Rudra
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Everything posted by Rudra
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There is an animation for walking/running that acts like swimming when walking/running in water tiles of limited depth. The problem with making bases that has the characters swim to get around is that if you try to make deep water, you wind up walking/running normally even in the water because you are below the affecting area. So an a hovering or flying animation for swimming were to be made and added, it still would not help any other characters that do not possess those two powers.
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I was trying to stay out of this, but I can't. A melee version of MMs can be interesting/fun. However, the whole principle of the proposed AT getting armor sets and that armor set extending to their pets? No. If you want to bolster the pets of this AT? Then make the secondary a support, not an armor. If you want armor to be the secondary? Then live with your pets dying frequently because you no longer need them to protect you.
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Power-Pool Presence, let's make it more powerful.
Rudra replied to shortguy on indom's topic in Suggestions & Feedback
While I said that in a joking manner, I dare you to ask in general / LFG / any global chat channel if Flurry is 'fast'. CoH context = animation time is very slow. The theme of the Speed power pool is that: speed. Speedster characters are well known for throwing a dizzying array of rapid-fire punches to take out a target. Which Flurry does. The mechanics of the power seems to be what you are focusing on. The mechanics of how fast a power gets through its animation, how fast it recharges, and other game mechanic functions are not the theme of a power. Flurry fits the theme of the Speed pool. Now, if you are not happy with the mechanics of Flurry? That is a separate issue entirely. -
Power-Pool Presence, let's make it more powerful.
Rudra replied to shortguy on indom's topic in Suggestions & Feedback
Well--this is a debateable point. It isn't very speedy in CoH context!! xD It is a rapid-fire series of punches at the target, how is it debatable about it fitting the theme? -
I don't get the appeal, but whatever. Make it so that players can just dump inf' into it and not get anything out of it, and fine. Otherwise, work the AH.
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Let the TRAM/Helicopter system go to all non hazard zones
Rudra replied to DrRocket's topic in Suggestions & Feedback
Nope, never have. Next time I'm gold side, I'll look for it. That's fair. -
Power-Pool Presence, let's make it more powerful.
Rudra replied to shortguy on indom's topic in Suggestions & Feedback
Yes. Yes, it is. -
Let the TRAM/Helicopter system go to all non hazard zones
Rudra replied to DrRocket's topic in Suggestions & Feedback
Unless you are referring to something else, the doors the Underground has for getting around connect the Underground to the linked surface zone or grant access to the Resistance 'bases'. Each of the Underground's zone sections are still connected to each other the same way Praetoria City itself is, you just walk/run/jump/fly across the threshold into the other zone. (Edit: There is no mass transit system in the Underground. Which was my point for that comment. And having one would be dangerous to all involved since we are running along the tracks for what would be it anyway to get around the Underground.) Yes, however, Cap au Diable and Talos Island are not part of Praetoria, so I wasn't counting that. And you have to navigate to the lone door in the Underground Imperial City to get to First Ward. So it still isn't connected via a mass transit system like the CTA. (And should not be.) That was my point. -
Let the TRAM/Helicopter system go to all non hazard zones
Rudra replied to DrRocket's topic in Suggestions & Feedback
The Rogue Isles are all connected via ferry. With both Cap au Diable and Port Oakes both having two ferry connection points. So the OP is already met just as you said. Further, the Rogue Isles also have the Black Helicopter Line. This option also connects all the isles with two connection points for some of the Isles as well. Particularly helpful for getting to north Nerva Archipelago. So again, like you said, the Rogue Isles are all already connected like the OP is asking for. Praetoria has the Cole Transit Authority. Trams just like blue side has. However, the CTA only connects Nova Praetoria, Imperial City, and Neutropolis. The Underground does not have a inter-zone connection system other than hoofing it. First Ward is also not connected, nor should it ever be. First Ward is where people are sent to be forgotten. And you can't exactly do that if there is ready access to it via a mass transit system. So, yeah, what the OP is asking for already exists. And I am stuck wondering how the author does not already know all this since using any tram or ferry readily shows all the zones (edit: except for PI and SI, which should remain disconnected in my opinion given how/where they are located) connected. Edit: And it isn't like the ferry or ship that takes players to Striga Isle or Peregrine Island are that far from the Talos Island tram either.... -
Let the TRAM/Helicopter system go to all non hazard zones
Rudra replied to DrRocket's topic in Suggestions & Feedback
I don't view Talos as endemic of the request. For starters, part of the mainland forms part of the Talos Island zone map. Second, the distance between the shore line and Talos Island itself, not counting the more distant 'unpopulated' islands, is short enough that a person can hop in a dingy and row themselves there in relatively quick order. (Relatively being the operative word.) As opposed to Peregrine Island and Striga Isle that are wholly not attached to Paragon City proper even as zone maps due to lack of mainland shore. -
Let the TRAM/Helicopter system go to all non hazard zones
Rudra replied to DrRocket's topic in Suggestions & Feedback
Peregrine and Striga Islands are islands. With Striga being an unknown distance away on a map cutout. So while PI may be possible, Striga won't be. So... yeah... just base portal and then click your Pillar of Fire and Ice there or portal to Ouroboros and use a crystal there. Edit: And all the Rogue Isles are already connected. -
Personally, I just pull enemies away from hostages regardless unless I know with absolute certainty that the hostage is invulnerable. That way I don't have to remember what missions work what way.
