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UltraAlt

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Everything posted by UltraAlt

  1. This thread is about visual SFX and not about combat FX. My statement is about wanting that visual cue that my stealth is active, I mainly am concerned with the -perception aspect ... though it is good to know when you are fully "stealthed" on powers that give you increased damage when you come out of "stealth". I'm even unsure why the statement above triggered ... But, it looks like the combat FX of coming out of "stealth" are being discussed now. You don't lose the combat FX of Shinobi-Iri either. Lose all Defense bonuses when discovered Infiltration (https://homecoming.wiki/wiki/Concealment#Infiltration) You blend into your environment and swiftly make your way while attempting to stay undetected. Infiltration grants you a considerable boost to both your jump height and run speed. Even if discovered, you are hard to see and have a bonus to Defense from all attacks. If, however, you attack while using this power, you will be discovered and will lose your Stealth and Defense bonus provided by this power. Infiltration will not work with any other form of Concealment power such as Shadow Fall or Steamy Mist. Lose some Defense bonuses when discovered Stealth (https://homecoming.wiki/wiki/Concealment#Stealth) You can bend light around yourself to become Invisible. While this power is active, you are almost impossible to detect. If, however, you attack while using this power, you will be discovered and will lose your Stealth and some of your Defense bonus. Sending commands to pets, buffing or healing allies will also lower the defense and stealth granted by this power. This power will not work with other self affecting Concealment related powers such as Infiltration or Shadow Fall. Grant Invisibility (https://homecoming.wiki/wiki/Concealment#Grant_Invisibility) Grants a targeted teammate or leaguemate Invisibility. The Invisibility lasts about 2 minutes. While your ally is Invisible, he probably will not be detected unless he attacks a target. If he attacks, he is still hard to see and maintains some bonus to Defense to all attacks. This power works with other Concealment related powers. Hide (https://homecoming.wiki/wiki/Ninjitsu#Hide) Hide makes you almost impossible to detect. When properly 'Hidden', a Stalker can pull off critical hits with his attacks, and even land a massive 'Assassin's Strike' with an Assassin's power. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to defense. Unlike most stealth powers, Hide can be used at the same time as other Concealment powers, giving you even greater stealth capability. No Endurance cost. Lose no Defense bonuses when discovered Energy Cloak (https://homecoming.wiki/wiki/Energy_Aura#Energy_Cloak) The Energy Cloak bends light around you so you become partially invisible. While Cloaked you can only be seen at very close range. If you attack while Cloaked, you will be discovered. Even if discovered, you still maintain a Defense bonus to all attacks. Unlike some stealth powers, the Energy Cloak has no movement penalty. The Energy Cloak will not work with any other form of Concealment powers. Shinobi-Iri (https://homecoming.wiki/wiki/Ninjitsu#Shinobi-Iri) Shinobi Iri are the ninjitsu techniques of silent movement and avoidance, granting you stealth and defense against all positional attacks. While stealthed, you have a very high chance of landing a critical attack, however you can only attempt this after spending 8 seconds (20 seconds for Sentinels) without attacking or being hit. This power can't be used at the same time as other stealth powers. I think that covers all the powers that grant stealth, did I miss any? (I'm still waking up)
  2. Sounds like a minimal fx option. Plenty of powers have it, but I don't know how many players would actually use this one. I know I wouldn't. Being transparent when stealthed let me know when I'm actually stealthed. And, honest, if you want to see your costume you can turn the stealth power off or you can go fight someone ... because you can't stay stealthed while in combat.
  3. Make all three, you have 1000 character slots per server.
  4. I don't think that this is going to happen, but I do something like that. I like making lots of costume variations, and I sometime do that based on what level the character is currently playing at. Recently, I've been making an innocent bystander form. I set-up a tray with my innocent bystander powers. I put in a tray-flip macro with a costume change emote that changes the character into their super form while changing to my main superhero tray load out (that has a toggle in that toggle to my 2nd superhero power tray. (This is in my main combat tray so I can transform/ 変身 (Henshin) on-the-fly if necessary) Then I have two other costume change modes (at least, I generally make a lot of costumes for each character) 1) costume changes to bystander form and tray flips to the bystander tray (this is non-combat and not in my main combat tray) format :: /macro IB "cce # ccemote$$goto_tray 9" (# = costume slot, ccemote = costume emote name) 2) This the same superhero change power that I have in my bystander combat tray (this is also non-combat and in the same tray as the non-combat bystander transformation) format :: /macro Super "cce # ccemote$$goto_tray 1" (# = costume slot, ccemote = costume emote name) ccemotes 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 Costume change emote won't trigger unless you change to a different costume slot from the one you are currently using.
