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Rudra

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Everything posted by Rudra

  1. Just as a heads up? Sonic Resonance is not an older set compared to Cold Domination, Force Field, or Thermal Radiation. You're comparing legacy to legacy and saying it needs to be updated to match legacy.... (Edit: Aside from that note, since I don't use any of those sets even on the ATs I play that have access to them, I'm not going to weight in on this. Though I will warn you now, there is a lot of love for the Empathy and Sonic Resonance sets, so you should prepare for the response. Also, bear in mind that any changes to these sets will also affect the powers the mobs use against the players. Looking forward to fighting enemies that get layered absorbs placed on them? Like Numina AoE Clear Minding the Freedom Phalanx and granting them all absorb?)
  2. Oh please no! The reason why I was so happy to have the animated tails added, aside from the fact it looks better animated, is that when you are defeated, the tail lies down. On the non-animated tails, when you are defeated? The tail sticks straight up in the air. (Edit: Animated tails have a defeated animation that makes them lay down and stop moving. Non-animated tails, like I said, are always sticking straight out of the character. The OP is about laying down emotes, not defeat animations.)
  3. The chalet in Pocket D was made open year round back on Live. That isn't a HC change.
  4. Tails with no movement are retain their position regardless of what the character may do. This means emotes and defeats. So those tails will always stick straight out since they have no animations available to them.
  5. This would be *exactly* why I added Stealth to my build - not so I could sneak past enemies, but so I could ditch suicidal NPCs off in corners so they don't pick fights. (Or better yet, sneak past them so they're still "hostages" until the map's clear) The suicidal ones follow through stealth. They're combat NPCs despite their claim otherwise. So I don't see how that helps. (I just clear the map from the NPC to the exit before I free them, but sometimes spawns don't cooperate.)
  6. Especially considering how suicidal some of those NPCs are? "<Character Name>, thank you for the rescue, but you're going to need to help me get out. I'm too injured to fight." *large group of higher level enemies detected at opposite end of large room* *rescued and unable to fight NPC draws weapon and charges the enemies* "BANZAAAAAAAIIIIIIIIII!!!!" (The provided anecdote occurs with at least one Longbow agent in a red side Rogue tip mission and some Vanguard soldiers in the RWZ.)
  7. This has been brought up before, but I am disinclined to look for and necro threads, so instead I'm just going to repeat the pitch. We have animal transformation travel powers available, namely the Coyote Travel Power and Panther Travel Power. We also have wolf and lioness henchmen while our adversaries include Shadow Hounds, Spirit Panthers, and Wodans. So my suggestion, or maybe just question, is can those be combined? Take the Coyote Travel Power. Could it use the wolf hench... pet... Vicious Bite, Maiming Bite, and Throat Bite attacks with their animations? (So as long as you had the travel power active, you still lose access to your attacks, but you pick up coyote/wolf attacks.) Could the Panther Travel Power get the lioness hench... pet... Claw Rake, Vicious Bite, and Claw Swipe attacks with their animations? I mean, we already have powers in the game that turn us into Marcus Cole with all his attacks as well as Deadlock with all his attacks. Maybe make them into new powers that cost more than the current travel power versions for also getting access to attacks? (While we're at it, can we get the Black Wolf and German Shepherd pets as available travel powers with the same attacks as the new Coyote Travel Power? [Edit: Or at least as additional travel powers?] Yes, I'm asking for character transformation powers that override our own characters while active.) Edit: In the interest of fairness/game balance, the stats for these now combat forms would be the same as the unenhanced, equal level, MM pet. Same HP, same basic damage, same defense, and same resist. (Edit: Yes, I realize this will in many cases make the current travel only powers superior to my proposed combat powers. The other option, other than "No", is to retain the character's HP, defenses, and resists, which will make some transformed characters essentially still unkillable even while pretending to be an animal. Though that would be much simpler to implement....) So while you can fight, you're going to get obliterated if you try to use the form as if it was your actual character. (Meaning, you can probably take on a default +0/x1 spawn of equal level, but it's going to be scary as hell to do without help. You want to terrorize in those forms? Go hunt grey enemies. The character's actual AT with their powers and enhancements should be the preferred means of fighting, but this will let you just run around and have fun while not completely shutting down your ability to fight.) You may now crucify this idea. 😛
  8. Except your suggestion can be implemented. The simplest approach is to make it work like the wolf and panther travel powers. You turn into a bat, a swarm of bats, or a bird and fly around. You won't be able to attack while in that state, but you can still turn into them.
