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El D

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Everything posted by El D

  1. Right? That'd be hilarious. For a mini-event, it doesn't seem like it'd be too bad - not worse than the zombie or Rikti invasions, at least. xD
  2. After the Anniversary stuff/Nemesis Invasions, there's not really any seasonal events until Halloween starts. It could be an interesting opportunity to add a new one, though. Something summer-y - beach invasions by swimsuit-clad villains? Random Lusca spawns in various bodies of water throughout the city? Maybe the Lord of Winter has a Lord of Summer counterpart, whose heatwave inducing fire minions could invade the streets. Heck, some unique rewards or alternate missions for the Summer Blockbuster could work.
  3. It is odd that Stalkers never got Battle Axe - or War Mace, for that matter. One of those 'proliferation backburner' things that never received attention during the Live days due to the continued stream of bigger things. It'd require animation work for Assassin's Strike, but for the most-part the conversion seems like it'd be more straight-forward than most (like hopping sets over to Sentinels, for example - not that that's any way a begrudging remark against Sents or the work the HC devs to port stuff! ^_^).
  4. As far as I understand, part of the Rage rework was specifically to counter the fact that folks were constantly multi-stacking it - which was pretty busted. Continuing to do that now, when there's an actual cost when Rage crashes, is a choice players make at their own detriment. They had to balance against the benefits of the power somehow.
  5. Given that Homecoming now allows streaming, this seems like a pretty solid addition. There's no real way to 'force' someone to toggle it on AFAIK so it would rely on the honor system, but that's true for how a lot of things work in-game already anyway - especially when it comes to community interactions. As for not wanting to show up on streams hosted by other people... Much as I understand it, that's a reality of online gaming in 2022. You willingly log in to a game that allows streamers, that's accepting a chance you'll be on-camera. At least as far as Homecoming goes that's an awfully slim chance, especially compared to stuff like FortNite or Overwatch or whatever. Beyond that if you just team with friends/private groups the risk is basically nil - but so long as Homecoming allows streaming, it can't be completely negated. That's not to say streaming doesn't have the possibility to be invasive or cause harassment (that's another reality of online gaming in 2022...) but that's what the report function is for.
  6. What @Cancrusher said. This is a really cool concept for a system and something that would be fun for Homecoming to have... if it wasn't being managed by a tiny team of volunteer developers. 😕 There's also the issue of being able to either approximate or eclipse these benefits via existing gameplay. As far as custom NPC sidekicks go, players can make as many missions in AE as they like with them in it - offering more powerful versions that'd stick around the whole mission (assuming they aren't defeated). Alternately, just having a friend make the sidekick as an actual character and team with them. If a Defender is lacking damage, they don't reach for NPCs first, they invite a Brute/Scrapper/Blaster to team with them. Same with Brutes if they need more support - they just invite a Defender, Controller, or Corruptor.
  7. Having been in Homecoming's Discord server for a while, CoH's community mostly uses it as an extension of the forums - advertising for events, interacting with the dev team/mods, or hosting content that can't be run in-game (like long-term costume contests, scavenger hunts, supplying base building resources, etc.). It's more of a 'game-adjacent hangout' than an active recruiting tool, though there are a number of supergroups that post recruiting things there. I'm sure there are times when groups have formed via Discord (there's been more than enough folks spotted in voice chat for it not to never have happened) but for the most part actively forming content is a thing that happens in the in-game chat channels. The closest thing you might find for what you want is by joining a specific supergroup and their Discord server. My SG uses our Discord server to poke folks for task forces and urge them to get in-game, so I have to imagine others do the same - just not in the broad channels where it'd get either drowned out or skipped over.
  8. Entirely possible, when the game says that is what's taking place. As an example, it's certainly true in the Penelope Yin Task Force. The Freakshow mobs state they're there to kill PPD officers in the first mission, then in the end they get arrested/incapacitated along with Clamor. In CoH, the narrative is the arbiter of reality - what the game says happens is what happens. Back on Longbow, to run with an example given - in the real world, they'd absolutely face consequences for invading a sovereign nation, yes. However, in the real world there are no sovereign nations run by superhuman spider-dictators who run psychic eugenics programs, possess time travel portals, and regularly got into fistfights with an expy of Superman. Plucking them entirely out of their fictional context, when said context is the baseline for the actions they take in the first place, to apply real world consequences doesn't really leave a lot of room for a hypothetical discussion. They do all these 'would be horrific in the real world' things in the first place because comic books. If you remove 'because comic books' then of course they're all terrible people. Just about every entity in CoH aside from the civilians would be. <.< ... Actually, the civilians too. Some of them can really pushy/judgmental. Now, talking about Longbow's leadership structure and the decisions Longbow has made at the behest of Ms. Liberty?... Oof. As far as that part goes, they absolutely deserve some lambasting. xD At minimum for the Red Widow arc alone.
  9. 'Enemy mobs having or not having meidporters' actually being an issue really depends on which side of the game folks are playing on. If the character is aligned as a Hero, it doesn't apply; the game's ruling is that Heroes are not killing anyone in the first place, and the mobs are always arrested/incapacitated unless the story states otherwise. The descriptions have always been 'the hero has defeated X' and then discussed about how 'X was captured/imprisoned' after the fact unless the plot specifies something else happens to them. You're correct that most enemy mobs don't have mediporters, but when the game's innate ruling is that Heroes aren't murdering them in the first place, that doesn't matter. In those contexts, the explanations aren't a justification to avoid killing - the game's blanket rule of 'Heroes Don't Kill' already does that - but a narrative set up for future arcs. 'Hero arrested X when they were level Y, then when the hero got to level Z, they meet/fight X again.' Because comic books. Now for Vigilante content or Redside stuff? Totally murdering people. The game makes that abundantly and explicitly clear multiple times over. The only time mobs survive is through mediporters (or whatever weird lore equivalent their enemy group has) and even then, it's only the signature heroes/villains and plot important folks, like you said. Some Family boss in a newspaper mission? Totally merc'd. One of the Arachnos patrons? Beaten up, but not dead. Well, aside from Ghost Widow, but she was like that when we got here. <.<
  10. 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.
  11. 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
  12. 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.
  13. 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
  14. 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!
  15. 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.
  16. 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
  17. 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).
  18. 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.
  19. The Mummified options are only under Flat for Boots.
  20. Mummified is only available under the Flat option for Boots, so they're wrapped up under a pretty specific category.
  21. Agent Ramses, The Hero in Gauze Agent Ramses.costume
  22. 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
  23. 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? <.<
  24. 'Casino Chandelier' under the Lighting section - comes in lit and unlit versions! As a warning, they are also rather large.
  25. 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.
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