Jump to content

Gunrunner

Members
  • Posts

    56
  • Joined

  • Last visited

Everything posted by Gunrunner

  1. Thank you very much, Cobalt 😃
  2. The muzzleflash for any sort of autofire from a Bane - burst and heavy burst specifically - produces a second mzzleflash directly above your head. It's very large and disconcerting. Possibly unique to the Bane, as one can have both a sheathed mace and a rifle. I have yet to test on a toon with just a rifle, waiting for the patch to DL. Edit: Yep, just the Bane. Tested on a merc MM and an AR Sent. Most likely linked to the sheathed weapon, as suspected.
  3. I have about 20 of them, myself. Try to keep that Hero privilege crap at bay, hmm?
  4. You completely missed the point. One, this is not about you, it's about the team. Two, it's a process. IF you show every event, IF you have your people show, every event, then in short order we'll be back to doing 4 runs a day. It's not gonna happen overnight. If you WANT it to happen, you're gonna have to work at it. There simply is no better source of merits in the game then Hami. If you're content with the hit-or-miss of WSTs, then good on you. If, on the other hand, you want to make big piles of merits fast, like 1k a week fast, then you're gonna have to step up.
  5. Well, if you really want to help, step up and help. Come to Hami, early. Tell your people to come to Hami, early. Or Itrials, or MSR. If you can't be bothered to take the step and make a difference, how can you expect anyone else to? I show up to Hami as soon as the call goes out, and have since Kiki was running it. I'm part of the solution. You could be, too.
  6. It's not even an issue of low pop. When Hami, MSR, or Itrials form up, we usually have around 120 people playing on the server. We're lucky if 10 or 15 show up. The issue seems to be, folks simply do not want to participate in these events, or are busy. Why someone would be too busy to harvest piles of merits, inf, or incan salvage is beyond me, but people are strange. However, without fail, mission teams get announced at virtualy the same time as raids go off, with pulls away from the pool of people with toons capable of participating in those raids. We have an unofficial Indom channel that clearly lists the time these events happen; it might be a good idea to NOT set up a PI team 10 minutes before Hami.
  7. I'd like to address a longstanding "feature". Warshade Dark Extraction has been broken from the git. If the corpse you cast it upon fades in mid-animation, the power fails and goes into recycle. A rather long recycle, it might be noted. This is wrong. This has been wrong for a very long time. Transfusion had a similar issue, that was recently fixed. It's about time Shades got a bit of love, too.
  8. Never played Champions. From the link posted above, Munitions looks like a combo of Dual Pistols and Assault Rifle. Not quite what I had in mind.
  9. Heavy Weapons is the ranged equivalent of Titan Weapons. Same mechanic? Lots of status stuff. Applicable to whichever ATs can use assault rifle. Guessing s/l and fire damage. Suggest using existing heavy weapon models, such as resistance cannon or council miniguns. Most of these powers are modification of powers already in game, so not a lot of work to get this happening. Absolutely a work in progress, let's see some feedback! Burst / lvl 1 / Moderate DoT, -foe defense, stun / fast recharge You fire a short burst from your Assault Cannon, disorienting your foe and reducing his defense. Blast / lvl 1 / Moderate dam, +kd, +self acc - fast recharge You fire a single ranging shot, improving your accuracy slightly and possibly knocking your foe down. Long Burst / lvl 2 / High dmg cone / -foe def, stun / moderate rec A long burst of automatic fire hits multiple targets, rattles them, and leaves them vulnerable. Heavy Blast / lvl 6 / High damage AoE (15') / -foe def, kd / moderate rec You launch an explosive shell, knocking down several foes and lowering their defense. Smoke Discharge / lvl 8 / location, large(30') AoE blind / moderate rec You fire a smoke canister from your Assault Cannon, blinding opponents over a wide area. Precision Targeting / lvl 12 / single foe large -def, large -res / long rec Feedback device in your Assault Cannon determines just where a foe is weakest, for a good while (30 sec) Missile Salvo / lvl 18 / large location AoE (20') extreme dmg / stun, KD / slow rec You launch a sheaf of Swarmer missiles from your Assault Cannon, blasting down foes over a large area. (yeah, it's that annoying IDF Heavy Commander attack) Assault Shield / lvl 26 / self large +def +res +absorb (30 sec) / slow rec Triggering your Assault Cannon's defensive mode, you encase yourself in a shield that stops most damage. Orbital Strike (similar to SoA Crab Beacon, but with real damage. Fears targets instead of taunt) You drop a beacon for an orbital strike, freezing your foes in terror and devastating a wide area.
  10. No mention of maintenance on the maintenance thread. I got a bad feeling about this...
  11. Lots of grey dots. Did I miss something?
  12. Pocket D's EA franchise might actually get some use now. Well done.
  13. Thank you! The hum from Infiltrate was icepick-into-eardrum annoying, and the spawn rates in Mercy were... well... there were no mobs! I can't imagine how tough the bluesiders must have had it. On the downside, the stalker weapon redraw AS bug is still with us. Other then that, good stuff all around. I am proud and confident to have such an excellent dev team. Huzzah!
  14. Minor bug discovered: The small "Monitor Infamy/Level Shift/Ect" window is gone when logging in to a toon that had it active. Resetting it works, but now the window is twice as tall. It's still small and unobtrusive, but it's also a bit broken. EDIT: Relogging fixes it. Nevermind. 😃
