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Posts posted by UltraAlt
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2 hours ago, Uun said:
Just tested this pretty extensively using paper missions vs. CoT. Unable to teleport any lieutenants that conned higher than yellow (+1 with Alpha slotted / +0 with Alpha unslotted). Note, the teleport isn't missing. The target fades out but doesn't move to the exit location.
when I'm running a character trying to teleport enemies, I put 2 accs in the power. If it looks like a target might high enough level to cause an issue being successful, I'll use a build-up power and/or a yellow insp before using teleport target.Unfortunately, I haven't had time to try track down a boss to teleport. I'm assuming I turned off "bosses on solo" and turned bosses back "on" but didn't have time to run another mission with that character yet.
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1 hour ago, Uun said:
You're technically correct, but it's a magnitude and Purple Patch issue, not an accuracy issue. Teleport Target is mag 2.1 and lieutenants have mag -2.0 teleport protection. So you can teleport an even con lieutenant, but it won't work if they're +1 or higher.
My character teleported a red LT.
I didn't try on any purples.
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27 minutes ago, Uun said:
Teleport Target only works on minions.
not true. slot some accuracy in there.
I went into game and have teleported an LT. Still trying to track down a boss.
I do agree that it is highly unlikely to work on EBs ao AVs.
"Teleport Target
You can teleport a single foe or ally directly next to yourself. A successful hit must be made in order to teleport the foes. Some powerful foes cannot be teleported. Enemy players that are teleported will be temporarily out of phase, and cannot be targeted or damaged. This power can be interrupted while teleporting foes."
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17 hours ago, Nerio72 said:
But the game obviously knows when WE are stuck...
17 hours ago, Nerio72 said:Yeah I guess that is what /stuck does is just moves you a bit. Hmmmm🤔
17 hours ago, megaericzero said:If I had to guess - and this is a really presumptive guess - it probably shoves you towards the nearest NPC pathing node.
Then I'm assuming that people wouldn't have an issue with a /stucktarget - that only targets enemies (teleport target used to be two different powers, one of which was teleport foe. So that seems doable as the game can tell who is an enemy. But it might be usable to prank in PvP, if the game treats PVE and PVP targets the same - if so disable it in PVP).
You could still put it in the START vendor (maybe even putting /stuck in the START vendor wouldn't be such a bad idea so it would be easy for new players to find).
If all it does is ...
17 hours ago, megaericzero said:shoves you towards the nearest NPC pathing node
... then hopefully that would be acceptable.
Of course, /stucktarget would be "shoving" the "target" toward the nearest NPC pathing.
However, as it would work as /stuck, I wouldn't put a long timer on it if implemented in this manner as sometimes /stuck doesn't work the first time.
Sure a team would have multiple shot at it, but, as we know, there are many that solo at this point.
I have a feeling that Teleport Target version would be more reliable for moving a stuck enemy out of or from behind a wall. Make it 100% chance of going off (aka successful hit on the target every time it is used) and recharge every 1 or 2 hours.
As I said before, I have had only one encounter here on Homecoming where there was an enemy "stuck in a wall" outside of the DFB.
In that case, the enemy wasn't just stuck in the wall, it was running around on the other side of the wall trying to find a way back into the mission map. it would return to around the spot that it was knocked through and then run off again.
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15 minutes ago, megaericzero said:
I do agree with others that the proposed solution has too much room for explotation
Would a 1 or 2 hour recharge time remove it being exploitive?
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2 hours ago, Nerio72 said:
A temp power or something that could be bought at START vendor that does no damage or anything, just knocks randos out of walls/ceilings/floors/objects etc. Not sure it would be easy/feasible but it would be nice to get the one dude you need to progress unstuck WITHOUT calling for a GM. Some toons dont have any powers that can really be useful in knocking people out of walls.
Agreed.
And though....
2 hours ago, Rudra said:Teleport Target and Fold Space are powers anyone can get.
... most times that I'm on DFB runs, the characters are so low in level that they don't have power pools unlocked yet and a bit early to take a pick like teleport target instead of another primary or secondary power.
In my own experience, I have seen more enemies knocked through the walls in the Lost caves in DFBs than in any other content in the game. Honestly, only seeing one enemy knocked through a wall in any content outside of the said Lost caves section of DFB.
