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Everything posted by UltraAlt
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I heard that Snaptooth became the Mayor. "Description Snaptooth is a particularly nasty Red Cap that takes even more glee in torment and suffering than the rest of his kin. Clever and devious, he has found a way to hop across dimensions using the faerie rings in Croatoa. Now he can bring his wicked games anywhere he pleases." - https://homecoming.wiki/wiki/Snaptooth
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I think this more likely to happen than updated graphics for the zone - essentially a new zone. @Scarlet Shocker Now I'm thinking that the easiest way to pull his off is Time Travel! How about Ouroboros missions that send you to do missions in Galaxy City as Flashbacks to before its destruction? You get the Origin contacts in the Ouroboros and they send you into the Echo: Galaxy City to the doors that you would go to when that zone was still active? I mean it isn't like we can't get the Ouroboros portal at level 1 at this point (it is one of the first things that I do when I make a new character at this point). I guess the main thing is "are the Galaxy missions still hidden somewhere in the coding?"
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As I recall one of the graphic designer/computer graphics/whatcamacallum DEVS said that underwater stuff could not be done well. So that might be one of the reasons there is no underwater swimming (except for a couple of maps that were apparently "snuck" in), and, therefore, if the players can't be aquatic then what is the point of having Atlantis. There is an Atlantis zone in DCUO with undersea swimming, but it is only used on one episode/issue or whatever over there. And Jack was still around over there when that went on. (but the movie was coming out ... and, yeah, that's the way they roll over there. Nothing to do with the movie. Black Adam movie coming out? Black Adam episode. Nothing to do with the movie. I gave up on comics a good while back due to the cover price, so I have no idea what was going on with either characters in the comics when their episodes/issues/whatever dropped.) The game is what it is and it tries to suck as much money out of you as it can. But I think they did a decent job with the underwater stuff in Atlantis. You can't tell from screen shots of it, and I wasn't able to quickly find a good video that displays it well. There is still a lot of running around on the ground - aka the seabed - but every character can swim - essentially fly - and breath underwater ... in definitely ... for no lore reason ... your character just can. Of course, you can get costume parts that fit the underwater environment, but it is DCUO so most players don't bother so, yeah, most of them are running around on the seabed instead of swimming as well.
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Good idea to at least save a copy of these folders and their subfolders as well: accounts costumes powercust settings
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They are both still there. You can still get contacts and run missions in Faultline. There are probably still missions in-game - most likely from an Origin contact - that will send you to Boomtown. Plus to Giant Monsters spawn there. EDIT: Yeah. You can still get an Origin Contact mission that sends you to Boomtown (didn't take long to find that one with a level 14 character. Turned in a fed-ex to a contact in Altas, and it was the next mission up - Technology Origin contact).
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I miss Galaxy City as well, but, even if it is brought back, I think all new heroes should start in Atlas. This keeps the funneling in for new players and helps avoid new players from becoming confused then they first start playing. If someone want to take their character to Galaxy City via tram and run missions there, that's fine by me. I would honestly at least check that out, but I tend to bypass contacts until my characters are at least past level 8 at this point and, honestly, most times until the character is in the 20's somewhere. After running/hunting the lake in Atlas, I have started to go to Galaxy City through the Ouroboros to run the lake there if there isn't anyone recruiting for a DFB and there doesn't seem to be enough low levels out there to start one. I'm assuming whomever reads this may or may not know all of this already. But for those that don't, I'm including it. Funneling But back to why I'm saying to drop all heroes in Atlas when they enter the game. The reason that Galaxy was destroyed was for funnelling purposes. You may have read threads talking about this before. Galaxy City was part of the game at the beginning because of the large number of new players and characters entering the City. As the game aged and CoV and COH:GR were added, there are additional zones for new starting characters; both of these only had one starting zone - and no origin missions. New character creation on the Hero side was thinning out, and, so the DEVs destroyed Galaxy City to funnel all new