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UltraAlt

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Posts posted by UltraAlt

  1. 1 hour ago, mechahamham said:

    Are we not doing that this year?

     

    "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.

    • Thumbs Up 1
  2. 13 hours ago, Doomguide2005 said:

    @UltraAlt
    Yes, that is what I meant.  Barely more than a grass strip but clearly intended for aircraft albeit small and light and not as a parking facility for cars, trucks, boats etc.  So, no trying to land a Boeing 757 or the Concorde.  I've no idea off the top of my head just how long the landing strip is either, without going in game anyway. 

     

    Longer than this one:

     

     

    Striga Air Strip 1.jpg

    Striga Air Strip 2.jpg

    • Thumbs Up 1
  3. 17 hours ago, srmalloy said:

    If you don't do anything with the shards/threads that drop after your Alpha slot opens, your 50 is just a level higher than 49s — and you can slot the purple enhancements. Just ignore the incarnate slots and boosts, and play your character with just enhancements. 

     

    I don't think it is fair to make level 50's immune from the renaming system simply because they are level 50's.

    • Like 1
  4. On 10/12/2025 at 6:10 PM, SmallBrainEnergy said:

    Hi! As the title says, I never played this game before, I`m overwhelmed with a lot of information that I can`t tell if it`s useful or notand have some questions that I`ve failed to resolve with FAQ and kinda outdated? guides from 2008.

     

    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.

     

    • Like 1
  5. On 10/10/2025 at 1:47 PM, srmalloy said:

    I've been accumulating publicly-accessible bases and their passcodes, and have created the attached popmenu file.

     

    I won't use this personally, but thanks for making this tool available to other players.

    • Thumbs Up 1
  6. 11 hours ago, CoeruleumBlue said:

    I don't cap my characters at level 49.

     

    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.

     

    11 hours ago, CoeruleumBlue said:

    You might as well cap your characters at level 6 or level 15 or the level of any other missions you want to play.

     

    For some of my characters I definitely do this.

     

    11 hours ago, CoeruleumBlue said:

    This entire argument seems like it's basically just "Sentinels should be a weaker AT."

     

    Well, I'm not saying it should be made weaker. I'm saying it is fine as it is.

    There is a difference.

     

    11 hours ago, CoeruleumBlue said:

    I don't think everything in the game necessarily has to work, some sets will probably always have problems like Electric/Energy Dominator, but those are like, specific combinations of sets that are otherwise completely playable. You can still make a dominator using nothing but energy damage just on that class as long as it isn't those two sets.

     

    Sounds like a challenge. Maybe I'll make one of these.

     

    11 hours ago, CoeruleumBlue said:

    People tell you not to use certain combinations of sets

     

    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.

     

    11 hours ago, CoeruleumBlue said:

    On Sentinel they probably just need to adjust the stats

     

    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. 

     

    11 hours ago, CoeruleumBlue said:

    The problem right now is Blasters don't solely get melee attacks from their secondaries and Blasters also get armor, just not as much.

     

    Maybe in one power and none in some blaster secondaries.

     

    11 hours ago, CoeruleumBlue said:

    let Sentinels have snipes since Blasters get them, Dominators get them, Stalkers get them, and even Scrappers get them.

     

    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.

     

    11 hours ago, CoeruleumBlue said:

    If you're doing Ninjutsu on a Sentinel you might as well

     

    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".

     

    11 hours ago, CoeruleumBlue said:

    A ranged class that can nuke and snipe but needs to wait around a lot so it has armor to encase or hide itself is actually a really coherent idea!

     

    Okay. It that would be fun for you, create a new AT.

     

    11 hours ago, CoeruleumBlue said:

    The problem is Sentinels are just too nerfed in their current form to do that effectively.

     

    Sentinels are not nerfed.

    They are fine.

    If you don't like playing them, play some other AT.

     

    11 hours ago, CoeruleumBlue said:

    I do think we have a coherent class role for Sentinels but they aren't good at it, so people just use them as a training wheels version of other classes.

     

    Okay. That's your opinion.

    You don't have to play them.

     

    11 hours ago, CoeruleumBlue said:

    If Sentinel is like a nuke class and they have armor because all their damage is in the nukes, that sounds like it should be fun, and the inherent +Perception makes it sound like they should be much more strategic than Blasters or Scrappers, but they don't work out that way.

     

    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.

     

    11 hours ago, CoeruleumBlue said:

    I'm actually annoyed that a lot of controller and dominator powersets don't come with more +Perception and the only way to get to max perception reliably is to either use consumables or Mace Mastery.

     

    https://homecoming.wiki/wiki/Rectified_Reticle:_Increased_Perception

     

    11 hours ago, CoeruleumBlue said:

    Like, can't any of the psychic armors or dark armors on Epic Pools come with more +Perception since I think characters leaning into psi and/or darkness would really want to maximize 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.

