Jump to content

Rudra

Members
  • Posts

    8557
  • Joined

  • Last visited

  • Days Won

    49

Everything posted by Rudra

  1. For how long? How long will moving the character prevent the queue'd attack from happening? What if the character queues an attack, moves, stops, then realizes needs to move again, for instance because one of Battle Maiden's insta-death patches appeared there now, so you try to move the character again? How long can you postpone the queue'd power? If the attack is canceled because you moved, can you self-interrupt the power by deciding to move as you click the power like how players jousting their enemies do? Because in the case of jousting, triggering the attack at the same time you trigger the movement is how you do. That is how you jump behind a wall or around a corner when you want to shoot a mob at a distance and try to pull the mob to you without aggro'ing everything else. You hit the movement keys and the attack at the same time. Which is what @Psyonico was trying to point out to you. That to pull mobs in this manner, you start not moving and not attacking, and then you move and hit the attack at the same time so you can get behind cover and (hopefully) only draw the shot target. Well, why didn't you say you were a coder! You should apply to become a dev! Then you can with no difficulty implement this.
  2. Kindly look at what is being said about the code before you decide to just write it off. @Psyonico is explaining how jousting works and how what you are describing conflicts with it. Edit: Also, kindly explain "they can make the escape key unqueue a power, but not moving your character?" Because that is gibberish to me.
  3. It can happen on any mission where a specific NPC is supposed to go away and then come back later. A variation of it is when fighting Captain Castillo and he disappears to come back to resume the fight, except the original can still be there, invisible.
  4. Because I am specifically avoiding responding to that. The purpose of my post was to respond only to: I had quoted the wrong post for my post. My apologies.
  5. When you activate an attack power, your character stops moving to go through the assigned animation. When a queue'd power comes up, it is activated pending an opening for its animation to trigger. (Unless the game glitches and drops it, which is a frustrating uncommon occurrence.) The activated attack power causes your character to stop moving and go through the assigned animation. Either way, the power is being activated. You set a power to autofire? You just activated the power at recharge intervals unless another rooting animation is triggered before it can. You set a power to fire after your current attack finishes? You just activated a power pending completion of current attack animation. In all cases, you activated a power. And those attack powers need to root our characters for their animations, so they supercede movement. Movement is superceded by the activation of rooting powers, all attacks, so the attack animation can be played. If a player sets an attack to trigger while they have another attack currently going through its animation, that new attack gets queue'd. While it has not yet fired, it can be canceled. Once there is no ongoing animation though, that attack goes off, rooting the character. If movement supercedes attacks, then as long as you are hitting any movement key, including jumping, then you can't attack. If moving cancels the queue'd attack, then any movement key, and possibly non-player induced movement such as NPC interaction like we see in glowie interaction, cancels the attack. This can lead to frustration as we accidentally disrupt our own attack chains. A current method of moving and attacking? (And it even works with queue'd attacks.) Is the frantic hopper. You jump. A lot. All over the place. It buys you some movement between attacks. In the case of Battle Maiden? Where everyone is asked to stay on the ground so we can all see the doom patches? Don't queue attacks, just keep moving and hitting attacks as you go. I have never been on a team since her trial was launched where players kept hitting attacks to trigger while they still had an attack going off. The risk was too high. Edit: *reviews @Psyonico's post versus my own* Dammit, @Psyonico, are you holding simplicity classes? I think I need a few.... Thanks for the much clearer post.
  6. If movement supercedes power activation, like you said, then why would power activation supercede (cancel) movement? Edit: Your argument reads this way: Make movement supercede power activation! Except also make power activation supercede (cancel) movement so we can attack still!
  7. Jetpacks provide flight by means of a jetpack. (So a jetpack model is used.) Flying carpets provide flight by means of said carpet. (So a carpet model is used.) Rocket boards provide flight by means of a flying board. (So a rocket board model is used.) Void skiffs provide flight by means of an energy construct. (So an energy construct model is used.) Athletic running, beast running, and ninja running are different ways of running that are faster than regular sprinting but slower than any current form of super speed. So they don't have added models.
  8. The post juuust before @Psyonico's: The problem: If movement supercedes power activation? Then as long as you are moving, not just with the W key, but moving, you cannot activate a power. If moving cancels a queue'd power? Then as long as you are moving, you not only can't activate a power, but any queue'd powers will be cancelled. The effect? Jousting dies.
  9. CoD backs you up. https://cod.uberguy.net/html/power.html?power=mastermind_buff.kinetics.increase_density&at=mastermind
  10. Makes sense, should have known. You broke my circulatory pumping organ....
  11. That is a really good idea! So you can have a maxed out character and a perma-lowbie character as the same character! Neat!!! With that in mind, yeah, I'm partial to keeping things as is then.
  12. Doesn't it pre-date the repel mechanic?
  13. Definite agreement. Strictly in the case of my second post though, I was looking at a beast or ninja MM. So having a KD effect instead of a KB effect is more useful. (Not saying your post is about mine, just adding clarification. Sorry.)
  14. I just threw this together. Had to keep part of it exposed to access it. (Edit: Now that I think about it, I really should have put the exposed part on the handle side.... Whoops....)
  15. Rudra

