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UltraAlt

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Everything posted by UltraAlt

  1. I'm trying not to get into some kind of syntax battle here, but are you talking about artists, animators, or mod creators? I know I don't have the ability to create character figures or assets from the ground-up. But I have experience modifying costumes and animating ... obviously with completely different tools than CoH uses. This is a step in the correct direction. Now we have the software tool that is being used. People may very well volunteer to help with this if they know who or how to volunteer to do so. I kind of have this out of order, but how do we get the "existing skeleton"(s) to work off of? I have no idea if I would be able to put the time necessary into this, but there seems to be a handful of people that want to try to help out. I'm assuming that they would need to focus to assist on DEV lead projects instead of individually taking on their own projects and then submitting them once they think that they "have something". A good example is the clipping testing on animations.
  2. I see some posts have touched on the use of mouse buttons, so I guess the following falls under this week's question based upon that.
  3. I have to say that I am as well. But as it seems with the OP ( @Echo Night ), they are solo SGs. Some were based on the idea of a group that was organized intentionally. This seems to fit more to what Echo is discussing building versus the SGs I have that have characters of different origins tha banded together to fight the forces of evil that plague Paragon City. Thinking about it really only 3 are entirely theme based versus team-based ... if that makes any sense. I would count the Challengers of the Unknown, Captain Marvel Family, Flash Family, Batman Family, Eternals, Amazons, Bionic 6, and Transformers to be themed group. I would also count the various Repeat Offender groups to be themed groups. The other ones are all characters that banded together as an SG group or team so I thin that this fall out of the themed SG. I think groups like the JSA, JLA, Legion of Superheroes, Invaders, Avengers, and Defenders would fall under this. But then I'm a bit stuck on which way some would go. GI Joe, Fantastic 4, and X-men. Obviously all of the GI Joe are part of the military. The Fantastic 4 (at least the original ones) were all exposed to cosmic rays. The X-men is composed of mutants (but who knows after retcon-ing if this is still the case). They all have different abilities and powers and origin before joining the SG. The theme of these SGs? Well, I alway keep on my mask, but you might run into members of my SGs in game (many that run on or with PuGs probably have a this point). The SG that I'm in with sg mates have characters together in a SG which is of divergent themes. However, when we play together we generally run themed teams. So I guess they are sub-SG SG-themed teams ... if that makes any sense.
  4. No need to delete the character for starters. You can use them as a "mule" to carry stuff ... which includes their merits until you have a use for them. Since you are planning on pulling everything off the character, do it with a respec. Shouldn't take much time as you don't care about what they have powerwise if you aren't going to play them. Why waste time or unslotters if you are pulling EVERYTHING off of a character?! Anything that you pull off of them that you might use in the future - put it in base storage. Easier and quicker to transport through base storage than through email. Yeah, email the influence to yourself. Honestly, as far as salvage goes, unless I have an immediate use for it, that all goes on the auction house ... that goes for all my characters ... and most recipes as well.
  5. I might have to think about using this: Ultra_Costume_Power /macro_image "Ultra_Costume_Power" "Tooltip" "Command"
  6. Could just rename the character.
  7. I use macros. I don't use binds. I don't bother assigning them an image. It works fine with letter and/or numbers that describe what it does. Some complex /command sequences will not work with one another and I have to use multiple macros to do what I want a macro to do, because the game will self alter my macros to remove /commands from the macro. Sometimes it doesn't do it immediately, but it will self-modify my macros after using them regardless of the sequence of the /commands that are part of a macro that is affected in this manner. This isn't just for situations where I want a delay between what one does before the next /command goes off.
