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UltraAlt

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Posts posted by UltraAlt

  1. 39 minutes ago, Scarlet Shocker said:

    I'm not sure what relevance your first point has to a question regarding sleep

     

    it is in response to the quote from your post.

    "I sometimes posit that we have too many powers in the game... so skippable powers I've generally considered a net benefit."

     

    Based on the number of times I have seen it in use, ...

     

    56 minutes ago, UltraAlt said:

     

    ... is skipped by most players.

  2. 11 hours ago, Scarlet Shocker said:

    I sometimes posit that we have too many powers in the game... so skippable powers I've generally considered a net benefit. If you want to make a good build, you can automagically exclude those powers giving you a much refined set from which to choose.

     

    *cough*cough* https://homecoming.wiki/wiki/Mind_Control#Telekinesis

     

    11 hours ago, Scarlet Shocker said:

    One of the things I loved (and was frustrated by) in The Secret World (the original version) was the amazing power wheel where you could choose a whole range of powers and grow them in different ways. Sadly the descriptions were deliberately vague so you would have to play them and make mistakes to discover which worked and respecs as we know them here weren't easy to come by.

     

    This goes to replayability. 

    Once you learn how that part of the system works, I'm assuming you could create another character and play through again and pick other selections to figure out how the system works.

     

    11 hours ago, Scarlet Shocker said:

    Conceptually it was genius but the execution was flawed.

     

    Seems intentional in the game design.

    You want to give (sometimes force) players a reason to replay a game in order to keep attention on a game (mainly for gaining attention of new customers, monetized additions the the game, and/or micro transactions)

    In addition to that, in that kind of game, it also adds to the air of mystery and uncertainty. 

  3. On 6/29/2025 at 6:58 AM, hoodedKitsune said:

    Those of you who can resit making every character Soft cap on Def, not max Recharge, etc.  How is it?

     

    It is fine. I love making characters with wildly different character conceptions. 

     

    On 6/29/2025 at 6:58 AM, hoodedKitsune said:

    Is it still fun, can you still rock with a team ready to do "hard" content and still walk out the other side giving a thumbs up?

     

    Challenging content, yes.

    But what is "hard" to one player may very well mean L337 to another.

     

    On 6/29/2025 at 6:58 AM, hoodedKitsune said:

    Heck it doesn't even have to be hard content to be honest, just in general, how is it?

     

    It is fine.

    I don't cookie-cutter, nor do I mini-max.

    I have fun playing to the character's conception.

     

    Regardless of the level of "it" ... we are all playing a role-playing game. 

     

    On 6/29/2025 at 6:58 AM, hoodedKitsune said:

    Heck I find myself where I can't even remember the last time I made a character that DIDN'T have me running to the test sever just to see how it plays out instead of jumping on live and simply going, "lets see what we come up with in the end".

     

    I find that kind of sad actually.

    When you read a book do you just skip to the last chapter?

     

    On 6/29/2025 at 6:58 AM, hoodedKitsune said:

    I guess what I am trying to say without all the rambling is that it feels like lately I am restricting my own fun

     

    Sounds like it to me.

     

    On 6/29/2025 at 6:58 AM, hoodedKitsune said:

    but I am STILL having fun...just...I don't know

     

    Well, good. You should be playing to have fun. It is a game. That is really the point of it.

     

    On 6/29/2025 at 6:58 AM, hoodedKitsune said:

    feels like it's becoming harder and hard to come up with a new character and stick with it and not fall into the trap of a character that can stand toe to toe, but not what I originally wanted.

     

    Stick to your character conception.

    Sure, sometime as you are leveling you are going to see a weakness and want to do what you can to compensate. A little of that is fine too much of that ... and yes ... there goes your character conception out the window.

    Sometimes I've found that one way to stop from losing the character conception is to decide ... this is the level this character should be ... their powers only really should be this powerful or they really should only be fighting villains up to his point ... or whatever.