As this happens at such a low level, I definitely support a power through the START vendor to pull enemies out of walls.
If the thought of it being abused to replace teleport target or fold space, give it an 1-2 hour recharge time. After all, enemies don't get knocked through walls all that often.
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You might want to try a shout out in-game.
I would try in the following channels:
/help
/general
Good luck and have fun.
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1 hour ago, Pleonast said:
Mine opinion is that the whole inf grind is boring for most players, and a barrier to entry for new players.
Any player that is struggling for enough influence for slotting generally just ask to ask teammates to get some. Maybe not as much as they want, but some.
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1 hour ago, Dauntless69 said:
Cute idea, but given that the current team has no animators, suggesting this is kinda pointless.
Still fun talking about it.
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5 hours ago, Rudra said:
Still doesn't address how the power set would even interact with our existing costume and aura choices. (Edit: As things stand, there would have to be different power animations for each and every possible hand+aura combination we can have in the game for players to think it actually is stretching, and then more would need to be added every time new glove and/or fist aura options were added.)
4 hours ago, Ultimo said:No, but I only see the aura being the issue. The costume choices would simply depend on the effect (eg. the giant fist) being the same colour as the costume for the gloves. The effect would overlap the actual arm of the character, so it would look like it was extending. The aura... well, that's a different story. If you have a suggestion, that's the point of this thread... to get some discussion going and see how we can tweak the idea until it's something feasible.
Let's streamline the basics. If the set happens, then we can worry about further customization.
The easiest way to deal with the aura is to only have it showing up on the base character model (it would look like the aura was the origin of the stretching attack) and/or possibly turning it off while the attack animation plays out and turning it back on once the attack animation has completed.
For simplicity sake, the animations for the stretching would all be the same regardless of the costume parts that the character is wearing. The attack animation would need to be large enough to surround costume part of the limb (assuming fist ... at least to start) to obscure it or remove the hand costume part while the "stretching" power animation is running.
Color-wise? To start use the character's flesh color or the primary color of the hand costume part used.
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4 hours ago, RCU7115 said:
Talented teams use all 4 elevators at the same time.
I'm not sure I would call that talented.
On 1/26/2025 at 9:53 PM, DoctorDitko said:I just wonder what they do when the basement gets full of Down elevator cars!
(And the attic full of Up ones, of course.)
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On 1/27/2025 at 7:59 PM, Ultimo said:
A very common power set is missing from the game. We've seen many characters in the comics who have this set: Mr. Fantastic. Plastic Man. Ms. Marvel. Elastigirl. Of course, I'm talking about STRETCHING.
Aside from the animation issues, the first consideration comes down to is the set an attack set, a support set, and/or an armor set that apply to existing archetypes or is stretching a new archetype?
We know from how working archetypes are designed, you aren't going to get a mix of ranged and melee powers into a set (sure some PBAoEs as toggles with ranged sets and a single short ranged attack in some melee sets). So, if it isn't a new archetype, it still needs to fit into the way that the other sets for that archetype function.
If it is a new archetype, that's a whole new barrel of monkeys.
As for the animations, I think one problem with ranged stretching attack animations may be that the current ranged melee attacks throw things versus distort the character model to "reach" the target. That is to say, a separate "projectile" is formed that follows with its own animation to strike or miss the target.
I can see the situation resolved in two ways.
Currently, when a weapon or punch is done, it has the same animation regardless of how much the melee distance is. (say the street fighting ranged cone that hits every enemy in the cone out to the distance of the target, other cones, PBAoE, etc). So a ranged stretching attack could always show the same animation regardless of how close the character is to the target - which may cause issues by attacking through walls or what not.
Currently, blasts and thrown melee attacks generate an animation from the starting point of a character to a target. If the stretching character stays in a pose at which the "stretching" is "released" from the character model (a punch in this case), then the traveling animation of the punch could be a layover/blast animation that starts overlapping the character model as fist (enlarged or not), that travels out to the target (like a blast) to strike the target, then the animation runs backwards until the "fist" is "retracted" back to the character model, and, at this point, the character is able to move out of the pose used to simplify the animation of the "stretching" attack.
