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arthurh35353

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Everything posted by arthurh35353

  1. No, these were vet reward costume slots, IIRC. So you had to go in and redeem them, which could be annoying, but I did tend to redeem the costume slots a bit later and after I had more stabilized my base look. (Double checking, it looks like it was the every 12 month award. So you could unlock 5 of them when Live shut down.)
  2. Can't you basically do that by saving the costume slot, opening the text? You can even change a different costume slot to match the numbers?
  3. You must have not had a hunt 50 Malta in PI recently. I literally could not find one and auto-completed it.
  4. How overpowered would the sonic -Res be though?
  5. The Devs love having an INF sink. They are not going to get rid of it fully.
  6. Actually, it does make sense as a Quality of Life change. Sometime it takes a while to figure out the 'base' figure that you then make changes off of. And could end up saving millions of INF later on.
  7. Absolutely, but it's entrance to Pocket D is in the second city zone, so they probably wouldn't do it right off the bat.
  8. I would assume that they would be Res or Def focused, with a smattering of HP/debuffing abilities and could be slotted into either Res/Def/Reg-heal for armors. So your First ATO armor slot would be slanted to Res with some regen/heal/debuff (and some resist debuff powers), while your second armor ATO would be slanted to +DEF with regen/heal/debuff with resist debuff. Perhaps to make it a real choice, you can only do one or the other. And since everyone gets some sort of armor (ancillary or patron pools) you could actually make a version of them for every ATO. Probably slightly generic, but with tweaks to focus on AT deficiencies. Slight Damage buff for tankers/defenders, higher mez resistance for ATs that don't need damage buffs, etc.
  9. Aren't all the current ATO sets only attack sets? I don't think I've seen any buff/debuff/armor ATOs even looked at.
  10. Yeah, that. Sorry.
  11. Debuff resistances were basically added to Defense sets because they had no protection against being debuffed, unlike resist sets.
  12. Actually, some items have stretch/warping and I get the feeling it's doable (I think some of the wood pillars allow for angled stretching). I wouldn't be surprised if there is a setscale type command for Devs/GMs. Probably more of a mess to add it to the UI than anything. And IIRC, COH is built on a really old base of Unreal Engine which has it.
  13. Huh. Make some kind of weird techno-magic 'contact' like Icons/Facemaker that's only for pets. Maybe an 'image designer' contact at Icons/Facemaker. And they only allow you to open up a costume editor per type of pet. Normal humans for the gang/soldiers. Though zombie soldiers...
  14. Hmm. Just thinking of this, you'd have to add a whole new submenu and probably do glow/base and base/glow and glow/glow of the symbols. Though two glowing parts might not look good. And I'd want to have some of them hovering over the chest area like the Green Lantern symbol is nowadays. Isn't the spectrum body options basically the glow ability?
  15. Some sets have glowing parts, so it's not technical in limitation.
  16. And even if you gave it Teleport Range, it probably still wouldn't boost combat teleport, as it is immune to global range buffs.
  17. Isn't teleport range just range?
  18. It really really doesn't like 5thColumn.textures (v1) and All (v1). All (v1) literally breaks the mods listed.
  19. I would love to be able to hand fix the face textures up to at least the later add-on faces. This is something well in my capabilities, but if you can't upscale them due to those settings, it's a nonstarter.
  20. Hmm. Just tried to install the 5th Column files and it kept crashing the game with a misnamed boot file. (And COH Modder might want to check to see if the launchers are running, if that causes problems.)
  21. Ah, nice. I know I tried to help upscale the texture/mask for one of the straps, but the format wouldn't let me fix and upload it. Something in the piggs file. 😕
  22. I can literally only get green as an option when selecting the brightest green, otherwise it defaults to a red-black. I have the exact same problem with Dark mixes of the accolade and day job teleports. Unless you pick the brightest greens, you get black-red.
  23. That's actually been my experience too. Ran an ITF and I was dying less than our scrapper and brute and even the tank ended up having problems. I was by no means the toughest, but I survived and kept going perfectly fine.
  24. I have noticed that some of the lab/tech textures that were originally animated seem to have defaulted to a stuck mode. Those lines of energy are supposed to move across the set, but are now (mostly?) stuck and not animated.
  25. I thought there was a problem with the fact that texture scale was baked into the file format here? You can't upscale some of the body textures, because the format-pointer doesn't support it?
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