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Everything posted by UltraAlt
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Auto Targeting - Provide a mean to set default
UltraAlt replied to MsSmart's topic in Suggestions & Feedback
Place the cursor on your character's back. If a target goes down, and your mouse is over another target when you set a power off, it will select that target. So, hopefully, if cursor is on your character's back, it will target the enemy directly in front of your character. -
Are we not doing endless night this year? ;_;
UltraAlt replied to mechahamham's topic in General Discussion
"Eternal Night The Eternal Night state is only active for the first and last weeks of the event. When active the entire game is locked in nighttime mode. This is not just a visual effect, all aspects of the game that depend on a day/night cycle are locked to the night side during the event. Enemies that only spawn at night spawn continuously during the event. Banisher, The Slayer, and Haunted badges (Hero side) and Pirate and Spectral badges (Villain side) are examples of badges for which hunting will be much easier during the event. Note that some zones, such as Cimerora, The Hive and The Abyss are unaffected by Eternal Night." - https://homecoming.wiki/wiki/Halloween_Event_2022 I saw it discussed in the past that the "all night" situation for extended players of time was causing depression, so the decision was made to only have limited "all night" periods instead of the entire month.- 3 replies
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- halloween
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Hiding or Removing the Floating Buff/Debuff Symbols FX?
UltraAlt replied to ElectricKnight's topic in General Discussion
So is the bubbling ooze in the Hydra pit in DFB! -
Where does https://homecoming.wiki/wiki/Rularuu_the_Ravager even show up?
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Some questions from someone who never played CoH before
UltraAlt replied to SmallBrainEnergy's topic in Help & Support
Destress. Think up a superhero/fantasy/sci-fi/pulp/etc character conception that you would like to play (or maybe 10 or 20 ... or more of them) and play the game, explore, and figure out things as you go. There is too much going on in THE CITY to absorb all at once, and that is part of the great depth of replayability of City of Heroes. City of Heroes isn't just meant to be played through. It is mean to be experienced. The wonder of a "ding" and the wonder of finding something new for the first time are ... well ... wonderful experiences that I - personally - don't think should be rushed through. I suggest playing the game, not rushing to level 50, try to look for teams to join on the /lfg, and try to have fun. Anyone that is going to /gignore you because they don't want to game with you, you probably would have done well to /gignore them first. And I think you will find that there are a very limited number of players that would do that to you or do that to. THE CITY is a very welcoming and helpful community. You don't need to know everything a once. Just have fun and enjoy the ride. As you level up, you will see where your character could use some help. Generally, you will be able to do something about that with your next power pick or slot selection. If you need help in-game, make sure to use the /help channel. the /help channel is in the help tab on the top panel. I would add the /lfg, events, and maybe the broadcast channel to the help tab and primarily use that tab for secondary communication. You can talk on a channel by typing /channelname or you can change the default channel you are talking on by clicking the name of the channel you are currently talking on to get a list (much easier than clicking on those tiny bubbles above the chat line). Having the /help channel up also allows you to learn things about the game while you are playing when you are distracted by actually running around and doing stuff. You can play this game however you want. Find the way that is fun for you, and you will be playing this game for a long time. If you feel like you have the play the game the way (a very few) other players (might) tell you to play it, then you are likely to get bored and/or frustrated and leave. Don't let them drive you away if you are having fun, put them on /gignore. They are the few. Have fun. See you in THE CITY. -
I won't use this personally, but thanks for making this tool available to other players.
