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biostem

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Everything posted by biostem

  1. A super doesn't necessarily have innate protection from their own powers, it's just something we've become accustomed to. In Agents of Shield, Daisy/Skye/Quake, got injured from her own vibration powers. Wolverine injures himself every time he snikts his claws. Prolonged or repeated teleportation jumps can fatigue or disorient Nightcrawler. Perhaps your charcter's psionic abilities are so focused on affecting material/physical things that they basically ignore other psionic ones. Maybe the exertion in manifesting your psionic power actually creates a "hole" in your mental defenses...
  2. If, as you stated, all you're doing is pointing out a lucky or unlucky streak, with no implication that something is wrong/broken, then go for it!
  3. Indeed, which is why you need as large a sample as possible, so as to rule out any anecdotal feelings you may have or just happening to hit a bad/miss streak. Low probability != impossibility, so we need a large sample to make sure.
  4. Let's say, for instance, I created a mercenary mastermind who is supposed to be the leader of an "elite" squad of covert ops soldiers. Especially in the early levels, it won't really appear as though my character and her soldiers are "elite" at anything. Besides handwaving the poor performance away as her being "new", how do you handle such discrepancies? Maybe she's having a bad day, or is being forced to work under a series of constraining conditions, due to having to keep up appearances or abide by some agreement between her PMC and the Paragon City agency dealing with superheroes? I'd love to hear your thoughts. Thanks!
  5. The problem, IMO, is that people interpret things like a 75% chance to hit as "I WILL hit 3 out of every 4 attacks", not "over the span of 10000 trials things will work out to a 75% hit/25% miss ratio".
  6. If a guy opening up on you at nearly point blank range with a shotgun or SMG/AR isn't that threatening, why should a sniper be all the more lethal? Making snipers super dangerous would only serve to punish those who don't have some form of stealth...
  7. You certainly won't have any issues playing CoH with that machine, even if you're running 2 instances of the game. Frankly, I'm surprised it doesn't come with an SSD for that price, though...
  8. So I ended up just saving a text file with the -usetexenvcombine command line switch, then pasting it back into tequila whenever I need performance over appearance. I don't suppose anyone has a better way of achieving this? Can I create a shortcut to launch the game with that switch directly? Trying to launch the exe by itself results in an error to use the launcher...
  9. This kind of relates to a thread a posted before; Is there any way to create a shortcut to start the game with the simpler rendering path for normal play, and another to use higher settings when I'm just creating a costume or such? I know I can have tequila save the client commands, but every time I try to launch the coh.exe itself, it basically errors out. Any suggestions? Thank you!
  10. Slug, Buckshot, and arguably beanbag, are already shotgun-esque attacks. What could be interesting, as a powerset gimmick, would be to have a power that changes your attacks from using slugs (longer range, heavier single target damage), to shot, (shorter range, lower overall damage, but all your attacks become cone powers). Then you could have the regular attacks include things like white phosphorous incendiary rounds, talon/flechettes that cause a bleed/DoT, etc.
  11. I don't know about you, but I don't use the s key to move backwards all that much in regular play - what if you just bound the command to that?
  12. While not the AoE powerhouse of elec/shield, I've found my claws/rad scrapper to have virtually no downtime, thus allowing you to keep killing enemy after enemy. Plus, you have very fast recharge, a build-up like power you can pretty much keep permanent, and even some ranged attacks...
  13. Understood, but the Korean trailer came a bit later on, and there are clearly powers/abilities that you can't really get in-game. Do you think they intended to add them, had things gone better for the game?
  14. So I was rewatching some of the CoH/V cinematics, and I noticed some, well, oddities. For instance, in 1 trailer Lord Recluse is seemingly in command of a bunch of Freakshow. Back Alley Brawler apparently uses energy melee? Synapse gets thrown around a lot. There's a hero that uses a sword and a pistol simultaneously. There's the girl that can "melt" as a form of teleportation and can energize another hero as part of her attacks? Oh, and lots of heroes and villains throw items as attacks. I realize that many of these things were just put into the trailers to make them more exciting, but why weren't they ever implemented in-game? Too difficult to code into the engine? Was the game already in decline, thus preventing all the new stuff from being added?
