of being all jagged). Let us know!
  17. Well, a lot depends upon how you envision these weapons being used. For instance, a character could simply raise their chosen weapon, and have the effect emanate from it, (like a traditional wizard's wand or staff). Another option is the high-tech or gadget approach - you have what looks like an axe, and you throw it at your enemy or at the ground near them, then it generates the desired effect. You could also try to take a more "realistic" approach - for instance, maybe you wield a mace with a focus on inflicting debilitating effects instead of damage. For instance, a precise strike to your opponent's head to disorient them, or a blow to their knee to cripple/immobilize them. Maybe you can deliver a blow so precisely to their back that you can temporarily paralyze (read: hold) them...
  18. I think something like a little window in one of the corners with the person whose speaking and an accompanying voice-over would work rather well, then you could give each individual player the ability to shrink or enlarge it, along with controlling the volume of said voice-over.
  19. @Rudra I think, at this point, that this thread is going in circles. You don't want *any* un-earned XP, and while patrol XP isn't a "problem", per se, I can at least understand where you're coming from with your request for shutting off XP gain to affect Patrol XP. Either way, I'm in favor of more OPTIONS, so yeah...
  20. This is a fairly new character I've been playing a lot lately. It's a power combination I would've never thought to try, but is turning out to be really effective - The Earth/Pain Controller "Ana L'Gesia", since she can soothe the pain of her allies or impose it upon her enemies:
  21. I don't want to derail things too much, but how does this even work? I mean, how is one character able to claim what powers do or do not work against them? Couldn't another character simply say "able to psychically affect all others" or something similar? Either way, being able to outline more stuff in one's bio would be a neat addition...
  22. Here's the problem with that approach - you could rationalize pretty much any debuff that way: "Enemies should have -tohit while by brute is smacking them in the face with a spiked mace". "Enemies should suffer a fear effect while I'm summoning my zombie horde"...
  23. For me, it was always about just how long enemies are left standing, and whether that longevity makes using all the anchor debuffs worthwhile. I kind of feel like MMs should've been able to place the debuffs on their own minions, but still have their effect only apply to enemies...
  24. Cutscenes are a very contentious issue, IMHO - they basically take autonomy away from the players, especially if it's something most players want to skip. Some sort of optional battle report after the fact, which you can revisit at any time, would be much better.
  25. I've included 2 images below. What I'm wondering is whether Siege's, (and the other War Walkers') face is the central panel, (blue arrow), or the 2 more triangular side panels, (red arrows), or some combination thereof... EDIT: Heck, the more I look at it, now I'm wondering if his "eyes" could be the 3 horizontal lines above the central panel, (kind of like a knight's helm)...
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