  8. This part is pretty general across the board for me: Any power that doesn't have an ACC of 2 gets 2 acc enhances. If you don't hit, you wasted the end. Any power that costs more than 10 end to active gets an end enhancement (after the 2 ACC if an attack) Any toggle power that cost more than .26 end get an end enhancement before any other enhancement. Melee characters: Get the anti-mez power as soon as you can. You picked Invulnerability which has a toggle anti-mez. If it cost more than .26 end, I would put an end enhancement in it to start with. Add a resist to this one as soon as you can after you have added a defense/resist enhancement to On melee sets with a click anti-mez power, I would put it on autofire and slot it with 2 recharge enhances. This enough so that it will always be recharged before it wears off. However, if you are not careful, you will bypass it automatically activating if you don't give it time to active during combat. And, if you see it is recharged and not going off, click on it. If a toggle power is defensive, load a Defense or Resist enhancement as soon as possible after adding the END mod if needed it get it below .26 end. I generally do not add additional slots to brawl. If I ever do, I only add one slot so that I can have the 2 accs in there, but, most of the time, I'm removing brawl from my tray entirely pretty quickly. With Katana, I would put a -def enhancement in the quickest attack power and the cone and PBAoE attack. General power picks: You are kind of going to need to do with with what works for you. I would tend to go a little defense heavy if soloing and get a defense power as soon as available after I have at least 4 melee attacks including brawl. Depending on character conception, I go with a couple of different tactics for scrapping: 1) use the origin-based range attack for a pull and run back around a corner. 2) do the same thing with nemesis staff or black wand. 3) do the same thing with a temp power 4) get recall target. see a group. target a foe. get behind cover. teleport them to your location. 5) run in and tag the guy farthest from the rest of the group and fall back. Turn and attack them and hopefully not all of the mob will have followed. Targeting - picking your first target. If pulling or teleporting, go for minions first. If going for the farthest guy from the group, the farthest guy from the group is the target. If you think you can take them, go for the LTs first. (LTs usually have a way to buff or heal) If there is a boss, take out their LTs first. if not, target the boss first as they are the biggest threat. Falling back falling back isn't the same necessarily as running away. What you want to do is to dodge back around cover as soon as possible, hit the first guy that comes around the corner with an attack or two, but fall back again before the whole group can converge on you. repeat. Once you have whittled them down a bit then check your health. A lot of the time, you can string them out by doing this. If you run too far back, and they turn around and start going the other way, then wait for a sec and then run back to take off the stragglers and the end of the line as they are returning to their spawn point. If you below 25%, I would tend to say use a heal power, respite, or run back to lose any enemy mob entirely even if it means running out the door. Inspirations. I use inspirations but not constantly. If I don't have an anti-mez power, my first column is always filled with breakfrees. My last column is alway filled with awakens (hopefully, you won't need any, but unless you are with team mates that may need them, you shouldn't need more than 2). The rest of my insp tray is always filled with respites. If defense or resist insp fall into my tray, great; but before going into battle I will be prepared with the heals. I use this macro /macro Heal "inspexec_name respite$$inspexec_name dramatic_improvement$$inspexec_name resurgence" to set off the respites. having it the tray for me as a power makes me able to trigger it more quickly than with the F keys as I play with a Logitech Game Controller. that's pretty much it. Don't bite of more than you can chew. And run away if you realize that you took too big of a bite. Oh, forgot to add stuff about teaming. On teams as a scrapper, I have two main playstyles. 1) Front line - go for the boss and biggest threats. 2) Back line - stop any enemies from attacking the squishes and blasters in the backfield - especially stopping them from getting within melee range of the squishies. If the squishes start falling, I would start protecting them.
  9. More maps is always a plus. Reason? Variation. Being able to place AVs and collectables. Even front, middle, or rear don't really allow much control over placing these. Reason? being able to place them can increase the enjoyability of AE missions. select enemy travel mode. Flight, super leap, teleport, super speed. About the only way you can change enemies travel is by giving them kinetics powers. Reason? variation. Ability to give pool powers to enemies. Reason? I think being able to give the sorcery powers to enemies would be interesting.
  10. What is your secondary? Are you usually running with a team or soloing?
  11. .... and Champions Online (created based on the work already done for the Marvel Universe MMO that fell through), and DC Universe Online... and producer of Star Trek Online ... and a 2nd Marvel Universe MMO that fell through ... He really, really wants to make a Marvel Universe MMO apparently. It's pretty funny to me how tight CoH was and Homecoming is (rightfully so because of the pirate nature of its existence) of copyright infringement - when in DCUO there are Marvel name supergroups and Marvel named characters all over the place. DCUO online is practically Marvel Online except for the actual heroes and villains being NPCs in the game.
  12. @srmalloy I think this was in the game almost from the get go on the streets in regard to team mates. I think it was to prevent lower level characters from sitting at the tram while sidekicked and getting XP from kills from mentors/teams street sweeping in the same zone. I alway found this a bit odd since you were able to do it inside of a door mission - that is to say, door sit and get credit for the work done by the rest of the team. There was a real push to stop street sweeping altogether on live, which seemed pretty weird by the time holiday events rolled around which would cause even more server strain than street sweeping. I mean compare a team or two street sweeping in a zone to Halloween Event Leagues in Peregrine Island at Hotel 666. I think what my tired mind is trying to getting at is that the "kills give credit" distance for the pets is the same as the "kills give credit" distance for a teammate.
  13. Judging by your screenshot, you are using a custom quickchat menu. Look in: Yeah, now that you say that I see their ... Ghoul Flex Tantrum Collapse Swoon Offer Gift Receive Gift Throw Snowflakes ...are greyed out @JoeMage are you using the Homecoming launcher? Make sure to update the game files.
  14. Have you logged lately?
  15. well, it sparked someone's interest... they are now in the emote listing under holiday.
  16. try /e Fireworkrocket /e Fireworksparkle Just double-checked. They are working for me.
  17. You can adjust the volume on the game music. You can pretty much turn it off. Then you can play whatever music you want in the background. if push comes to shove, you can just mute the volume on your audio output device. And, yeah, I know you are trying to change the music through the game itself. Hopefully, someone else will be able to help you on that end.
  18. Yes. We owe the Sumerian civilization a great deal. Which actual Sumerian created the wheel? The "idea" was probably given to them by the Annunaki.
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