  15. As the topic states, I would love to see a version of the occult cape, (the one with the pleated/quilted interior & skull exterior), made available to women and expanded to be accessible in more areas, (not just the cape with collars). Better still, how about adding a version without all the skulls on the back? Your thoughts?
  16. Zolgar, I see your point with not liking the Ninja Run animation. I was just trying to keep things simple, but I suppose there's no reason why the powers couldn't use Beast Run or on of the other sprint powers, (sped up as needed), instead. As for the line attack, you could just make it a very narrow cone, like 15 degrees or such. It wouldn't be that far off from Leaping's "Spring Attack" power, so just tweak the damage, kd chance, and recharge to make it more in-line with that power.
  17. When I stopped playing CoH, the Ninja Run and Beast Run powers hadn't been added, nor was the Sorcery power pool, and the others still only had 4 powers each. I was thinking, how about a more low-level power pool geared toward non-magical heroes? Thus, I present you with "Street Smarts": 1. Scavenged pistol - You fire off a shot from a simple pistol that you found "somewhere" - lethal damage, small chance for knockdown. 2. Nimble - Toggle - basically functions like combat jumping, only it is a smaller buff to BOTH run speed and jump, with a small def buff and a resist to immobilize effects. For simplicity's sake, this would just use the Ninja Run animation, only it'd be slower and not suppressed while in combat. 3. Free running - basically an enhanceable version of Ninja Run with a higher jump height and faster run/jump speed. 4. Molotov - You grab 1 or 2 molotov cocktails and throw it/them at your target, causing moderate fire damage, with a chance of creating a small burn patch at your target's feet. 5. Bum rush - You charge your target and hit it and any others in a line, causing moderate smashing damage and potentially knocking them down. Your thoughts?
  18. This is kind of the route I was going with regard to the mastermind I mentioned in the OP - he's a "corrections officer" that is rehabilitating some small time crooks, (i.e. making them fight other criminals on his behalf, as hero work). Still, once some of the powers were developed, they could easily be proliferated into other/new sets.
  19. Normally, the T9 is some kind of super blast power with an AoE effect. Could be something like shooting that magic spot that causes an explosion like always happens in the action movies? I dunno...you have a better gift for this than I do. I still really like it Well, imagine if you pulled out a radio/cell phone, 2 repelling lines dropped down out of nowhere, 2 spec ops guys zipped down, then unleashed a full auto burst on your target. These soldiers could be untargetable, and simply run off when finished firing off their burst(s). It'd basically be a "super attack", only visually different... That would be something of a long activation time though wouldn't it? This isn't a bad idea at all, but I was under the impression back in the day the reasoning they put so much gun-kata nonsense on pistols (which I do kinda like) was because otherwise it would have been sort of visually boring, "not dynamic" looking, which is how I found Auto Rifle the time I tried it. I guess a few pistol spins before holstering or whatever might work for it. Your point is taken. I'm sure the animation or other factors could be tweaked, (like making it a location-based AoE that you can drop from afar, then going in to polish off any survivors while the mercs are attacking). I don't necessarily see a downside to there being a no-nonsense powerset, however...
  20. Normally, the T9 is some kind of super blast power with an AoE effect. Could be something like shooting that magic spot that causes an explosion like always happens in the action movies? I dunno...you have a better gift for this than I do. I still really like it Well, imagine if you pulled out a radio/cell phone, 2 repelling lines dropped down out of nowhere, 2 spec ops guys zipped down, then unleashed a full auto burst on your target. These soldiers could be untargetable, and simply run off when finished firing off their burst(s). It'd basically be a "super attack", only visually different...
  21. I see it as its own powerset for those ATs. Instead of summoning an actual pet, what if it summoned pseudopets, (like a voltaic sentinel), but also applied a placate effect.
  22. Well, I felt that a dwarf would be cooler as the top-tier henchman. I envisioned the novae as the T2's and that they'd be the bulk of your offensive damage. The T1's would be sort of "imperfect" summonings, and would basically just be the wispy photon seekers, only without blowing themselves up. I had originally thought to make the T3 pet a lightform using the melee attacks, but it just wouldn't look very good, IMO.
  23. Correct, but be confined to human form and the few attacks. They wouldn't unlock all the other Kheldian abilities.
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