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Rudra

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Everything posted by Rudra

  1. To show what @Glacier Peak is saying, just taking a look at the author's 3 listed powers at start and how they differ from each other: Power Bolt: 61.1712 damage, 5.2 END cost, 4 second recharge, 0.833 seconds animation before effect Flares: 70.04107 damage (41.5964 damage + 28.44467 DoT over 3.1 seconds), 3.536 END cost, 2 second recharge 0.833 seconds animation before effect Ice Bolt: 51.3838 damage, -20% jump height, all movement speeds, and recharge for 6 seconds with a stacking effect; 4.368 END cost, 3 second recharge, 0.633 seconds animation before effect. All 3 have 1 second animation, 60 feet range, are ST, and have an accuracy of 1. (All data pulled from City of Data for Sentinels.) I did not count the Mag 1.163 KB that Power Bolt has because it only has a 20% chance of triggering whereas the other effects listed have a 100% chance of triggering, though Flares' DoT has a 100% chance of an 80% chance which I am rather confused by. So Ice Bolt looks pretty comparable to me, with Flares again being the ubermensch of the 3. (Edit: I believe Flares' DoT has a 100% chance for each tick of damage to check to see if it actually triggers at an 80% chance each.) Yes, Sentinels are part of the Ranged Damage group of ATs, but the ATs don't really cross to each other very well, other than Corruptors and Defenders. So Sentinel power sets aren't really comparable to Blaster power sets despite being derived from them. The Sentinel power sets all seem to be balanced against each other as far as I can tell.
  2. How about some linked passive teleports? As in this selectable teleport is linked to this selectable teleport from the menu, and only each other, so that if you use them in your base, you don't have to click them, they just send you to the linked other teleport when you pass through them.
  3. Okay, let me explain why we really need this power set (and turtle costume options). Koopas are a severely under-represented race in comics. And in the places where they do appear, they are constantly being harassed by psychotic plumbers that insist on jumping on them. They also suffer the indignity of the occasional mushroom person jumping on them and even the occasional princess. Koopas are not trampolines! Let's rise up for Koopa rights! Koopas are a proud race capable of being so much more than others let them! Unleash your inner Koopa! Stand with the Koopas! Koopas now! Koo... ... ... Sorry, got carried away. Anyway, we already have Goombas wandering Port Oakes. They just call themselves Mooks and have surprisingly good human disguises. But where are the Koopas? Why are Koopas being singled out for exclusion? Koopas have rights too! Koopas are capable of many things! Koopas are a proud race and deserve representation! Up with Koopa rights! Join the Koopa revolution! Those plumbers are a menace and need to be stopped! Stand with the Koopas! Koo... ... ... Sorry, I got carried away again... Anyway, I think this serves as a good reason to have the Hammer Throwing set added to the game. (As well as the requisite turtle costume options....)
  4. Nah, the Koopas had an infinite supply of hammers. (Maybe they were the first ones to discover hammer space?) So maybe something like this? Tier 1: Fast Throw (ST) Tier 2: Hammer Throw (ST) Tier 3: Rapid Throw (Cone; throws multiple hammers in an arc) Tier 4: Head Shot (ST Stun) Tier 5: Far Throw (Snipe) Tier 6: Targeting (Aim clone) Tier 7: Sledge Throw (ST, KB) Tier 8: Hammer Rain (TAoE, throws multiple hammers at target area indirectly) Tier 9: Hammer Storm (PBAoE; Hail of Bullets, but with hammers!) Too much?
  5. There are toggles that can be suppressed, but yeah, by and large everything about the mobs are auto-powers. So the OP would be useful against Tsoo Sorcerers, Spectral Demon Lords, and others with auras that can be disrupted, but you can already do that with existing powers/power sets.
  6. This part won't work. The doors are a teleporter moving you to under the zone map or back to the zone map. For this to work, the map will need to be rebuilt so the interior of City Hall will fit in the available space and be moved up to be part of the base zone map.
