
Rudra
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Everything posted by Rudra
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Request: Weapon Animations for Ranged Power Sets
Rudra replied to keyguardactive's topic in Suggestions & Feedback
I think you like to say no to things just to argue with people Because I've never agreed with any suggestions on these forums ever. Uh huh. (Yes, I've supported several suggestions.) (Edit: Hells, I support the OP of this thread. I even pointed out to the author that his/her/their request for staff animations for non-weapon power sets is already partially feasible because it already exists to an extent among the lower level CoT mages.) Your question if I am upset by how the bots get summoned to compare to my opposition of taking weapons away from weapon sets is a false comparison. How the bots get summoned is as much a who cares thing as how characters get their weapons. Who cares. How you get your bots and how you get your weapons is not relevant to the discussion because they have nothing to do with it. Now if you had asked how would I feel if the bots were able to be removed from the Robotics MM and yet still have the bots doing their attacks, that would be a good comparison to taking away weapons from weapon sets. (Note that I mean simply removing the pet models, not allowing different models to be used. Because allowing different models to be used is adding weapons to the weapon list, as opposed to a No Weapon request.) Like I said multiple times across multiple threads now, I oppose any suggestion that attempts to take away the theme of a power set. You want alternate animations? Got your back. You want alternate weapons/pets made available? I'm there with you. Stripping a power set of its identity though? Never. -
Request: Weapon Animations for Ranged Power Sets
Rudra replied to keyguardactive's topic in Suggestions & Feedback
No. Why would it? The bots are the theme of that power set. Not how they are called. And the gun is the theme of Assault Rifle. -
No, Superadine is sufficiently different from Fixadine that it would not work as a replacement. The composition of them is extremely similar, but there are slight differences. And in the game, Superadine and Fixadine are being studied by... I can't remember who... to see if their differences can be used to find a way to cure the Trolls and the Destroyers.
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Request: Weapon Animations for Ranged Power Sets
Rudra replied to keyguardactive's topic in Suggestions & Feedback
For like the bots my some of my MMs use? For the one that is supposed to be using a forearm computer, I put a bracer that looks like I am using a forearm computer. Otherwise, no. The animations are what they are, and forearm computers like the Praetorian police use has already been requested to be available to players. There is a difference between making use of existing animations/requesting new animations, and stripping a power set of its identity by taking away what makes it what it is. -
Request: Weapon Animations for Ranged Power Sets
Rudra replied to keyguardactive's topic in Suggestions & Feedback
Setting aside the whole "No Weapon" argument, as far as the OP itself goes for giving the option of using staves for your attacks, it would be as difficult as adding a weapon menu to the various ranged power sets. That menu would have 2 choices, Default (nothing) and Staff with a second weapon drop down menu that comes up if you choose Staff to select which staff you want. (It would also require the CoT staff animations to be duplicated and modified to encompass all the existing attack animation times.) -
Request: Weapon Animations for Ranged Power Sets
Rudra replied to keyguardactive's topic in Suggestions & Feedback
Except you are saying "No Weapon" and I am saying "Palm Gun", "Finger Gun", et al. Because a No Weapon option is exactly that. It would just take away the weapon and I oppose that. Adding a Finger Gun, Palm Gun, Shoulder Gun, Elbow Gun, Wrist Gun, or whatever option is still adding weapons to the weapons list for players to choose from. Because you need those weapons on the list to be chosen in order for the game to apply the effects you are asking for. -
Request: Weapon Animations for Ranged Power Sets
Rudra replied to keyguardactive's topic in Suggestions & Feedback
Fine, so add finger gun to the weapon drop down menu. You're still going to need to add these to the weapon drop down menu so the attack animation and emanation point link up to what you are portraying. -
Thorny Assault: You have a device implanted in you that generates and projects the thorns. You have a device that portals/teleports the plants at the target aggressively. You have a nanotech device that creates (choose material desired) and projects it at the target. Plant Control: You have a device that commands the plants. You have a device that creates fake plants that do what you need. You have a device that portals/teleports the plants at the target aggressively. Just 3 examples for each off the top of my head.
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Yes. Yes, it does. And I use it. That does not change that in combat, AS uses its quick version under most circumstances. Thank you for quoting me without reading what I posted. Like I said: Snipe can be interrupted by being buffed, by being damaged, and by simply moving any little bit for any reason when used in long form. Snipe uses the short form during combat, and you said Snipe uses its short form mid combat. And the short form cannot be interrupted.
