Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

UltraAlt

Members
  • Posts

    4576
  • Joined

  • Last visited

  • Days Won

    6

Everything posted by UltraAlt

  1. I already have more than one of each of them. That float way mechanic of Ki push (KB, Repel) doesn't operate the way the hurricane does. I operates more like controller telekinesis but toned down a lot and only single target. I went and monkeyed around with hurricane. I never put the KB to KD proc in it before the sunset, so I have always been finessing it and using my tactics for knockback which work for repel as well. There is a big difference in what the power does if you run into them and when you finesse it and tap them with it. They do go back father if you charge into them, but it simply doesn't behave in the same way that Ki push or telekinesis do.
  2. It isn't user friendly.
  3. Fortunately, there is a whole thread about base issues his week, so you are ignoring the DEVs acknowledging the fact that base issues need a pass.
  4. That's why it should be fixed so that it is user friendly instead of hassle.
  5. I didn't say take it way. I said you the proc to change knockdown to knockback instead knockback to knockdown. And as you indicated if it starts with just knockdown, then even simply adding a knockback enhancement would cause knockback. But I'm glad that you at least explained your position. And, if you read one of my earlier post, I went into detail about how I use knockback which also works when using repel. To go back to a post on another thread, I run into situations where people say something about knockback the most when I first start using a power where it says in the description "knocks down enemies" versus knockback enemies. Regardless of how that term was used in the past, we know there is a proc that clearly indicates "knockback to knockdown" so, at the very least, the DEV that named that proc knows the difference between "knocking back an enemy" and "knocking down an enemy". So from at least that DEVs point of view, a bunch of the powers that say "knock down an enemy" are "knocking back an enemy" instead. Just because something has been worded some way in the past doesn't mean that it is actually saying what it means. In the case of my example (and there are many others), the power does not "knock down an enemy", it and, others like it, knock the opponent back. Since there are clearly powers that do simply knockdown or knock-up, I don't think it is such a stretch to think that the info you get when picking the power says clearly what it does.
  6. NPCs to cover more emote types
  7. Explain your reasoning. I'm constantly hearing people complain about knockback or telling people to use the KB to KD proc.
  8. well, given this, I still stand by Repel work to at least reposition or pin foes if not stop them from attacking you - which the knockback/down part does.
  9. Might not be as clear on these two tables, but only the top book of the stack of three shows up on the top/surface of these tables. hard to get good under-table shots on these that show the book stack clearly enough to make a difference
  10. book stack seems to be attached to the undersides of the table :: Tsoo Table 1 Roman Table 1 Roman Table 3 Tsoo Table 2 - 1st book and maybe part of 2nd book below the table surface Waiting room table - only the top book in the stack of 3 is visible above the table top/surface.
  11. book stack seems to be attached to the undersides of the table :: square wooden table Croatoa Table 1 Croatoa Table 2 University Table 1 - 1 of the three books is below the table top/surface
  12. Board room table - - book stack seems to be attached to the undersides of the table
  13. Bar table - only the top book of 3 is visible Bistro tables in the back left the books seem to be set on something below the surface entirely Coffee table - only the top book of 3 is visible Club table - only the top book of 3 is visible Glass tables - book stack seems to be attached to the undersides of the tables Mansion table - book stack seems to be attached to the undersides of the table
  14. A majority of the tables. The "surface" for Surface placement is below the top of the table. in some cases, the Surface placement seems to be place the item to be placed against the bottom of the table. I'm attaching screenshots. Each table has the same stack of three books placed by surface placement. Shots from above to show the top of the times and another from below to show the books (often) below the table surface. Due to picture upload size restrictions, I'll probably have to post over multiple posts. I did not take screenshots of all of the table, but most of them. EDIT - same thing goes on with many desks as well.
  15. Okay, so maybe I don't understand the difference between repel and knockback. Please explain the difference between the two. They are both terms for the same thing as far as I know. They both force the enemy away from the user. Additionally, the KB of hurricane works well with the repel as KB moves them faster toward the direction you want the mob to be pushed. To be clear the OP suggestion is about the repel portion. I didn't say that. You somehow quoted the OP that I quoted in my post.
  16. Yeah, Freedom was kind of "gutter trash". (If you liked playing on Freedom, then good for you) I avoided it was well. I did have heroes and villains on all the servers. (I have heros on all the servers now. only two villians) I really have a good amount of distaste for Praetoria content - especially the lower level stuff. Simply not enjoyable to me.
  17. I'm assuming this has already been said : Sudden Acceleration :: Knockback to Knockdown proc Honestly, knockback is fairly controllable if you take the time to figure out how to use it. Knockback is a finesse power. I'm going to say it again - based on the way most players play City of Heroes at this point, all the knockback powers should be changed to knockdown and the Sudden Acceleration :: Knockback to Knockdown proc should be changed to a Sudden Acceleration :: Knockdown to Knockback proc (knocking) back to knockback, here's how I use it in general and this is amplified with the continual knockback of hurricane. 1) figure out how to use it so it isn't annoying to a team or yourself. 2) corner foes - push them into a corner or small room. 3) Pin foes - pin them into a corner, small room, or into a ceiling (works great on Snaptooth in Baby New Years mission) 4) corral enemies toward the tank - go after the strays and use knockback to knock them toward the tank or melee players on your team 5) wall them - this works best on a single target. knock them back into a wall. wait until they get up and do it again. 6) keep the enemy away from the squishes - most of the time a team splits into two units, one is up in the mob and the other is standing back with the mob. Stay with the ones that are not directly in the mob and use your knockback to keep the enemies out of melee range from the ranged attackers on your team. A hurricane with To hit debuff works best by occasionally bumping the foes to debuff them. If it comes to an AV or EB, you most likely are not going to knock them back, so you can get up close enough to debuff and probably can avoid most of the PBAoEs they might throw at you. But back to Sudden Acceleration :: Knockback to Knockdown proc as that has pretty much been the go-to for most players these days.
  18. I'm assuming this is a hunt mission that is area specific and you can't complete this by doing radio missions in PI, is that correct? I always figured the night time hunts were to make you work on more than one arc at a time and/or do a radio mission or two - using the other arc or radio missions to spend time until the next night cycle happens. Maybe that's just me.
  19. 1) the ability to rotate an inbound base portal (or teleport point for that matter) so that characters exit the base portal depending on which way the portal is facing. 2) When editing, a pointer on inbound base portals/teleport points that indicate which direction characters exit from the inbound portal. There are also some instances where when a character enters a base they run toward the base entry portal instead of away from it. (weird but true)
×
×
  • Create New...