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BurtHutt

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Posts posted by BurtHutt

  1. Power Armour set for ranged damage ATs. It could consist of items already in game but not on other ATs so there's some uniqueness to it.

     

    -Lower lever attacks such as regular laser/energy beams (pick if they shoot from hand, chest or eyes)

    -Gattling gun (NPCs have this in game and I believe we get a temp). Give us the option of having the gun or having a gun pop up from the shoulder.

    -Strafing missile barrage (like from the Kronos Titan, Praetorians etc). Allow players to pick launch points (pop up should housing, chest, etc)

    -Maybe add some uniqueness like a drone pet to attack or buff or debuff or all of it.

    -The T9 could be an orbiting nuke system where a missile/nuke comes down and blows away the target area (like meteor strike or the warburg missile etc).

     

    Just some unique parts that could be easily added.

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  2. I've returned to a bit of play. I think I'm a bit out of touch with changes to ATs and I've always liked brutes. I think I'll create a new one. Which attack power is good (that does decent ST and AoE) and which armour is the sturdiest (you can softcap RES and get high DEF)?

  3. On 1/20/2024 at 8:38 PM, Kalikamata said:

    Three weeks in a row we've had 2 main leagues running Synapse TFs and 2 overflow leagues, We had 17 Babbages and 3 Kronos Titans, I'm still amazed at how everyone patiently waits until we get everything and everyone gathered so that no one misses out. This community is awesome.

     

    Thank you everyone!

    screenshot_240120-21-41-58.jpg

    Wowzers. How'd you manage the Titans in there as well?!

  4. 12 minutes ago, Lunar Ronin said:

     

    Unfortunately, the horse left the barn years ago for that.  There were quite a few people who made a hundred or more characters the week that the servers went online just to reserve character names.

    I think we're all aware of that. However, if they changed it back when, it may have curbed the problem. The concerns were further exacerbated when they became official and a pile of new players hopped in. Honestly, I'm happy to see more people on and not too worried about the names.

  5. 17 hours ago, eiynp said:

    they made a mistake by giving everybody essentially infinite character slots right at the get go; I get why they did, but it just encourages people to sit on however many names they can think of. Unfortunately I doubt there's any walking that back.

     

    it's well and good to tell people to be more creative but it's also pretty discouraging to come up with 10-12 ideas for a particular concept character's handle and find every one taken

    I can't remember how long ago it was but I encouraged the Dev team to allow 50 slots per shard to start. If you're active then you get tokens for more slots. That was my idea and I still think it's a good idea. However, the Dev that replied said: they'll just go make another account.

     

    I am sure some will go make a second account but others probably couldn't be bothered. Count me as the latter. I want all of my toons on one account and I'm good. 

     

    The name release policy is a shame cuz I do have some lower level toons that have names I like but the powers were not fun. So I have been re-imagining them and so on. Oh well.

  6. It has put life back into the game for me. I didn't play much as the content had become stale and the new material wasn't for me. I took a long break and checked in once in a while. Sometimes I'd team with friends on a Sat afternoon. When the population numbers jumped, I came back. I play in teams all the time so this was fun. Glad to see more people on!

  7. On 1/20/2024 at 9:44 AM, FupDup said:

    I know it's fast and easy. My complaint is not time or difficulty, it's immersion. I don't like changing from a paragon of virtue to a genocidal maniac as casually as changing my socks in the morning even though the game allows and encourages it. 

     

    My complaint could be solved by adding a few snake spawns to Paragon. Since the tip mission mentioned earlier was a Crey experiment, perhaps some of those experiments could have escaped the lab and found their way into Crey's Folly. Alternatively, since villains are now going to be coming to Striga Isle, it makes sense that some snakes from the Rogue Isles could sneak into a boat and start breeding in Striga. 

    I like this idea. Add snake missions on blue side or a co-op zone.

     

    I see some people whining about unlocks for costume pieces. It's not great but once in a while it's ok to do. Does anyone have pics of these capes? I haven't been able to test.

  8. 17 minutes ago, cranebump said:

    With a LOT of emphasis on vigilante/rogue stuff. I'm thinking starting adding new stuff at 20+ actually makes sense, considering the pace of levelling these days. You can fly right through the early levels without touching any of the story contacts and end up at 20 in a heartbeat, making this the de facto starting point for segueing into story-oriented stuff. Which is why I doubt we'll ever see any work done on stuff below that, since you can Habashy-Costel/Fields-Thiery yourself right out of Atlas Park in a heartbeart. Even some of the very excellent lower level stuff (like Laura Lockhart) bleeds into the 20s, so there's no incentive to hit the truly lowbie stuff, unless you're learning the game, or are a completionist. Or you like meandering through contacts, then tracing your character's history through the experience (which I do, with some characters). This is why, though I'd LOVE some new work done in AP/KR/STEEL, etc. the fact is they're being mostly skipped anyway, for various reasons. It's not a good use of HC's resources at present. (imho)

    Honestly, I agree. The early levels could use some new stuff as well. I just felt the 20 range was an area where you have lots to do. A lot of the TFs and SFs in this range are solid and I enjoy playing them over and over (except Citahell - one of the worst in the game IMO).

