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Everything posted by biostem
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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)?
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If you remove the forced shapechange of Nova & Dwarf, then what they essentially become is bio armor's offensive or defensive modes, only with more steps and greater restrictions. As loathe as the devs are to take this route, maybe offer an exclusive this-or-that option, where you can take a nova toggle that buffs damage, tohit, and recovery but doesn't change your appearance or lock out other powers, while having lower buff values than the current one, for balance purposes, then do something similar with dwarf...
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I'm pretty sure you need to be in the mission to receive completion credit - it's the same as when you don't get mission completion XP for not being in the mission instance...
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I wonder how difficult it would be to add the Coralax "hair" & gloves/hands as costume pieces players can use, (not to mention the shoulders and hip/waist parts): And the Red Hybrid looks more like kelp/seaweed:
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Remove SOs replace with built IOs from Vendors?
biostem replied to scarlet_f's topic in Suggestions & Feedback
If you don't want to build/craft IOs, you can buy them from the AH. No need to undercut the market. SOs are still viable - I've used 50-53 SOs on characters that I either don't want to deal with a "complex" build or if I don't want to invest in one of their secondary builds as a sort of experiment, (using drops I've accumulated through normal play)... -
We are once again asking about Mastermind pet customization
biostem replied to JetMalakai's topic in Suggestions & Feedback
I'm no programmer, but from what little I do understand, the appearance is "baked-in" to each power and relevant upgrade - so you'd need some way of replacing the call to the relevant character model... -
More Trials/TFs/SFs Designed for Smaller Teams
biostem replied to ZacKing's topic in Suggestions & Feedback
Conversely, they'd have to do something to prevent full teams from roflstomping them - how do you make the rewards attractive enough for small teams to run the content, but not for full teams to grind them endlessly? Could the game dynamically adjust the content AND rewards? Maybe it could cap it at 4-5 players? -
We are once again asking about Mastermind pet customization
biostem replied to JetMalakai's topic in Suggestions & Feedback
Well, nobody "needs" 10 costume slots, but being that customizing your appearance is such a big part of the game, I can understand why someone wouldn't want to have to give up costume slots for their minions. Personally, if it's the *only way* to achieve henchman customization, then that's fine by me, but I can see why others may be against such an implementation...