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UltraAlt

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Everything posted by UltraAlt

  1. I wouldn't use this to replace Flurry, but, to replace the current ability to be able to run through "some" stuff that "isn't moving", I could go for that. That is to say, invisibility while https://homecoming.wiki/wiki/Speed#Super_Speed is active. I will say on the other hand that the ability to be able to phase through enemies when https://homecoming.wiki/wiki/Speed#Super_Speed is active with a https://homecoming.wiki/wiki/Concealment power active is very powerful for stealthing missions. No worries about bumping into enemies - you simply pass through them. Thanks for clearing that up. I can agree that usually when a speedster uses a Flurry in a comic book it is pretty much always on a single target. I think at one point before Sunset that had Sands of Mu, Shadow Maul, and Flurry and that's where my confusion came from as I assumed at the time I slotted the power (and in memory) that Flurry was a cone attack. So many characters, so little a number of speedster alts!
  2. Well, that quote wasn't actually me, it was from the thread starting post by @FFFF
  3. I had a Champions RPG (some would call "pen and paper" or --- shiver --- "table top") speedster character that had a power that I called the "Manic Run-by" which was basically the character ran around in a small area stomping on everything. It could have had an explosive effect, so the center of the area too the most damage and then it dissipated a dice at a time as the effect expanded outward from that point, but I built it as an AoE so it would hit all the targets in that area equally. The teleport in the Martial arts secondary for Blasters works like that - https://homecoming.wiki/wiki/Martial_Combat#Burst_of_Speed Honestly, I would like to see the Flurry as a cone like Sands of Mu. I could have sworn it was originally a cone ..way back .... in the day... If you want a superspeed travel pool with teleport then that would be https://homecoming.wiki/wiki/Experimentation and https://homecoming.wiki/wiki/Experimentation#Speed_of_Sound You can always execute a power when you get to the end of a Jaunt (aka teleport).
  4. You're asking an alt jumper? The answer is obviously ... at least a couple of both.
  5. Are you planning on running solo or with a team? I would make characters that you have a character conception for because you are more likely to get attached to characters that way. If you are going to team, then any archetype is fine. if you are going to solo through leveling content, if you play the a sets powers, any of them will work, but some solo easier than others. There are obviously support archetypes, damage archetypes, and self-protection archetypes. It is going to be harder to solo with a support character. So I like alt jumping, so I would suggest making a couple characters with different archetypes and power sets and see which one(s) you enjoy playing.
  6. Here's mine. Are you planning on playing the character through the game or just getting power-leveled to level 50? Are you planning playing the character in missions at level 50 or are you just planning on farming with it at level 50?
  7. Adding a color is a standard one as well. I'm pretty sure the game will let you add any kind of descriptor in there you want as long as your character name doesn't start with "The "
  8. I don't go that route either. I'm not doing the old school clan marks around a name either. I don't settle for any old name. It has to fit my character conception, but I'm not going to not make a character because I have to try several names before I get one that fits the character (rarely is that the case - if I don't get the first time, I'll generally hit one within the first 3 attempts) One gimmick you missed was the substitution of capital "i"s for lower case "L"'s vice-versa. these are both well hidden with the CoH's default font. For example BIood or lchabod - but change the font - BIood or lchabod <--- not so obvious about the L for the I on Ichabod, but still, even so...