Either way, it seems it would require more intensive animation requirements than many power sets. (I'm assuming that one would want stretching attacks that go directly to a target as well as arc around and strike from the sides, etc.)
I'm not against having a stretching set. I've been in conversations about it before. I agree it is a power that has been used in comics for decades upon decades at this point that has been obviously overlooked in City of Heroes.
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On 11/11/2024 at 5:00 PM, Diantane said:
When choosing a controller you have to pick a secondary that complements the primary some way (not one that just adds more powers to over support the team. If you did that, you wouldn't have enough time to do both the Primary and Secondary at the same time.
Yes. Regardless of archetype, you can only use one power at a time.
So I guess I have to ask, have you have played anything other than a melee character before?
Melee archetypes have an active/attack set and a passive/defense/armor set. Active set that you would click to use. Passive set with toggles and autopowers.
All other archetypes have two active sets.
If you have played non-melee sets before, you know you have powers in both sets and you can only use one power at a time.
And, yes, if you are playing a controller, defender, or corruptor, you are going to have to choice - at any given time - if you are going to use a power to help your teammate(s) or attack target(s). You can get into situations when you feel like you can only use powers to help teammates. Other than your own personal feeling about only helping with the team augmenting powers versus attacking powers, you are still helping the team and you get the same XP either way. It can feel like you never get to attack, but you shouldn't worry about spending your time healing and helping the team through support powers if the team needs the support. Mix in attacks/controls as able.
Support character payers need to watch the team window and see who needs support and assist. Also if you see a player losing health, you can use a heal to heal them, but you can also use a hold or other attack powers by targeting through them to attack the enemy that is most likely attacking them. If a team is doing well, then stick to healing/buffing/debuffing and controlling through the main attacker (generally a tank or other melee character that can soak damage).
You may find that it is safer for a controller to use single target attacks in order to avoid pulling too much agro.
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On 1/26/2025 at 9:46 PM, DoctorDitko said:
This!
Even a modest set bonus to movement can make escorts a nightmare!
Have patience, my friend.
I know most people have very little of it these days.
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On 1/24/2025 at 9:53 AM, Warshades said:
Which is an issue for anyone wanting to run a human only kheldian. Why penalize a particular style of playing an AT while rewarding those that want to bi or tri form?
Because the whole point is the form changing.
On 1/24/2025 at 9:53 AM, Warshades said:But it penalizes soloing.
City of Heroes is based upon teaming and no soloing.
I know that the solo players don't want to hear that, but it is the truth.
Moves have been made to make soloing easier and many of those things apply to all archetypes as well as Kheldians.
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On 1/18/2025 at 7:16 PM, Gobbledygook said:
I'm stuck. I know I want to do decent damage, but I also want to buff, de-buff, and heal. All from range. I want to hover, help my teammates, and feel like I'm helping to kill, as well.
Which AT and powersets would you choose, and why?
I am interested in Elec, Energy, and Ice as far as attack set goes.
It looks like you are really looking to choose between defender or a corruptor.
Corruptors deal more damage. Defenders do more of the heals, buffs,and debuffs.
I like to play cold/ice but those powers tend to slow more than anything else. If you are on teams that are fast moving, that might not be the route you want to go.
Some people are going to have issues with energy because of the knockback, so keep that in mind.
... and it looks like you are more focused on the damage than the heals, buffs, and debuffs if you bring up Elec, Energy, and Ice.
There is no Energy or Ice defender primary/corruptor secondary.
I do think electrical affinity is a very well rounded defender primary/corruptor secondary but it relies more than buffing, healing, and protecting versus debuffing.
Time Manipulation is going to give you some of those slow FX that you would be looking for from an Ice set. It has a basic heal and a good bit of debuffing. The buffs come at the later levels.
The closest defender primary/corruptor secondary that could be considered energy would be radiation emission and you could change the colors to match energy blast (or vice versa or some other color all together). Decent basic heal and more debuff focused than buff focused.
All this set aside, if you are looking for a different experience in gameplay, I wouldn't bypass the bubbling/shielding defender primary/corruptor secondary sets. These can be very powerful for protecting a team, especially when there are 2 on a team (as you can't bubble/shield yourself - forcefield can bubble, but then you can't attack while it is up.)