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Request: Weapon Animations for Ranged Power Sets
Rudra replied to keyguardactive's topic in Suggestions & Feedback
So you ask for an alternate animation where the character opens up the arm to fire the weapon like he does. (Edit: Yes, having a hand gun, as in a hand that is a gun, or an elbow gun/rocket works. Those are still weapons though and call for new animations for them. The rifle from the drop down would not be used, and instead you would choose Hand Gun or Elbow Gun from the list.) Uses a megaphone shaped handgun. https://en.touhouwiki.net/wiki/Reisen_Udongein_Inaba So that would be a megaphone added to the weapon list. Converts his arms to blasters and pops machineguns out of his butt. So for the arms, that would be an alternate animation that uses a gun arm for firing. And that gun arm cannon would be selected from the weapon drop down list. (Edit: And the machineguns would be like Franky from One Piece where the weapons pop out of the appropriate location. His butt for Astro Boy and the knuckles for Franky.) In all cases. just like I said, they are using weapons. Edit again: And the alternate animations would be linked to the appropriate weapon chosen from the weapon drop down menu to have the emanation points properly line up with what is going on. (I don't get why you and the others are so opposed to my responses. My responses give you what you say you want. You say you want shoulder guns, so have shoulder guns added to the weapon list so the animations line up. You want wrist guns? Have wrist guns added to the weapon list so the animations line up. You want bullets coming from your palms? Add palm guns to the weapon list so the animation and emanation points work for it. In all these cases, you would no longer be wielding a rifle of any kind, your weapons would be integrated. So why are you opposed to this and so fixated on No Gun which leaves the attack animation and emanation point not linked to what you want your character doing? I am giving responses that let you make what you are asking for.) (Edit yet again: Even the Grim Reaper's 0.1 caliber finger gun would need to be in the weapons drop down list to be chosen in order to have the correct animation and emanation point.) -
Request: Weapon Animations for Ranged Power Sets
Rudra replied to keyguardactive's topic in Suggestions & Feedback
It's an assault rifle set. Why would I accept a single-shot weapon that has maybe 5 feet range as justification? -
Remove "Supremacy" from the list of autopowers
Rudra replied to gabrilend's topic in Suggestions & Feedback
I will grant that I check for the Supremacy icon on my pets, but that is part of me watching to see if they are getting the Leadership buffs as well. And only when I am running around and want to make sure my pets are actually caught up enough for me to start fighting. Though by the same token, I also just turn around to see if my pets are there at least as often instead. Checking those icons in battle? No, I don't in battle. More important things to care about than if my pets did something silly and run out of my Supremacy radius for the moment. (And like you, I move up with my pets. Regardless of range preferred or melee preferred pets.) Not arguing against you, just giving an answer to the first part of what I quoted. So while I hope I'm not the only one, we can at least say 1 person is silly enough to. -
Request: Weapon Animations for Ranged Power Sets
Rudra replied to keyguardactive's topic in Suggestions & Feedback
I'm not going to ding you for it. Because just like with the Cyberpunk examples, it is a point-black, single shot attack. Even Cyberpunk has one-shot weapons like that. They aren't 0.1 caliber, but they do exist. Setting aside how tiny the bullet is in the provided example, it is a point-blank, single shot weapon that despite its concealability, is still visibly a weapon after firing it. What am I going to ding you on though, is that it is not a repeatable attack because it is a point-blank, single shot only attack. And I was under the impression you had evidence of a bullet-firing weapon that could be fired in automatic mode that lacks any discernable weapon feature. So, sorry, but I'm not accepting that. If you want to justify the Assault Rifle set not having any sort of visible weapon, even the integrated weapons I already listed, then I want proof of an assault rifle type weapon, integrated into the user, that lacks any weapon features. Gun arms? Have barrels most of the time, and a magazine sticking out of the arm. Wrist guns? Are tiny guns, sure, but they are right there on the wrist. And if they fire multiple times? Have some sort of visible magazine. Power armor style shoulder gatlings? Have the shoulder-mounted gatlings. (Edit: Hells, even Iron Man's repulsor beams have obvious emitters built into the palms. ... I'm pretty sure we've had this discussion before.... Anyway, so even those would need a weapon selection from the weapon drop down menu for something like Palm Blaster that places the weapon in the palm, provides an alternate animation so the palm is firing, and lines the emanation point with the attack. So that still wouldn't be a No Gun choice from the menu, it would be a Palm Weapon choice.) So if you are going to tell me that there are examples of such that are so small they are basically just dots on the skin, I want to see them or be given a link to the source or be given directions to the source or at the very least have the source quoted to me so I can go looking for it. -