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We all play the way we enjoy playing. I'm stating how I play for reference to my views on the game. Many players do not provide this information. For some of my characters I definitely do this. Well, I'm not saying it should be made weaker. I'm saying it is fine as it is. There is a difference. Sounds like a challenge. Maybe I'll make one of these. Yes. "some" people do that in general. I get that "what the cool kids are doing" from people as well. And I say back "What "cool kids" exactly?" I say take whomever's post with a grain of salt and explore the game yourself. There are really no diehard rules other than the constraints of the games mechanics and, hopefully, what you find to be fun to do in the game environment. If someone that has the goal to "beat the game", enjoy the genre, be a part of a supergroup, run in PuGs, hang out with old friends, stand around RPG'ing, build bases, and/or a bunch of other stuff in any combination is going to approach the game and play it differently than someone that mildy tweaks any of that. You can explore the game yourself and/or explore the game with various levels of assistance from other players. Just because something works for you, doesn't necessarily mean it works for others. If you feel like a cookie-cutter build is good for you, then that is good for you. If you only want to play level 50's, then that is good for you. Just because the game doesn't seem to work for you in some situations doesn't mean that it doesn't work in the same situation for others (due to a variety of reasons). And even if a set is difficult to play, doesn't mean that some players don't like the challenge of playing it. And even if a AT/sets combo doesn't work to outshine other AT/sets combos in the end-game doesn't it has issues in the game. Making a change to an AT/sets for end-game content only is different than tweaking it for the game experience. I see no reason for them to adjust the STATs. I have made that clear. It is my opinion. You have yours. I'm fine with how much damage sentinels do related to their survivability. Maybe in one power and none in some blaster secondaries. Stalkers and Scrappers do not get "snipes". But I know that it is a semantics thing and that you are implying that the ability to do crits is the same as a snipe. Scrapers can do crits while they are in combat and a traditional snipe isn't a true snipe if it is used in combat. So maybe you have an issue with that too. Wow. You know this game is about exploring the comic book genre, correct? I have a good deal of fun playing an Assault rifle/Ninjitsu Sentinel. It is entirely different from playing a ?/Ninjitsu character. I'm a character conception player. I'm not a "beat the game" player. Of course, there is a thematic reason to play one set over another. That's fine if you and others want to chase the numbers. I learned along time ago that you are either having fun doing something or if your goal is only to find some optimal path to the "easy way". Okay. It that would be fun for you, create a new AT. Sentinels are not nerfed. They are fine. If you don't like playing them, play some other AT. Okay. That's your opinion. You don't have to play them. Yeah, but that isn't what the Sentinel class is. If you don't want to pay to the strength of an AT and use tactics that make use of their strengths, then that is on the player mindset and not the AT. Sounds like it comes down to playstyle and you want to adapt the AT to your playstyle rather than to adapt to the playstyle intended for the set. https://homecoming.wiki/wiki/Rectified_Reticle:_Increased_Perception Why would the "armor" come with more perception? If this was added, why wouldn't it be in the attacks? Are you thinking of "armor" being more of a Spidey-sense that generally come with some kind of +def? (which is more generally "there is something wrong" than actually knowing where that "something wrong" is actually located/coming from). I can see how psychics should be able to sense the presence of other minds - so like no bonus perception toward machines, zombies, and probably spirits/ghosts. I could only see dark getting some perception of spirits/ghosts, undead, vampires, and maybe werewolves. I am not sure how the perception is written into the game, I am not sure if it can differentiate between different target types or how complicated it would be to add this. All of this is another suggestion that should have its own thread. Please post one if you think that this should be discussed so it isn't lost-in-the-shuffle.
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"everything" does not suck. If you enjoy playing City of Heroes, you know that. I'm at a loss. I see Sentinels in no way as being "Scrappers with range". Scrappers are melee characters and have no ranged attacks. Clearly, Sentinels are Blasters with armor instead of melee attacks (Blaster secondaries). I see no confusion on that nor a need to question it. Perhaps some players are too focused on the end-game and aren't playing the actual game (the part before the "end-game") That appears to be what this is focused on. But this comment isn't even on "just" the end-game but focused on "...you're mainly concerned with an AV/GM fight..." Personally, I have 3 50's. I don't plan on leveling any more character to level 50. Level 49 is my cap. I don't care for the incarnate system. I don't think it is fair to make level 50's immune from the renaming system simply because they are level 50's. I don't enjoy the end-game as much as the game itself. Sentinels play fine as far as I'm concerned. I don't see any negatives for playing them versus the other ATs. I generally don't solo, so there is that. I don't think people pay attention to perception in general. When you think about https://homecoming.wiki/wiki/Leadership#Tactics do you or anyone else think, "I'm going to get Tactics because it boosts perception"? I think not. I don't even think anyone really notices when the perception increase make a difference in battle. I'm not even sure how many people know that they can pop a yellow insp to clear up being blinded. But not being "blinded" and being able to see stealthed foes at greater range is obviously useful whether a player realizes it or not. The AT needs to be left alone. The AT fills its niche. Players don't have to play it if they don't want to. I don't feel that there is a need to change any AT at this point in order to make it the-favour-of-the-month. We already know what the most played ATs in the game are - perhaps if changes need to be made -, it is those ATs that need to be changed so that they aren't picked to be played by players as often? (which doesn't make any sense to me either - though I do feel that tanks were given the ability to do more damage simply to make the player-base happy and had nothing to do with game balance.) Sometimes things need to be left well enough alone.
