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Everything posted by biostem
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Perhaps my playstyle is atypical, but I basically only use 3 binds/combinations of commands: 1. follow defensive 2. attack aggressive 3. goto passive I could see having follow passive included in the list, if you're traveling fairly long distance across a zone and don't want your pets to attack anything, but that's about it. I suppose a lot depends upon just how finely you want to control your pets and/or if you want to divide them up for some reason, but in normal play I just use the "attack aggressive" to sic them on one target at a time...
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I can no longer alt-tab to other programs....
biostem replied to Thorazine's topic in Help & Support
Are you able to window key + D to drop to the desktop? -
Bolero for men and Occult collar & cape for women
biostem replied to biostem's topic in Suggestions & Feedback
Gotcha. I wonder if they could take the cape/tail part of the bolero and offer it as an attachment to a jacket or something, for male characters, then... -
Here are a few of mine: Over Reactor - Claws/Rad Scrapper Control Rod - Staff/Rad Scrapper PillarOfTheCommunity - Thugs/Pain Isotope Rope a Dope - Rad/Rad Brute Cooke D. Animals - Beast/Thermal Mastermind Sword 'n Board Broad - BS/SD Scrapper
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So I've kind of fallen in love with dominators lately, and have been trying out a bunch of different power combinations and builds. I'm also a big fan of pets. One combination I've been pondering is darkness control and earth assault. The former offers plenty of soft and hard controls, not to mention several tohit debuffs. The latter seems to have some great close-in powers and soft control in the form of knockdowns and knockups. With that in mind, can anyone tell how these two sets work together, and are pets summoned from "haunt" permanent? If not, how difficult is it to make them permanent? Thank you all so much!
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As the thread title suggests, would it be possible for male characters to gain access to the bolero jacket/sleeves, and for females to get the occult jacket/cape with collar? Also, a plain version of the occult cape, with just the quilting inside, would be awesome, (heck, maybe even make it available as just a regular cape)! Thank you for reading. :-)
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Psi melee/energy aura character doesn't make sense
biostem replied to nexusj13's topic in Roleplaying
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... -
Remembered one of the things I hate about CoH... its RNG.
biostem replied to Jeuraud's topic in General Discussion
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! -
Remembered one of the things I hate about CoH... its RNG.
biostem replied to Jeuraud's topic in General Discussion
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. -
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!
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Remembered one of the things I hate about CoH... its RNG.
biostem replied to Jeuraud's topic in General Discussion
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". -
Way of having multiple shortcuts to start the game in different ways?
biostem replied to biostem's topic in Help & Support
I shall try this. Thanks! -
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...
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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...
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Way of having multiple shortcuts to start the game in different ways?
biostem replied to biostem's topic in Help & Support
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... -
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!
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Just for Fun: Shotgun Powerset Concept
biostem replied to Varkarrus's topic in Suggestions & Feedback
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. -
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?
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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...
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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?
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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?
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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?
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I was thinking the same thing... -_-
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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.
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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?