  9. Yes, but what I'm seeing is that he's continuing to argue for the power while excluding entire powersets from being able to use it -- AR, Dual Pistols, Archery -- an Archery/Tactical Arrow Blaster might as well have all their powers suppressed by Bird Form Flight. When you have to presuppose gimping a significant fraction of the playerbase -- all melee powersets, all ranged powersets using a weapon -- to use the power, it's feeling more and more like an "I want this how I want it, and I don't care how many other players are inconvenienced when they use it" suggestion I made that point too. Quote below: We are in agreement.
  10. I did say breaks and errors. I'm not arguing with you, just explaining my understanding of the post.
  11. I have heard that the game code is horribly antiquated, so i cannot imagine how difficult this would be In this case, it is less a question of the game code, and more of taking existing models and texture maps, and adapting them to a different scale and model. Still a whole lot of work, especially for the texture maps, but not the problem of broken code.
  12. So you only have to create new animations for all the ranged attacks, then? No, the author is simply assuming that the current animations would suffice despite the breaks/errors in the animation.
  13. There is a middle ground. Make it suppress melee range attacks only. Then you could fly in bird form, blasting people with lighting but unable to use martial arts or super strength. I think this solves the problem. No, it wouldn't. Firstly, that would be translated as the devs favoring ranged attacks for having animations/attacks over melee. Secondly, because ranged weapon use would still be broken.
  14. More costume items for the different characters? I'm for it. However, I don't know if you know this or if you have a different (or maybe even better) method of making an androgynous character, but a trick I learned was to take the female model and minimize the chest. (I used this to make an ice elemental character back on Live before the devs introduced the surgeons which let players use different character models on the same character.) Makes for an excellent base for an androgynous character. (Especially since it seems females get more access to costume items. I don't know if they do, it just seems that way to me.)
  15. Could you clarify? I don't understand. All the costume temps I get and see in my power tray are ones I have.
  16. I could see a character having a vulnerability to their opposing element if they had a native immunity to their element, but! Yes, you knew there had to be a "but" in there. Your example is in error and only looks at a specific type of character. Look at that New Mutants character that used fire. He was resistant to fire, but he was not vulnerable to ice, cold, or water. Look at the Marvel psychics, many were generally resistant to psi-attacks, but they were not vulnerable to physical. By the same token, many Marvel psychic characters were not any more resistant to psi-attacks than anyone else. Energy blast characters were not any more resistant to others' energy blasts than anyone else. So for every character that can be held up as an example of characters get resistance or immunity to their own element type, you can find another that isn't. And for every character that can be held up as an example of having a vulnerability to their opposite element, you can find at least one that lacks that vulnerability. Case in point, elemental mages tend to have neither the resistance/immunity nor the vulnerability. Tech characters likewise tend to have neither the resistance nor the vulnerability. In both cases, they can get a resistance by using a supplemental armor spell for the mages or by wearing body armor for the techies. (And even then, those armors are not often keyed to specifically the element those individuals use.) Science characters can have immunity to their element, resistance to their element, nothing to their element, or can even be harmed by using their own element. Same thing with mutations. Naturals like elementals tend to have a resistance or immunity to their own element while suffering a vulnerability to their opposite (edit: , whereas other natural characters had neither a resistance/immunity nor a vulnerability, but were simply not harmed by their own usage of that element). So forcing those on characters makes no sense to me.
  17. A nice idea, but here are a few problems with that. Thematic: While in comics, anime/cartoons, and other references, there are a plethora of characters that possess a resistance or even immunity to their element/damage type, there are an equal number that do not enjoy such a benefit. And rarely, some characters are actually vulnerable to their own element/damage type. It all depends on how the character came by his/her/their/its powers. (Case in point, a character named Cheshire Cat [Champions character] can teleport, but takes damage every time anyone other than himself teleports him. There was another character I read about quite some time ago, I can't remember his name or what comic had him, but he wielded fire powers and was also hurt by fire, including using his own on multiple occasions. There was also a character in the Marshall Law series, I think?) Game Mechanics: The game already provides characters a way to give themselves damage resist. Melee ATs and the Sentinel AT Armor primary or secondary sets. Those primary or secondary sets also focus on key/signature elements. Add in that we get access to Ancillary/Epic pools that also grant specific element damage resist for most ATs not counting the melee ATs and the Sentinel AT, and a character can already pick up multiple types of keyed damage resist, just not all types are covered. And finally, we have IO sets that possess set bonuses that also grant specific element damage resist. So, your proposal isn't likely to be implemented. (Maybe the devs will think "Sure!" and do it anyway, but given what we already have, it's not likely.)
