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Everything posted by biostem
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I mean, if they can get 8 different powers to come out of a beam rifle, then I see no reason why they couldn't do an eyeblast-only set. That being said, I would much rather see them spend the development time on creating a variety of eyeblast animations to fit all the various animation times to be used as alternate animations for other powersets...
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I was messing around with different colors and patterns, and just kind of stumbled upon a combination of pieces that I really liked: "Lyte"
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The problem is that you'd have to essentially rewrite all powers to accept such enhancements and to have variable target types, (like ally-only to enemy-only for that healing power you used as an example).
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Add an option to disable the inherent fitness powers
biostem replied to gabrilend's topic in Suggestions & Feedback
IIRC, the current devs are loathe to add anything to Null the Gull. Maybe they could add a sprint-like power to the START vendor, that imposes a speed cap or something... -
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Storm melee Non-spines toxic melee (Corruption melee that maybe incorporates the demon MM whip attacks?) Other such combined damage type sets (thermal shock set that incorporates fire & cold, maybe some sort of "combi-weapon" that has energy, lethal, etc)
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I wonder if the brim of the hat/helmet for Flux Mage below is what caused Krea to interpret it as a large pair of ski/safety goggles...
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Does the staff AS still do that weird redraw partway through the animation?
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Yeah... Krea really really doesn't like submissions with visors/face plates, or anything else that covers or otherwise obstructs a character's eyes. Look at how it totally removed Sage Shadow's goggles: Or took away "Right on Cue's" glasses:
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Sounds to me like what the OP wants are blast and armor sets that use plants & vines...
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Finally got around to trying Krea out. Lithe Spectre turned out beautifully! I am very impressed! (The 1st image utilized an art commission I had made):
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Now that'd make for a really interesting mini-arc. Kind of reminds me, if you're at all familiar with it, how you learn about the process used to create Robobrains in Fallout 4's "Automatron" DLC..
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Could it be that the tendrils/vines literally just move the robot around like a marionette?
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What's also weird is that Praetorian Clockwork can also be taken over via DE/Hamidon infestation, which may point to some sort of biological component(s)...
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If you're talking about Primal Earth clockwork, they're not autonomous robots and, IIRC, would be inanimate piles of scrap if no longer connected to their "source". As for the general idea - it would be interesting if there was some sort of "super AI" that could assume control over the other units. My guess, though, is that Council/5th Column robots are not quite as networked as you may think, especially since some 5th Column ones apparently go back to WWII. The Praetorian ones, (again AFAIK), are networked, so could be susceptible...
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Fallout Tv Series (Amazon Prime)
biostem replied to Frostbiter's topic in Comic, Hero & Villain Culture
It's the act of teetering on the fine line between "member-berries"/Easter eggs and appealing to a new/wider audience that generally does a series in. I haven't watched it yet, but I'm going to remain cautiously optimistic... -
I'm not against this idea in general, but if you look at the whip attacks from demon summoning, CoH doesn't handle flexible weapons too well...
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We need all sorts of scythes!
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IIRC, "Null the Gull" was not any one person's "invention" - Rather, there was a seagull asset that got erroneously tagged/named as "Null", then it later got implemented in the form we see today... For reference: https://homecoming.wiki/wiki/Null_the_Gull
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Using Spectral Interface to help with runners
biostem replied to KaizenSoze's topic in Arachnos Soldier & Widow
The PPPs have immobilizes, IIRC, so that's an option as well... -
You can talk to Null the Gull in Pocket D to change your alignment at any time, as an alternative.