  7. You have an interesting idea, but it needs some alterations. If the event is built around the expectation that everyone can participate if they are level 35+ because they will need access to APPs/PPPs because they are melee unless they are Controllers or Dominators, then it should only occur in a zone or zones with a level expectation of 35+. If the event is built around the expectation that everyone will slot hold procs into their builds, that is a whole different can of worms. Example: Melee damage sets with a hold or immobilize proc: 1 (Blistering Cold and the proc is unique) (I'm counting the superior and regular versions as 1 set for this) Melee AoE damage sets with a hold or immobilize proc: 0 Pet damage sets with a hold or immobilize proc: 0 Ranged damage sets with a hold or immobilize proc: 1 (Devastation) Ranged AoE damage sets with a hold or immobilize proc: 1 (Frozen Blast and the proc is unique) (I'm counting the superior and regular versions as 1 set for this) Sniper sets with a hold or immobilize proc: 0 Universal damage set does not have a hold or immobilize proc. ATO sets with a hold or immobilize proc: 0 That's not a lot to work with for the melee ATs. Though the Sentinel fares better since Devastation isn't a unique set. As for APPs and PPPs? Just looking at Scrappers, they get a hold in Dark Mastery, a hold and an immobilize in Fire Mastery, and an immobilize in Weapon Mastery. They get nothing in Energy Mastery, Ice Mastery, and Psionic Mastery. If they unlock the PPPs, all the PPPs have 1 hold and 0 immobilizes each. So a Scrapper that goes Energy Mastery, Ice Mastery, or Psionic Mastery gets 0 holds for the event. (Edit: And not every primary has a ranged attack to slot that Devastation in. Neither do all the APPs. (Edit: I'm wrong and all the APPs and PPPs do include at least 1 ranged attack.) So there is a good chance that Scrapper is only going to get to slot 1 Hold proc (edit: unless they take an APP/PPP). And if they are built anything like my Scrappers? That proc is better filled by a different enhancement. Especially if the player is slotting like they are building, for character concept, and freezing their opponent does not fit their character concept.) So maybe a few tweaks are in order for this event? Edit yet again: Also, any character can participate in the Hellion Arson event. All you need are attacks to quash the Hellions and the fire extinguisher from the fire marshal.
  8. Actually, I just noticed the author included what happens if the event gets ignored. The cars crash and explode.
  9. So then what happens if no one does the event? In the case of the other events, they stay as started until players progress them. This isn't an event that can just stay as started if the new cars/trams are already racing out of control.
  10. Good point. I hadn't gotten past worrying about how the event would interact with the already present trams to realize the event objective cuts out Brutes, Scrappers, Sentinels, Stalkers, and Tankers as possible participants. (Edit: Or at least a significant number of them.)
  11. How would this interact with the relatively frequent trams already running on the tracks?
  12. Until I got to the "flies & fleas" part, I was picturing characters throwing rats at their enemies. I dunno, I think I'd prefer throwing the rats. 😁😄
  13. That might work better as an emote. Well, for the 'your tail' one at least. The someone else's tail, while fairly horrific a thought, would work as a costume piece.
  14. Way too limited a power set. It would only be usable against specific foes. For instance, it would be completely useless against DE.
  15. And running with the Hammer Throwing set @megaericzero put in my head, can we get turtle shells and spiked turtle shells as back options? As well as shorter but much more robust lizard tails to approximate a turtle's? And maybe even a cartoonish turtle head like a Koopa's but not quite so we don't have to worry about lawsuits? ... ... ... I may need help....
  16. Like @biostem said, belts and tails are separate options. So you can already have both at the same time on a character. So what are asking for?
  17. Okay, y'all can blame @megaericzero for this one. Saw his/her/their post on the Eco-Friendly Powerset Recycling thread about thrown weapons for the Hammer Toss ability, and now I am wondering if we can get a Hammer Throwing set. (And while some may think this is derived from Thor, it is actually derived from the Hammer Bros of Super Mario fame.) So! I have no idea how to flesh the set out, so I am asking for help in designing the set. Bonus points if the powers include a little hop as part of tossing the hammers. (Now that I think about it, didn't someone already propose this set?)