     

    On 6/29/2025 at 6:58 AM, hoodedKitsune said:

    That said I don't wanna lean too far into the original idea and spend 95% of my time on the floor.

     

    Then change your tactics to fit the character conception (archetype and power sets).

    Heck, change the notoriety to what is challenging but not "too much" for your character. "No harm. No foul" for doing that.

     

    On 6/29/2025 at 6:58 AM, hoodedKitsune said:

    Does anyone else run into this kind of stuff or do I just need to take a small break and come back???

     

    You have to do you.

    I would say stop stressing about it and play something that is fun.

    Make it about having fun and not about winning, and you'll probably be much happier.

     

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  4. On 6/28/2025 at 3:18 PM, Scarlet Shocker said:

    I'm not being entirely sarcastic here.

     

    Sleep powers used to be so wank they were inherently skippable and I played a lot of controllers. That enabled me to focus on powers that actually worked.

     

    Now I'm not so sure. The description seems to indicate they may have some actual utility which means I might have to use them at least to try. Please tell me I don't need to.

     

    I get why our Devs decided to go this route... they were wankshite, so nobody took them so it's clear they were wasted powers but hey, sometimes that's a good thing.

     

    Honestly, the sleep powers aren't a waste if you know how to use them, but, that being said,  you have to be on a team willing to work to not destroy what sleep power could do.

     

    I was trying to get my non-PUG teammates that I team with a couple times a week to run an all-sleep team to see how it would work.

    I ended up making a sleep-powered character and was able to make it work most of the time because the controller on the team was plant and using single target other than Seeds of Confusion.

     

    You have to really want to make it work ... and "Hulk smash!" and steamrolling are just going to destroy the usefulness of sleep powers.

    And, honestly, "Hulk smash!" and steamrolling ruins the usefulness of way more powers than just sleep. 

     

    I haven't even gone back to playing any characters with sleep powers since the change, but that is more because I have so many characters that I haven't played in a good while that I am trying to get more of them out into the game in rotation.

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  5. 2 hours ago, Psyonico said:

    You could also do it with macros.

     

    /macro Fly “cc 0$$powexec_toggleon Fly”

    /macro FlyOff “cc 1$$powexec_toggleoff Fly”

     

    assuming your first costume has wings and your second does not.

     

     You may have to click the macro twice for both effects to work.

     

    @Speed Freak I would do the costume change first to make sure it goes through and you have the wings and then toggle flight on - otherwise, you are likely to have situations where you start flying when the wings aren't there ... due to one reason or another. At least, that the way that I handle it.

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  6. 1 hour ago, Speed Freak said:

    I just can't wrap my head around the whole CCE thing.

     

    /macro name "cc #"

    /macro name "cce # ccemote"

     

    name = name of your macro

    cce # = slot # first slot is 0, second is 1, third is 2, etc

    ccemote = one of these below

     

    ccbackflip cchowl ccevillaugh ccspin ccnuke 

    cclightning ccprestochango ccdrinkformula 

    ccsmokebomb ccninjaleap CCDimensionShift ccfurburst 

    ccsalute ccvanguardsigil cccast ccsuperserum 

    ccenergymorph ccrapidboil ccfeatherburst 

    ccfurspin ccoilstrike ccpressurerelease 

    cciceblock ccstoneblock ccfireworks 

    ccpureenergy ccnuke ccmurderofcrows 

    ccconfettithrow ccgiftburst ccinnerwill 

    cclightmagic ccrainbow

     

    I use these to switch between an IB=innocent bystander  and a super mode. My tray 9 in these cases has limited powers that would fit with an innocent bystander.

    /macro IB  "cce # ccemote$$goto_tray 9"

    /macro Super "cce # ccemote$$goto_tray 1"

     

    You have to wait - believe 10 seconds - between costume changes.

