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Everything posted by biostem
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- 7356 replies
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- 16
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On the extreme ends, both are.
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I suppose it depends upon how you translate each character into the game. Goku would probably be more of a sentinel, or perhaps some weird hybrid that we can't actually make in-game...
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As I've advocated for, and will continue to, is for the TEAM to communicate and to work things out internally. If you join a team, then it ceases to just be about your fun; You have explicitly agreed to play alongside others, which means that your own personal definition of "fun" must be weighed against that of your teammates. Yes, this flows both ways - so shouting that *no one* should use KBs is just as bad as pushing to be able to use them with reckless abandon. Talk to your other team members, and figure things out, and either proceed or part ways, depending upon your ability to come to some sort of agreement...
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Yes, Ryu can sometimes shoot an actual fire ball, but generally it appears to be more concussive, (i.e. energy blast in game terms).
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If we're talking about a general "best fit" in CoH, then I'd say either brutes or sentinels, depending upon how you want to interpret/translate the anime into game mechanics. The thing is, AFAIK, Saiyans permanently grow in power as they suffer damage - not just a temporary increase in damage as you attack and get attacked...
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Make TO, DO, and SO enhancement drops be +3 levels
biostem replied to DougGraves's topic in Suggestions & Feedback
One possible solution is to give the regular enhancements a "floor value", which is to say, after becoming -3 to you, they still have some bonus, instead of becoming totally useless, (like 50%-75% of their even-con value). Additionally, what if, when you would be rewarded with an enhancement, you basically can pick which specific one you want, instead of getting a random drop... -
This could be interesting, but with a slight change; An AT that can pick 2 of the same category of set for their primary and secondary, so you could do fire blast/dark blast, or thugs/demon summoning, etc...
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Make TO, DO, and SO enhancement drops be +3 levels
biostem replied to DougGraves's topic in Suggestions & Feedback
I would say make them drop at +2 levels, so they can still be combined with your existing enhancements. Otherwise, yes - TOs, DOs, and SOs need some love, what with IOs being better in many aspects... -
IIRC, it's that scaling the defenses to tanker levels would basically allow them to softcap them...
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That thread you referenced is for people asking for costumes for their characters, using pieces that already exist, not for all new pieces, which is what I think the OP was suggesting...
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Follow this link and create a 2nd game account for your wife. Game accounts and forums accounts are separate things...
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A power like air superiority can do the same thing, only without scattering them around...
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I'm glad you were "good with it". That doesn't mean other people will be, nor that it is an ideal way to play. As I stated, talk to your teammates and come to some sort of agreement, first...
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Hey, I'm all for some "glorious and hilarious" encounters, if that's what was discussed and agreed upon with/by your teammates. To do stuff like that without everyone being on the same page just results in chaos and potentially someone's defeat. In short, do what you like, but talk to your teammates about it and make sure everyone is on board to do so...
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I am of the opinion that the issue isn't knock-backs per se; It is the careless and selfish use of them. Knock enemies INTO range of an AoE all you want, or to get them into a melee ATs damage/taunt aura all you want. Heck, I'm fine with teammates using knockback on enemies that have separated from the group, in order to protect themselves or other team members...
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Yes, but those are used in a very showy way and mainly involve slashing attacks.
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No - If you use the power again in that window before it goes on normal cooldown, then you get the debuff. In other words, you can attack faster, but you suffer a self-damage debuff, or you can attack at a "normal" pace and avoid it.
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Great! Let us know how the system works out!
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Not at all; What I'm saying is that playing a character with an armor/defensive set tends to lend one to not do a lot of moving around/evasion since they can stand their ground. Since melee basically requires this, it gels better. While ranged certainly can do this too, a lot of the advantage of said range is lost...
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I'd love to see "out of combat" auras, too, though even just being able to do things like have fiery eyes and the bestial "breath" auras at the same time would be awesome! Heck, other tweaks like auras that change colors or pulsate on & off would be cool!
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So one thing that I've felt is lacking from the melee sets is one that uses weapons that are very close-up, fast, yet not overly flashy. Now, the set I'm proposing may seem very much like claws, but I think it could have a very interesting mechanic, (if doable). Basically, it'd work like this: When you attack, each power gets a brief window of about 1-2 seconds before it goes into cooldown. You can then press the attack again to make another strike. The catch is that each such strike applies a self damage debuff to yourself for a short period of time, (maybe only 3-5 seconds). If you do not trigger the attack again within that small window, then it goes onto cooldown as normal, and no self-debuff is applied. Thematically, this is to represent you going into a stabbing frenzy/flurry of attacks, but becoming fatigued in doing so, (think of the old adage "the first cut is the deepest"). Similar to other sets, you could also mix in a ranged attack or 2 and a utility power, (maybe like a parry or follow-up). What it boils down to is the flexibility to have an unbroken attack chain or higher burst damage. What are your thoughts? Thanks! Daggers: 1. Lacerate - A basic slash with your dagger, dealing minor lethal damage and with a fast recharge 2. Thrust - A more precise attack with your dagger, dealing moderate lethal damage, also with a fairly quick recharge. 3. Stab & slash - You thrust both of your daggers into an enemy in front of you, then violently slash them in opposite directions, dealing moderate damage in a 90 degree arc, with a chance to cause a DoT. 4. Build up 5. Distracting dagger - You throw a dagger at your foe, distracting them for a brief moment, thereby reducing their chance of hitting you and increasing your own damage, as you take advantage of them not paying full attention. Medium range, minor lethal damage, with a moderate recharge. 6. Taunt/Confront 7. Fan of daggers - You throw several daggers out in rapid succession, in an arc in front of you. Moderate lethal damage and recharge, with a chance to lower the enemies' defense. 8. Twisting wound - You violently stab both daggers into your opponent and twist them, dealing high lethal damage with an additional DoT component. This attack also applies a healing/regen debuff on the target. High lethal damage, long recharge. 9. Executioner's second wind - This attack deals high lethal damage and removes the debuff from using the repeated attack/frenzy effect inherent to this set. High lethal damage, long recharge.
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Understood. What about the KVM switch in conjunction with the follow/autofire? Then you can easily switch without getting up, change things slightly, then switch back? I know on the ones I've used, you just tap scroll lock twice, then arrow up or down to change, and it's pretty much instantaneous... EDIT: I haven't used this personally, but what about a software solution like this?
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Those 2 quotes aren't contradictory in any way, nor do they falsely represent someone else's statement or position.
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I've done something similar via a KVM switch, but that involves alternating between one computer at a time, (so you can't control both simultaneously). You could pick up a USB splitter and a gender-changer to see what happens. Why not just have the second character follow the first, and put 1 attack or power on autofire?