     

    I think the Live Devs really screwed up with Going Rogue. That was an epic mess. Sure, it has some cool stuff but talk about out of touch. Anyway, here's to hoping!

  9. I am praying there is a shift in philosophy with the HC Dev team when it comes to adding missions and TFs/SFs etc. I haven't enjoyed any of the HC materials that've been added to game. They have info overload and all players cannot follow along with the story/narrative. The actual play is often convoluted and confused. I appreciate the effort but the overall results are lacking. I tried the content a couple times with SG mates and never went back to it. It was not fun.

     

    I also hope they add more incarnate content. It really was odd that they added contacts in the 20 range. I'd suggest the better route would've been to add co-op missions for the 45-50+ range in Khalisti Wharf.

     

    I also hope for full costume sets and pieces. HC has not done much there.

     

    Again, I know it's a tad critical but it's honest feedback. I appreciate the HC team and all of their hard work. They are doing an amazing job and do it on a volunteer basis. 

    • Like 1
  10. 10 hours ago, biostem said:

    Why's that?

    image.png.01922fa9af571b8164cb87a18c703d95.png

    When I think gun, I think bullets or lasers. Sure, this isn't always the case and I am not against this set but it is odd. The even bigger oddity is that it doesn't shoot anything like lasers or bullets. That is one thing they should add - projectiles.

     

    Obviously I'll give it a go and see how I like. My initial reaction is 'meh'. It's another power set that just uses existing powers (for the most part). I did like the more innovative ideas that were involved in previous HC powers. Not all were awesome but it was different.

     

  11. 13 hours ago, Lunar Ronin said:

     

    There weren't as many people nor as much activity back on the live servers.  I've found that people seriously misremember how small the live servers were in comparison to Excelsior and even Everlasting, likely skewed by modern MMORPGs.  I've seen a few people over the years say that Infinity was a small server back on live.  It was the third most populated server back then, just behind Freedom and Virtue. :classic_laugh:

    Live did not have as many players? Uh...what....uh...WHAT?! How do you know this?! Do you have any facts?!

     

    HC is awesome at being transparent and shows the number of players on at any given time. Excelsior had approximately 1500 players on and it went to the queue system. So, are you trying to tell me Live had less people on it? Really? I don't have facts but will throw common sense at you (which is not common, clearly). If Live had 1500 players per shard and had 12 shards or so, they wouldn't survive. The sub fee from 1500 people per shard would not come close to covering their costs etc.

     

    The HC capacity is far different than Live.

  12. 20 minutes ago, Ironblade said:

     

    Apparently, we also live in a generation of being ill-mannered.

    No, we do not. Please don't excuse this type of boorish behaviour and suggest it's due to the times.

     

    We're all from various generations and each generation has this 🙂 

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  13. Just like the Title line reads. Each issue has so many pages and each issue does not have the same amount of pages. It's kinda silly. Also, this 'page' has a lot of stuff so you could've called it an issue.

     

    Anyway, this page moniker has always annoyed me. I vote to call each one an Issue regardless of its size. Cuz, in CoH size does not matter! 😉

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  14. 56 minutes ago, Saiyajinzoningen said:

    iirc even at the end it was called city of heroes freedom or something so a suffix isn't abnormal.

    I think you're correct. I think it was all for publicity and to push their free to play model - for the most part? Dunno.

     

    Anyway, I thought taking away the suffix/moniker would make one feel that this is no longer a rogue server but the 'official' game. 

  15. 42 minutes ago, eldriyth said:

    I am indeed a hard ass on everybody because I believe in no excuses and getting things done. We live in a generation of "my feelings and safespace" over action and discipline. Take it or leave it. I don't offer praise that much which I gave on this post.

    This is utter rubbish and massive assumptions made by you. This game is run by volunteers. You have no idea what it takes to run this game. I don't think they're getting paid to do this. Sure, this update took a long time but oh well. This is why I put in my brilliant AE/players generate content idea into the forums....but I digress. Bottom line: you have no idea. Appreciate what you have and don't criticize unless you have ALL of the information. 

