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gameboy1234

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Everything posted by gameboy1234

  1. Girlie Girlie wasn't working, so for a while she was Girlie Lass. Then got changed to Astounding Lass, which is definitely working. The two former names are released, but I think it's better just to be inspired and try to find something that works best for you. Just keep at it, cool names are out there.
  2. I'll support this, and add someone more. I think it would be nice to carry around an object when you're not in combat. This might be one of your own weapons (as chosen in the character creator), but it also might be other objects. Folks might want to carry an umbrella or parasol, magical characters might want to carry a wand or book, etc. Hockey sticks included. Wouldn't be too hard to make up a list of stuff that we might want to be able to set as a "hand carry" object. Suggested in game: more weapon customization for MMs. Like instead of a whip you might want dual pistols, or a single rifle, etc. Just more options, I think the powers would just stay the same.
  3. And I found Almighty Man in my list of characters, so that's released now too: Almighty Man
  4. Someone grabbed this on Everlasting, a level 2 Invul/SS Tanker (and I'm very pleased by that power combo as well).
  5. Also Oddsmaker isn't taken,
  6. Made these names and then life got busy. Released: Magnificent Man Mr. Remarkable Smashing Success Exceedingly Extra
  7. Fire Emblem: Awakening Again. Sometimes you just have to level up poor little "don't trip" girl into a horrifying combat monster. Again.
  8. I'm not sure, I haven't been checking it regularly. I just logged on to Test and said "hmm, this looks odd." The bug isn't critical or even high priority. I think it's probably something that could be noted down and then looked at the next time someone does a performance pass on the client. It just seems odd to me that such an old game seems to have any issues running on a modern machine. @Xanatos
  9. Gotta disagree with this. I was just fighting some Tsoo over on the live server and Sorcerers are a pain in the butt. While it's situational that you get enemies that heal, it certainly does happen and I think Acid Arrow would be taken and used for those situations.
  10. I'm not sure if that helped. If I stare at something uninteresting (i.e., not many polygons, and isn't moving) and I don't move myself, then I can hit up to 75 FPS. If I'm running around or standing by Ms. Liberty (animated war walls, other players, etc.) the FPS seems to hover around 57 max. Note the game doesn't feel laggy or seem to slow down, I'm just watching the FPS display monitor. It's possible that FPS display number is not reporting correctly too.
  11. I noticed a problem rendering trees in reflecting water. There are "extra" polygons that don't look like they're supposed to display that show up in the water reflection. It's not too noticeable in regular mode, but in cell shaded mode the extra saturation makes the polygons really stand out. here's a pic:
  12. I noticed that the FPS display on beta test shows as about 57 FPS, which is kinda low on my machine. Overwatch runs at about 75 FPS. My monitor refresh rate is 80 HZ I think and in game it shows as 75 Hz under the Options menu. CPU: i7 6700 HQ 2.6GHz. GPU: 1060M This is a pretty low priority request, since the performance feels fine, I just thought it was odd and it might be looked into the next time someone is looking a client side optimization. It's kind of a stream of consciousness bug report. Also I notice that certain things in game slow the FPS down quite a bit, like the base portal is AP. This almost feels like a CPU issue more than a GPU one. Cell shaded mode continues to be the bomb!
  13. Yeah I liked the idea of "bus stops" for intra-zone travel also. I'm so used to travel being a huge chore it does occur to me to ask for better.
  14. This for both hero side and villain side. A lot of the architecture and outdoors textures are very drab, rather aggressively desaturated imo, and look pretty bad. I like the look of Praetoria and the Atlas Park make over. More like that please. It's ok for some areas to be more drab than others, but for every zone to be like this is really painful to watch. There's probably a lot more I could nitpick over but that's one of the big ones for me personally.
  15. For more redside groups I'd like to see other villains and heroes to fight. A long running fight (arc, or multiple arcs) between a hero group or other villain group could be just the thing. It's be like the Shining Stars except you're fighting them. There's a few missions like this redside already (Dr. Aeon, he's a villain you fight) but those still feel like mook-fests. I'd like something with a little different feel.
  16. Those were Hellions, not Trolls. Trolls are green, those guys are red.
  17. Pirate AT confirmed! Though seriously it sounds like a new task force or arc, maybe a series of interrelated arcs. I saw a bunch of stuff in there, Dark Astoria, Doc Delilah, the Midnight Squad, and looked like some other stuff too, will be interesting to see what they've cooked up.
  18. Just saw someone roleplaying his Beasts mastermind as "plushy toys." I think that's a neat idea. Plushy toys as well as more mechanical toys like toy soldiers would be a neat addition, if anyone has the time to add it.
  19. Well this is kind of a fun idea for a thread.
  20. No reason it can't be both. I was thinking more actual maces. Big heavy things to hit with. Like more types of hammers and round or polygonal maces, and something that looks like a kanabo. Both medieval-esque versions as well as high tech looking things. Would also be cool: pure energy weapons. Like the kind that are all glowy and don't have any physical parts or anything. They should also have a different "draw" animation. Rather than pulling one out from somewhere on your body you just hold out your hand and they appear. The weapon itself should have an animation when it appears, like it grows out of a spot on your palm.