  9. Well, most of my characters have ccemotes for costume changes. /macro name "cce # ccemote" name = name of your macro cce # = slot # first slot is 0, second is 2, etc ccemote = one of these below 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 And I often have a innocent bystander costume and (at least one) superhero costume, so ... /macro IB "cce # ccemote$$goto_tray 9" /macro Super "cce # ccemote$$goto_tray 1" I'll put like brawl and that kind of thing in the IB tray (tray 9) as well as the form change macro for changing into superhero mode. I'll usually put the IB and Super macro into another tray that I don't use for combat as well. And then sometimes I use another emote before activating the costume change and that varies. I would stick that in the non-power try with the IB and Super macro - usually before the Superhero macro so I use it as a sort of "power-up" before doing the actual costume change. I usually add an emote to my thanks and gratz macros. I use the dancing emotes, some of the sports emotes, ... well ... some of all kinds of emotes dependant upon the character. Usually, I'll do this when I'm standing around waiting for something to go on, even that is /e crouch -ing on a ledge somewhere waiting pounce on an unsuspecting target. Sometimes I'll act like I'm interacting with NPCs that are standing around somewhere. Honestly, I probably end up using /e shrug and /e facepalm more than any of the other ones, but I don't think I have either of those macro'd. It isn't past me to use /e protest or /e holdtorch ( @DougGraves see above )
  10. https://homecoming.wiki/wiki/Indomitable_Base_List
  11. https://homecoming.wiki/wiki/Reunion_Base_List
  12. https://homecoming.wiki/wiki/Torchbearer_Base_List
  13. https://homecoming.wiki/wiki/Excelsior_Base_List
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  14. https://homecoming.wiki/wiki/Everlasting_Base_List
  15. UltraAlt

    Open Base

    https://homecoming.wiki/wiki/Torchbearer_Base_List
  16. I think you mean "travel power", so I'm going to answer based on that. Flight seems the all around best travel power in every superhero video game that I've played. For the ability to get where you need to go and the easy of stay out of range of enemies when outdoors and while traveling, flight simply can't be surpassed. Most of my characters probably have some form of flight either through a power pool or P2W or the Traveler's Jet Pack from the Dimensional Explorer Day Job from parking (going off-line) in the Shadow Shard https://homecoming.wiki/wiki/Dimensional_Explorer_Badge (NOTE: https://homecoming.wiki/wiki/Sorcery has flight - https://homecoming.wiki/wiki/Sorcery#Mystic_Flight that comes with a teleportation component as well. I guess I am about a 50/50 split between Flight and Sorcery for flight travel powers.) That being said, I'm a character conception player, and, though some kind of flight pack, hoverboard, or flying carpet can be an excused for most character conceptions, I do take other travel powers. After flight, I have the most characters with some form of jumping. It has become more or less flight with less control at this point. (NOTE: https://homecoming.wiki/wiki/Force_of_Will has jumping - https://homecoming.wiki/wiki/Force_of_Will#Mighty_Leap that comes with a foot stomp that caused damage and increases jump speed and height for a short time. I guess I am about a 50/50 split between Jumping and Force of Will for superleap travel powers.) I only have a couple of characters with superspeed as a travel power. I'm more likely to take superspeed for hasten only. (NOTE: https://homecoming.wiki/wiki/Experimentation has a super speed travel power - https://homecoming.wiki/wiki/Experimentation#Speed_of_Sound that comes with a teleport component to add some vertical travel I guess I am probably less than 20/greater than 80 split between Superspeed and Experimentation for flight travel powers.) I always back up super speed with a P2W flight power or the Traveler's Jet Pack from the Dimensional Explorer Day Job from parking (going off-line) in the Shadow Shard https://homecoming.wiki/wiki/Dimensional_Explorer_Badge to add vertial travel ability. You did leave out Teleportation. I only have a couple of characters that that travel with teleport. I haven't tried it that much recently, but I hear it is much better than it has been - mostly due to the built-in aerial hang-time between teleports. I often get Teleportation for https://homecoming.wiki/wiki/Teleportation#Teleport_Target only regardless of travel power for a quick way to get teammates to my location - so maybe that counts as a travel power "for others". (NOTE: https://homecoming.wiki/wiki/Sorcery#Mystic_Flight and https://homecoming.wiki/wiki/Experimentation#Speed_of_Sound have a teleportation ability as well. Honestly, I think https://homecoming.wiki/wiki/Sorcery#Mystic_Flight is a safer way to go if you want to go with teleportation as travel power.) You may not know that there is a travel power in https://homecoming.wiki/wiki/Concealment. https://homecoming.wiki/wiki/Concealment#Infiltration isn't a "true" travel power, but I don't think it should be left out of a discussion about travel powers. "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." - https://homecoming.wiki/wiki/Concealment#Infiltration I have a small handful of character with this travel power, but I probably more that have https://homecoming.wiki/wiki/Concealment#Infiltration than https://homecoming.wiki/wiki/Teleportation#Teleport I always back up this travel power with a P2W flight power or the Traveler's Jet Pack from the Dimensional Explorer Day Job from parking (going off-line) in the Shadow Shard https://homecoming.wiki/wiki/Dimensional_Explorer_Badge . It is easy enough to have a valid excuse for a flight pack, rocket board, or flying carpet for a character that would take infiltration as a travel power.
