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Luminara

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Everything posted by Luminara

  1. Badges emanate a discernable odor of an unpleasant nature, and are not required.
  2. I never watch reviews for anything, but pasting Emmert's face under Statesman's helm convinced me to give it a shot. I like this guy's style. Ballbag. 😁
  3. If you're going to create something new with Assault sets, create something new. This is just sentinels with extra melee attacks, or scrappers with extra ranged attacks, and we already have that with *PPs.
  4. You got @Snarky's sloppy seconds. EEEEEEEEEEEEEEEEEEWWWWWWWWWWWWWWWWWWWWW!
  5. Info panel is wrong (which is definitely a bug). Blood Frenzy adds global +Recharge, not +Damage.
  6. The graphics engine was improved, either with CoV or Going Rogue, and higher resolution textures were added. Existing textures weren't replaced wholesale, nor were higher res versions made for all existing textures. I remember it being touted as a feature of the Issue when it was released, but I can't recall which Issue. It's been a long time.
  7. It's not a typo. https://cod.uberguy.net/html/power.html?power=boosts.attuned_launch_a.attuned_launch_a All +Jump enhancements boost both attribs, but they don't all say that. The originals, TOs, DOs and SOs, all use the same basic nomenclature, referring to "distance" and height rather than speed and height. When IOs were added, the terminology was changed to "jumping ability". The new(ish) Launch enhancements are more precisely worded, stating that they improve speed and height. The other one to which you referred in your first post, https://cod.uberguy.net/html/power.html?power=boosts.attuned_launch_d.attuned_launch_d , denotes "Increased Jump Height" in the name because it has a third attrib on it, +level_variable% Maximum Jump Height. It's the Launch set's special enhancement, like Hypersonic's +Fly Protection. It doesn't just boost Jump Speed and Jump Height, it boosts those and bumps up the ceiling for Jump Height. On my Staff/Willpower brute (+Movement Speed set bonuses, Combat Jumping and Athletic Run, no classic travel power), it increases Jump Height from 56.82' (without) to 69.59' (with). If I were to replace it with Springfoot: Jump/End, which has the same 26.5% boost to Jump Height but no +MaxJumpHeight, I'd top out at only 58.94'.
  8. Correct. Once the character has hit his/her maximum Jump Height, the game stops applying Jump Speed. The Jump Speed that you had at that maximum height carries your character forward faster than a direct fall, but diminishes with every increment of distance moved. After falling X distance, all of the Jump Speed is bled off and your forward movement is limited to only what Movement Control, Friction Control and a base movement stat allows (there's a minimum Run Speed, it stands to reason that there'd also be a minimum Jump Speed). The second half of a jump is like exiting an airplane in flight. You're still moving forward when you step out, but not at the rate the airplane was traveling at, and you lose acceleration the farther you fall, until your only forward movement is whatever you achieve from gliding. Movement Control and Movement Friction equate to the glide. It doesn't. Speed and Height are independent mechanics. It's entirely possible for a power with only Jump Speed to be created, and there are already powers with only Jump Height (Steam Jump, Jump Pack, all Sprints). How quickly your character moves when jumping has no impact on how high your character jumps... BUT, how high your character jumps does have an impact on your overall movement speed, because it increases the ceiling before Jump Speed is cut off.
  9. Yes and no. They're two separate mechanics, usually used simultaneously, but not always. Sprint, for example, increases Jump Height by 10%, but it has no Jump Speed at all. The connection is the gravity mechanic. At the apex of a leap, the engine switches to gravity (you're not jumping any more, you're falling). Fall speed is independent of Jump Speed (a character with Super Jump/Might Leap toggled on and a character with no +Jump powers (other than Hurdle) fall at exactly the same speed). Movement Friction and Movement Control determine the speed and responsiveness of lateral movement during a fall, but Jump Speed is no longer applied to movement. +Jump Speed isn't arbitrarily set to 0 the instant you reach the apex of a jump, though. There's also a momentum mechanic at play, which "bleeds off" forward movement, in concert with the movement control and friction control mechanics, so your character doesn't instantly start plummeting down. That's what makes jumps graceful curves, rather than precipitous parabolas. Did that answer your question sufficiently?
  10. I still don't understand why bait requires a nerf. Did the fish complain?
  11. Spongy dildos start appearing?
  12. Huh. I didn't know Hasbro was using the porn industry for design inspiration.
  13. It was around June, 2019. I was becoming frustrated with mobile games, the portable HDD with all of my films and television shows had died, I'd read every book I owned, and I didn't have a television or an Internet connection suitable for streaming. I had jack shit to do in the evenings, essentially, and was bored out of my mind. I went poking around in the Wayback Machine, looking at the old CoH forums, and decided to see if there were any other archives. Found the MassivelyOP articles instead.
  14. Maybe the PUG team stopped at an ATM machine with a bad NIC card and couldn't enter the PIN number correctly.
  15. I've been laughing at this idea for ten minutes. The cats are staring at me. Dump Translucency and slap that bad boy on our characters' faces when a stealth power is activated. Do it. DO IT.
  16. My derailment Tsooperseded the original purpose of the thread and rendered it Tsooperflous, but we're all in agreement that it's a Tsooperior use of forum resources. Tsoopervisory action is unnecessary.
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