characters into the same map/zone. They also started steering players away from the Altas Hero Origin missions into the new contact content that was no longer Origin related. These things were done to concentrate where players would be sent to do missions. A new player coming in would know nothing about the Origin arcs. They would have no reason to go look in City Hall for the contacts. They would join team and run missions with the same contact as everyone else. But no one is going to want to go through Twinshot's first couple of missions repeatedly so that a new player on the team can catch-up in the contact arc (more likely in an Origin arc, but people didn't really do that that often either). So now onto the Origin part of this. Originally heroes started with only the Origin contact for their Origin. This was the same in Atlas Park and in Galaxy City. Spawn into Atlas Park as a magic origin character, get sent to the Magic origin contact in Atlas Park, and run magic Origin missions in Atlas Park. Spawn into Galaxy City as a magic origin character, get sent to the Magic origin contact in Galaxy City, and run magic Origin missions in Galaxy City. There was no other contacts in Atlas Park or Galaxy City other than the origin arcs related to your character - unless you were on a team running someone else's origin arcs. The upside and downside of Origin arcs. Run your characters origin arc and get drops that are related to your characters origin since you are fighting enemies related to your character's origin. Run someone else's character's origin arcs and you get drops from enemies related to their origin. The Origin tree and how it affects drops and contact selections There is an origin tree of sorts, I'm pretty sure all the dual origin enhances are set up by the origin tree. That is to say; magic origin enemies enhances drop dual enhances that are magic + 2 of the nearest related origins (mutant and natural ... I think), but neither of the farthest way magic origin (science, tech, I think). I think the circle goes - Magic - natural - tech - science - mutant - Magic. So magic branches to natural and mutant. Science branches to tech and mutant, etc. This gets explained far deeper into the Origin arcs, but you will start to see it happen if you try to follow an Origin contact chain. Halfway through an Origin contact's missions, they will offer you two contacts - one going to one of the other closest origins in the tree. So halfway through a Magic Origin contact's missions, they will give you a choice of a natural origin contact or a mutant origin contact. Once you have reached that Magic Origin character's last level or sometimes after you have outleveled them they will send you to the next Magic Origin contact. So when that first split happens, if someone you are running with is mutant origin, you might have the same mutant contact missions (I think there are 3 origin contacts for each level range. They provide the same missions, but I'm unsure if you can complete them cooperatively or not.) as your mutant origin teammate and get a chance on getting some dual origin enhances that are half magic; likewise if they run your magic origin missions, they will have a chance of getting some half mutant dual origin enhances. If your teammate is science or tech origin and you run their origin mission, you are out of luck; the dual origin enhances that drop will be unslottable for you. The Origin arcs contacts are only gone from Galaxy City. They still exist in Atlas park. I think I mentioned it earlier, but there was never a non-Origin contact in Galaxy City that I know of. If Galaxy City was returned, the only additional missions would be that first round of each Origin Contact (there might be a second round, but I think you get sent to another zone after the initial Origin arch has completed). The Galaxy City origin missions were different from the ones in Atlas, but I don't recall them being all that different. You fight the same foes, do door and hunts, and there might be a go talk to or go read this mission thrown in like the Origin arcs do in Atlas. If you want to run Atlas origin contacts, they are in the basement of City Hall and are on you contact list - up to a certain level. If you don't get an origin contact before whatever the cut off is (20's somewhere I think), I'm unsure if you can get back into the Origin arcs .. which is weird because they are Origin contacts all the way to level 50. I have started an Origin quest (but I alt jump so much that I get distracted from working on the project) but haven't followed the contacts on an Origin chain past the low 30's on Homecoming. So that is where I'm coming from in regard to Galaxy City. I think it would be fun to have access to it. I think it would only have the 5 Origin contacts with one set of missions each. I certainly hope Haserby (sp?) or Twinshot (sp?) wouldn't be there. I think it would be confusing to to drop new players/characters in Galaxy City, so I would suggest to continue starting all new character in Atlas Park as stated.
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You can. I don't build or play my Sentinels that way.