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  7. 1 hour ago, legendaryjman said:

    When I click test it gives me the pop up of "you are about to test your mission" but the contact does not pop up and I can not go into the mission.

     

    I'm assuming you picked a contact to give you missions.

    Since you can't see hem to start the mission, I would suggest picking new contact (at least temporarily)  and seeing if that works.

  8. 19 hours ago, Slashend said:

    It would be great to see a hardcore server on Homecoming. Where if you die=character deleted (unplayable). Essentially hardcore from Wow just in CoH.

    ALSO, it wouldn't allow a smart vendor

     

    You can do all this with no need for another server.

     

    19 hours ago, Slashend said:

    ALSO, ... you had to slot into fitness, Like the live servers.

     

    You can always pick a power pool and pick powers that you don't put in your tray to simulate this without the need to create a whole server.

     

    19 hours ago, Slashend said:

    tank more aware of squishies. 

     

     

    514571003ee126199bc8d39974f907a8.gif

     

    19 hours ago, Slashend said:

    Please show this some love if you agree and maybe the Devs will hear our prayers! I think this would bring ALOT of people back into our glorious fold.

     

    tumblr_ohq3kvQS7K1v4a8wfo2_640.pnj

     

    I guess technically the DEVs could have as many servers as they want.

    I think that a "hardcore server" would have the lowest population of them all, and, therefore, a waste of time for the DEVs change how one server behaves just for that small population. 

     

     

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  9. On 6/13/2025 at 10:45 AM, Forager said:

    Am I alone on this? I can't bring myself to use them. I am paralyzed by this farfetched, hypothetical scenario where the team is down, AVs are looming and some random temp power I picked up 8 months ago is the key to victory.

     

    Most of the time, I don't ever use mission-drop powers unless it is a summons and, yeah, then I use them when there is some big bad that is kicking at team's butt.

     

    Honestly, I don't even use the day accolade power from https://homecoming.wiki/wiki/Gladiator_Badge unless I'm in that same sort of situation, and I could go recharge that by just parking in an arena or PvP zone ... but I would rather be parked to get time on https://homecoming.wiki/wiki/D.U.S.T._Ranger_Badge

  10. On 6/11/2025 at 8:11 PM, CraterLabs said:

    I don't know why, but I've not seen any Interrupt Time reduction enhancements drop in a while. They were never *super* common, but I could usually expect one or two while a character leveled up. And I miss them, I use them in Sniper powers and Rest and Teleport Target and stuff.

     

    wow. I don't think I've use an interrupt time reduction enhancement since sometime before the Sunset.

     

    Interesting that you can slot them in rest.

     

    Can you explain the usefulness of slotting one in teleport target?

    I only think I've ever used that power in non-combat situations.

  11. 2 hours ago, Billbailey96 said:

    One thing I think is a problem with super-hero stories, particularly ones about street level superheroes is a matter of scale. The hero themselves are able to handle thugs and the lower tier super villains but due to matters of popularity are often forced into situations outside of the scope of their abilities. (Batman being on the Justice League fighting galactic threats is a good example.) What is yall's opinion of this?

     

     

    We have two different sets of things going on here. The street-level superhero(s) and team-up books with much more powerful heroes.

    For the most part, a street-level superhero (even duo or team) are generally not going to fight intergalactic invasions or pandimensional threats.

    JLA (and JSA, etc.) combine heroes of multiple levels. The team books tend to bring together the most popular characters regardless of how powerful they are and tries to balance the threat to those that are in the team.

     

    With your example of JLA, we have power-levels from Batman to Superman to begin with. Batman (at least back in the day) always tended to be the "brains" behind the JLA (forget the fact that Superman is supposed to have a super-brain and can calculate things at super fast speeds). Batman wasn't going to be able to punch/kick/gadget to defeat intergalactic opponents but he was able to plan a strategy for the others to use to defeat the foe. Same kind of thing goes for the JSA, if Green Lantern, Doctor Fate, and the Spectre have their hands full with an opponent, it is unlikely that Wild Cat is going to be able to punch the enemy unconscious.

