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biostem

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Everything posted by biostem

  1. Answered in my OP - "lower tier enemies". Does the game differentiate between an enemy that is knocked down and one that is flailing around due to ragdoll/geometry issues? If not, then it might have to have a set "window of opportunity" or something similar.
  2. Add some sort of "disaster response radio", similar to the police radio, but have it provide missions for characters of any level. Have it utilize enemy groups appropriate to that zone, but leveled to the character in question.
  3. That, like how many powers already work between PvE and PvP, would have to be evaluated.
  4. Players can do plenty of things that NPCs can't, and NPCs can do plenty of things that PCs can't. Unless using specific self-rez powers, players can be insta-killed after using a rez, unlike many NPCs that can do something similar...
  5. You'd have to run up to an enemy, while they are on their butt, then initiate the interaction. IF and when they stand back up, you lose that ability. So, sure, go ahead and try to do it en masse, but I think you'll find that, while it delivers an instant kill, it's not an "I win" button.
  6. It wouldn't be a power, per se - it would be an interaction, with a little timer bar - sort of like how you interact with a quest objective. It would also require precise timing and each coup de grace would take time, so while it may be safe for a controller or dominator using an AoE hold, it probably wouldn't be as time-efficient as just spamming damaging AoE powers.
  7. 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...
  8. 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!
  9. Aren't they green already? Add a Santa hat, maybe nix the antlers, and you should be good to go...
  10. 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.
  11. I wonder if one of the Tuatha enemies wouldn't be a better fit...
  12. 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...
  13. I think cleaning up enemies you cause to spawn is just good practice in general...
  14. 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...
  15. I have a water/bio sentinel whose powers are themed around blood control, and it looks really cool while playing...
  16. 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.
  17. 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.
  18. 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...
  19. It does seem weird that they gave fire imps a version of brawl w/ a DoT effect, instead of a fire melee attack...
  20. 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...
  21. You have to use the -usetexenvcombine launch parameter to get it to run on a laptop with integrated graphics.
  22. You need to see the other thread regarding how to properly "enhance" your staff powers in order to get that answer...
  23. 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...
  24. Obviously it would have to be paired with Willpower, so, with your heightened senses, you can play by smell...
  25. 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...
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