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You might need to run in to use a nuke like a blaster does, but, in most cases, you don't want either archetype standing in melee range of your opponents if you can help it.
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Yeah, I thought the wiki was taking me to the correct section of the page but it dropped me on the Brute section. Possibly too tired when I looked it up. I knew the set had a stealth power an though that was cool.
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It will come down to - for me - the epics fit with my character conception.
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What stands out for me with Energy Aura is the partial stealth of https://homecoming.wiki/wiki/Energy_Aura#Energy_Cloak
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I'm not even sure I have Sentinel up high enough to get epics, but I guess I will look into that.
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Yeah, not hovering for sure. My Siemic/Stone is only level 29. They hold up pretty good based on the way I play the character. But I do try to say back from melee range as much as I can.
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Why would my character be in melee range if they are a Sentinel?
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It is fun. Have to love https://homecoming.wiki/wiki/Seismic_Blast#Meteor
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Add Flyposes to Tailor Options
UltraAlt replied to Lusiphur Malache's topic in Suggestions & Feedback
It has been brought up before. I would hope that they could do this with /flypose as they were able to do it with the run powers. I think the problem is that it might lock you into the /flypose as soon as you turn on flight (which would look weird) as flight works differently than the jumping part of run powers. As you see with the options for the running poses, you are in them by default or you can set them so the pose activates when you turn on your run power. The Jump part only happens when you actually jump. I'm assuming it could be linked to the jump/up like the jumping part of the run poses and switch to the flight pose when you use the jump/up key, but I don't think that is what you are looking for. Possibly, the flypose could be activated (like the jump/up button for the jump animation) by going into auto-run mode while flying as that requires a key press. As it is the flight poses only work when you are actually moving and "turn off" as soon as you stop moving. I personally only active them while in auto-run, but that may just be me ... and I don't bother doing it on most characters. -
Please make MM upgrade powers passive
UltraAlt replied to Col. Kernel's topic in Suggestions & Feedback
I seriously can't believe that this thread is still alive at this point. Please stop. I have a friend that is somewhat forgetful and keeps bringing this thread up because they apparently think it is something new everytime they see it ... and then they rant on about how we had to walk to school through six feet of snow in our bare feet for 10 miles (obviously) in the freezing cold .... I'm paraphrasing their rant about how difficult it was to play masterminds back when they were originally released ... it really comes down to that ... and it is virtually the same rant every time. Have pity on me. -
It is your character conception. There is no canon. If there is some conflict in your RP group then work it out there, but, otherwise, treat Atlantis anyway you wish. It's your character(s), have fun. I don't have any characters that have origins dealing with Atlantis nor any other undersea kingdom on Homecoming (unless I forgot. I alt a lot.) Over on DCUO, I have some characters that are from Lemuria and Lemaria (not to be confused with any Doctor Who canon stuff). Lemuria referring to the "mythical" sunken continent and Lemaria being a "mythical" area that is in a huge cavern complex below the seabed under Lemuria.
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Apparently, it is just "The University" "The University has opened campuses across Paragon City and the Rogue Isles." -https://homecoming.wiki/wiki/University I only tend to refer to the one in Steel Canyon in my character bio's so I call it "Paragon City University" Huh. I thought the one in Croatoa was ... (Egads! I've Snarky-ed myself by not reading the whole thread first...)