    Big Mike

    Given the responses from the bosses on that tip mission and how the fights go? My response is "yes". If you want a dev response? I'm not a dev, don't hold your breath, but maybe one of them will give clarification. (Also, you don't arrest any of the bosses in that mission. Like at least one of them tells you when he stops fighting, you don't have any provable grounds to arrest them.)
  16. Rudra

    Big Mike

    It's not a script thing as far as I can tell. When you go to save the jurors, you only beat up the bosses until they surrender. Then they either call the next boss or tell you that you have nothing on them as part of turning friendly. Since you never actually defeat them, or at least aren't supposed to be able to, there is no defeat reward for them. The only way to defeat the bosses on that tip is to do the vigilante version and convince Big Mike to confess at trial. (Which of course leaves you with a beaten up jury at the trial.) Edit: Actually, I think even Big Mike surrenders before defeat, so no reward for him either. Been a while, so I don't really remember, sorry. So that tip may not give boss defeat rewards regardless of version accepted except for any extra bosses on the map.
  17. How do you have multiple attacks on queue?
  18. You choose them on the power customization screen. (Edit: It is the tab immediately to the right of the costume customization screen.)
  19. To add to @Psyonico, have you tried Street Justice? It is mostly hand strikes. (4 hand strikes, 2 leg strikes, and 1 combo strike.) And it includes your uppercut as its T9. That's great, but that can still be anything. To use your OP provided references, you can get Fire Mastery and actually be throwing fireballs (Fire Blast, Melt Armor, and Fire Ball), and that lines up well with a Street Fighter character. Dark Mastery for a more evil ki type character, Ice Mastery for those ice type Street Fighters, and so on. The animations won't be what you are looking for, and alternate animations for them would be nice, but they still fit the theme. (Not saying I'm against a new APP, just that there are options for the idea you have presented.)
  20. Thanks, didn't know. That endurance recovery is still a help. I have a similar problem. Never really enjoyed the set on my one Corruptor that has it, and I don't really have kinetic concept characters. (Also, I don't often team, preferring to play solo.) Good point. I didn't consider that. So I will probably take it and slot Sudden Acceleration in it.
  21. And now I need to make a Kinetics MM. Looking over the set, you should treat it like Dark Miasma, as a debuff focused set. I would skip Repel in the set, and my target would always be the most dangerous in the enemy spawn, but you do get team +damage and +recovery from debuffing the target. Not going to argue if it gets changed for select abilities, but cottage rule still applies. Abilities outside of Transfusion that helps the MM's minions: Siphon Power (makes the pets within 20 feet of you do more damage) Increase Density (frees target minion from Holds, getting the minion back in the fight sooner) Speed Boost (increases minion's attack rate and recovery, on the down side, also makes them more likely to aggro things as their increased speed moves them farther away faster) Transference (recovers minion endurance within 20 feet of you) Fulcrum Shift (weakens all enemies within 30 feet of the target and improves the damage of all minions within 20 feet of you) So definitely a trickier set to leverage, looks to require a more pro-active monitoring approach from the player, but doesn't look bad to me. Like I said, now I have to make a Kinetics MM to try it.
  22. That's not what the OP is about. The OP is about her just standing there seemingly forever talking before she finally starts moving.
  23. Players may slot Siphon Life, Radiation Siphon, or whatever other powers you want nerfed with damage enhancements, but if they are changed to heal a portion of the damage done, then they won't need to slot heal enhancements any more because they will get better effect from damage enhancements. Right now, the more heal enhancements a player slots into those powers to bolster their healing, the less enhancement slots they have available for anything else. With your proposal, players can skip the healing enhancements and just focus on damage and accuracy to get solid damage and heals without having to figure out how to balance their slots. Edit: Anyway, what makes any power usage "excessive spamming" in PvP? And why should PvE be nerfed because you want PvP changed?
  24. What is left? You showed me I misunderstood Streakbreaker.
×
×
  • Create New...