  17. Fix what? People play the way that they like to play. Most people are going to play heroes. Some vigilantes may be willing to join up with villains. With a lot of new players joining, there are going to be a good number of them that don't know that they can go to Null the Gull in the Pocket D and change their character's alignment whenever they want. Personally, I pick my character's alignment based on characters conception ... that being said, I don't have any "villains". All my "villainous" characters are "rogue" alignment. I have characters on all the servers, but the only "rogue" alignment characters I have are on Torchbearer and Everlasting. Honestly, I simply don't see many "villains" recruiting for teams on either of those two servers. Just be happy that the "red" side gets more traffic than the "gold" side. They don't even bother listing "gold" side - non-hero/villain-aligned characters on the server status listing. Players Online - (Heroes + Villains) - (characters in character creation? or in the tutorial that allows you to pick alignment at the end?) = Gold-side population? It is in the middle of the night for players in the Americas. There are 25 villains or more still playing on every server. The way the game has been, it is a good guess that 1/2 of them are 50s. I don't know the % of 50's that are farmers only. So it is always down to if you are looking for leveling content or end-game content. That being said, you don't always have a better chance of getting on a team if you are level 50 than you do when you are leveling. Are more villains likely to solo in general? That's part of the equation as well.
  18. When is the last time you ran a Mayhem mission? Just wondering since you are promoting it.
  19. kinetics and time manipulation They are fun when I play them, but I don't play 50's. The secondaries fit for me character conception-wise. I jump characters a lot. I usually team when I play them. I have to say that I really think electric is the most powerful mastermind secondary - in leveling content at least. I haven't gone out of my way to try to rationalize a ninja/electric concept. I have necromancy/electric and robot/electric characters. If you run in defensive mode, target through a minion, and jump into the middle of the fray, the electric heals and buff bounce off your target to hit nearby allies. If you heal or buff one of your nearby minions, there is a good chance that you will be healed and buff as well. The set also has a shield that you can drop at a location that will shield you and those around your.
  20. Try reversing them /macro nova "powexec_toggleon Bright Nova$$goto_tray 9" /macro human "powexec_toggleoff Bright Nova$$goto_tray 1" I know on my Kheldians, I use a macro toggle to try two, use the power button to form change, and then use another macro to go to the tray with my form change powers. To switch back, I have a macro in the tray with my form change powers to toggle back to tray 2, turn off the form power, and then use a macro toggle back to tray 1. I can't remember if I did that as a workaround or not. I have seen this happen with other macro combinations. I make IB (innocent bystander) outfits and use macros to switch back and forth. /macro IB "cce # ccemote$$goto_tray 9" /macro Super "cce # ccemote$$goto_tray 1" (with the # being the costom slot and the ccemote being one of the costume emotes) If I try to add in a $$local saytomethingthatissupposedtobewittyorwhatnot, then part of the macro will disappear after random number of uses. I might have seen it happen in other situations as well, but I can't remember specifics.
  21. I can't say that I've ever found filling the SBB to be an issue. (maybe one really slow night, but I think it ended up getting filled...) When I'm on one, it's pretty much always recruiting the Pocket D. When recruiting is slow, we throw out that you get a random Overwhelming Force Universal Damage enhancement at the end of the SBB. I'm not following this part.
  22. Yeah, I wish the snow would stay around in Atlas for a while even if the Winter Event is turned off. There is always the https://homecoming.wiki/wiki/Ski_Chalet and https://homecoming.wiki/wiki/Winter_Forest Both of them are open year-round at this point.
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