Jump to content

biostem

Members
  • Posts

    6172
  • Joined

  • Last visited

  • Days Won

    52

Posts posted by biostem

  1. 1 hour ago, Varkarrus said:

    I was even thinking of making a "Heavy Weapon Blast" powerset that would be Titan Weapons but Ranged

    If you based it off of some kind of rotary weapon, like a minigun that fired slugs, grenades, and missiles, you could have a "spin-up" mechanic, where if the weapon is already "spun up", then the activation times are shorter...

    • Like 1
  2. I have to be honest, here - I very much dislike some of the psy blast animations and sounds.  While they may be effective on paper, in practice, I need to play a set whose animations and "real world" performance is to my liking.  Since you have so many character slots at your disposal, here's what I'd suggest - try out all the blast sets, run around the starting zone and see which you like best...

    • Thanks 1
  3. 2 minutes ago, Steampunkette said:

    I understand that. I mean there's no connection between the two. There's almost certainly no way to set up a connection between the two without completely changing the way the UI works. Which means basically rebuilding the Costume Editor from scratch.

    I guess.  It still bugs me that the costume editor is missing so many QoL features.  Do you think having each category built as completely separate pieces was some performance-improving measure by the devs?  I can't imagine that it was efficient to have to build a version of every new piece for every category, each time such a costume piece was added to the game...

  4. 1 minute ago, Steampunkette said:

    There's no connection.

     

    Think of it like folders on your desktop. You open "Torso" and double-click on "Tank Top" to open a Picture Viewer of the tank top torso. Then you back up to the higher folder, swap from the "Torso" folder to "Torso with a Jacket" and load up a Tank Top image in a Picture Viewer.

     

    It can't "Respect" your last choice 'cause your last choice isn't part of your new choice. Different folder.

    Well, I understand that.  What I'm saying is something like "If [currently selected torso option] exists in [new category you just selected] then [set selection to 'currently selected torso option'].  So, if I'm in regular torsos, select 'tanker', go to jackets, and 'tanker' is an available option under jackets, that's what will be selected.  It's sort of like how you may go through all the different face options, find one you like, find a face pattern & color you like, but then decide that you actually want to see how that looks with a hat - you have to remember the face, the pattern, the color, and reselect them again, from scratch, under the 'hat' category...

  5. 26 minutes ago, Steampunkette said:

    Megajoule is right.

     

    The Jacket is not a "Layer" on the model. I mean it is but it isn't within the game itself.

     

    "Torso with Jacket" is a separate model from Torso. Yeah, the whole body is under it with all the skin and geos and everything. But the engine doesn't register the torso as separate from the jacket in the costume generator.

     

    There is no way to "Hide" that layer without reworking how the game deals with models and geo-sets.

    Given that, then perhaps the best option would be to "respect" an option chosen from regular torsos if a similar base layer exists under jackets - so if I chose "tanker" as a torso option under the regular category, then went to jackets, it should save what I had selected under the previous category, if that same option exists under the new one...

  6. So my basic suggestion is to create a powerset focused around ranged projectile weapons that are much heavier than the standard assault rifle.  In going over the heavy weapons already in-game, I found the below 3, and think a good set could be made from them:

     

    Minigun:

    100px-Crey_Eliminator.jpg

     

    Rocket launcher:

    100px-Crey_Juggernaut.jpg

     

    Grenade launcher:

    100px-Nebel_Elite_Grenade.jpg

     

     

    Here is a basic rundown of the set:

     

    1. Short minigun burst: moderate lethal DoT, minor chance for a fear effect

    2. Long minigun burst: heavy lethal DoT, slightly greater chance for a fear effect

    3. Suppressing fire: moderate cone lethal damage, applies a movement speed debuff and a defense debuff

    4. Fusion-thermite ammo: toggle - adds energy and fire damage to all heavy weapon attacks

    5. Frag grenade burst: Fires off 3 fragmentation grenades in rapid succession from your grenade launcher - deals moderate lethal damage in a targeted AoE, with a chance to knock the target(s) back.

    6. Flashbang burst: Fires off 3 flashbangs from your grenade launcher at a targeted location, which deal minor smashing damage, apply a tohit debuff, and stun all targets affected.  I don't know if this would be possible, but what if each of the 3 grenades was its own entity, applying a mag 1.1 stun, (so a boss hit by all 3 would be stunned).

    7. Ground-pounders: You fire 3 grenades in rapid succession along the ground toward a targeted location, and after a short delay, any enemies in the vicinity suffer heavy smashing damage and are knocked up.

    8. Bunker-buster; You fire a high-velocity, armor-piercing projectile from your rocket launcher - deals heavy lethal damage and applies a defense and damage resist debuff.

    9. Battlefield nuke:  You fire a small-yield battlefield nuclear missile at your target.  Deals heavy smashing and energy damage, as well as debuffs your target's regeneration and lessens the benefit they receive from any healing effects.

     

    Your thoughts?

    • Like 3
    • Thanks 1
  7. Basically, what I'd love to see is the option to temporarily not display certain costume parts while I'm editing a costume.  For instance, let's say I'm creating a character that wears a jacket.  It is very difficult to get the chest part under said jacket to look how I want, since the jacket is, well, covering most of it.  I could go to the regular top, choose the look I want under the jacket, then make a mental note of it and go to the jacket option then re-select it, but an option to temporarily hide the jacket would be awesome!  Similarly, if I'm creating a character that wears a skirt, kilt, or shorts, but I still want a certain lower torso piece/look, I'd have to go to regular tights, choose what I want, then go back to skirts & shorts.  Alternatively, perhaps the costume editor could be made to respect the selection of a previous category, so if I set a certain lower tights option, then go to skirts/shorts, it'll retain what I just set.  Similar options would be great for things like hats, hoods, and so on.  Your thoughts?