    • Like 3
  16. On 7/29/2023 at 10:17 AM, Hyperstrike said:

    This is more or less Hyperstrike in his current, non-maxed form.
    It's a relatively speedy scranker.
    And still total overkill for 90+% of the game.
    You'll be Resist Maxed to S/L by default so you can run with Tough turned off.
    Basically shuffle between your ST Melee attacks, and Foot Stomp is up so often it's practically a damage aura.

    The build is basically self-sufficient, endurance-efficient and straightforward.  No real gimmicks.
    If you worry about the "Psi Hole", strip out the Def/End LOTG IOs and transfer the slots to your earliest Resist powers and drop in the Aegis unique and a couple Impervium Armor psi resists.

    I'm a Defense weenie, so I see that this drops En/Neg Defense below soft-cap with one enemy in range.
    That's easily fixed.  Walk into (or taunt in) a couple more enemies and Incarnate Soft Cap can be all yours!



    image.thumb.png.c861f5b0b1299a148512a6b0295ed7e8.png

     

     

    This Hero build was built using Mids Reborn 3.0.4.7
    https://github.com/Reborn-Team/MidsReborn

    Hyperstrike Actual - 080521: Level 50 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Flight
    Ancillary Pool: Energy Mastery

    Hero Profile:
    ------------
    Level 1:    Resist Physical Damage    
     (A) Reactive Armor - Resistance
     (3) Reactive Armor - Resistance/Endurance
     (3) Reactive Armor - Resistance/Recharge
     (5) Reactive Armor - Resistance/Endurance/Recharge
     (5) Steadfast Protection - Resistance/+Def 3%
     (7) Gladiator's Armor - TP Protection +3% Def (All)


    Level 1:    Jab    
     (A) Superior Might of the Tanker - Accuracy/Damage
     (7) Superior Might of the Tanker - Damage/Recharge
     (9) Superior Might of the Tanker - Accuracy/Damage/Recharge
     (9) Superior Might of the Tanker - Damage/Endurance/Recharge
     (11) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
     (11) Superior Might of the Tanker - Recharge/Chance for +Res(All)


    Level 2:    Temp Invulnerability    
     (A) Unbreakable Guard - Resistance
     (17) Unbreakable Guard - Resistance/Endurance
     (17) Unbreakable Guard - RechargeTime/Resistance
     (19) Unbreakable Guard - Resistance/Endurance/RechargeTime


    Level 4:    Haymaker    
     (A) Superior Gauntleted Fist - Accuracy/Damage
     (19) Superior Gauntleted Fist - Damage/RechargeTime
     (21) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
     (21) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
     (23) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime
     (23) Superior Gauntleted Fist - RechargeTime/+Absorb


    Level 6:    Dull Pain    
     (A) Preventive Medicine - Heal
     (25) Preventive Medicine - Heal/Endurance
     (25) Preventive Medicine - Endurance/RechargeTime
     (27) Preventive Medicine - Heal/RechargeTime
     (27) Preventive Medicine - Heal/RechargeTime/Endurance
     (29) Preventive Medicine - Chance for +Absorb


    Level 8:    Resist Elements    
     (A) Reactive Armor - Resistance
     (29) Reactive Armor - Resistance/Endurance
     (31) Reactive Armor - Resistance/Recharge
     (31) Reactive Armor - Resistance/Endurance/Recharge


    Level 10:    Taunt    
     (A) Perfect Zinger - Chance for Psi Damage


    Level 12:    Unyielding    
     (A) Unbreakable Guard - Resistance
     (31) Unbreakable Guard - Resistance/Endurance
     (33) Unbreakable Guard - RechargeTime/Resistance
     (33) Unbreakable Guard - Resistance/Endurance/RechargeTime


    Level 14:    Resist Energies    
     (A) Reactive Armor - Resistance
     (33) Reactive Armor - Resistance/Endurance
     (34) Reactive Armor - Resistance/Recharge
     (34) Reactive Armor - Resistance/Endurance/Recharge


    Level 16:    Kick    
     (A) Force Feedback - Chance for +Recharge


    Level 18:    Invincibility    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
     (34) Luck of the Gambler - Defense
     (36) Shield Wall - +Res (Teleportation), +5% Res (All)
     (36) Reactive Defenses - Scaling Resist Damage
     (36) Luck of the Gambler - Defense/Endurance


