
Rudra
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Everything posted by Rudra
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Nope. Neither the "Who Will Die?" nor the "Pandora's Box" SSAs have any voice overs. The only vocal parts of the game I am aware of is the Galaxy City tutorial.
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Like I said, I am neither in support of nor against the OP. As long as we are not forced to have it, I couldn't care less. (Like with @biostem, I find that I read much faster than any voice overs in any game I play. That gets rather frustrating when I've read the content but still have to wait for the voice over before I can select anything in the appropriate game. So I personally would not use a voice over feature if it was made an option except to see what voices the game has for the voice overs. If others want voice overs? Go for it. I don't care.) The whole point of my 1st post on this thread was to bring the previous threads on this discussion to the author's attention. Sort of a "Heads up. This is what you can expect for responses."
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It's been asked about a few times. I'm not saying yes or no to your suggestion, but you may want to read through the linked threads. (They were all on the 1st page of a search for "voice".) (Edit: I'd say there are as many pros as there are cons for voice acting to a game. One of the things I did not enjoy about Champions Online, and I admit there were many things I did not like about it, was the crappy voice acting. And AI isn't exactly known for having a good range of human emotion or projection.)
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Can scrappers get a Taunt aura for Super reflexes?
Rudra replied to BlueValkyrie's topic in Suggestions & Feedback
What I don't understand about your post is: 1) You say other defense sets can achieve practically the same defense, but that doesn't mean they achieve the same defense. 2) You say SR's only gimmick is it can reach defense caps easier, gets very high DDR, and has scaling damage resist. (I count 3 gimmicks in that list, so "only" doesn't work.) You also ignore its other mitigation abilities like Confuse resist (which is a toggled ability), the +60% Perception buff, and the Slow resist. (Edit: Seriously, the Perception buff is helpful. No SR character I know of [or played] ever had any problems seeing a fleeing invisible CoT spectral demon of any kind or Tsoo spirit, even the incarnate ones. KoA in the area invisible? Not to a SR Scrapper. And the 40% slow resist means it is very easy to make the character immune to slows.) -
Roy Cooling Final Mission: Invisible Captain Castillo
Rudra replied to FupDup's topic in Bug Reports
It seems to be an uncommon bug. The last time I did that arc, there were two Captain Castillo's. The new spawn and the invisible first spawn. I only noticed the new spawn fighting though. Didn't notice any attacks coming from the original to me or the new spawn after he was supposed to go away. -
He is/was the only contact the game gave me with the arc. It's not like I can just take my characters to the other contact to get the missing arc. The other contact won't even talk to me when I have Pavel as a listed contact.
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Can scrappers get a Taunt aura for Super reflexes?
Rudra replied to BlueValkyrie's topic in Suggestions & Feedback
Sure, and players on Scrappers that want the improvements the Taunt sets grant their Confront and like being able to pull single targets out of rooms will then have to no longer slot any taunt enhancements to improve their taunt or any taunt set enhancements to improve their taunt because then it will become an AoE and they will no longer be able to draw out targets any more. My take on that is "NO". Edit: If a Scrapper player wants an AoE taunt, take Provoke from the Presence pool. It is an AoE taunt effect. And they can even get it 8 levels earlier than Confront, and it has no prerequisites to get. -
Can scrappers get a Taunt aura for Super reflexes?
Rudra replied to BlueValkyrie's topic in Suggestions & Feedback
As long as you are not talking about taking Intimidate away in exchange for the taunt aura, sure. I actually took and use Intimidate on my Blaster. (Edit: Invoke Panic is useless to my characters because I have to be in their midst to use it. Intimidate lets me hover at range and make someone leave me alone until I'm ready for them.) -
Not sure if this counts as a costume problem and I didn't see any posts on this doing a quick search, so just posting this here. The Defected Heavy Troopers in the UPA spawn their missiles free-floating in air. When they flip their launchers into firing position, the missiles appear between the launchers and the mob.