    In these kind of team books, they used to try to balance the story to give each character something to do instead of putting them in too far over their heads (unless it was a setup for someone else to come rescue them).

     

    I don't even know where they have gotten to on all of this in the comics these days. I stop my subscriptions a good 10 years ago or more as the new wave of editor/writers finally managed to get there way into books that had managed to avoid many of the wide sweeping changes and crossovers that had already been happening for decades at that point as they were trying to remain true to the feeling of the books instead of changing to try to attract a larger demographic. Plus comics were getting just too damn expensive. (It is a comic book. I don't need some heavy weight cover, glossy pages inside, etc. I was fine with the newsprint ... baxter paper was as far as it needed to go if that meant keeping the costs down.)

     

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  12. 2 hours ago, Renatos1023 said:

    Is it here, there or anywhere? Your guess is as good as mine.

     

    Oh, it's floating off the way that you pushed it, and it's aggroing more enemies as it goes.

     

    Just like knockback, you have to figure out how to use tactics.

     

    That being said, I know most players just want to "Hulk smash!" at level 50 in the end-game these days.

     

     

     

  13. 34 minutes ago, MTeague said:

    Now that said, what might have been so, is if you did NO damage whatsoever, might you have gotten no xp for a given mob?  I still don't think that's how it worked,.... but I can't conclusively rule it out, as I no longer have logs of any kind from those days. Maybe. But even as a controller, I was always damaging mobs with holds and sleeps, and later with Terrify, all the time, as well as spamming Transfusion to keep my teammates standing. 


    The character was made as a team mentor (more or less). They mainly healed and buffed. I would get off shots when I could, but, like teams seem to do, when there is a "healer" on the team, the tend to get more reckless - which means if you want to keep them alive, you have to concentrate mostly on healing them and getting in some blasts as end is available to do so.

    I know on that character I would get pretty pissed on teams because I was too busy protecting/healing and empowering the team to get much fighting in.

     

    38 minutes ago, MTeague said:

    If you piled up debt here and there

     

    I'm far better at avoiding defeat then many players that I have seen. A team might sucker me into falling once, but it generally won't happen a second time.

     

    39 minutes ago, MTeague said:

    Mostly what I think it was, was when your team was very successful on a regular basis, you gained XP faster than you gained influence.

     

    On that character, I didn't seem to be getting much of either.

    My melee characters (tanks and scrappers at the time) and blasters were able to get enough infl to slot.

    I kind of remember that controllers had it rougher than tanker/scrapper/blasters.

    Defenders were the worse and empathy defenders were bottom of the barrel ... and that character was an empathy/electric defender.

     

    And, yeah, they play much better now than they did back then. I honestly can't say how well the gain inf (because I PvP /AH) but they appear to gain XP at the same rate as the rest of the teams I'm on at this point.

     

    To me it seems like the system change to equalizing xp across the team happened sometime after the invention system was released. maybe within a year or two, but, with the release of the invention system, I was happy enough just being able to completely slot my characters.

  14. 25 minutes ago, Andreah said:

    Both Black Hole and Dimension Shift remain "Please kick me off the team" powers.

     

    Dimensional Shift isn't as bad as Black Hole.

     

    Black Hole phase shifts enemies so only phased shifted characters can attack them.

     

    Dimension shift phase shifts an area. Characters/enemies inside the field are phase shifted. Players can travel in and out of the field while it is active. So it doesn't slow down melee characters at all, they can run right up in there and fight. Meanwhile, ranged characters can jump into the field, set off an attack or two, jump out so they are no longer phase-shifted/can't be targeted by enemies inside the field, and then jump in again when they are ready to attack again.

     

    But, yeah, I fully understand that there seem to be a good number in the player base that only know how to steamroll/"Hulk smash!".