     

    12 hours ago, CoeruleumBlue said:

    By the way, I do actually care about +Perception a lot and I've taken powers including Tactics just to get more perception. I'm actually annoyed that a lot of controller and dominator powersets don't come with more +Perception and the only way to get to max perception reliably is to either use consumables or Mace Mastery. Like, can't any of the psychic armors or dark armors on Epic Pools come with more +Perception since I think characters leaning into psi and/or darkness would really want to maximize perception? As of now, I have a Mind Control/Psionic Assault/Psionic Mastery Dominator and none of those come with increased Perception. Playing a psychic without increased Perception feels kind of annoying, the only perception increases are the stuff like Tactics. So yeah I actually like increases to Perception a lot. Most of them also come with +ToHit and I like that too, makes it easier to play strategically with CC, debuffs, or even just well-timed nukes like what Sentinel seems to want to focus around. So the problems with Sentinel are probably actually related to the problems with +Perception, since the idea people would play super strategically seems to be overlooked itself in many ways. 

     

    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.

    • Like 1
  7. 8 hours ago, Acyl said:

    But in principle we want everything to, y'know, not suck.

     

    "everything" does not suck.

    If you enjoy playing City of Heroes, you know that.

     

    8 hours ago, Acyl said:

    The big question here is what the niche or role of a Sentinel is supposed to be. It's not just "ranged DPS that's tougher than a Blaster", or "Scrapper with more range".

     

    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.

     

    9 hours ago, Acyl said:

    This also means there's a limit on the number of Sentinels it makes sense to bring on a team, especially if you're mainly concerned with an AV/GM fight... perhaps the only AT where the game outright tells you that bringing multiple of the AT is a bad idea. So the "Sentinels are debuffers" thing is a wash.

     

    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. 

     

    9 hours ago, Acyl said:

    And let's face it, does anyone care that Sentinels have better perception?

     

    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.

     

    9 hours ago, Acyl said:

    But what's the solution? Should any further adjustments to the Sentinel change the role identity? If they become ranged tanks proper, as the OP suggests, that's a completely different role. Or is the solution figuring out some way to make 'em better at their current role?

     

    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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  8. On 10/11/2025 at 3:42 PM, Urthstorm said:

    So what's the consensus? Am I off base? Am I stressing over a minor part of the hero's existance? 

     

    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.

  9. 9 hours ago, MsSmart said:

    Really cool is to have like places you go pay inf and get a minor buff, say you go to a restaurant and get a +5 to regen for 5 minutes for instance...

     

     

    https://homecoming.wiki/wiki/Empowerment_Station

    https://homecoming.wiki/wiki/Increase_Recovery_(Empowerment)

    Duration: 90 minutes in-game time (in-game description is incorrect)

    Effects: +17% Recovery

     

    The influence you pay is for the salvage if you don't already have it.

    • Thumbs Up 1
  10. 25 minutes ago, Darmian said:

    There's none.  The only theater I can see mentioned is from a billboard in Echo Galaxy, the Morway.  And we don't know where that is.

     

    dag it. i was going to call it now I have to go back in game and get a screenshot. brb.

     

     

    6a98c3626f6625f92e92df51056ca33c.gif

     

    oh, wait. I see are indicating just some kind of "stage-play" theater and not a "cinema"/movie theater. 

    yeah, past time for me to go to sleep.

     

     

    Movie theater.jpg

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  11. On 10/7/2025 at 11:50 AM, Darmian said:

    Churches/Places of worship.  Ok, possibly a delicate point given so many people's varied response to religion, whether for, against, indifferent or any shade in between.  There's one (Kinda two but not really) and that's in First Ward.  Plenty of graveyards though.

     

    How not really?

     

    On 10/7/2025 at 11:50 AM, Darmian said:

    Theaters.  Nope, not cinemas, theaters. (Speaking of cinemas, maybe the signs could change every now and then?).  We have the Theater District in Kallisti Wharf, but it's historical and there's none left.  We have a theater building long since converted into offices in Imperial City, so none there. We have mention of a theater showing a production of something called "Mimi", but I have no idea where it is.  Can't find it.

     

    There are several of them. 

    There is one in Atlas Park for example.

     

    12 hours ago, MsSmart said:

    1) Restaurants

     

    They are all over the place. Read the signs on the buildings.

     

    12 hours ago, MsSmart said:

    2) Grocery Stores

     

    Penelope Yin's father runs a Grocery Store in Faultline.

     

    12 hours ago, MsSmart said:

    3) Schools

     

    Well, we have the various branches of Paragon University.

     

    12 hours ago, MsSmart said:

    4) Gas Stations

     

    Isn't there one floating around up in the air somewhere between Pocket D and the Ski Chalet?

     

    12 hours ago, MsSmart said:

    5) Hotels

     

    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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  12. 6 hours ago, Xalon said:

    What are your thoughts, pvpers?  

     

    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.

     

     

     

  13. 1 hour ago, randomperson said:

    It is hard to use a bow in melee.   It just breaks immersion too much for me!!!!!  

    Nothing in game mechanics prevents it, but it's just too hard to imagine my character's mindset, stringing and launching an arrow at someone that's only 2 feet away!  

     

    40 minutes ago, Force Redux said:

    Melee bow use? Zen master. Heck, it's even a think in D&D. No less immersion breaking to have someone so awesome (Legolas?) they can use a bow in melee than it is to have a martial arts masters who can go toe to toe with Lusca or Lord Recluse?

     

     

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