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biostem

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Everything posted by biostem

  1. Regen. It had quick recovery; Not only was it better than stamina, but you could get it a whole heck of a lot sooner. IIRC, they based much of CoH on pen & paper games, (Champions?), and so seemed to have implemented the combat system in a turn-based-like fashion; They probably didn't expect people to spam attacks as fast as possible, and instead expect 1 hero to trade blows with up to 3 minions until 1 side was defeated. A lot of my earliest memories consist of firing off a ranged attack from max distance, retreating around a corner, and taking on 1 or 2 enemies as they came to me. I remember using hover in lieu of knockback protection for many character's early careers, and trying to keep my TOs green. I remember choosing character origins based upon which DO shops were the easiest to get to at level 12, and heavily slotting only acc and end reduction, until I got stamina. I recall buying blue insp's a lot back then, too...
  2. The times before getting stamina were tough, but slotting end reduction and not spamming your attacks as fast as possible taught you a bit of discipline. Hurdle + CJ was a mainstay for me on many characters, (otherwise I'd take hover just to get over those few annoying obstacles). For me, it was the sections of Perez Park with the dense tree cover that you couldn't jump or fly through...
  3. Can you give us an idea of your AT and powersets/power picks, because this isn't my recollection at all? Especially for blasters or other ATs that have more "active" secondaries, there is always some power ready to use...
  4. If Valve ain't gonna give us a continuation to the adventures of Gordon Freeman, then by golly allow us to do so here in CoH!!!
  5. Frankly, (and I realize this would be a huge undertaking), but I'd love to see sets that incorporate weapons in some attacks but not others, given the option to use or to not use said weapon across all powers within the set, (where applicable). So, for instance, a psi sword option for all relevant psi melee attacks, an ice sword option for all relevant ice melee attacks, and so on...
  6. I wonder what the feasibility is of adding a "while using travel power" option to the auras, (similar to how we have the "combat" option).
  7. Or just steal/"liberate" the technology/techniques from Arachnos...
  8. They could start in jeans and perhaps matching t-shirts, then get upgraded to matching uniforms, then finally uniforms + masks + themed gloves/boots/maybe capes.
  9. If I could only get 1 set made, it would be one that makes you the leader of your own superteam: T1 pets would be "new recruits" - a hodge-podge of melee or ranged attackers, (think scrappers and blasters). T2s would be more experienced metahumans - maybe a tanker and defender-like character. T3 would be a seasoned veteran character - possibly a controller-type.
  10. I would like more torso options that have bits missing or you can partially see through, sort of like how the clockwork chest has little gaps around the waist where you can see wires/cables. For instance, a skeletal torso, (with no "meat" still on it), would fit the bill...
  11. This would be better as a full melee or ranged set; Psi melee already has a few attacks where you summon a large hand to do the attacking for you...
  12. The only thing it needs is to have the keyboard and a trackball integrated into the control panel area, instead of sitting on top like that. I wonder if they just repurposed the Arcade 1UP cabinet, or if it's entirely new and they just used the riser...
  13. Well, defenders get a buff when solo, now. Why not create both and see which is more to your liking?
  14. But if the powers of these random mutants vary, then 1 will likely stand out as the best or preferred one; Perhaps just varying the appearance of the pet, but keep their powers the same.
  15. Regarding your last point, ice blast can actually do that. As for your earlier ones, are you talking about the "irradiated" debuff from rad melee, or maybe the delayed debuff from time manipulation?
  16. What would it offer that recoloring an existing set couldn't accomplish? Would such a set be more about debuffing than hard control side? How would you envision this set?
  17. And a travel power - "Ambulance chaser"!
  18. Well, the actual values of those buffs/debuffs turned into toggles would probably be lower, and there'd be a constant endurance cost to contend with. As for the "tagging system", you could just have it where you apply a debuff to enemies, and perhaps have a buff applied to yourself which stacks, based upon the number of enemies hit when said debuff was applied...
  19. Without some armor toggles or controls, this AT would suffer greatly while in melee, survival-wise. You could do something like this, (I'm just using a mix of empathy and invulnerability as an example, here): 1. Healing Aura 2. Temp Invulnerability 3. Unyielding 4. Resurrect 5. Clear Mind 6. Fortitude 7. Recovery Aura 8. Regeneration Aura 9. Adrenalin Boost You'd likely need to swap in more Invulnerability powers or adjust the specific numbers/durations/etc until you find a good balance, but it's doable. For instance, maybe you could turn clear mind and fortitude into toggles that benefit the user and their allies in a small radius, instead of including armor powers at all. Sets like radiation could be turned into user-centered AoEs that debuff nearby enemies, thus increasing that character's survivability that way. As for a class ability - what about some sort of "tagging" system, where enemies suffer a debuff, and you gain a buff for every such tagged enemy within 15' or so...
  20. If I had to guess, they were probably added around the same time as the female Skulls, Hellions, etc...
  21. It's more likely that they could add a few combo pieces to the existing categories - like goatee + cigarette, or shoulder cat + collar.
  22. I thought it was more like "I don't have weekends off, but my buddy does, so instead of neither of us being able to play our characters until those rare times when we were both on, we could continue to play them, yet remain in-step with each other"...
  23. No no... that'd be the "Player control" MM primary set, where you get to directly control other players via MM commands...
  24. Look up the "Guardian" AT - it's something they're working on over at Rebirth - it's assault primaries and a combination of support & armor as their secondaries. It could be very interesting to play, but tough to balance - just how much survivability would you give them? What kind of HP/defense/damage numbers were you thinking?
  25. I made a staff/bio character, and could use both the "forms" and the "adaptations", so I don't see why this couldn't work. I could see nun-chucks being used in 1 of 3 ways; To strike, to deflect/distract, or to entangle, so perhaps these 3 "modes" could be reflected in secondary effects, much like staff's...
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