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The only times I have done this has been with tokusatsu characters - mainly Kamen Rider homage characters. Google AI has this to say about it. In the Kamen Rider franchise, it is common for the main hero to gain multiple new forms and costume changes throughout a season. These changes typically follow a structured progression, with the Rider becoming more powerful as the season goes on. Beginning of the season The Rider begins the series with their Primary Form or Base Form, which establishes their core theme and abilities. Initial form: This is the most basic version of the Rider, obtained in the first few episodes, and it serves as their standard fighting suit for the first act of the series. For example, Kamen Rider Zero-One's first suit was Rising Hopper. Alternate/derive forms: In addition to their base suit, many Riders acquire multiple variant forms early in the season. These can be themed after different animals, weapons, or abilities and allow them to adapt to different situations. Kamen Rider Build has dozens of forms that combine two "Fullbottles," such as RabbitTank Form or GorillaMond Form. Kamen Rider Wizard's style-based forms (Flame, Water, Hurricane, Land) change his primary color and magical abilities. Mid-season During the middle of the season, the Rider will typically achieve a significant power-up that gives them a new, stronger form. Upgrade forms: These are the first major power-ups, often appearing around episodes 12–14. For example, Zero-One gained the Shining Hopper form in this stage. Super forms: As the story progresses, the Rider earns an even more powerful mid-season form, sometimes in two stages. These can come with drawbacks, such as a "berserker mode" that causes the user to lose control, as seen with Kamen Rider Build's Hazard Form or Kamen Rider Zero-One's MetalCluster Hopper. End of the season In the final episodes, the main hero unlocks their most powerful form to defeat the season's ultimate threat. Final Form: The strongest form a Rider can achieve, this is often the culmination of their journey and character development throughout the season. The Final Form's design and color scheme are typically a dramatic departure from earlier suits. For example, Kamen Rider Build's Genius Form combined all his powers into one white, multicolored suit. Season Finale Form: In recent years, a form even stronger than the Final Form is sometimes introduced exclusively for the last episode. These forms are typically a recolor or subtle upgrade of the Base Form, representing the hero's completed mastery of their initial power. A prime example is Zero-One's Realizing Hopper form. Other types of form changes Beyond the standard progression, other types of suit changes occur throughout a season: Movie forms: Special forms are often reserved for crossover movies and do not appear in the main series. These may be incredibly powerful or represent a team-up with another Rider. Extra final forms: Some Riders get additional, extremely powerful forms in movies or special features after the series ends. Side Rider forms: Secondary and other supporting Riders also have their own progression of forms, including their own final forms near the end of the season. and... anime characters - more specifically Saint Seiya homage characters In this case, they have their Innocent Bystander look, Bronze Saint cloth, and Gold Saint Cloth.
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How not really? There are several of them. There is one in Atlas Park for example. They are all over the place. Read the signs on the buildings. Penelope Yin's father runs a Grocery Store in Faultline. Well, we have the various branches of Paragon University. Isn't there one floating around up in the air somewhere between Pocket D and the Ski Chalet? No hotels, but motels all over the place. What I see missing from Paragon City: 1) Buses 2) Motorcycles 3) Ice Cream trucks 4) Street Food Vans 5) Traffic that stops at intersections 6) Animals (sure some players play humanoid animals and we can transform into a couple of type of animas). The only ones are really the birds in some areas of the Rouge Isles 7) ...
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This was brought up back before the Sunset. I think it was something that the game couldn't handle. PvP was added the game after the game was created, and that is part of the problem with PvP in City of Heroes in general. PvP is Zone or instance based. Arenas allow characters to PvP in PvE zones by entering an instance. I believe that you can set up bases now to be PvP zones but I don't know how (and wouldn't myself). I guess ask @Dacy or @Easter Bunny The PvP zones are actually "open world", they just aren't PvE open world. You can do missions in PvP that are PvP related. I haven't tried, but I think that you still get PvE enemy defeat credit in PvP zones. It some something that happens in DC Universe Online if you have flag set to accept duel invites (and I think skirmish invites - aka team vs team). You can also set to be in PvP or PvE mode. It seems at this point DCUO has it setup so some zones have phases that are PvE and others PvP. I liked it better when they were combined as there were more players running around in the zone and you wouldn't be able to tell if someone running past you was targetable or not without the mini-map indicating that they were enemies. I used to love picking a fight and strafe around fighting. If they had me on the ropes, I would dodge my way back to an open world AV that would help me finish them off. Not very heroic, but I was playing a villian when I was doing this. It was in one of my favorite areas in a leveling zone. With the changes to phases that are PvP or PvE and the push to play higher level combat, my favorite area is pretty free of player targets. Or simply going to a where a bunch of heroes are standing outside of a police station and just start throwing cars at them from down the street which usually lead to my character being defeated pretty quickly, but it was fun nonetheless.