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El D

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Everything posted by El D

  1. I think the only real answer is 'Because.' As much as I love the relatively 'real world' approach City of Heroes has to worldbuilding, contacts, and lore, ultimately the logistics and ramifications only apply when the writer wants to use them to influence the plot. Longbow has Flamethrowers and superpowered Wardens and infiltrates the Rogue Isles for the same reason that the Paragon Police Department has a division of Iron Man suits, a division of officers fused with alien lifeforms, and a division of literal thought-police. Because comic books. The only major difference is when it comes to implications; the PPD is explicitly handwaved as having 'big ethics departments to deal with psychic cops and extensive training programs for the Shell/Kheldian divisions' whereas Longbow is just... Geneva Convention-breaking murder-death-kill. Don't get me wrong, it works as a set-up for 'international military organization with questionable tactics' but it just aways struck me as odd because despite doing the same thing gameplaywise that the player characters are celebrated for, Longbow constantly got vilified for it. Mechanically, a Fire Blaster tossing a fireball into a mob of enemies isn't any different from a Longbow Flamethrower using... flamethrower. Fire damage is applied, mob falls over, game goes on. It's only when the descriptions come in that distinctions get made (which, to be fair, is the only place where the difference could be made). Game says the Player Hero just arrests the mobs, while the NPC Longbow guy horribly maims and kills despite both of them having taken - as far as mechanics go - basically the exact same action. That juxtaposition always seemed weird. Also, on the topic of descriptions, I'm pretty sure most of the Longbow blurbs were written with the advent of City of Villains, when they started showing up as direct antagonists. So, some of them were probably pointedly done to be provocative. There's just a big sense of 'These so-called 'heroes' are actually all jerks! Don't feel bad for hurting them!' when it comes to the writing for Longbow, which while fitting for Redside, seems disingenuous given their overall situation and how the rest of the setting operates. I mean, if I were a soldier in a goofy candy-cane outfit and had to defend people from supervillains, I'd rather have a flamethrower instead of a pistol or just my fists - that might make the huge Super Strength Brute think twice about folding me into a pretzel, instead of just doing it.
  2. I'd wager so. Banner being a sort of 'Mentor Hulk' after they find out she can change, wanting to help her learn how to control it. Tracks with his character arc too - he never had anyone helping him with a fancy test lab (so he understands how poorly going it alone could end up) and it's the kind of support he's uniquely qualified to give. xD
  3. By this point, I bet quite a few! Especially if Marvel continues the trend of finally not killing them off in the movies/series that introduce them. <.< AFAIK she still gets an emergency blood transfusion from him - at least, that's what other plot synopsis posts have said online. Lines up with Hulk's comment of 'I know you didn't ask for this, but you still got to deal with it.' Taking a guess, I'd say that shot of the car crashing off the road in the beginning of the trailer might be a 'quick origin' as the explanation of why she needed the transfusion. That way they can just jump into Jennifer dealing with Hulking Out.
  4. I've got a Psychic Blast/Kinetics Corruptor that is absurdly fun to play. She's been strong and useful at basically every level, and only gets more potent as her IO build has come further and further online (currently at level 40, as she's in a pseudo-leveling pact with the rest of my supergroup). One of the least resisted damage types in the game + the best buffing set? Yes please. Fulcrum Shift + Psychic Wail absolutely deletes mobs. xD
  5. Looks like they nailed the 'Sex and the City'-esque aspects (which, given the comedic tone of the show, was probably the best bet to highlight for a trailer) and it's a Marvel series so it'll definitely have some solid superhero action. If the courtroom stuff ends up along the lines of 'Law & Order: MCU' then I think they'll have captured all the right elements for a She-Hulk series imo. Also, it's been a long road but I'm glad Marvel's getting live-action content that reflects the casual side of the comics. Superhero stuff just being so prominent in-setting by now that it's a part of everyday life and not only dealing with 'Big Supervillain Threats' (or massive amounts of drama/traumatic experiences). It's a nice change of pace compared to the other series so far!
