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Everything posted by biostem
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You can do this already, with other ATs - I've even created multiple characters with this exact schtick. We are talking about a very specific archetype with very specific in-game lore behind them.
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Fundamentally changing a lore-based AT is not "problem solved". I have many Khelds, so maybe don't make assumptions you can't back-up. Or... get this... don't play an AT with a fundamental shape-changing mechanic, if you don't want to change shape. Not but, then... if changing one's shape is part of the AT's lore, then either take those powers or don't.
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Then use those powers. Problem solved. What you really want is all the benefits of Nova & Dwarf with none of the drawbacks. And, yes, the appearance *is* part of the lore...
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I think it boils down to a matter of perspective - do you view this "HEAT" as tied to the lore first, or does how YOU view or treat them trump that? Should a player's desire for customization override game lore and mechanics? If so, is there some line or limit at which we say "no, you don't get to change things *that* much"? From my perspective, the answer is simple - don't take Nova or Dwarf if you don't want to assume their respective appearances...
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I was kind of thinking it'd be a combination of ego, (Requiem not wanting to assume some "lesser form", at least in his twisted mind), and him twisting and manipulating the Nictus powers into something "befitting his station"...
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Either do not take those 2 powers or don't play an AT with such strong lore connections... or continue to throw a tantrum...
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I agree with Arakhn, but IMHO, Requiem seems to be something different than a normal/regular Nictus, (though that may just be my own headcanon)...
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I can't help but revisit certain costume combinations. Regardless, I like how this one turned out - "Tide-Breaker" (Energy/Marine Corruptor):
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I could be wrong, but for nova form, at least, the emanation points for some of the powers are all switched around, which would mean that you couldn't do a simple character model replacement. Dwarf should be a lot easier since that form, at least, is humanoid. I'm not necessarily against the idea, mind you, but it'd entail more work than might be readily apparent...
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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!