  15. I've got a little bit of experience with skeletal rigging and animations. All the rigs are already there, it's just a matter of adapting them to players. And coming up with some alternate animations. Locking out powersets is never a good idea, but it does get done on occasion. The issue here is the time it'll take to adapt the rigs. That's manhours, and unpaid work on top of that. I can see the dev team not wanting to make the effort. But I do really like the idea! 😃
  16. Here's a random idea. What do folks think of naga/snake "tails" for monstrous legs? We've already got the skeletons and the animations, what with all the Snakes and Knives NPCs. I don't see a huge leap in tweaking them to work with PCs. Thoughts?
  17. League star gets shuffled virtually every run, locked or unlocked. Not to mention members getting randomly kicked from the league, if not outright crashing! There's been serious issues with the league mechanic virtually from the git, and I have yet to see anything that even resembles improvement.
  18. Dear gods I hate this power. The single worst thing to come out of i28. Instead of getting ready to engage a large group of mobs, Surprise! And a couple folks are maybe dead or in dire straits. Hell, I'm not too happy with Wormhole, at least not in a team. Awesome power solo. Most folks seem to share that sentiment, but Fold Space keeps on keepin' on. I make it a point to mention how much I dislike Fold Space as soon as someone fires it.
  19. Just a few things come immediately to mind. The first is Hybrids. Why can hybrid powers not be set to auto? Virtually every other nontargeted click buff in the game (and some of the incarnate powers as well) has this capacity, why not hybrids? This feels like a Live design choice that should be revisited. On to... That little white pixel that races around active powers in your tray. Some of us are a wee bit hard of seeing; giving the option to change that white graphic to a more vibrant color, say yellow or orange (or user-defined), would be an immense boon in the heat of battle.
  20. If the mechanic is already there in one phase, it should be child's play to add it to the other. This is a good idea.
  21. The thrust component of the staff Assassin's Strike fails to render in most cases. The windup works fine, but the actual "thrust" animation is replaced by the weapon redraw. The power still hits, and in fact the "motion blur whoosh" effect plays, but the thrust itself does not. Note that this behavior is not consistent; occasionally the entire sequence fires with no problem, but more often one gets the borked animation. The thrust seems to play fine when AS is used as a normal attack power, and seems to properly animate as an AS thereafter, until you zone. Then it's back to the broken animation. Curiously enough, the broken animation also plays in the character edit screen. Edit: I think I figured it out. If you are within striking distance of a target, and have your weapon stowed, then the attack goes straight into the windup, with no redraw. When the attack fires, then the redraw occurs, with all the appearance of a fubar animation. If you trigger an AS with your weapon out, the animation functions properly. This appears to be a timing issue of some sort, I don't know as of yet if it's serverside or clientside.
  22. I was initially very unhappy, and vocal, about losing /ebfp. I apologize unreservedly. The new "get me 'round!" stuff works as good as, if not better, then the command. And the one beef I was going to voice about which destinations one had unlocked has been addressed before I even put pen to paper, so to speak. Thanks very much for fixing Transfusion. Mien Gott, that was frustrating.
  23. I stopped reading through this thread about halfway through. Most of it was folks whinging about stuff we've been going over for the last few months or so. I'm excited to see the new TP powers. After thinking long and hard on it (and parking every toon that mattered next to a base portal), I think it'll all work out. But. But. BUT. We really need to see an in-depth explanation of just what this game-breaking exploit was. Now it's been leaked that this 'sploit has been around since Live, and I cannot believe it was only recently discovered. Y'all have to do better then that. The finest QOL bit that has ever been, has been removed and replaced with a plies of possibly useful replacements, and I for one want to know why. "Oh, it was never supposed to be there!" simply does not cut it.
  24. Precisely my point. Reveal costs 10k, is permanent, and while it dosnt use charges, eventually one runs out of zones. Yes, you can use it in missions, but personally I use the fog of war to navigate ("Ok, that's not on the map yet, so those last few mobs have gotta be hiding there!"). What you have suggested for a base portal would provide another, low-cost option for new folks who have discovered the P2W vendor, but have not yet learned the other methods. It's all beating a dead horse at this point, anyway. The replacements for /ebfp are not ideal, but they work. The prices are not going to change, for those bits that require inf. We're a short span from seeing these changes go Live, so there's very little possibility of yet another power being added to the mix.
  25. It's semantics. Look, over the course of this thread I've come to accept that the changes envisaged are actually pretty good. Been logging out next to, and using, base portals to get used to the idea again. My point here is that in practical application, a 10 million inf pricetag is a paywall to a player who has yet to amass the discretionary income required. Ok, it's a luxury, but it's an artificially created one. Admittedly, some of the replacements for /ebfp look to be a simple matter to obtain, so buying the portal will be an extravagance, little more. What I initially took exception to in my previous post was the assumption that by an arbitrary point in their career, a given toon should be be able to purchase such luxuries. This is not the case. For me, it took dozens of toons, a good six months, and little help from my friends, before I could comfortably drop large sums on any particular toon, much less the whole rack.
×
×
  • Create New...