  6. She's not 'one of the most' - Penny is the most powerful psychic on Earth. Full stop. That's how she was written ever since she was introduced in the Faultline arcs, where the game explicitly said she was stronger than Sister Psyche (and with only the Clockwork King as being on-par with her). Lore-wise this would put her, at minimum, on an even playing field with Incarnate-level characters if not higher and the game mechanics reflect that. Disliking it is fine, as is privately roleplaying out whatever personal headcanon you like (seriously, plenty of people do and that's a-okay), but that's the official nature of the setting and the entire point of her character - contrasting overwhelming power with youthful inexperience. Penny Yin has always been stronger than the player character. A fact that is really only highlighted further in a mission where Earth's Strongest Psychic fights... a bunch of much weaker Seers and two Praetorian versions of Primal psychics she was already stated to be more powerful than. That should never not be a stomp for Penny. Besides, it's fun to watch her obliterate Malaise. Dude's a jerk.
  7. Little of column A, little of column B? Having just tested it with a new water blaster, there's definitely a sound there - though AFAIK, it's supposed to be more like the sound of water escaping a faucet. Like that initial burst when you start filling a bathtub or turn on the shower and it moves through the pipes. It just also happens to sound very similar to someone chanting those words. xD
  8. While both of those emote ideas are really neat and would be fun to have (I'd definitely love to have them), mechanically the way CoH's hit boxes work probably wouldn't allow them without either a pretty hefty code re-write or kluging together a lot of weird options. 😕 The hit boxes around characters enforce a required amount of distance between them - its why making characters even sit close together is already an obnoxious ordeal, not to mention have them use some of the seating that the Live devs designed (<looks at the Pocket D booths>). There's also the mechanical issue of how carrying another character would work and having the game track them moving together. That said, if we ever did get cooperative emotes like these having them tied around the 'Request' prompt system seems like a pretty great way to ensure players can't grief with them (or could opt out of them entirely if they don't want to use them).
  9. Say that the devs did implement this change - that taunts as they currently exist get eliminated at the gap closing teleport is put in. What would replace that missing ranged taunt mechanic for overall gameplay? How would the content and challenges that require the use of a ranged taunt specifically to pull mobs from one location to where the player is/wants them to be get modified to work without it? Would Dwarf form Peacebringers and Warshades also have their taunt powers replaced with distance closers? What modifications would have to happen to the Treat Duration IO sets and enhancements to make sure they're still worth taking? Or would Treat Duration enhancements even still be slottable in this new power? What would happen to Scrappers who have taunt from their primary, and have it slotted, once the change was implemented and they no longer have any taunt power at all - a forced respec? This would require a significant amount of gameplay changes across the board for missions, task forces, and trials, as well as respec'ing for a huge number of tank characters, and require all of Homecoming's players to adjust to the new style of default gameplay. Stepping aside from like or dislike, it just seems like way, way too much of a mechanical overhaul to feasibly implement.
  10. The Mummified options are only under Flat for Boots.
  11. Mummified is only available under the Flat option for Boots, so they're wrapped up under a pretty specific category.
  12. Agent Ramses, The Hero in Gauze Agent Ramses.costume
  13. You can sort of fake a look similar to that via careful curation of costume pieces (Full Mask options or the Detail 1 options that cover parts of the face), but yeah, the way the color white interacts/becomes vaguely transparent with skintones in this game has been an issue for a while. Making actual mask 'pieces' that work like Tights/Jackets rather than just being patterns painted onto the model's skin would do a lot to solve this, but that'd take a decent amount of design work. x.x
  14. The Longbow patrols in Atlas Park basically already have that sort of walk animation on Female models. Head down a bit, shoulders straight, decidedly no hip sway. They use the exact same walk animation the Male Longbow NPCs use - which, in thinking about it, might just be the default NPC walk across the board (as it doesn't match up with the Male character walk exactly). So the animation is definitely there, we'd just need access to it. Perhaps if Walk had its own Stance options akin to how Sprint/Travel Powers do? <.<
  15. 'Casino Chandelier' under the Lighting section - comes in lit and unlit versions! As a warning, they are also rather large.
