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Everything posted by biostem
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Still messing around with some recent designs, but I really like how this one came together, (as well as the concept, plus I've been playing around with some background removal): "Princess Cosmos (tm)":
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IMHO, a "power armor" set would basically be a tweaked version of the sentinel version of invulnerability; 1. Resist physical damage - Represents the base level of protection you get just for wearing it. 2. Temporary Invulnerability - Simulating something like reactive armor plates or maybe some sort of active structural reinforcement that requires energy, (endurance) or activate. 3. Durability - The enhanced energy core of the suit. 4. Dull Pain - Emergency protocols/nanobots/medical stims to repair damage done to the wearer. 5. Unyielding - A suite of combat stims or maybe some type of neural interface that keeps you in the fight, despite mez effects. 6. Environmental Resistance - An improvement to the outer armor layer that can handle more exotic forms of damage. 7. Invincible - An advanced combat computer that aids in target acquisition, (+tohit), while also aiding in tracking potential vectors of incoming attacks, (+def). 8. Tough Hide - Improved servos that improve your ability to avoid damage. 9. Unstoppable - You temporarily remove the limiters on your armor for a boost in overall combat effectiveness. The only changes I would make would be to replace Unstoppable with something that also boosts your own damage, and maybe replace Invincible with something closer to targeting drone from devices. I could also see an argument to add in some absorption to better simulate a form-fitting energy shield instead of a "bubble" one.
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That right there is as good a reason as any, IMO...
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I think that this also highlights how the "one size fits all" approach to CoH doesn't always mesh well with everyone's expectations; Sometimes you want to be a Hulk or Juggernaut, other times you *just* want to be a Daredevil or something more "mundane"...
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I feel the same way about psi-melee - I wish we could have ALL blades...
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I know this wasn't directed at me, but I feel it is important to note that one person giving a curt response can easily be interpreted by another as rude. It's also important to keep in mind that tone/inflection don't translate well to CoH's text-only chatting system, so person A could ask a question, person B replies with what is to them a joke or snark, and player A interprets it as a slight or rudeness. Basically, I view any such reports of "The community (tm) is toxic" as a bit of venting or fear-mongering...
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You definitely do not need to take all the attacks in a set. The key is developing an attack chain and/or being able to pick and choose what powers to use and when. For me, I generally prefer to have 3-5 "staple attacks", with the rest being more situational - I'm not spamming AoEs against only 2-3 enemies, and I prefer to slot for control/debuff effects for powers outside of those core 3-5 powers. I also generally build with a character's entire career in mind, so having an APP/PPP power in your core attack chain is not something I am likely to do, (though there are plenty of viable builds that do just that, but it can be problematic if you're also going to run lower level content). What I would suggest is to look at the recharge and animation times of your attack powers, and do a little experimentation - maybe create a character on the test server or one of the insta-PvP-50s and try things out for yourself...
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You got a few responses you deemed to be rude, and somehow that extends to the hundreds or thousands of people who play CoH:HC? This hasn't been my experience, so how do we reconcile our disparate experiences? Is it at all possible that it could be a specific response to what you post or how you posted it?
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So a sort of weapon customization option, only using fist/arm models? The only issue there is that the fist part shouldn't really be what's stretched, rather the forearm would instead. Either way, it is another direction to go in...
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The time to start worrying is when it appears to you IRL!!!
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The stalker version of ninjitsu has "smoke flash". which could probably be turned into a toggle, (but I think you'd still need an added taunt effect). Maybe it could do -tohit, taunt, and a slight chance to confuse or something...
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What they could do is create a sort of "hard light melee" that has medium range and appears like you are stretching out your limbs, (albeit sort of generic holographic ones), to accomplish this while avoiding the issue with trying to stretch the actual character models. It wouldn't be perfect, but could provide an avenue of actually implementing this idea...