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  15. 2 hours ago, Yomo Kimyata said:

    The tree of Homecoming must be refreshed from time to time with the blood of respecs.

     

    Then I'm glad that others are providing blood sacrifices to the "Tree of Homecoming" through respecs, because I'm sure not doing them.

     

    I've done less than 5 since I've been back, and I think it is closer to 3. It has been years since I've done one.

  16. On 5/25/2025 at 6:57 PM, queequeg77 said:

    Any thoughts?

     

    Learn how to use knockback.

    Slot up KI push with 2 acc, 1 recharge, and a knockback. If it fits character conception, slot a https://homecoming.wiki/wiki/Blistering_Cold:_Recharge/Chance_for_Hold

    Make it your autofire power.

    You can even corner bosses with Ki Push if you slot it up. It works as  soft hold.

    If you are on a team, you need to find a corner or, at least a wall, to fight your target to limit how far they are knocked back. Close into melee range and keep knocking them back into the corner or wall as soon as they start getting on their feet.

     

    If it fits character conception, adding a https://homecoming.wiki/wiki/Lockdown:_Chance_for_%2B2_Mag_Hold to one (or two) primary powers with a fairly quick recharge is a plus.

     

    I haven't run a storm/martial arts blapper, but I can say that have really enjoyed ice blast and dual pistol /martial arts blappers.

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  17. 3 hours ago, crimson72 said:

    During live, SGs often gave a 1-2 million bonus to new players to at least buy DOs and SOs during the leveling process, players like me with farm tanks literally had 100s of billions, so basically the big pockets funded the DOs and SOs for the leveling players in any SG worth mentioning, that's how it worked.

     

    Was that before the invention system and auction house or afterwards?

     

    3 hours ago, crimson72 said:

    Level 50 players had enough inf to fund the enhancements for their own alts.  SGs that didn't help new players, or do PLing at portal were generally useless. 

     

    Everyone wasn't racing to 50.

    Some of us were never for power-leveling.

     

    A supergroup that doesn't play with others is generally useless. What is the point if you are in a supergroup and the other members don't team with you ... oh, it gave prestige for the creator of the sg...

    There were plenty of great supergroups that weren't into power-leveling. They weren't useless. They were fun to run with in my experience.

     

    3 hours ago, crimson72 said:

    This game was always considered casual.  

     

    not to everyone that plays it.

  18. On 6/7/2025 at 10:00 PM, temnix said:

    One can wander into areas that are too high-level and there are bosses, but overall, people spend time killing things they know they can kill.

     

    I can say anything about new games. I think the newest game that I've played is Card Hunter.

     

    As for difficulty, it is what you make it in CoH. 

    I like to find a difficulty level where I have to think about what I'm doing to survive most situations but can still get in over my head if I'm not paying attention.

    Unfortunately, I'm not always on teams that think the same way.

     

    I have a good friend ... I'm older than the hills but younger than the mountains ... and who is  pretty old as well ... they just wants to have a good time and is more interested in talking about other stuff than actually playing the game most of the time ... or so it seems ... so I have to appreciate that and relegate the difficulty to something that I know I can handle when they are too busy ranting about Doctor Who or what is going on in the MCU to be actually paying attention to what is going on in the game (they may even been watching tv at the same time for all I know.)

     

    I guess my point is that some people aren't hardcore gamers. I know I'm not a hardcore gamer, but I do like a challenge. I like being able to manipulate the difficulty to fit what I think my character and/or team can handle.

    I don't end-game. I'm playing the game (the leveling content), and it is much easier to adjust the difficulty and find enemies that meet the level of challenge that I think I can push to handle or flee to fight another day.

     

    And, yeah, I have no problem running away. If I can't run away far enough in a mission, it's out the door. If I'm already outside it maybe up into the air or leaping across rooftops.

    At the same time, I have no problem with turning around a taking out the straggler(s) of a mob going back to their starting point.

     

     

     

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