  16. There's rain effects in one of the missions of the Dark Astoria arcs (specifically the one where you fight Blue Steel on top of the PPD headquarters). The visual FX for it are also available in the base editor, apparently. So it's definitely usable, I just assume there's some broader issue with applying it to the overworld maps.
  17. What @Glacier Peak said - Sentinels don't get direct ports of Blaster/Corruptor primaries (the same way they don't get direct ports of Scrapper/Brute secondaries) - they've got to be modified and adjusted enough that it's a whole other aspect of testing to add. I'd expect them to get it with the next patch along with the other stuff that wasn't quite finished enough to be included in this update.
  18. There's a ridiculously easy way to do this that @Dacy highlighted in one of her extremely helpful videos. Basically, you place the NPC you want approximately where you want them to be and select another NPC/object from the list and hover them close by but don't place the second item. Then you hit tab until the original, already placed NPC is selected, hold whatever key (shift/ctrl/alt) you want to shift them around with before moving the mouse, and click again to make the desired adjustment. Not only will this easily select the pre-placed NPC but it'll also lock your selection to that spot for really smooth custom positioning.
  19. Thanks for the great work! This was even quicker than I thought!
  20. Since this is a costume post it might get more responses in the Art & Multimedia section, but! For the abs thing, you might be seeing folks use the new Bodysuit Muscled options (well, 'comparatively new' against the original, less detailed Tights from launch). They give a lot more sculpted definition, and using the right colors/patterns can make characters that look much more buff than CoX allowed before. Those options also define other aspects of character models, especially on female avatars - which is helped along by taking the Leg slider down and raising the overall Height slider up to compensate. The default Female model has ridiculously long legs but if you shorten them, everything else retains the prior scale so it creates a much stockier looking build.
  21. Pretty sure that particular animation is from the Corrosive Vial power in the Experimentation power pool. It's got the same item FX as the /e experiment emote, but uses the Poison set animations to lob it and make a damage patch.
  22. Not sure how many people know about this, but every mantle for each type of cape can be recolored - not just the High Collar ones. Since mantles exist as separate pieces to the cape itself, they're able to have their own color options - it's just that with the costume creator set up as it is, players aren't given the option of independently choosing one for it. However, managing to recolor the mantle is pretty simple - select the High Collar cape option, choose the different colors you'd like to use for the respective sections (Collar will apply to Mantle, and Cape will apply to Cape), then change the type of cape to the actual cape you'd like to have on your character. So long as you don't modify the primary exterior cape color afterword, it'll stay that way. Changing the secondary exterior or either interior cape colors is fine, but picking a different primary exterior color will overwrite the mantle being its own color. It's a relatively small creative aspect, but I've found it useful for some characters and it'd be neat to allow players to just access it straight out and select separate colors normally. Plus, possible step in the direction of making mantle color choices actually line up with the cape patterns themselves?
  23. I'm certainly down for more variants on the P2W powers (they're fun and thematic). Multiple wings would clip horribly but it's not like the existing Jetpack P2W flight options don't already all clip terribly when your character's costume has wings or a cape. Could even make them tintable, akin to how the purchasable Smoke Bomb temp. power is able to be recolored.
  24. Congratulations! Definitely would not have found some of those myself.
  25. There's no official answer (at least, there wasn't on Live AFAIK) aside from 'It was a place run by DJ Zero before he was in-game as DJ Zero.' Given that it still has the same inter-zone links that Pocket D does, best bet is that it's also probably a mini-pocket dimension he made. Just as much a testing ground for DJ Zero as it was for the Live devs.
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