Gender Equality!! MM Thugs/Zombies/Merc/Ninja
Rudra replied to MidnightCry's topic in Suggestions & Feedback
Except it isn't. You and I wouldn't be arguing if it were. Here is the OP without any edits: As you can see, there is no request for customization of pets. There is no request to even be able to use different existing faction models for our pets. It is strictly randomly summoning female pets on all MM primary power sets. (Edit: Well, 4 of the sets....) Not even getting to choose if you want male or female henchmen, just randomly getting females. Nor is it presented as an option for players to be able to randomly get female pets, just randomly get female pets. That is what I am arguing against. I am not arguing against pet customization. I am not arguing against having the option of using different existing in game factions for our pets instead of the default pets we have. I am strictly arguing against whether a player wants it or not, to be getting random gender pets every time they summon new pets. -
That can already be made in game. And on a previous such thread, I even provided the build to do so. (I had to use a Controller, but Controllers suit D&D style wizards better given their array of abilities than Blasters do.) And we have the runes aura that can be applied to just the hands to do that. No, for the most part, the individuals making these requests are simply looking for power sets that are flat out called magic in some fashion. Several of those individuals have already stated as much in those previous such threads. Because if it doesn't say "magic", "arcane", or anything similar, then it obviously is not magic no matter what origin is taken for the character.
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Request: Weapon Animations for Ranged Power Sets
Rudra replied to keyguardactive's topic in Suggestions & Feedback
Show me or provide a link. Because even micro weapons in a cyberpunk game are either single use, point-blank range attacks or are visible weapons. Edit: And even the single use, point-blank attacks are obviously weapons after they have been used. -
They define what your powers are.
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Request: Weapon Animations for Ranged Power Sets
Rudra replied to keyguardactive's topic in Suggestions & Feedback
I can't currently be bothered to find a picture of a cyberpunk character with discrete, built-in versions of the weapons instead so please enjoy this generic smart-aleck image response for the time being. Again, and I don't know why this part of my comments keeps getting ignored or missed, I am fine with integrated weapons. Those are still weapons. Have those added to the available weapons list so they also have the correct emanation points. Edit: Even those Cyberpunk or Shadowrun characters with their built in weapons have physical weapons that get deployed to be used. They still have weapons. Edit again: And in the case of the example given by someone earlier in the thread about having a reality bending character that simply manifests bullets that kill their targets? That isn't an Assault Rifle character. That is a material creation character that just happens to be creating bullets already at velocity. That same character can be creating bullets from behind the target, above the target, below the target, anywhere they please. That character can be manifesting bullets behind himself/herself/themselves/itself to attack enemies behind them without bothering to even look at them or turn anything in their direction. Or be manifesting them to be firing perpendicular to their facing down a hall 300 feet away from them where they can't even see targets and still be killing them. How do you animate something like that in a game like this? Or even count it as an Assault Rifle character? -
Request: Weapon Animations for Ranged Power Sets
Rudra replied to keyguardactive's topic in Suggestions & Feedback
I thought the visual theme was bullets? It's the Assault Rifle set, not the Bullets set. It also includes a grenade launcher (which is also used to launch bean bags) and a flamethrower. So no, the visual theme is not bullets, it is a weapon that fires bullets and a few other things. -
Request: Weapon Animations for Ranged Power Sets
Rudra replied to keyguardactive's topic in Suggestions & Feedback
As I've stated on the No FX Everywhere thread, I oppose no FX being added to existing power sets unless the No FX still maintains the power set's visual theme. And in the case of weapons, that visual theme is a weapon. -
Request: Weapon Animations for Ranged Power Sets
Rudra replied to keyguardactive's topic in Suggestions & Feedback
As cumbersome and impractical as doing so would be, you can either learn how to manipulate a gun despite having hooks for hands or get a gun custom designed to work with your hooks. How is this little hook going to shoot bullets just by itself? -
Request: Weapon Animations for Ranged Power Sets
Rudra replied to keyguardactive's topic in Suggestions & Feedback
