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Everything posted by biostem
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While I can't speak to the bind/those files previously working, why not try a new one that only switches costumes, with nothing else that may be getting in the way...
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Are you waiting the 15 or so seconds before trying to change costume again? What power is in slot 6? Why are you including the "emote none" part?
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How can I keep my alts active while I'm out for surgery?
biostem replied to Blazon's topic in Help & Support
Your characters shouldn't get deleted, no matter how inactive they are, and they are only in the "warning" phase regarding the possibility of losing your character names, which means that you may get a '!' indicator next to them on the character select screen, but even then, no actions will be taken at this time. Even if you did lose the character's name for some reason, you'd just have to change it when you logged back in, so the character and any progress won't be lost, regardless... -
Allow co-op Newspaper/Radio missions in Kallisti Wharf
biostem replied to biostem's topic in Suggestions & Feedback
Use the existing call box object, place a bunch around the zone, and allow our characters to "respond" to them, thereby bringing up a selection of 3 random missions, much like Radios/Papers... -
The issue is, AFAIK, the only way to make you immune to outside effects is via an untouchable flag, a la phase shift, which wouldn't really be feasible in this context. Perhaps some method of having an emote resume/persist if interrupted, could be implemented - so you'd still react to the outside effect, but go back to what you were doing before...
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Allow co-op Newspaper/Radio missions in Kallisti Wharf
biostem replied to biostem's topic in Suggestions & Feedback
Well, have each individual player access whichever is appropriate for them, (radio for heroes/vigilantes & paper for villains & rogues), then all you'd need to address is permitting any faction in the selected mission... -
Just expand it to be useable on *any* defeated entity, then scale the damage it deals based upon the target - Players = AVs/GMs > EBs > Bosses > LTs > Minions > Underlings
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I could be wrong, but I think that's the Valkyrie pattern...
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Isn't the new content supposed to be ultra-difficult? If that is indeed the case, why would you expect to be able to roll up into it with the same build and approach, and expect to be just as successful? Even then, it doesn't invalidate all the other content left to experience...
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So I had a tunnel farm that I would run my new character through, to get them through the first few levels, try out different power combinations, and earn from AE tickets. With the changes in AE XP, and seeming increased difficulty, what are you folks utilizing nowadays? I tried creating a modified tunnel under the new rules/system, but the enemies are just wiping the floor with the low level characters. What're your suggestions or advice? Thanks!
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Sins of the Devs are visited upon the players
biostem replied to The_Warpact's topic in General Discussion
I think you have to look at things from the perspective that we are just lucky to be able to play CoH here. At the same time, I can agree that I don't agree with all of the decisions the devs have made, but am more willing to work within/around those changes than abandon HC altogether... -
It basically makes the game use a simpler, less processor-intensive rendering method - the game runs a whole lot better on computers w/ integrated graphics. If you don't like it, just remove the command from that field...
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The issue for me is that being able to advance my character is a big draw that gets me to play them - once I hit 50 and get all my Incarnates unlocked, there's a little further advancement via IOs, but beyond that, I get a feeling of stagnation. While I do enjoy revisiting many of them, it sometimes feels like I am spinning my wheels, so to speak...
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There is nothing stopping you from imposing your own limits on what you can access and when - want to wear a cape only after completing the associated mission? You can do that. What to avoid P2W powers or the invention system altogether? You can do exactly that. The only limiting factor is you!
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Was it a Homecoming account? You won't be able to access any of your OG CoH characters or such...
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TBH, what I'd rather see would be a system where you could be walking passed a building, and perhaps get a popup that you hear some commotion inside, which generates a random radio/newspaper-style mission inside...
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Yeah, but it's not the first set with different cone powers in it, so this is nothing new...
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Because of its wider cone, a range enhancement will allow you to more easily encompass even more targets!
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Frankly, a set of small masks/domino masks should be added as separate face options - the way faces handle patterns is different than other body parts...
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It was a good distraction for a couple of hours. Still, I would have liked more on the world regarding metahumans/supers in general - it seemed like the 2 were the first in this particular world? The whole "special hammer" thing seemed like an odd addition as well. Still, good to see something different.
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So I generally go with an Incarnate Alpha that compliments a build, (like even MORE def or res for a tank), or one that compensates for areas that the character may be lacking, (end redux on a character that doesn't have a good end recovery power, or extra damage on a low-damage character). Were there any Alphas that you've utilized, which at first didn't seem like a likely pairing, but actually worked out quite well in practice? Thanks for reading!
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Gotcha. OK, try this: If you're using the Homecoming launcher, click the 3 dots just under 'Homecoming' then enter '-usetexenvcombine' in the 'Extra Launch Parameters' dialog box, (see below):
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There are those firms that go for cutting-edge, high-tech programs, with price tags in the billions. Then, there's the firm behind "The Atomarksman" project - using well-established compact nuclear technology and small arms able to accept a variety of ammunition, this powered armor suit provides good protection and reasonable firepower at a relatively low cost!
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For me it's about time vs reward. I can accept challenging content, but if loss is caused by "artificial stupidity", which is to say game mechanics that are "cheesy", (auto-hitting enemies, insta-deaths, mez effects that knock everybody out regardless of status protection powers, etc), which end up forcing you to suffer a defeat and incur debt, thereby just drawing out the experience, then it's a pass for me. I don't want every mission to be a cakewalk, but there needs to be a meaningful sense of progression for the amount of time you put in. This also goes for content which quickly gets repetitive, (mainly in the vain of same enemy group, same maps over and over again). The perfect difficulty would be where there is still a margin for error, but it's just small - not teamwipingly bad because a long animation meant you couldn't get get off a heal, thereby causing a cascade of deaths. No game content should remove agency from a player, either - nothing should ever take control of your character away from you.