  18. My guess is because it doesn't accept range enhancements per City of Data. (Edit: I don't have a Fortunata build in game to verify since I prefer running Night Widows.)
  19. The bit about the UN you are referring to, if I remember it correctly, is that the Rogue Isles have an observer spot but not a voting spot in the UN. Setting that aside: The relationship between Arachnos and the RIP is actually pretty defined. The RIP only have a presence on Mercy Island where they are a subordinate group but not part of Arachnos giving the impression of law enforcement. They only have a presence on Mercy Island because they are not the actual police force of the Isles, Arachnos is. The RIP's primary purpose is to test the newest villains arriving in the Isles. Yes, they are the police force in Mercy Island, for so long as the Arachnos presence on the island deems them sufficient for their assigned task, but their presence as law enforcers in the wasteland that is Mercy Island is superfluous. Beyond Mercy Island, Arachnos troops maintain the peace of the Isles. The RIP are just the initial test for new villains for Arachnos to see how the new villains deal with low threat problems like them. The rest of your post? I pretty much agree with. Not all of it, but the differences are minor enough even to me to leave alone.
  20. What happens when you right click it? Do you get the remove from tray and edit options? Does it show what the command was saved as?
  21. I must be doing something weird then because when a Council or 5th Column enemy turns into a wolf, there is a blurb in the chat window that shows me getting xp and inf'. Yes you can. I have never had a Council or 5th Column enemy turn into a wolf while held and their transformation always ended if I finished them at the start of the animation.
  22. On the map? I believe so, yes. (Edit: So far at least, when the nav bar waypoint marker goes screwy, it's the map marker that still gets me to the mission.)
  23. To the best of my understanding, they are sovereign as in independent of any nation in the world, but not a country or nation. They were first a French holding, then they claimed independence and got Britain to support them as a protectorate, but even that stopped as the leader of the Isles back then made deals with several other countries that helped secure their independence from any/all nations. I'm pretty sure the Rogue Isles are not a country in the CoX world.
  24. To the best of my knowledge, flamethrowers have been illegal for use as weapons even against enemy combatants ever since the resolution of WWII and is only cleared for use in clearing vegetation. That said, we have fire-based heroes and villains flinging fire everywhere without a care about anything that is ignitable or flammable in their vicinity in the game. (Edit: Seriously, sooooooooooooo many buildings in the game should have burned to the ground from the fire-based characters using AoE fire attacks in them. [Edit again: Or just from the missed fire attacks hitting anything in said buildings.]) So my guess is that the rules about fire as a weapon wasn't established in the CoX universe because that would make any fire-based hero an automatic war criminal just for their super powers unless they only use them as directed for fire-based weapons in our world. Add to that a world with super powered beings in it tends to view those beings as not civilians in most presentations of said world I have read/seen. If you have super powers and you are using them? In many fictional worlds that have them, you fall under a different classification than 'civilian' even if you aren't part of any military organization. In other worlds, you are automatically a criminal. In yet other worlds, you are automatically a weapon, not even granted consideration as a human. So on and so forth. So I'm going to go out on a limb as far as CoX goes and assume that fire-based weapons being used against beings designated as 'super powered' isn't a crime in that world for whatever reason.
  25. I just realized something. Longbow has 2 real world analogs (that I can think of). There is an American unit and a Russian unit that come to mind that are basically private armies that hire themselves out. So using that as an example, Longbow isn't inherently a war crime or illegal. It depends on how they are set up and run. And since they are not being decried and called for seizure by the governments of the CoX world, then they are most likely set up in a legal manner in the CoX world. Like how the actual mercenary Hero Corps is and to an extent the Paragon Protectors (which are apparently hired out by Crey per the lore given in some missions). (Edit: Actually, when you get down to it, the friction between Longbow and Vanguard reminds me of PRIMUS and UNTIL from the Champions universe. Not the CO game, the pen and paper game.)
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