If you are taking the Assault Rifle power set, then there needs to be a gun of some type shooting. If you are taking Dual Pistols, then there needs to be a pair of projectile firing weapons. If you are taking Broadsword, then there needs to be something in your hand that you cleave, carve, and bash your targets with. If you have a character that bends reality and simply wills bullets to appear and shred targets, then where is the dev team going to place the emanation point? Where is the assault rifle part of the Assault Rifle power set? (Edit: In a table top game, something like that works just fine because you just tell the GM what your power is and how it works. In a video game, there are constraints placed upon us because everything we do has to have a model, mechanic, and animation that matches it. In a table top game, you can say your character just generates bullets that shred targets out of nothing. It isn't an Assault Rifle set. It is a matter manipulation or creation set that you have defined as creating bullets already at velocity striking your targets. Assault Rifle as a power set is an assault rifle set. You can't just declare the bullets do force damage or holy damage or whatever. Not in a game mechanics sense. The game has it doing a specific damage type. And the powers have required animations with their required emanation points.) -
Request: Weapon Animations for Ranged Power Sets
Rudra replied to keyguardactive's topic in Suggestions & Feedback
What I am saying is that I'm fine with integral weapons being available for weapon sets, but those integral weapons are going to be weapon options selected from the weapons menu for that power set. So no to a no weapon option where you just say your thick glove is the weapon because without a doubt there will be characters that are being made that don't even have that. (Edit again: Hook hands that are shooting bullets is just too ridiculous in my book.) So using Assault Rifle as an example. Your character chooses the Assault Rifle power set. You get to the costume creator. And under the Weapons button, when you click the Assault Rifle button and it brings up the list of available weapons, somewhere on that list would be say a Wrist Gun that has a back of hand gun that is used as the weapon. Or an Integrated Forearm that uses the existing Advanced Clockwork Blaster. Or a Power Gauntlet that uses a bulky glove of some type with a visible built in weapon. So on and so forth. However, there would not be a No Gun option trusting players to just go find a suitable costume piece that can be interpreted as having a gun for it. Edit again: Yes, this will require that the glove option for the costume be disabled for the integrated weapons. That is by design. Though having the weapon gloves available under the Gloves menu so they can be mirrored should also be considered. Edit yet again: Bear in mind that the animations will need to be adjusted for the new emanation points otherwise the attacks will continue to come from the current emanation point and not be connected to the attacking character. Requiring players to choose their integration from the list of available weapon models insures the attack emanation points are linked to the corresponding weapon. -
Request: Weapon Animations for Ranged Power Sets
Rudra replied to keyguardactive's topic in Suggestions & Feedback
Weapon sets are defined as having weapons. So I oppose a no weapon option for weapon sets. If you want an alternate weapon that is gauntlet, vambrace, glove, or whatever? Sure, let there be integrated weapon options to choose from. They still need to be weapons though. -
Gender Equality!! MM Thugs/Zombies/Merc/Ninja
Rudra replied to MidnightCry's topic in Suggestions & Feedback
I'm all for henchmen customization across the board. If the DEVs fear what we may do if we can fully costume our henchmen, at least give us options for different customizations across the board for each set. Want all your thugs to be women? There are Outcast and Skull female thugs, so why not use those? Want all your thugs to be clowns? Shouldn't be hard for the DEVs to design a costume that doesn't have issues for each of the Tiers I'm going to go back to "there are plenty of costumes of enemy groups that could be used for henchmen" for most if not all of the of the mastermind groups. I'm all for MM pet customization. I'll even settle for simply choosing from existing factions if that is all that becomes available. That is not what the OP is about though. The OP is about randomly having female models of MM pets be summoned each time you summon new pets. That is what I oppose. The OP isn't asking for the option of doing that, which I would be fine with, the OP is simply saying to implement random female and male models each time you summon pets. And that is what I hate about the Thugs T1 summons, that I name my pets and they die, so I summon replacements but I've got different model thugs. Now compound that frustration with suddenly Jim is now female because the models used are not only random for skin tone, but now also for gender. And expand that to all the MM sets. Hiro my ninja summon is now Misaka, but she has Hiro's name. No thanks. Option for random genders? Sure. Simply make everyone have to deal with it? Hells no.