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Poll: Items We'd Like to See Added To Base Editor
Rudra replied to Dacy's topic in Suggestions & Feedback
We're done. I look forward to your next actual suggestion, but I'm done being trolled on this one. -
Poll: Items We'd Like to See Added To Base Editor
Rudra replied to Dacy's topic in Suggestions & Feedback
Are you going to have a limit as to which wall that one window can be put on so your east window isn't looking south too? Don't be ridiculous. You're not OWED anything. They do the best they can. Who said anything about being owed anything? This is a question of being fair and impartial, giving all players the same access. If we get windows that look out on a zone? Then it would be unfair to not provide that for every zone. -
Poll: Items We'd Like to See Added To Base Editor
Rudra replied to Dacy's topic in Suggestions & Feedback
Okay, now I know you are definitely trolling. -
Poll: Items We'd Like to See Added To Base Editor
Rudra replied to Dacy's topic in Suggestions & Feedback
One window per zone would mean that every base that used a window for any given zone would have the exact same view from all windows despite them being on all possible outside looking walls. Using the city hall example, a base would have the same view of city hall on their north wall as they do on their east wall as they do on their south wall as they do on their west wall. That would be the height of inconsiderate laziness for base object additions. And that would be my guess as to why the windows we do have do not give actual exterior views, so players can have their windows at least without having to wonder why all windows have the exact same view of city hall. Edit: And only having windows for only some zones and not all zones will be a giant middle finger to players whose bases are supposed to be in the zones that didn't get done. -
Poll: Items We'd Like to See Added To Base Editor
Rudra replied to Dacy's topic in Suggestions & Feedback
it would only require one window for each zone that was made available. How do you figure? Say for instance this is done, and using Atlas Park as the example, we get one window that looks out on City Hall. And that look is from street level. However, a player wants to have a window that looks out on City Hall from 5 stories up because their base is the 5th floor of a random building. Or someone else wants a window that looks out on the warehouse sector with it s Vahzilok and Clockwork. Or maybe the player wants a window view that shows the gate to Perez Park. Given that our bases are not actually in or part of any zone for a single window model to actually allow a look out on the desired zone, a different window for every possible location players would want views of from the relevant elevations their bases are supposed to be at would be needed. And that is before you get into any aerial bases with their zone overlook view. -
Poll: Items We'd Like to See Added To Base Editor
Rudra replied to Dacy's topic in Suggestions & Feedback
Uhm... how would that even work since our bases are not in or part of any zone? To do this, the devs would have to make windows with a locked view of a specific view of each zone from a specific elevation in each zone. That would require a LOT of different windows, I'd wager at least a million different windows, per zone. -
Poll: Items We'd Like to See Added To Base Editor
Rudra replied to Dacy's topic in Suggestions & Feedback
You don't need to block anything out to make ramps, walls, or other surfaces. You can already make ramps, walls, and other surfaces. You just have to position and angle the desired object to where it needs to be. You also are not locked into 90 degree angles. Use ALT, Shift+ALT, and CTRL+ALT to rotate objects however you want. The minimum listed degree of rotation is 1 degree, but there is also an option for rotations that aren't locked by angles. There are actually SG bases that have round corners and even tubular corridors for players to move through. Please note that I am not opposed to adding Minecraft blocks to the game for bases, I just don't understand the desire for them. So if others want to use them? More power to them. Odds are, I won't use them. -
So does Efficacy Adaptor and Performance Shifter. Neither of these sets have any damage components, so they also fit the request for a no damage endurance modification set. (Edit: Which is what @BrandX was talking about. Sorry, @BrandX. And like @FupDup said, Performance Shifter has a self-benefiting proc. It has a chance for +END proc in the set.)
