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Everything posted by biostem
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The issue is that the emblems need to be contoured to fit the area(s) they would be placed onto - that's why, if you look from certain angles, they appear to be floating above certain chest options. Still, this would be fantastic!
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Skully McKetchupFace
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Adding Additional (Over/Underlaying) Patterns
biostem replied to Grandeur's topic in Suggestions & Feedback
From my understanding, the issue has to do with "attachment points" on the character model. I'm sure it's not impossible, but it's a matter of how much work they're willing or able to devote to this. I wonder if an alternative solution would be to offer some generic tops/chest patterns that were simply solid but with an emblem on them, then you could apply a regular chest detail... -
Arachnos Drone Mastermind Primary Power Pool
biostem replied to Vaylenisme's topic in Suggestions & Feedback
I tend to agree; Give us more, but generic/non-faction-oriented MM sets. I could see, if possible, them adding various skin options for the existing MM sets, with "Arachnos" and other such existing groups being available... -
Mutations are too convenient
biostem replied to Deuce Spade's topic in Comic, Hero & Villain Culture
Was it the Moorlocks in X-Men that mostly had disfiguring mutations, with only a small number of them actually being useful for combat or anything? I also recall, (though not a mutant), that the series "Empowered" was a play on what superpowers would be like without all the requisite secondary effects - like a suit that makes you super strong, but it is very fragile, and you can't wear anything under it... -
That's the tradeoff for having the extra levels of protection and utility. Pick up a teleport power if you want a better way to move around...
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No need to knock the person out. Heck, you could still have them speak (speech bubbles) as you're carrying them out...
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Delay Param for certain slash commands
biostem replied to Replacement's topic in Suggestions & Feedback
I can't see them adding more options to automate things within the game. If you want to do things "for fun", why can't you just do them yourself - create a macro or bind to change costume as needed, etc... -
The problem, IMO, is that the P2W vendor already steps on the toes of so many other powers/pools/sets. I don't think we need to go even further with it...
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Don't let the rough exterior fool you; This axe-wielding sewer dweller is exceptionally friendly and cheerful! She's known as "The Terrific Troglodyte": terrific troglodyte2.costume
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The self-proclaimed "biggest fan" of Paragon City and Statesman, she is "The Paragon's Paramour": paragon's paramour1.costume
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Short answer is report them and let the GMs handle it. Long answer is that I can't gauge what you deem "tasteless", so I cannot speak specifically. If I saw someone running around with a character whose name included a racial epithet or some "clever" attempt at one using leet speak or such, then I'd report them. If they were merely edgy or "in poor taste", then I'd probably just ignore them...
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Well, I think the biggest mistake was the binary nature of mez effects in CoH; practically no effect until some magic threshold is reached, then total lockdown. There really should be a sliding scale of debilitating effects until the enemy is completely disabled. It would be interesting if achieving that basically rendered the enemy "defeated".
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They need to add a "fireman's carry" interaction option, where a specific team member can literally pick up the hostage and carry them to safety. Apply a movement & defense debuff to the one doing the carrying or something, but let us do this!
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I think a better option would be something like "defeat a [lt or higher] of [enemy group in question]" to progress the quest line...
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To a degree I agree with your summation, but I also think this falls into the "why don't you just shoot him" trope - We simply don't have the ability, as a super strong character, to flick an enemy in the forehead of knock them out, nor do we have the ability to interrogate or otherwise intimidate enemies, (in any way that would affect the mission flow), unless it was specifically scripted into the mission. Another mechanic that bugs me is that of power cooldowns. I can understand that a firearm only has a certain fire rate, but I should be able to punch or kick as fast as I, (perhaps trading attack speed for accuracy or damage). Then there's little things - like not being able to create a little light if you can control fire, or not being able to heal or rez certain NPCs, if they are injured/defeated...
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The problem is, IMO, that many MMOs don't look very exciting to the uninitiated; If you don't know what you're looking at, it just seems like a hodge-podge of character models and power FX going off. Better to sell them on the character editor and variety of powersets...