  5. I am aware that the both have individual contacts. I'm working on the 5 hero side Origin arcs. Kheldians don't have Origins perse. They are simply Peacebringer or Warshade. I understand that you pick an Origin, but the Origin doesn't have any impact that I can tell. If you pick Peacebringer, you're natural. If you pick Warshade, you're science. Peacebringers start with Sunstorm who is a 1-50 natural contact He is listed as providing 5-9 contacts: Detective Jose Brogan, Vic Johansson, and Rachel Torres (which?). These three are all listed as being natural origin, and all have the same story arc versus Lost. Vic is he primary contact for natural. Detective Jose Brogan is a 2nd tier contact option for 5-9 for Science origin, Vic for Tech, and Rachel for Magic. [I played a Peacebringer since Homecoming and I think there were some level gaps but you could pretty much stick with Sunstorm from level 1-50 if you did some police missions or street sweeping where the level gaps occurred.] The three contacts would route you off to level 10-14 natural contacts Lorenzo DiCosta, Wes Schnabel, or Willy Starbuck, who all provide the same arc. [I'm guessing Lorenzo DiCosta] Warshades start with Shadowstar who is a 1-50 science contact He is listed as providing 5-9 contact: Kip Cantorum. He is listed as being science origin. He wasn't an option for any of the characters I created as first or second tier contact for any origin. He appears to be the only contact I have run across that routes you to talk to David Wilcot (no "origin" contact) in the Hollows [David Wilcott isn't offered as a contact contact perse. Any character at the appropriate level can walk in and talk to him. When you talk to him, he becomes a contact.] Kip would route you off to 10-14 level science contacts Tristan Caine, Jill Pastor, or Kyle Peck, who all provide the same arc. [I'm guessing Jill Pastor] So at level 10, the Peacebringers can follow the nature origin path, pick the 2nd tiers which branch into other origins, or continue to get missions from Sunstorm. Likewise, Warshades could follow the science origin path, pick the 2nd tiers which branch into other origins, or continue to get missions from Shadowstar What exploring this has shown me is that there is a lack of contact pathways to the Hazard Zone contacts. We get the find contact option, but it doesn't give you contacts in the hazard zones. The game entered a phase were funneling was necessary to direct the player base to the content that the DEVs felt important at the time. The funneling was into the co-op zones of first ward and night ward so that not only Heroes and Villains could be on the same team, but that Praetorians could be as well. You can see this pretty obviously in the contact selection. This left the hazard zones waste lands where players had to go out of their way to get to the content. If you didn't investigate and find out what level to start in a zone you could very easily outlevel all the content before entering that hazard zone for the first time. I understand that the routing away from hazard zones was partially due to people soloing and that hazard zones are really meant for team play. Of course, the hazard zones really aren't part of origin content other to be sent to them to do hunt missions ... at least at the stage I have reached currently with my 5 origin characters used for this questing.
  6. I'm starting to run into weird forking of contacts, and I'm confused as to what is going on. It looks like it started with the 10-14 contacts Tristan Caine, Jill Pastor, and Kyle Peck are all level 10-14 Science contacts and all have the "The Vahzilok Pollutant Plot (10-14)" arc, but the missions are slightly different. My character was only direct to Jill Pastor. Is there some contact forking based on archetype? 15-19 Since contacts are Wyatt Anderson, Maggie Greene, Jake Montoya, and Colleen Saramago and they all have the "The Mind of a King (15-19)" arc. They have all the same missions. My character was only directed to Wyatt Anderson. You can't seem to get these other contacts. Apparently, you don't need to as they have the same mission arch, but why or how can you get the other ones as contacts? Perhaps you simply can't get them at all at this point. If it was only two, I would guess it would have been due to starting in Altas or Galaxy, but it is 3 contacts level 10-14 and four contact with the same arc at 15-19.
  7. ... level 50 while they are doorsitting AFK in a Farm. Being 50 shouldn't lock your name forever unless you are playing it (logging it in at least). Once being level 50 meant something. It was an achievement. Logging in, finding a farm, moving your character inside farm, and going AKF until you hit level 50 is no achievement. This behavior should not grant immunity to the name release policy.
  8. No. Posting that your team is filing is not spamming. Posting that your team has filled is not spam. Posting the same message several times a minute for a team that isn't filling is spamming. Posting again simply because you think your message has scrolled off the screen is spamming. But I think you are Excelsior and people chat on /LFG over there, so it's a moot point to complain about people posting that they are looking for LF2M and then posting that the team is filled 20-30 seconds later. Spam is also setting up a macro so that every time you use your power a message goes out in (worst case scenario) /say. I don't think you understand what spamming is. So there is no need to discuss this with you any further.
  9. Server - Online Torchbearer - 92 Excelsior - 553 Indomitable - 74 Everlasting - 273 Reunion - 100 You might say that Excelsior is "hundreds" It's pushing it to say Everlasting is "hundreds". The other servers? Definitely not. I don't care if you don't want to see a DFB, Posi 1, Posi 2, Yin, Citadel, Moonfire, or Hess teams forming. I don't want to see Endgame, farming, door-sitting, and speed-taskforce spam, but I have to deal with it, and I don't complain about it. Other people are playing the game. Deal with it.