    Level 20:    Knockout Blow    
     (A) Superior Blistering Cold - Accuracy/Damage
     (37) Superior Blistering Cold - Damage/Endurance
     (37) Superior Blistering Cold - Accuracy/Damage/Endurance
     (37) Superior Blistering Cold - Accuracy/Damage/Recharge
     (39) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
     (39) Superior Blistering Cold - Recharge/Chance for Hold


    Level 22:    Tough    
     (A) Unbreakable Guard - Resistance
     (39) Unbreakable Guard - Resistance/Endurance
     (40) Unbreakable Guard - RechargeTime/Resistance
     (40) Unbreakable Guard - Resistance/Endurance/RechargeTime


    Level 24:    Weave    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
     (40) Luck of the Gambler - Defense
     (42) Luck of the Gambler - Defense/Endurance


    Level 26:    Tough Hide    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
     (42) Luck of the Gambler - Defense
     (42) Luck of the Gambler - Defense/Endurance


    Level 28:    Rage    
     (A) Recharge Reduction IO
     (43) Recharge Reduction IO


    Level 30:    Combat Jumping    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
     (43) Luck of the Gambler - Defense
     (43) Luck of the Gambler - Defense/Endurance


    Level 32:    Hasten    
     (A) Recharge Reduction IO
     (45) Recharge Reduction IO


    Level 35:    Conserve Power    
     (A) Recharge Reduction IO


    Level 38:    Foot Stomp    
     (A) Superior Avalanche - Accuracy/Damage
     (45) Superior Avalanche - Damage/Endurance
     (45) Superior Avalanche - Accuracy/Damage/Endurance
     (46) Superior Avalanche - Accuracy/Damage/Recharge
     (46) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
     (46) Superior Avalanche - Recharge/Chance for Knockdown


    Level 41:    Laser Beam Eyes    
     (A) Superior Winter's Bite - Accuracy/Damage
     (48) Superior Winter's Bite - Damage/RechargeTime
     (48) Superior Winter's Bite - Accuracy/Damage/Endurance
     (48) Superior Winter's Bite - Accuracy/Damage/Recharge
     (50) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
     (50) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge


    Level 44:    Physical Perfection    
     (A) Performance Shifter - Chance for +End


    Level 47:    Fly    
     (A) Winter's Gift - Slow Resistance (20%)


    Level 49:    Hover    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
     (50) Luck of the Gambler - Defense


    Level 1:    Gauntlet    
    Level 1:    Brawl    
     (A) Empty


    Level 1:    Sprint    
     (A) Empty


    Level 2:    Rest    
     (A) Empty


    Level 2:    Swift    
     (A) Empty


    Level 2:    Hurdle    
     (A) Empty


    Level 2:    Health    
     (A) Panacea - +Hit Points/Endurance
     (13) Numina's Convalesence - +Regeneration/+Recovery
     (13) Miracle - +Recovery


    Level 2:    Stamina    
     (A) Performance Shifter - Chance for +End
     (15) Performance Shifter - EndMod
     (15) Power Transfer - Chance to Heal Self


    Level 50:    Agility Core Paragon    
    ------------

     

     

     

    Do you have this build posted? I'd like to check it out.

  17. 57 minutes ago, SuperPlyx said:

    Shouldn't a gun powerset have at least one power that shoots bullets? I know it's a control set but you made it a gun.

    I was thinking this myself...from a concept/theme perspective...it's a really odd bunch of powers for a gun set.

     

    I also hope this set wasn't made to address the origin concern about natural etc toons not having a control ability etc?

     

    Anyway, I'll definitely try it but I'm not feeling wowed so far. 

  18. I haven't tested this set but wanted to provide initial feedback.

    -It seems very odd a rifled-based set is being used for control ATs...very odd.

    -Each power in the set just seems like it's already somewhere in the game and a variety of these powers have been cobbled together to make this set. Not very interesting or exciting on the face of it. Hopefully I'm wrong. At some point I'll give it a chance but it really doesn't seem fun or interesting at this point. It looks like we've seen all of these powers on various ATs and power sets. 

  19. I haven't given this a play through yet but wanted to comment on some general items (some of these already noted).

    1) I could be wrong but this level range has a lot of content. I'm not sure why this range was added - only the Devs know this.

    2) I really wish the content would become more unique and not play off what's been in game for so long. How about new enemies, factions and material that is completely original. And good grief...more Nazi stuff?! Really?! For the love of mankind...

    3) All of HC's missions/SFs have had too much info dumped as you play. The speech bubbles, text, dialogue boxes etc. It has been awful in team settings. I don't know if HC is still doing this but I've abandoned playing the HC arcs and the Aeon SF. They are not fun in a team setting and I play MMOs to team. 

     

    Those are my initial concerns and feedback. 

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