  21. Wow, where to start? I was in late beta for CoH. Brawl and the origin based powers were added because you'd only start with one offensive power and that wasn't enough to even get through the tutorial without dying of boredom. Suggestion: give people three primary picks at level one and two secondary picks. That's three more than the one and one you get now. Then delete Brawl from the game. The origin powers can be removed too but left on the P2W vendor. Also the damage on the first two offensive powers should be improved so that they're not a joke at level 50. Furthermore: three extra picks is *most* of the Fitness pool. Make Stamina inherent (as it is now) but move the rest of the pool back into the regular power pools, and add two more powers to the Fitness pool. You can take the pool or you can skip it. You're almost losing nothing (you are losing a power pool pick), but I think that will be worth it in exchange for the extra picks at level 1. Also I'd like the prestige power slide to be removed from new characters. I hate this thing, the animations is stupid, and it just clogs up my powers screen. Put it on the P2W vendor where I never need to deal with it again. (Longer term, if you add "element surfing" with an appropriate animation, I think that would be cool. Having a water wave or ice or earth to surf around on would be a better travel power.) Other inherent powers: I think some of the AT inherents just don't work. I don't think there's anything wrong with admitting that it's just too hard to make unique powers that are balanced and just port the best inherent powers over to other ATs. Give Controllers Domination, for example. Easy, done. For Defenders, I think using their buffs and debuffs should get them a bonus, not being low on health. Using your Heal should get you bigger green numbers. Buffing allies or debuffing enemies should get you bigger buffs and debuffs. This might be hard but I kinda feel that "make your teammates vengebait" isn't really what a Defender should be about. Blaster's Defiance just looks weird to me too, although I don't really play Blasters. I think the idea that Blasters can still use powers while held just means that squishies need better defenses and status protection. I would give Blasters crit damage like Scrappers and be done with it. Scourge too might be better just to be extra crit damage all the time. It barely seems to fire until a mob is already to the point were any hit would kill it. I'm not sure how I feel about Sprint and Rest being slottable. Seems like a good way to have newbies mess up their builds. I think I'd take them off the list of slottable power (reduce the End cost of Spring though please, to half or less) and also remove them from the Enh screen. That screen is really busy as-is and I think it should be less so. The other "inherent powers" that you get from the P2W vendor are fine. They're fun, and optional. You don't need to clutter up your powers window with them if you don't want them.
  22. Ugh, don't like this myself. Too long to wait to get a complete set of pets. I'd much rather have at the current level or even earlier. Perhaps the "Supremacy Proc" could be made variable based on level, so that it doesn't grant the full T2 upgrade immediately, but grants some lesser version of it, until the MM is at level 32. For example, longer recharge times on the T2 powers, or reduced damage and control on the T2 powers. Just to give the MM something to look forward too as level increases.
  23. I'd dispute this somewhat. While true of some MM secondaries, many MM secondaries are "fire and forget." You use a long lasting buff on your minions and then you have nothing to do for 2.5 minutes. Force Field is like this. I spent my time on Bots/FF micro managing my minions, but it was still "worth it" to use the personal attacks, esp. with bodyguard mode to pull aggro. Obviously some secondaries will work differently, and FF really needs to be a bit more active, but the MM attacks really aren't that bad. (They certainly could be a bit better though.) The original game play for MMs depended more on managing your pets, and them not being too tanky. With much longer times between summons, you had to pay close attention to how they engaged and what they were fighting, or you'd risk losing too many pets and have to wait for them to be resummoned. Same with the upgrades. Getting your pets summoned and upgraded in the middle of battle was a risky proposition. There was a high chance the pet would be dead before you got all its buffs on it. Given all the other character buffs across all ATs, the current buffs for MMs aren't out of the question, just pointing out that the intended play style was different back on live. The changes listed in the last few posts above would be a large change to the AT, enough that the whole AT might need to be rethought. If I had to pick a set of changes. I think I personally might go with longer recharge on the summoning powers, something like live or a little longer, but add the buffs to supremacy as suggested. Then there's a bit of danger with over-extending your pets during a fight, but the tedium of re-summoning and then buffing is eliminated. I also might add a delay to the AoE "proc" so that pets aren't buffed right away, there's a delay of 4 or 5 seconds before they're fully up to power. Otherwise, if the pets get too tanky, and resummoning is quick, then there's no real danger or challenge at all. There are other changes I might try first, like making all pets equal to the level of the MM (and not one or two levels less, which is pretty bogus really.)
  24. Edit: I also made Smashing Success, Exceedingly Extra, and Almighty Man (Mighty Man was taken). (Hmm, and another synonym for "super" is "almighty", as in All Might. I wonder if Kōhei Horikoshi has the same thesaurus I do.)
  25. Just tried some names on Everlasting, I got Magnificent Man and Mr. Remarkable. Hopefully I even spelled them correctly. They're yours if you want them, otherwise I'll just release them for anyone to play with.
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