  10. I disagree. If a team is filling fast, you need to be able to tell others that that the team is filling, and also to be able to announce it as soon as possible once it is full. Hopefully, people can police themselves. People have been pretty good about calling out people when they are abusing the /lfg or /help channels. It's easy enough to direct people to the /general channel. Homecoming DEVs specifically created it for that reason. Use it wisely and as directed. The /ignore list is pretty limited Once you are filled up, for each new person you put on ignore, the oldest one on the list falls off the ignore list. (... honestly, I've found by the time that happens they aren't playing anymore. I haven't had to /ignore anyone in a long time)
  11. This is stalking. There is enough of that already going on with names. People are finding the globals of people with names that they want, bombarding them with tells asking them to relinquish the name, and then complain if the person doesn't respond to them. We don't need this. + what kind of a reward is a respec?! Oh, I see. It's all a joke. Good one. You had me going there for a moment.
  12. Well, I can only guess you are trolling or haven't been around too long. It really isn't so much the new players but the returning players (some of whom have been back for quite a while) trying to get the names that they had before the Sunset. There have been a bunch of threads about it.
  13. I clearly won the most thumbs down. Move along, Citizen. Nothing new to see here.
  14. There really is no basis for anyone saying that Null the Gull can only be in one place. Signature characters in the game are in more than one place. All other types of vendors and trainers are in more than once place. Null the Gull only being in the Pocket D really makes it essential during the first hours of the character to travel to the Pocket D, if ... ... you don't want to bounce off the walls because someone triple slotted their speed boost with 3 runs (which I consider trolling other people) ... you don't want to get interrupted mid battle to click on accept or deny mystic fortune. ... you don't want to get lifted off the ground by Group Fly because you don't want to be flying and/or some of your powers don't work while you are flying .... don't want to get teleported in the middle of a mob without warning ("I thought I had turn on the option where I was able to pick if I accepted a teleport or not?!", some teleport-crazed character "That won't stop me from Team Teleporting you!") [Seriously, I had one guy ask "Why isn't my teleport working on you?" after they repeatedly tried to team teleport one of my squishy characters into the middle of a mob!] If you want to leave all that Dimensional Warden stuff and side switching in the Pocket D, that's fine with me. The Side switching part should obviously only be an option in a neutral area unless you wanted to make it so you couldn't turn Villain in the City or turn Hero in the Isles. But all that other basic stuff could be (and I think should be) more easily accessible from the get go as some of those things should have been added to the Options menu, but it was too difficult to add them to the options menu so they put in Null the Gull. Anything that should be in the options menu should be accessible in the starter zones. If not Null the Gull, give those "option changing" menus that couldn't be added to the options menu to the starting trainers like Ms Liberty.
  15. Why would you start from the tram unless you are going someplace else? That would be the shortest distance. Why would you go to the tram and then travel a couple of blocks unless you were going to another zone to travel those couple blocks? There are is only one block to travel from the tram to the Pocket D entrance in Atlas. The City Hall areas is all one block and the Pocket D entrance is within that. This wasn't added until .... ... so only year ago, and I had no reason to search out another way to get to the Pocket D or to look around on the Atlas Map for things that might have been added to it. ....and that is what it was saying to me since they were directing me to go to the tram and then travel a few blocks..... This is always true.
  16. The tram doesn't give you access to Pocket D. It has been pointed out by someone that actually knows that it is to the east side of City Hall. Apparently, you didn't know where it was in Atlas. I generally take a base teleporter to get there. You don't have to be insulting when you make a post. I know quite well, that there are many that think they need to be insulting to make their point. If you have to insult other people, you have already lost your point in the discussion. Good for you. Duplication is throughout the game. Your point is not valid. AE farm doorsitting disincentivizes make sure to make a point of that on the AE thread if that is such a big issue for you. Good day, sir.
  17. Honestly, I had no idea that was there. I knew where the ones were in Kings Row and Steel, but, honesty, I mostly get there through a base. Regardless of how easy it is to get to the Pocket D if you know you need to get there to talk to Null the Gull and know where the Pocket D entrances are ... it would be more obvious and user friendly at this point if Null the Gull was standing next to within 10 feet of the P2W vender in the starter zones. That is an insult. You have insulted me. I get to the Pocket D through a base teleporter more than any other way. The issue isn't now easy it is "for me" to the Pocket D. It is about how useful what Null the Gull does and how to make those functions easier to access for all players. That has nothing to do with my toggle options suggestions when accessing Null the Gull. And with that I'm done discussing this with you. I don't need to insult other people in order to have a discussion.
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