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Everything posted by biostem
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High-tech meets high society, as this young woman makes her debut not only to the upper crust, but also to the mean streets of Paragon City. I present to you, the "Commandant Debutante": commandantdebutante4.costume
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I'm rather fond of oranges and browns, so this one was quite fun for me. Here is "Wicked Sharpe": wicked sharpe1.costume
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My first question would be just how powerful or mundane you want the character to be. If you want to keep them fairly "grounded" or "street-level" in terms of power, an archery/invulnerability sentinel could work. If you want the character to be a bit more powerful and flashy, then perhaps an archery/electricity manipulation blaster could work. If you're looking for a more sinister feeling, consider an archery/dark miasma corruptor, (or swap around the powersets and play a defender). Hope those give you something to start from. Cheers!
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Isn't the origin just the starting point of your character? I mean, you may have started off as a "mere human" fighting Skulls and Hellions with a bow, arrows, and some training, but by the time you are fighting those demigods, you've far exceeded what any baseline human can do. And it need not be by such obvious means, either - maybe you really are just that damned lucky!
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Another MM command: Attack my present target
biostem replied to MsSmart's topic in Suggestions & Feedback
You could bind a key combination like alt+left click to have them attack the target, and it should leave you with that enemy targeted as well. If you alt+left click another target, they'll move on to that one as well... -
There is no mass-deletion function, AFAIK. You could always create an entirely new account and email stuff to that, though.
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Really great use of those pants/shorts! Love the colors, too. Cheers!
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Suggestion: Wrist/Palm/Hand-based Animations for Beam Rifle
biostem replied to RunoKnows's topic in Suggestions & Feedback
Here's an odd idea: If you look at the below image, you can see the position of the beam rifle. Now, imagine if we left the animation the same, but instead of displaying the rifle model, we replaced it with with fairly chunky "gauntlets" with emitters/beam ports/etc pointing in the right direction for the shot. It may be a little wonky to get everything to line up correctly, but I think you could pull it off... -
No need to click one by one, though; Juts do /bind keynamehere "powexectoggleon powernamehere$$powexectoggleon otherpowernamehere$$powexectoggleon anotherpowernamehere" Then you just need to press 1 key a few times to toggle everything on.
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Well, enemies have their level numbers listed already, so as long as you are aware of your own level, the calculation should be pretty simple to make. That being said, it doesn't seem like it should be too difficult to have a small space that lists (EnemyLevel-PlayerLevel)...
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Fantastic costume! I created a patriotic spider-themed character on Champions Online, so I figured now is as good a time as any to attempt his creation here on CoH. He is known as "The US Arachnid": us arachnid2.costume
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I've had a bit of "character-creator's block", but I think this one turned out pretty well. I present to you, "The Wyld Warden": Wyld Warden.costume
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Let's assume for a moment that the way the game tracks player positions is via an invisible "box" that surrounds your customer, (now I know it's more complicated than that, but just bear with me for the moment). This box can be designated as "solid", (i.e. other such boxes cannot pass through it), or permeable, (other objects can pass through). It's not just a matter of toggling some feature on or off to change this behavior. There are consequences that may result from just switching it off.
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I'm not disagreeing with you, but I don't think you can just "toggle off" the collision detection, (short of having none, I suppose, which may result in you falling through the floor or going "out of bounds").
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Perhaps it was a simpler, less network-intensive implementation to go with back in 2004. Keeping track of someone's rectangular prism instead of the totality of their polygons was probably decided from a pragmatic standpoint...
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Winners of the Color Theory Costume Contest + Vote on GM costumes!
biostem replied to GM Kaiju's topic in Events & Contests
It was so much fun to participate. Thank you so so much! -
I'm not a higher-end player by any means, but one thing to consider is that your tier-1 and tier-2 minions are mainly melee. With that in mind, consider the electric secondary - particularly Faraday Cage, which will allow you to setup a zone that grants significant damage resistance and status protection. You can then use the chaining-heal to bounce between those minions and keep them topped off. Barring that, I am rather fond of the nature secondary.
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Jan. 23rd - Color Theory theme costume contest!
biostem replied to GM Kaiju's topic in Events & Contests
Quick question: Are you considering an entire row in the costume creator to be of the same color? Especially if you're including costume pieces that glow, the difference between the darkest shade in a row and the glowing lightest/brightest can make them look like completely different colors. Thank you for your time! -
Aping off of my "Rambot", I present to you her magical counterpart - "The Ruby Ram": ruby ram1.costume
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I just wanted to provide an update to this topic. As it turns out, that backpack *does* animate, but it's fairly dark/dim, (see below). The exhaust color seems to be tied to the secondary color you select: