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Everything posted by UltraAlt
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Celebrating the holiday with friends. Like the Ski Chalet, it is kind of like the Pocket D. Long, long ago before what has been called the Sunset, there were huge dance parties in the Pocket D (on some servers ... well maybe mainly Virtue) where players would dance emote on the dance floor, check out other player's character, send tells to each other, and who knows what else ... often while listening to the same online music channel. Not much of that going on anymore either. So, yeah, "a cool place to hang out" which gets about as much use as the Paragon Dance Party. I wasn't sure of this was a co-op zone or not. I guess most people don't know where it is. It would be a great place to form up leagues to go to the Winter Realm. 👍 That people could?
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For how long is a character name reserved?
UltraAlt replied to cohRock's topic in General Discussion
collective unconscious collective unconscious, term introduced by psychiatrist Carl Jung to represent a form of the unconscious (that part of the mind containing memories and impulses of which the individual is not aware) common to mankind as a whole and originating in the inherited structure of the brain. It is distinct from the personal unconscious, which arises from the experience of the individual. According to Jung, the collective unconscious contains archetypes, or universal primordial images and ideas. - https://www.britannica.com/science/collective-unconscious If you think it was "a brilliant name", other people probably think it is as well. -
I love pairing up a blaster with Martial arts secondary. Ki Push is great for knocking an enemy up into a wall or corner continually as your character blasts them to ... rrr... arrests them. Make it a cold blast character, and it makes sense to throw in a https://homecoming.wiki/wiki/Blistering_Cold https://homecoming.wiki/wiki/Blistering_Cold:_Recharge/Chance_for_Hold Then you not only knock them into the wall or corner, but character might freeze them into a block of ice (hold them) as well while they continue the process of arresting their foe.
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The players that show up to defeat them, because they would just fight eternally until - server reset or - players came to defeat the both of them like Jack in Irons and Eochai in the Croatoa War https://homecoming.wiki/wiki/Croatoa_War Sounds like a fun idea! The Malta-Council War! I guess it would have to be in a zone with both Council and Malta show up already. Rikti War zone? Is there anywhere else that this could happen?
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You want an archetype that can take over another player character and controls them (so the player of the character has sit around while you play their character until they are defeated - gaining them the debt ... I'm assuming)? And the Symbiont is a blob that moves around - I'm assuming slowly - until it can latch onto another player character to control? Yeah. Not for that at all. In any aspect.
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Universal Damage Set: Origin Booster
UltraAlt replied to Canadian Anvil's topic in Suggestions & Feedback
It used to matter a lot. I understand that origins never mattered at all to villians and praetorians, but heroes starting arcs were always from their Origin contact until things changed. The Origin contacts would send you to fight enemies based on your origin - so they would drop enhancements related to your origin. I've kind of slacked off on my Origin Quest to make sure that all 5 origins can still be played to the end of the game, but you used to be able to play missions from contacts of your character's origin from level 1 to level 50. Some if not all of the origin chains lead you to fight main AVs like the Clockwork King and Dr Vahzilok. Later in the progression of CoH, funneling started happening to send all heroes to Origin-less contacts. The origin contacts are still in City Hall. You used to only be able to talk to the contacts for your Origin, but now any character can talk to any origin contact in City Hall. On the hero side, it will tell you what origin a contact is (if they have one) when you pick or gain a contact from another contact. Halfway through an origin contact's arc they will offer you to pick one of two contacts. Those two contacts are the closest branches in the origins that are related to your characters origin. At the end of an origin character's arcs or levels - sometimes one level past (which might mean you need to dig them out of your inactive contacts) - they will give you the option to talk to the next origin contact with the same origin. One notable thing is that there are 3 Origin contacts in some level ranges (say level 20-24) for your character's origin at some points during leveling. They give you the same missions as far as I can tell from the wiki. I'm not sure what causes you to get sent to one of them over another. I'm thinking it might be archetype related, but I haven't done any testing on that. -
Universal Damage Set: Origin Booster
UltraAlt replied to Canadian Anvil's topic in Suggestions & Feedback
I would go along with a set that was affected by Origin and be unique. But, honestly, I don't think the set bonuses for an Origin set should be "spectacular". I see Origin set enhances as a set that would only slot in inherent powers. When you slot it in an inherent power, it not only affects that power, but also the Origin inherent attack power (including the accuracy and recharge from the enhancement) Maybe have a proc that has a chance of triggering the Origin inherent attack power with 100% chance to hit whether or not it is recharged. Or Maybe a charging effect for the character's Origin in inherent attack so that it does more damage and/or magnitude/debuff in the way that Arcane bolt works. I would also mix it up with type of enhances so that some of them would be non-damage/acc/recharge and be heal/end mod/travel. Most sets seem to work best in my point of view if they are split up in groups of two or threes. So maybe, * Accuracy/Damage (most likely slotted in Brawl) [affects the power it is slotted in and the inherent attack power as well] *Accuracy/recharge (most likely slotted in Brawl) [affects the power it is slotted in and the inherent attack power as well] *end mod/+ minor absorb (so it will grant some absorb where ever it is slotted) *heal/+ minor end recovery (so it will grant some end recovery where ever it it is slotted) *+ travel speed (adds a small rate to increase travel power speeds regardless of where it is slotted) *Chance to trigger boosted/charges Origin inherent attack (auto-hit)/recharge x times per minute (most likely slotted in brawl, health or stamina) for the set bonuses, yeah. I think some knockback resistance is a good idea. 2 minor + Perception 3 Minor knockback resistance 4 Minor defense debuff protection 5 Minor resistance debuff protection 6 Minor stealth Yeah, it means 3 would default to most likely to be used in brawl, but it's just another idea to kick around. I know that this set would require more programing. I think the original suggestion set is overpowered and not really directed at "Origin". This would at least get the inherent origin power involved in an "origin" set. -
Team Transporter - vehicle customization
UltraAlt replied to UltraAlt's topic in Suggestions & Feedback
Possibly, but it is a base items that some people use for portals in bases already. Correct. -
I think I can easily say that I have not frankenslotted an IO sets enhancements less than 5 times. I'm thinking maybe one of the brute or tanker ATO sets (off hand I think that there is a corruptor one that I might contemplate 6 slotting, but often times the proc for this set doesn't fit with my character conception so I don't use it) That is to say, only slotting IOs from the same set in a powers available slots - which may be the broader definition for frankenslotting versus slotting IO set enhancements from more than one IO set in a power.
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I really don't deal with the low level IO sets myself. They cost what they cost at this point based on their usefulness. I'm going to assume you are talking about IO sets that have a low maximum level. My experience is that IO sets sub 20 or 30 something just don't yield percentages of stat increases that come anywhere near that of an SO. I generally am putting 2 ACCs in almost every power unless that exceeds 2.0. I want to make sure that I'm hitting a large percentage of the time. So putting in an SO that adds some 30% versus 20 or three enhances of an Set IO's that can't even reach that percentage of increase doesn't make sense. And then there is the number of slots available at the lower levels. Personally, I never saw a use of the lower level IOs other than some sense of self prestige one my feel from having the inf to slot them. (Again, I haven't really looked into the price of slotting low-level cap set versus slotting SOs) I will say that I'm almost alway slotting a Panacea proc as soon as I think I can pick a slot for it at level 10 or higher.
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Team Transporter - vehicle customization
UltraAlt replied to UltraAlt's topic in Suggestions & Feedback
It isn't a temporary power. It is a Prestige Travel power. They have customized the stances. I see no reason that this can't be handled the same way. You can color customize portals. Heroes and villains already have different vehicles that show up when the power is used. I'm assuming Praetorians may have a different vehicle. -
Team Transporter - vehicle customization
UltraAlt replied to UltraAlt's topic in Suggestions & Feedback
I think this could be done through the power in the customization window. They would all operate the same. It is simply power customization. -
Team Transporter - vehicle customization
UltraAlt replied to UltraAlt's topic in Suggestions & Feedback
Oh, I forgot the obvious blue callbox. -
I have way too many characters to do this.
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Team Transporter - vehicle customization You know - the flying vehicle that shows up when you use Team Transporter. There are a bunch of assets in the game that could be used, from Sky Raider vehicles, to helicopters and jets. Honestly, I don't really see the harm with a car showing up, but I guess it would look weird if it appeared in a body of water (same with a boat showing up on land - which would be more likely the case). I can't think of any other vehicle options that we have that could be used. (Though it would be funny to have the Mole/drilling vehicle show up for a means for team transport!) I don't think that there is a sleigh asset in the game, but that would be fun as well. I guess summoning up a mystic portal (a base portal item or the VFX for teleporting while in flight mode with the Sorcery set) for the VFX for Team Transporter could be an option as well. Other options might be say a dragon (easy enough to make with the costume creator) or bird creature. I suggest these two as they could show up flying like the current vehicles. I really started thinking about customizing this power when a friend and I were playing Marine Affinity characters, and I was joking about summoning up a dolphin to take us to the next mission.