  8. One thing that I think would be a good addition would be sonic or "vibro" melee.  We have sonic blast and support/debuff sets, so this seems like a natural fit.  The set would focus on damage resistance debuffs, but perhaps the melee set could have a PBAoE toggle or click that can put enemies to sleep,  a la 'Siren's Song' from the blast set.  You could also have a short cone attack that knocks enemies down, like shockwave.  A sonic armor set would go with this, too.

  9. I always thought it was interesting how some power types use the same general icon, (only recolored), while others seem to use unique or much rarer ones.

     

    For instance, most status protection powers use an icon like: Regeneration_Integration.png

    And most damage resist shields use: FlamingShield_FlamingShield.png

    But some sets, that have status protection baked into a damage resist or defense aura use some variety of: BioOrganicArmor_HardenedSkin.png or DarkArmor_ObsidianShield.png

    While other sets that have RES shields that also provide some status protection just use: FlamingShield_FlamingShield.png

    It just seems like which icons were used for which power were sometimes chosen arbitrarily...

  10. I'm envisioning this as dominator assault sets as the primary, then armor secondaries with things like damage auras or other utility powers replaced with stuff from thematically similar buff/debuff sets.

     

    Hypothetical set (Radiation): 

     

    1. Alpha barrier

    2. Radiant aura

    3. Proton armor

    4. Radiation infection

    5. Fallout shelter

    6. Enervating field

    7. Lingering radiation

    8. Choking cloud

    9. Meltdown

  11. On 8/22/2019 at 2:42 PM, ceto555 said:

    Hiya folks,

    I'm looking to try out a War Mace brute, how is War Mace nowadays, and what is the best secondary to go with it?

    Thanks!

    War mace is a great set;  It is a little slower with regard to power recharges and a little heavier on the end usage, but nothing that a little extra recovery and recharge from set bonuses or a secondary like electric armor, can't fix...

    • Thanks 1
  12. There are people who want to play as part of a team, and those that want to lead, (read: control), a team.  Similarly, there are people that skip over or don't use certain powers because they have experience and don't think they need them, vs those that don't know just how vital or useful certain powers are, (maybe a /kin didn't take speed boost because they solo 99% of the time).  IMO, it's not a matter of playing your AT wrong, inasmuch as whether you are willing to work with other members of your team and whether those other members are open to genuine & constructive criticism/feedback.

     

    I, for one, am not going to get upset of a defender on my team is doing a lot of blasting, but if they are barely using any of their primary powers, and the team is suffering because of it, then we'll definitely need to rethink our strategy.  I'm not going to suggest kicking them, but a constructive, "hey, can you focus a little more on the buffing/debuffing", wouldn't be out of line, IMO.

     

    I'd say this type of behavior was a bit more forgivable back in the days where certain powers weren't available to certain ATs, but now, if you want blast set X, and your playstyle is more like that of a blaster, then perhaps that would be a better fit than a defender, (I still wouldn't just kick someone because they didn't play how I thought they should, though)...

    • Like 1
  13. I want to play something like this:

     

    Imagine if you had a typical D&D group, (fighter, mage, thief, cleric, ranger), and you could hop between any of the characters.  Individually, you'd be weaker than a regular character, but working as  a team you could accomplish a lot more, only it'd just be you controlling all the characters...

     

    Basically, I'd love to be able to make a mastermind-type character, only you get to completely customize all your minions, choose their powers, and hop between which you directly controlled at any given time...

  14. 1 hour ago, Johnny Velocity said:

    I've never played broadsword. If you love it, tell me why and what to pair it with.  If you hate it, tell me why!

    Broadsword is a solid set that hits reasonably hard, but the biggest thing going for it is parry.  It's a quick-recharging power, (~3 seconds), that grants a decent defense buff against lethal and melee damage.  You slot this for acc, defense buff, and recharge, and you should be able to stack it, (IIRC, its effect lasts 10 seconds).  While I'm not a huge fan of parry's animation, it's still quite good and highly effective...

  15. Why not do something like:

     

    /bind 1 "next_tray$$powexec_slot 1"

     

    Then just arrange the powers in all your trays so you can keep pressing 1 to activate a power and switch between however many powers you want.  You could even use "prev_tray" in some to keep it between 1 or 2 trays, or use "goto_tray" after however many you want to take you back to the beginning, (like maybe each tray only has 5 powers in it, but the last has 6, and that one closes/restarts the loop)...

  16. A stalker could be an interesting match for a tanker - let the tanker grab aggro, then the stalker sneaks in and assassinates the high-priority targets.  Another interesting match-up would be a controller that may be a bit lacking in the hard control department, such as an illusionist.

  17. 7 minutes ago, Steampunkette said:

    That protection could be seen as griefing. Particularly if it's enough to reduce the KB to 0 and results in an Energy Blaster using a Nova in the middle of a spawn that doesn't budge and then kills said Blaster in the following 1.22 seconds.

     

    (That would never happen to a PB, their Damres is too stronk!)

    Yeah, that was kind of my concern.  Is there a way to flag a power so it only works on indoor/instanced missions, instead of out in the main zones, then?  I'm just trying to think of what ways would be easier to implement this...

  18. 4 hours ago, TedEBear said:

    Thank you!  This is great.  Is there a way to make it so when I click a key or keys, it does option one above and summons the imps.  Then if I click it again, imps are on cooldown, but I can add another skill like bonfire?  I tried this /bind mousechord "powexecname fire imps"$$mousechord "powexecname bonfire"   and it did not work.  Just fires imps.

    You have to use a bind file load command, which I'm not familiar with...

×
×
  • Create New...