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biostem

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Everything posted by biostem

  1. 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...
  2. 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...
  3. 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...
  4. Yes, but only if you use blue or yellow "enhancements"...
  5. 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...
  6. There's a reason that there are sayings like "The cat that ate the canary"...
  7. 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!
  8. 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...
  9. 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.
  10. @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...
  11. 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:
  12. 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...
  13. 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"...
  14. 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...
  15. 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.
  16. 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)...
  17. I wonder how difficult it would be to have it where when you use your primary debuffs, they leave a little "pool" or puddle around the target, which lasts for a short while, and any enemies that pass over it suffer a similar, albeit reduced, effect...
  18. Overall not a bad idea, but as @Player 2 suggested, making it a generic "security" set would probably be a better fit. I'd also like to see more original minions, as making it PPD is hyper-specific. maybe something like: 1. Pistol attack. 2. Security guards (with nightstick and single pistol attacks, upgrades add taser attacks and pepper spray attack that disorients). 3. Heavy pistol attack. 4. Outfit Security - 1st upgrade power. 5. Flashbang - Targeted AoE dealing smashing damage with a disorient effect. 6. Riot Control - Mainly uses nightsticks and riot shields, but can be upgraded to have tasers and flashbangs. Can also weaken the resolve of enemies once fully upgraded. 7. Call for Backup - Calls in 3 additional but temporary security guards and 2 additional but temporary riot guards, (but only with their base attacks). 8. Security Chief - A heavy hitting security officer with a riot shield and an axe nightstick. Uses shield charge when fully upgraded. Can both provoke enemies and invoke panic when fully upgraded. 9. Militarize Security - 2nd upgrade power.
  19. The game is able to track where your specific power trays are and what shape/configuration they're in, as well as tracking what specific powers are in what slots, so it seems to me that an option to save that and attempt to restore said configuration shouldn't be that difficult. Of course, that doesn't take into account the spaghetti-code of CoH, so who knows...
  20. But you can see them using an entire respec to do so? You need to get out of your own mindset for a bit and look at things objectively. Lessening the weight or value of builds and the decisions those entail does NOT make the game better, and if it's about "something as miniscule as one extra slot here or there", then they really don't need to use a respec on it. Stop further trivializing what are already extremely minor decisions.
  21. There are already a myriad of free and earnable respecs in-game. Touting something as "quality of life" does not mean that everything should just be given away for free. Use the multitude of available options already in-game and consider that making builds even more trivial than they already are may not be a good thing...
  22. They're more like darts fired from wrist-mounted claw weapons, but either way, since they lack full-body spines like other spines users, and since claws users can in fact choose night widow claws for their weapon model, being able to select any of the claws models seems more appropriate. ...and that was many uses of the words "claws".
  23. Your "some of us have already done so" comment means that you are NOT in the category of people whose only experience with leveling is via the AE, thereby excluding you from my observation. As I stated, it is people who have NOT done the regular leveling at least a few times, and who have only been power-leveled via the AE, that are an issue in my eyes...
  24. TBH, I don't think the issue is with the farmers themselves, but with the people who haven't really had any experience with leveling up the traditional way, thereby having an expectation of leveling speed and rewards-per-hour that is way out of whack...
  25. I don't think you have any basis to assert things as strongly as you are. That being said, why not address the point I brought up - if I buff YOUR damage, then shouldn't I get at least some of the credit for the damage you do? If I debuff the enemy's damage resistance, thereby allowing YOU to deal more damage, shouldn't I get a nod for that? If I keep you alive via heals and shields, shouldn't I get some credit for that? Those are the reasons why raw numbers are not a good measure of things, and would only go to prop-up direct damage dealers over those that bring more to the table...
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