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Someone probably already mentioned this, but here's my take on Ninjitsu for Tankers & Brutes: 1. Ninja Reflexes 2. Danger Sense 3. Shinobi-Iri 4. Kuji-In Rin 5. Against All Odds (As per the shield defense power) 6. Bo Ryaku 7. Kuji-In Sha 8. Seishenteki Kyoyo 9. Kuji-In Retsu I was considering some sort of "caltrops aura" instead of Against All Odds, but because the dropped caltrops would likely be a pseudopet, it probably couldn't direct any threat/have a taunt effect back to the originating character.
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Perhaps I missed it mentioned in your OP, but what, specifically, are you looking to get out of cold domination, then? I mean, it still has some potent buffs and debuffs aside form the shields or max hp buff, and as far as I'm concerned, as long as you're contributing in **some** way, that's fine by me...
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From a concept perspective, I totally get it. From an implementation standpoint, it's basically flight with extra steps - you don't need any actual anchor point. It's similar to how they implemented gliding - it's basically flight but you can't gain altitude. For a comic book writer, these are cool alternative ways of getting your characters from one place to another, but MMOs don't/can't really leave you severely disadvantaged by taking 1 travel power over another...
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A big part of why jousting works also has to do with enemies typically having fewer ranged attacks, which also generally deal less damage than their melee ones, and since you need only be in range for a brief moment to activate a power, yet the game still takes your momentum into account, you can approach an enemy with a power queued up, have it go off, then be out of their melee range once the animation finishes...
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New to Homecoming, looking for better in game UI
biostem replied to ajchvy's topic in Help & Support
I mean, I get that you want information to be readily available, but you can already expand the size of the map, and since the game doesn't pause, it's not really a good idea to have it blocking much of the play area, but still, it can get pretty big. There are some mods that replace the map texture with ones that are more details or contain POIs, but still, it's hard for me to grasp how it isn't sufficient to allow you to get to where you need to go. The biggest issue, IMHO, is that the maps don't clearly reflect elevation, like how there's that under-section in Brickstwon... -
New to Homecoming, looking for better in game UI
biostem replied to ajchvy's topic in Help & Support
So, obviously, CoH is a 20+ year old game, so that's going to be reflected in its UI. You talked about issues with the map, but I'm trying to understand how you'd envision it working better. You can zoom and move it around pretty much like you would google maps. Could you give me a better idea of how it should work, or how it could be improved? -
They've had "swinging" in Champions Online since their launch, and let me tell you - it's kind of a crappy power. It's not like the comic books where it can kind of just work via writer fiat - any implementation that tries to make it work everywhere, basically boils down to you using "skyhooks" and isn't as versatile nor as cool as you'd think...
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Change AE Search Interface To Remove Fire Farms From Results
biostem replied to CraterLabs's topic in Suggestions & Feedback
Why put the onus on the author to report inaccurate tags added by other people, instead of requiring those other people to prove that their tags are accurate in the first place? Perhaps you could still have 3rd party "suggested tags", but they are given a lower weight and others must elect to include them in their search results, and permit authors to remove any suggested tags they disagree with, but never have them be actionable, (except in extreme cases, like the aforementioned "review bombing")... -
You seem to be coming at this in a sort of "always do everything" mindset. What you need to do is to think in terms of "what would be the best power to use in **this** particular circumstance; Do I hold this enemy now, or maybe buff an ally, or debuff yet another enemy. Controllers are sort of the ultimate toolbox - you have damage, debuffs, buffs, as well as controls. Yes, they are more complex than your typical melee AT, but in exchange for that, you can pretty much do it all. What I would suggest is to familiarize yourself with the powersets and essentially work on your situational awareness.
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Hmm... I wonder how difficult it would be to create a "wheel-foot" boot option, and maybe give it a special effect that it only spins while moving, (maybe also a tank tread or roller skate/roller blade option).
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I think the main issue, if we were to take this suggestion to its logical conclusion, is that every power would either be too specific in what it's a reference to, or too vague to really be anything more than a generic "smorgasbord" of quirky powers...
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I wonder how much of this is that many people who have stuck around, have basically gotten it "out of their system" to rush-rush-rush to 50, so don't really feel as big of a push to run or get on a farm...