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Everything posted by biostem
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Kind of like how we have the costume change emotes, I'd love to see some additional costume change commands added. Specifically: 1. A costume change command that would have us change to a particular costume slot if our health is above or below a certain value, (basically to simulate something like battle damage or some sort of desperation move). 2. A costume change command that triggers when a specific power is used, (either something like a super mode if you trigger a T9 or something, or simply when you activated fly). Now, I know you can do some of this manually, but I've had mixed results when trying to bind a costume change in with activating a power, for instance. Thanks for reading!
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It all depends upon whether you are a "lore purist", who only views what was specifically set by the OG devs as valid/legitimate. If you do, then *any* significant change to that lore or how the powers/AT functions could be viewed as an unacceptable break from said lore, in which case, no explanation, regardless of how creative or fleshed-out it is, still violates what the devs wanted/intended. If you don't fall into that category, then of course you'd want more options...
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Since neither you nor I are responsible for said lore, and in the 20-odd years that CoH has existed, no other method has been put forth, and since this is a fictional setting we are talking about, it is safe to assume that nova and dwarf are the only methods kheldians have available of attaining those effects. If we were talking about a real life scenario, then I would agree with you...
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IIRC, nova and dwarf forms are a result of the kheldians, who are masters of manipulating energy, recalling the forms of previous hosts, who possessed great offensive and defensive properties, respectively. If you care at all about that lore, then, yes, you *must* assume those forms to gain those properties. If you don't then they are merely toggle powers that restrict you to a specific look and lock you out from accessing other powers. Again, the crucial component here is whether *you* care about said lore...
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I think the big contention is whether these "HEATs" can or should have their powers, (and respective appearances), divorced from said lore in favor of player desires for customization. If you view them as simply an AT like any other, than of course you'll want to be able to make them look however you want, but if game lore trumps that, then you'd be against such a proposal. Frankly, it's an intractable situation...
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I couldn't come up with an overly clever name, so just went with a play on his powersets. I present "B-Marine":
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Maybe a poison/water blast defender...
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Enable Claws costume options for Savage Melee
biostem replied to temnix's topic in Suggestions & Feedback
I know they added a clockwork key as a back option, but I don't think that's what @Luminara was referencing... -
But the bill for the cleanup afterward is horrendous!
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Enable Claws costume options for Savage Melee
biostem replied to temnix's topic in Suggestions & Feedback
Is that a costume option that was added recently, which animates? I am aware that the Praetorian Clockwork enemies have an attack where a little blaster pops out of their forearm... is that what you're talking about? -
I think this is the crux of why one might skip siphon power, especially if you have a lot of global +recharge and/or would rather take another power...
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And with how quick the game is to put you "in combat", when by all rights you shouldn't be, that could very well be it...
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Thanks! Do you happen to know if the BR powers can trigger disintegration AND scourge at the same time? Thanks again!
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I don't understand this push to consolidate/eliminate servers - are the more populated servers not busy enough? Should they be standing-room only? Do we want to have to sit in a queue just to login to them?
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I've been toying with a few different ATs and combinations to use with marine affinity, and was wondering if anyone has extensive experience with beam rifle on corruptors? It's like the only weapon set that I haven't gotten to 50, and now seems as good a time as any, what with the new marine affinity set. I'd love to hear your thoughts or opinions. Cheers!
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I'd wager that there's a piece of terrain, that while you can see through it, is actually flagged as "solid", so as to break LoS...
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Enable Claws costume options for Savage Melee
biostem replied to temnix's topic in Suggestions & Feedback
The thing is, is the animation that has you drawing/extending the claws separate from the actual displaying of said claws. The closest I can think of is the cyborg hud aura, which sort of "deploys" when you enter combat. That being said, AFAIK, no aura involves a further menu to select and color specific models - even wings each have a separate entry... -
Enable Claws costume options for Savage Melee
biostem replied to temnix's topic in Suggestions & Feedback
In general I'd love to see the claws models made available, but the problem is they aren't hand models - they are separate weapon pieces, and savage melee doesn't make any calls to said weapon models. I think the closest they could do is to either use an existing costume slot, like shoulders, and put the claws models in there, (though they'd likely have to be out all the time). Otherwise, they'd have to essentially remake all savage melee powers to make said call to the claws weapon models... -
Is the game able to connect specific costume pieces with specific sound effects? The closest would probably be to cludge some sort of travel/path aura that overrides normal footfall sound effects with a generic "thud" as you're walking, IMO...
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I suppose I should have been clearer with my statement - the "they" I mentioned was in reference to the Nova & Dwarf powers, respectively, NOT the AT as a whole...
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No doubt. Now the question becomes - should there be *any* graphical indicator that you are actually in nova or dwarf forms, (even if you select a 'minimal' gfx option)?