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Poll: Items We'd Like to See Added To Base Editor
Rudra replied to Dacy's topic in Suggestions & Feedback
Wouldn't it be the other way around? Two Kronos Titans merge into a larger Ouranos Titan? After all, Father Sky/Heaven was the only one in size equal to Gaia. They kept getting smaller from there. Gaia/Ouranos -> titans -> giants/gods -> mortals. (Edit: Though this discussion really should be its own thread. Since it has nothing to do with the base editor and base available objects.) -
Can scrappers get a Taunt aura for Super reflexes?
Rudra replied to BlueValkyrie's topic in Suggestions & Feedback
No. Snipers have no movement ability. That is why no matter what you do to them, they stand their ground and die. Throw an array of DoTs on them including caltrops and every debuff in the game on them, and they will not move. They will not flee from battle, they will not pursue your character, they will not shift to get an angle to be able to shoot at your character, they will not move at all except to turn in place. Because they can't. Mook Hitmen are actually lieutenant class mobs, not sniper class mobs. So they can run away, and are coded to maintain range most times. -
Fear Deserves its own Purple/Very Rare Set
Rudra replied to Mystoc's topic in Suggestions & Feedback
That works. So would a ToHit debuff. Too scared to shoot straight, and swinging wildly in panic. -
Fear Deserves its own Purple/Very Rare Set
Rudra replied to Mystoc's topic in Suggestions & Feedback
Except the basic fear effect already has expected fear effects, so trying to randomly assign an immob, a hold, a stun, and a confuse doesn't make as much sense to me. The fear effect already has a chance to make mobs run away or stand there and cower. And while I get fear-induced paralysis, it's not as strong as a hold effect. Even fear paralyzed targets will still struggle and fight when the source of the fear is physically harming them. So the hold and stun effects don't work since they would lock out the target's ability to even fight back at all even when the target is being harmed but not restrained, which I have not heard of fear being able to do. (Edit: Pain has a pretty amazing ability to snap even the most terrified person out of inaction. Even just a forceful slap to the face can get a person thinking and acting again.) -
Fear Deserves its own Purple/Very Rare Set
Rudra replied to Mystoc's topic in Suggestions & Feedback
If you're going to go that route, then just make it a contagious fear effect. -
Fear Deserves its own Purple/Very Rare Set
Rudra replied to Mystoc's topic in Suggestions & Feedback
That is entirely too OP. I can understand up to -7.5%, but not -20%. If we use -2.5% as the base value, which is likely high and either -1.25% or -0.625% would be the more likely base in my opinion, then the purple set would have a -10% value. Which makes it the highest possible value given the available base numbers. (If we use fear's base value of 1.1%, then that would make it have a value of -4.4% DEF.) -
Can scrappers get a Taunt aura for Super reflexes?
Rudra replied to BlueValkyrie's topic in Suggestions & Feedback
What about the enemies, including EBs and AVs, that just up and run away even when they take no damage and no enemies have been injured in their group? You know the ones I'm talking about, right? The ones that you drop a Darkest Night on them, or throw a Tar Patch under them, or any other debuff, and they turn tail and run to who knows where without ever even taking a single point of damage or having any part of their spawn take so much as a single point of damage. -
The biggest problem with the hat salute emote in the OP, is as @srmalloy pointed out and I just checked for the game itself, is just on the male model we have 21 (22 if you count cosmic corsair for any reason) different brims of hats the emote would have to work with. Each of which has a different elevation and width for the hand to work with. And that is before you get into other head options like halos. And then there is still the question of if the emote would work even if you don't have a hat or other usable item. Would the emote just work with brimmed hats, any suitable head option that can count as a brim, or just be the generic emote that anyone can use even if they lack a hat with all the clipping that would entail? (And for anyone that wants to counter that it should work with just the cowboy hat in the game? My question then becomes which one from the game? And why not also, say, the steampunk ones since they also used that salute in movies and comics?) (Edit: And for anyone wondering how I came up with 21/22 for the count, I treat all variations of a single hat type as being the same hat. Only if the hat's position on the character's head changes do I count a variation as separate. And no, I didn't count the reversed baseball hat at all since it lacks a forward brim.)