  18. Ice Patch is a Mag 0.5 KB, so it is already a KD effect. Why would you want to slot a KB to KD proc into a KD power?! (Edit: Looking at the Sudden Acceleration proc, it just reduces the Mag of the KB. [https://cod.uberguy.net/html/power.html?power=boosts.attuned_sudden_acceleration_f.attuned_sudden_acceleration_f] Same with the Overwhelming Force proc. [https://cod.uberguy.net/html/power.html?power=boosts.attuned_overwhelming_force_f.attuned_overwhelming_force_f]) (Edit again: Yes, I know Overwhelming Force is a damage set, not a KB set, but I was curious if it handled existing KB any differently.)
  19. Make it fire a super ice beam from below that does Praetorian Hamidon or Battalion scale unresistible damage to the player character only in 2 simultaneous half damage hits. 😛
  20. As things stand, they can't. Those hats already make use of the two colors we can use on the hat itself. To make the hair color also changeable requires that hat to be able to use a third color, which the game apparently cannot handle. However, what could be done, is the creation of alternate Classic Steampunk hats that have the hat band's color non-changeable, while making the hair color changeable.
  21. I don't disagree with your statement, but ... My point is in line with the original post that a bald option for hats should be available. I think it should be an easy graphical fix. Just remove the hair part from the already existing hat model. That's fair, though I wasn't specifically addressing the OP itself and was instead addressing responses in the thread.
  22. Builds are tight and I tend to drop things in a finalized level 50 build due to not having as much use as say a defense/resist/lotg IO mule. In the event of my fire/dark controller I just had no room for a 4 minute recharge aoe hold power when I had so many other things to do like setting up Darkest Night+Smoke or throwing down dark pit+dmg slotted bonfire meanwhile setting up hot feet containment with cages or teleport targetting my servant into melee to floor enemy tohit down to 5%. The point I am trying to make is there are higher priorities (animation time, recharge time, powerselect/enhancement slots). and this happens a lot to me. And back to the variable thing from before, I tend to play on 8 person teams when leveling up. Only using aoe holds once or twice a mission due to their recharge times when I have so many other options available... i skip. That doesn't change the fact that what you call skippable isn't to others. And yet, you insist on removing those powers or changing them just because you don't like them. Not everyone teams. And even with those that team basically all the time, there are players that are quite happy with powers like Ice Patch and Mass Confusion and so forth, took the time to figure out how to use those powers on even leagues, and would be out on their builds, to the point of a mandatory respec to try to recover what they lost, in order to make you happy.
  23. Oh, afterthought: you cant make everyone happy What you suggested is impossible to do because taking in all the variables such as do you solo do you group all the time do you like being a bent fork secondaries build types, ie person1 might go permahasten, person2 might go ranged defense for the same character and changing something would effect both resulting in person3 coming in explaining how they hate to do respecs and person1 and person2 agreeing. It's only as impossible as you choose to make it. While it is very much impossible to make everyone happy, you can still account for whether someone solos or teams. To a point you can account for secondaries, by basing your calculations or ideas off of the most likely best case and worst case pairings in your opinion. And how a person builds their characters isn't even part of the equation, because you need to look at the base build, not the optimized builds or the builds in between. So basically? You're just making excuses to keep pitching ideas that step on others to benefit specifically you and your preference for what you think the game should be.
  24. I may be wrong, it's been a while since I worked on any 3D modeling, but I'm fairly certain you're not going to fix it by adding a bit of code to try to clip the models. You fix it with models. And for the models to work, for all the hats to work with the hair options, you would need to take all the hair models and modify/create new ones that worked for the hat. For every hat in the game. No clipping issue with a hat with "no hair" option. Note I didn't say between all the hat and hair options. Bald obviously works because there is no model clipping. I believe there are other hair options that also avoid the clipping, at least with specific hats, but I'm not sure. The point of my comment is that having a hair model, which bald lacks, and a separate hat model, will typically result in severe/grotesque clipping. The other option of which, in order to maintain separate pieces, required the hat to sit on top of the hair instead of on top of the head. And since the models are assigned a specific elevation/location on the character model, you still wind up with the hat either floating above the head and hair, or clipping through the hair, depending on the chosen hair and hat model. So the hats are instead set pieces with their specifically assigned hair so that it would fit the character.
  25. If I remember correctly, hats are made with their specific hair already attached because trying to make them an add-on detail like the glasses results in severe and grotesque clipping between the various hat and hair options.
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