You have to maintain a defensive stance when bubbling and let the team do the damage.
Targeting through the main melee character when playing both defenders and corruptors can help reduce the agro and help the take down their target faster - through buffs, damage, and debuffs.
This is especially true of corruptors that have access to scourge once an enemy is below half health.
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21 hours ago, tidge said:
... and your point is lost to me.
Yes.
It is clear that you do not understand that I don't care about permadom.
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17 hours ago, tidge said:
As I wrote elsewhere, I try to achieve perma-dom via +Recharge from set bonuses and use neither Hasten nor %+recharge... so as a practical matter I don't have it until end-build, and lose it below level 23, but this isn't a deal-breaker for me.
This is a pretty irrelevant reply to me.
I'm not even sure why it was necessary to defend the use of permadom or your route to get to it.
When people come asking about creating characters, I think it is very relevant to know if they are creating character through game content (level as they go) or simply want to go directly to the end-game. The poster would be looking for very different information.
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5 minutes ago, Clave Dark 5 said:
I would have prefered they not do that of course but...
which?
Add a corpse as an object or "enemies" eating animals?
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4 hours ago, d4verman said:
I tried to simulate a dead body using the technique Prime Elway mentioned in the pinned post. (set the person as "unconscious").
Sounds like a "corpse" might be a good addition as an object.
Suggest it in the suggestion forums.
There could be some reason that a corpse can't be added as an object, but I'm not trying to suggest there is one.
4 hours ago, sponazgul said:Sadly, the body bag is kind of the go-to corpse indicator. Even if you set the person's behavior to be unconscious after the rescue too, I assume they get up and run away.
It is definitely how it is used to portray corpses being "handled" by the Vahz.
Often in the story missions I create, the dead have been consumed by the "enemies", and all that is left is a pile of bones.
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On 1/16/2025 at 3:50 PM, Grizlee said:
As the title says, I want to try. Doms always seem interesting to me, but when I try to concoct a build it just seems crap.
I can never tell if someone is going to create a character to play the game or if the intent is to simply power level to 50 and then "install" a build.
These are two very different routes and modes of play.
Myself, I not planning on power-leveling and then picking powers.
I'm creating a character to play that character through the game (leveling content) and pick powers as I go. I also pick the powers based on character conception as much as possible and on where they seem to be lacking as they level. I'm going to throw in power pools that work toward the character conception as I feel that I'm able to do so.
On my dominators, I'm not worried about perma-dom.
I generally save it for boss fights once I'm low on end.
Honestly, on some of my doms I do a costume change when I set off domination - keep the macro in the tray directly next to the domination button.
... but I'm playing for character conception and the comic book action ... and not for the end-game.
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7 hours ago, tgo said:
Many thanks for everyone and the useful answers. See you in game.
I'm coming into this late, so sorry about that.
Reunion is the server that is in Europe, so if you are having lag issues I would use that one.
Yes, Everlasting is the RP server. It is also the second most busy server.
Excelsior is the busiest server. It has all that goes along with that.
When you come to the forums, you can see the server populations toward the upper right.
If you are going to solo, I would play on Reunion due to your location.
If you want to team, - of course - the more populous servers are the way to go.
Population fluctuates during different times of the day.
We can make 1000 characters per server, so don't feel bound to one server.
I have characters on all of them and jump around as I feel like it; based on my feeling to play a certain character, play a certain archetype, play a certain level range, seeking for enough players to play at certain level ranges, or a higher chance of finding someone else that wants to recruit for something. Also, the players on the different servers often have their own server-based flavor.
My suggestion as well is to make character(s) that that you think would be cool to play. Don't worry if they are going to be OP or not. Just make what creativity leads you to create. Lots of powers to try, tons of costume parts to choose from, and plenty of power customization options.
If you need help in game use /help (make sure it is visible in your active chat tab!)
You can use the menu to quit out of the game or use /quit, but make sure you leave your character someplace safe. I would suggest a day job location.
https://homecoming.wiki/wiki/Hero_Day_Job_Badges
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whatever. It's working for me, but I'm not playing a level 50.