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Everything posted by biostem
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Which are extremely circumstantial and rarely encountered. My contention is that the base value of your attacks is not, in fact, the "real" damage that your attacks do, (unless you don't slot for damage at all). I get the concerns over it stacking, but again, I must reiterate - let's say you had some sort of engine mod that made your car go 10% faster - would you be satisfied with that claim if they said "well, that value is based upon your car going 10mph", instead of the actual speed it's traveling at?
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I get what you're saying, but the issue is that 15% to *base* damage is not the same as 15% to "final" damage. When I look at the damage my character is dealing, I'm thinking in terms of what is splashing against the enemy, not the earliest pre-enhancement value. It'd be like a casino saying they were going to double your money if you won, but were only actually referring to your original bet, and not the final value if there was some 10:1 odds in play or something...
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I have had very good experiences with my radiation/savage melee or bio armor/savage melee tankers. You have a huge margin for error and the damage is respectable...
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Thing is, if you're looking to improve a build, maneuvers both provides an additional layer of survivability and increases DPS via LotG slotting. Assault needs some way of actually providing you the bonus it says on the tin, and not the much lower value as a result of how the damage bonus is calculated and enemy resistances are taken into account. I wonder if the bonus from assault could be moved way to the end of the calculation or something, or perhaps be factored in after all your enh's and other bonuses...
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AE Vet Levels -or- Empyrean to Reward Merits
biostem replied to Troo's topic in Suggestions & Feedback
So then you're saying you're not "forced", just incentivized? I mean, if I don't want to do something in-game, I don't. It's really that simple. -
There are the 2 tech jetpack options, under wings, that have wings that deploy and a little thruster that activates when flying. Both use a very similar back piece for the thrusters. I'd love to have *just* that central piece, (minus the wings), as a backpack option! Somewhat related, I'd love a version of the goldbricker jetpack, only without the 2 smaller ducted fans/turbines at the top...
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AE Vet Levels -or- Empyrean to Reward Merits
biostem replied to Troo's topic in Suggestions & Feedback
Can you please clarify this; You choose to play the game voluntarily, and can walk away at any time. At no time can you be said to be "forced" to do anything, here... -
I wholeheartedly agree. Perhaps that can offer some other option - whether it is a "minimal" option with no transparency, or one where you are like 90% "solid", etc...
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Maybe try something like an energy blast/martial combat blaster - focus on the secondary, and treat the energy blasts as punches so fast that they can't see you speed to the target to deliver the blow. Couple burst of speed with combat teleport, and maybe some fighting attacks or air superiority to fill in the other melee attacks from the secondary...
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The biggest limitation is what your imagination can come up with; Given the proper background story, you could make almost any AT work...
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It's not something you can force. I'll try to make some quips about a particular fight we're in, or if an enemy ragdolls in a particularly funny way. Sometimes you'll find yourself on a team with 2 dramatically clashing characters, (like some uber dark type and a cheery magical girl), or I always get a good laugh commenting about my 7' sharkman being on a team with a bunny or catgirl...
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Honestly, it's how, in those few golden moments, a team just gels. It can be a string of funny comments, a few players coming together to really compliment one-another's playstyle, or getting right up to the brink of defeat against some really tough enemies, and coming out of it victorious. It's not a single mission, taskforce, or enemy(group) that does it for me - it's a combination of several things...
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Heavily inspired by my Shark tanker "Megalo Don", I present to you another sea creature, (only this time with a penchant for small arms): "The Ordnance Orca":
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AE Vet Levels -or- Empyrean to Reward Merits
biostem replied to Troo's topic in Suggestions & Feedback
Could we have a "pass this competency test to enable rewards in AE" option? -
A set of coasters with the AT icons would be cool...
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I would like to make an alternate proposal - create an official chat channel, (let's call it "AE") - if you're looking to recruit or join in on *any* content in Architect Entertainment, you MUST use this channel, (you'd need to have a grace period and several clear notices/warnings to this extent), then people who want nothing to do with it can simply turn off the channel and never be bothered again. Anyone using the regular LFG or other channels for AE stuff can be kindly reminded to use the correct channel, then be given warnings and/or harsher measures can be taken, for repeated or intentional violations...
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I generally only use my own tunnel farm to get my characters to about level 22, so I can slot level 25 IOs and get a decent foundation in for them, so I can't speak for everyone, but my understanding is that people either sit in on farms to get 50s so they can do the end game content, or to generate lots of influence for bully tricking out their characters with IOs. In either case, isolating things to just the AE buildings would result in a ghost town...
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I have seen the LFG chats, and it is extremely easy to ignore or otherwise work around those looking for farms. Regardless, even if you got what you wanted, what you'd end up with is a ghost town of a server, and since those besides Excelsior or Everlasting seem to be pretty sparse now, would only exacerbate things...
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Cutting out the AE, without removing the ability to email stuff or transfer characters over, would be a meaningless gesture. Such a shard would have to be entirely isolated from anything to do with the others...
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I'd love to see this, but what they'd have to do is basically cut the dress in half vertically, then kludge together some sort of connection mesh for when 1 leg is forward and the other is back, or for the various kicking animations.
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I could get behind this. Either way, the sound that they give off is already a fair break from reality, so marking it if you happen to get close to it or even just scan past it as you're looking around should be enough...
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Then have it where, as you defeat enemies, they "reveal" the objectives as you go, to reflect you interrogating them or something...
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It absolutely does: "Zwillinger (From http://boards.cityofheroes.com/showthread.php?p=3683844#post3683844)
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Directional indicators for contacts/targeted entities
biostem replied to biostem's topic in Suggestions & Feedback
I'm not sure why this, as an optional feature, couldn't be made available regardless of which perspective you're playing from... -
Directional indicators for contacts/targeted entities
biostem replied to biostem's topic in Suggestions & Feedback
Since I was supervising him as he played, we did things like close chat and some other superfluous windows. He wanted CoH to kind of mimic a 3rd person action game as much as possible, because that's what he's used to. It was hard enough trying to explain that he could use the number keys instead of having to click on the power icons, and I had to arrange said power icons because he didn't grasp that he could drag-and-drop powers however he liked. Heck, even explaining the concept of inspirations and how he didn't need to save them *just* for boss fights was a bit of a struggle...