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biostem

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Everything posted by biostem

  1. I was more referring to the fact that you have this 3rd party program running, which could potentially capture data regarding your login. I suppose if you only started it up *after* you already logged in, there wouldn't be as much of a concern.
  2. Looks more like a bat, though... (was that an airplane flying overhead???)
  3. I'm quite familiar with MMs, just not "tankerminds". That aspect of the AT is, admittedly, new to me, which is why I asked for input. Thanks.
  4. That piece came out great! I can guestimate the parts, but could you post a screenshot of the original character for reference? What are her AT/powers? Thanks!
  5. With how relatively easy it is to change costumes, plus all the "free" costume slots we're given, this might not be a bad idea.
  6. Basically, I want to try and create a mastermind that that leads his pets into battle from the front. Because of this, I'd need some status protection and defenses. I'm planning to take the fighting pool with this build, so I'm not too concerned with the personal attacks from the primary. I was thinking that forcefield may make a good secondary, and the force bolt could make for a neat "hadoken". I'm pretty much open to any primary and secondary. I'd love to hear your input. Thanks!
  7. If you simply added a little text field associated to each character on the login screen, players could use it however they wished. The problem with a 3rd party add-on is that it wouldn't necessarily travel with you from one computer to another, and if it interacts with the game to pull game data, it could pose a security risk.
  8. Is this something that can be done? If so, that'd be awesome, (though it'd require reworking all cone/PBAoE powers in order to do so, whereas my idea would basically just require 1 power for each size of cone/PBAoE).
  9. I wonder if something like this could be implemented: Imagine if every character got a selection of "free powers" - these actually don't deal any damage or attract aggro/break stealth in any way. All they do is project a graphical representation of the cone or PBAoE associated with each of these "free powers". It wouldn't be perfect, but it could assist you in lining up attacks...
  10. Understood. It'd require a pretty complex web of allegiances and scripting groups to react to you based upon said allegiances. I suppose it's all just hopeful thinking at this point, and requires a good deal of handwaving...
  11. That's because "ignorance" is a derivation of the word "ignorant". Look up "ignorant" if it bothers you - that's just how the dictionary is...
  12. Instead of introducing an entirely new faction, here's one way you could simplify things; Give each of the existing factions a sort of "motivation" or "operating style", and allow our characters to align themselves with the ones that best fit them. So, for instance, Hellions might be more about corrupting people, while Skulls may lean more toward brutality. Goldbrickers could be all about greed, while the Family is about intimidation and power. The Circle of Thorns may be about the acquisition of arcane knowledge and power, while Vahzilok are all about "For [mad] science!".
  13. I'll make it simple: You didn't read it - therefore you lacked knowledge of it: ignorance [ ig-ner-uh ns ]SHOW IPA EXAMPLES|WORD ORIGIN SEE MORE SYNONYMS FOR ignorance ON THESAURUS.COM noun the state or fact of being ignorant; lack of knowledge, learning, information, etc.
  14. If you don't mind seeing system error messages/hearing the "failure to activate" sound, then just bind a powexec command to a movement key - no need to mess around with setting the power to autofire...
  15. Actually, that is the very definition of being ignorant about it. I absolutely have misread things in my life, and when I do, I own up to my mistake and move on. I don't get all defensive and try to cast my shortcomings off on those that called me out on it.
  16. So you being ignorant of the thread you responded to is somehow on me? Hey, whatever helps you sleep at night, man...
  17. I would assume it'd be something like: /macro macroname "powexecname nameofpowerhere$$follow" The issue is that while the macro would indeed follow the target, it would simply return an error unless you were in range for the associated power to activate...
  18. Thank you for the reply! I suppose it's a combination of how the power looks and how enemies its used on react. For instance, the T1s in super strength are fairly basic and unimpressive, while the T1s in energy blast have a lot more "oomph" to their appearance and the occasional knocks *feel* more powerful. As another example - the power "stone fist" from stone melee is very boring IMO, but the various mallet attacks just feel awesome.
  19. The problem is that, generally speaking, villains act and heroes react; Villains initiate events and take steps to realize their schemes. Heroes take action *against* what those villains have already begun. To truly make our redside characters into villains, we'd need to be able to establish their motives and method of accomplishing their goals; Maybe your character is a schemer and engages in blackmail and kidnapping. Maybe your character is all about physicality, so they directly attack their opponents. Either way, we, as the OP pointed out, just take out marching orders from our contacts, which is more mercenary-like than truly an independent force...
  20. One thing that I thought should have been implemented from day 1 is to have a sliding scale of debuffing effects from "unaffected" to "completely locked-down". Right now, an enemy is either held or they operate at 100% effectiveness, (barring any secondary effects a mez power might impart that are secondary to its actual hold effect). What if, for instance, a hold would apply a slow, then a recharge debuff, then a tohit debuff, then a damage resist/defense debuff, and so on, culminating in the total lock-down, once enough mag is reached?
  21. Go fight some end-draining enemies without a lot of blues on hand, and tell me how things go when all your toggles get knocked off. Yes, those using click-type mez protection powers are susceptible to recharge reductions, but while the click-types can be made to overlap out of the box, (thus combating those -rech effects), you cannot slot for end drain protection...
  22. It is not my problem that a person discussing a change or addition to game mechanics doesn't even understand the terminology. Another auto-cast or auto-fire slot is not "more than one click" - regular powers are click-type. Powers that get switched on and their effect persists are toggles. The OP was asking for an ability to set another power to autofire and/or to have that ability limited to just click-type mez protection powers. My contention with the suggestion is that click-type status protection powers were specifically designed to be able to be easily permable and do not have any "maintenance costs" like toggles do; They cannot be switched off, (in the event of end drain, for instance), which is a huge advantage in the late game, (vs groups like Malta, Carnies, etc). If you're referring to how the quote was in larger text, well that is a result of a quick copy-paste of the thread title.
  23. That's why you slot for recharge, and why they can be made to overlap. A similar case can be made for toggles and enemies that drain your end; Each type has its advantages and disadvantages.
  24. So one issue I've been having lately is that many of the characters I've created use powersets that were chosen for their effectiveness above all else, (excepting a handful of RP characters). What powersets do you feel look powerful and impressive? I'm more concerned with the aesthetic than the actual functionality. Your input is greatly appreciated! Thanks!
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