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I've said it a bunch, but I'll say it again. I'm a character conception player. And I strongly believe that you will have more fun playing a character if you enjoy the concept of the character you created. And ... I'm pretty obviously and alt jumper. I have 14 sentinels. Electric/Electric Energy/Energy Dual Pistols/Bio Armor Dual Pistols/Willpower Archery/Ninjitsu Beam Rifle/Energy Beam Rifle/Invulnerability Beam Rifle/Regen Beam Rifle/Willpower Seismic Blast/Stone Psychic Blast/Energy Sonic/Energy Fire/Fire Fire/Fire (a clone of the other one on a different server) I wasn't intentional not trying to double-up on characters with the same primary/secondary (except for the multiverse clone). I just think up a character conception and try to figure out the best archetype and power sets to use to craft it. (I made the fire/fire clone as part of a clone invasion of Victory. I only have clones over there, but some of the Victory clones have different archetypes and power sets on (an)other shard) I think this part is more about learning to play the Archetype. If you try to force an archetype into being something that it isn't you're fighting an uphill battle. What most people seem to miss about Sentinels is https://homecoming.wiki/wiki/Vulnerability "By analyzing the weaknesses of your enemy, you make them vulnerable to attacks and detection." "You must have at least 50% of your Opportunity meter to use Vulnerability. Opportunity meter builds automatically at a rate of 100% over 60 seconds. You can't use Vulnerability on a target already affected by Vulnerability, whether used by you or another Sentinel. The game will tell you the target is invalid, and you won't expend meter. If multiple Sentinels somehow manage to inflict Vulnerability, they don't stack. Vulnerability is auto-hit. It has a 5 second recharge, and consumes 50% of Opportunity meter. It has the following debuffs, which last 15 seconds, and don't scale based on the target's level relative to yours: −11.25% defense −15% resistance to all normal damage types — smashing, lethal, fire, cold, energy, negative, psionic, and toxic −15% resistance to confusion, fear, hold, immobilize, sleep, and stun, causing these status effects to have longer durations on the target −15% resistance to recovery, regeneration, and to-hit debuffs, causing these debuffs to have a stronger effect on the target −150' stealth" This isn't auto. It doesn't automatically drop into your trays. You have to go hunt it down in the powers menu and move it to your tray. https://homecoming.wiki/wiki/Opportunity_Strikes:_Recharge/Chance_for_%2BOpportunity increase how often you can use Opportunity. I tend to team mostly so I'll start from there. Sentinels work best midline in a battle formation. Melee up front and center on the targets. Squishies in the back - for the most part - away from melee range - preferably at their max range if possible. Sentinels seem to do best being outside of melee range but in front of the squishies. Sentinels don't have the range of most squishes, and they have armor. So they have to be closer than the squishes and the armor helps take a hit if an enemy tries to charge back to where the squishies are. Solo, I use running tactics to try to spread them out and don't let the enemy close into melee range. I'm trying to pull a single target and then fall back. Range sucks? Archetype enhances to the rescue! Get +7.5% range increase for slotting two https://homecoming.wiki/wiki/Opportunity_Strikes and another +7.5% range increase for slotting 3 https://homecoming.wiki/wiki/Sentinel's_Ward for a total of 37.5% range increase (which puts you up toward base blaster range). Armor not quite enough? Archetype enhances can help there as well. https://homecoming.wiki/wiki/Sentinel's_Ward:_Recharge/Chance_for_Absorb So, when it comes down to it, if you don't want to adapt to a play style that fits an archetype, then maybe that archetype isn't for you. The archetype has its own strengths and weakness just like every other archetype.
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There should be a way to take away levels....
UltraAlt replied to SirBronco's topic in General Discussion
My reasoning behind it as I feel that it is wrong for level 50's to have their names as long as the game remains active regardless of the hours played (we know how easy it is to PL to 50), but a character has been played for far mor hours can have their name removed if they don't log in within a year. I make sure my characters get logged in frequently regardless. I'm doing it here. I did it before the Sunset. But this is an ethical point to me. Why should someone that PL's character to 50 just to "lock a name" have that name permanently? I think I have 3 50's. But I won't be leveling up past 49 any longer. And I have "level-locked" many characters at levels lower than 49. Some so that I will have characters around the level range of certain content. Others because I have reached the level where I think they should be due to character conception. We all play our own way. The goal for each of us is to have fun playing the game. The incarnate system isn't the horrible 💩 it was before the Sunset, but it pretty much still a 💩as far as I'm concerned. I'm making characters to play in the superhero environment. I don't consider my characters to be incarnations of gods or possess the power of the gods. I also don't like end-game content. I don't run Hami Raids. I don't join level PI police scanner teams. I don't fire farm; I don't farm at all.