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Process to request alterations to Homecoming Policies
UltraAlt replied to Kistulot's topic in Suggestions & Feedback
I think this would be better discussed in a new thread in this forum section, but I would like to see what you think about gadgets and utility belts (a primary and a secondary?) versus traps. I've made many suggestions that I'm pretty sure are unlikely to happen, but I have made suggestions that ended up in the game (did other people suggest them to? I'm assuming so) and I have been directed to things in the game that I didn't realize were there after making a suggestion. At any rate, I think it is fun to discuss suggestions that I am or might be interested in .... in their own thread and, hopefully, individually by topic in this forum. -
I'm just wondering which servers forum-goers game on and how often they think they game on them.
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HC needs to develop a policy on memorials.
UltraAlt replied to Greycat's topic in Suggestions & Feedback
I didn't read through this whole thread. I have already posted some of the ideas that I posted in previous threads about this. Maybe I'm just another voice of reason to say that you have tools and should use them instead of putting pressure on those that volunteer their time to keep this game running. Maybe you don't care and just want to argue. I don't really care. I made my point. Dismiss it if you like. I'm not going to be the one to keep this thread going when it is at its end. -
HC needs to develop a policy on memorials.
UltraAlt replied to Greycat's topic in Suggestions & Feedback
@Kistulot Players do have the power to implement things in this game ourselves with the tools that we have been given. We do have ways to build their own memorials in game for those that have left us. It could be in a base, and it definitely could be an AE mission(s). A base could be built for a single character memorial. A based could be built a memorial in general with simply a listing of names. Could even have a passcode Memorial-[insert base number here]. A single room in a supergroup's base could be made a memorial. An AE mission could even be labelled as a "memorial" either in a title and/or a new [xxxx] tag (if there already isn't one). It could feature the player's most known character(s) and there is plenty of space for dialog and lore about one of our fallen players and their character(s). I think a memorial AE mission is the most forward facing. I think that would be the easiest to find if people were looking for it. You're not just going to stumble upon a base with a memorial, but, through naming and/or tagging of an AE mission, people that wanted to look for memorials could easily find them with a search. -
I would agree. For a starting player. But you are trying to avoid complication, then you have to be careful about the power sets you pick. Some power sets are much more complicated than others; dual blades and titan weapons are good examples. From the mastermind side, I would say traps falls into the same category. Are you going to power level or actual play the game? And are you more focused on mini-maxing than experiencing the game through character conception? If you play through the game and level at a moderate pace, you can sort of feel where your character is weak and pick your next power and slotting to try to cover up that weakness or focus on building up where you are strong. That is really up to you. You can gimp yourself - but you have 1000 character slots per server. If it doesn't work out you can build another character. -or- You can /respec a character every 10 levels or ... even more often .... if you buy respec recipes on the /ah. /respec basically dumps out all your enhancements into a tray and resets you to square one and lets you pick your powers from scratch. You can't change Archetypes or power sets with /respec, you just get to repick all your powers and slotting. And, honestly, I would just pick what is fun. We are here to have fun. But, of course, I'm of the mindset to tell you to make a bunch of characters that you think are cool and then play them in some kind of rotation ... like when you get the feeling to play that kind of character. If you do pick a Mastermind, I would suggest robotics/electrical affinity and running in defensive mode. The electrical powers tend to chain, so you can use them on a nearby robot and it will - most likely - affect your character as well. While in defensive mode, your robots won't attack until you or one of your robots is attacked, and then they will target the attacker. Defensive mode also means your robots share their hit points with you; they act like ablative armor. When you get hit, they take damage as well as yourself. The combination works really well as robots tend to stay close by while in defensive mode. If you are running heroside, I would suggest not using x2xp and start by going to your character's origin contact in the basement of City Hall. They are old school arcs, but they are good at progressing you through the leveling process and getting you used to using your powers. Remember that every enemy group has it's strengths and weaknesses. Sometime it take time to figure it out, but is what makes the CITY fun for me.