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Good point. I retract my statement.
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"As an anchor point" won't work. Not unless you want your jacket image free floating behind you. (We can see through the seams in the floor, we'll be able to see the jacket image behind the jacket.) Given how the game seems to work, symbols on the back of jackets will either need to be a separate jacket that has the preset symbol that players select, or it will need to be a texture map like how the tops with skin works.
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Or pull the mobs away from NPC hostages. If there are no enemies around them, and you aren't near them until all the fighting is done, they won't be affected by the enemy AoEs.
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Cheap shot: Illusionary Armor: When you just want to think you are wearing armor. We now return you to your regularly scheduled tangents. (I have no idea how an illusionary armor set would even work, but I had to take the obligatory jab. I humbly ask I simply be shot rather than crucified for the comment. Thank you.)
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Not sure, but I think that just may be a text error in the power's area effect description. Looking at cones, admittedly attack cones, they have targets of "foe". Ranged heals have targets of "ally". PBAoE heals have targets of ""self". Soothing Wave and Regrowth also have targets of "self". And powers will not turn you to face others when you are the target. So as far as I can tell, Soothing Wave is working correctly. Edit: Lending further credence to that, the Vorpal powers are listed as cones, not ranged facing cones, and also require you to turn to face your targets with a target of "self".
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Control Hybrid Suggestion - Notify Mobs?
Rudra replied to Madvillain's topic in Suggestions & Feedback
Sorry. Replaced it with Mass Confusion in my head when I read it. Still, Mass Hypnosis is a sleep effect which is still affected by Control Core Embodiment. -
Control Hybrid Suggestion - Notify Mobs?
Rudra replied to Madvillain's topic in Suggestions & Feedback
Yep. The Control Hybrid powers' primary purpose is to add damage (or fear) to your control powers. As a side benefit, it might even bolster the effects of your affected control powers. So it should notify mobs while active. Edit: Also, all 3 of those powers are confuses. (Or at least have a confuse component.) And the 5th mag boost from Control is Confuse. So the Control Core Embodiment is affecting those powers. -
Control Hybrid Suggestion - Notify Mobs?
Rudra replied to Madvillain's topic in Suggestions & Feedback
Edit: It 1st checks to see if the targets are friendly or enemy, then checks to see if they are already mezzed. Then, if the affected targets are already mezzed, it has a 33% chance of improving that mez's magnitude by 1 and a 75% chance of inflicting psionic damage. The mag increase is not the primary effect. The damage is. Edit again: Hybrid powers are toggles. You can turn them off any time they are active any time you want. (And their recharge is only 2 minutes.) -
Control Hybrid Suggestion - Notify Mobs?
Rudra replied to Madvillain's topic in Suggestions & Feedback
Control Core Embodiment is... fun... It has a 100% chance of a 75% chance of being applied. (https://cod.uberguy.net/html/power.html?power=incarnate.hybrid.control_core_embodiment). (Edit again: Yes, I know that 100% chance just makes the 75% chance work. I just get a kick out of the way it has to work.) However, each of its mez magnitude increases only have a 33% chance of increasing mez magnitude, and that boost requires the target not be a friend and already be affected by that mez: https://cod.uberguy.net/html/power.html?power=incarnate.hybrid_silent.control_boost_1 https://cod.uberguy.net/html/power.html?power=incarnate.hybrid_silent.control_boost_2 https://cod.uberguy.net/html/power.html?power=incarnate.hybrid_silent.control_boost_3 https://cod.uberguy.net/html/power.html?power=incarnate.hybrid_silent.control_boost_4 https://cod.uberguy.net/html/power.html?power=incarnate.hybrid_silent.control_boost_5 https://cod.uberguy.net/html/power.html?power=incarnate.hybrid_silent.control_boost_6 Meanwhile, its damage component has a 100% chance of a 75% chance of doing damage to any target that is not a friend and is already affected by a mez.: https://cod.uberguy.net/html/power.html?power=incarnate.hybrid_silent.containment_8 So your statement is not correct. (And you are more likely to inflict damage than get that control boost.) So again, use your Smoke Canister, then pop Hybrid for the rest if you want to not notify mobs that you are using a power that is guaranteed to be trying to affect them with a notify mobs component. (Edit: The damage component of Control Hybrid is the primary effect. You can tell by checking the T1 version of it that only has the chance to do damage. The control components are secondary effects. Just like @srmalloy said.) -
Control Hybrid Suggestion - Notify Mobs?
Rudra replied to Madvillain's topic in Suggestions & Feedback
That isn't how powers work though. You can't take a power and then only use the part of the power you prefer, you use the power. And all the Control Hybrid powers include either a damage component or a fear component. And damage and fear notify mobs. (Edit: It doesn't matter if the power in question failed to harm or terrorize the target, just that the power attempted to.) -
Control Hybrid Suggestion - Notify Mobs?
Rudra replied to Madvillain's topic in Suggestions & Feedback
The Control Hybrid Incarnate powers either grant a damage proc or a fear proc. Damage and fear notify mobs. (Edit: So pop your Hybrid power after firing your Smoke Canister.) -
Pets are unable to accept or deny teleports. So if you are affected by a team teleportation effect, they have to go. Once they teleport away from you, if they are too far away, they immediately teleport back to you. It isn't a bug, it is an unavoidable function of pets not being able to click anything.