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Ultimo

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  1. Plus, the discussion might come up with something they can use. One never knows.
  2. No, but I only see the aura being the issue. The costume choices would simply depend on the effect (eg. the giant fist) being the same colour as the costume for the gloves. The effect would overlap the actual arm of the character, so it would look like it was extending. The aura... well, that's a different story. If you have a suggestion, that's the point of this thread... to get some discussion going and see how we can tweak the idea until it's something feasible.
  3. Ya, I mentioned that in the original post... I'm not sure if new animations are something the current devs can do. If not, perhaps there are existing animations that can be repurposed... Most of the powers I suggested are likely able to use existing animations. For instance, 1- Snap Punch - Thrust animation from Neutrino Blast 2- Hammer Blow - Punch animation from Super Strength 3- Two Hand Blow - Energy Blast animation (2 arms) from Energy Blast. 4- Taunt - Normal animation 5- Iron Grip - Energy Blast animation again. 6- Rubber Banding - Buff animation. 7- Rebound - Buff animation. 8- Looping - Cross animation from Fighting. 9- Pinwheel - Whirlwind animation from Super Speed. Again, that's the character animations... the power animations are a different story.
  4. Ya, I kind of envision it acting like ranged attacks. As someone else mentioned above, the animation might have the character thrust his arm forward (as with Neutrino Bolt), but instead of the green beam, it would project a "beam" that looks like the arm and fist. The beam would reach out then come back. It would overlap the actual arm enough that it would conceal the hand, and make it LOOK like the model was stretching out. You'd have to customize the colour to match your gloves, which shouldn't be difficult to do.
  5. I'm not envisioning this effect stretching the model, but applying an overlapping limb. Imagine it like a beam effect (like X-Ray Beam, for example). At the front of the beam is a fist, and the beam itself would just be an arm. Colour customization would let you match it to your character's glove colour.
  6. A very common power set is missing from the game. We've seen many characters in the comics who have this set: Mr. Fantastic. Plastic Man. Ms. Marvel. Elastigirl. Of course, I'm talking about STRETCHING. The usual explanation for why this set has never been introduced is that the engine doesn't support it, but I've seen effects in the game that are reminiscent of this set. For example, the Circle of Thorns Hordelings have an attack with a stretched out tongue. If they can do an attack that looks like a stretched limb, surely the players could too...? It would mean creating new animations, so I'm not sure that's feasible. If it is, though... how would we make the powers work? What would the set DO? Let's consider what we see the characters in the comics using the powers for. They throw punches at a distance. They often alter the size of their fists and use them like flails. They often alter the shape of their bodies to act as walls, or wheels, or other shapes. They use their limbs or bodies to restrain enemies. They allow their bodies to warp and distend, allowing them to reduce damage to themselves, even reflecting attacks back at the attackers. It seems to me the powers in this set would be essentially ranged, though likely somewhat shorter ranged. So, I see the following as an example: 1- Snap Punch - A quick, one arm attack at long range. Low damage, fast recharge. 2- Hammer Blow - Make a big hammer with the fist at close range. Moderate damage, AOE. 3- Two Hand Blow - A quick two fist attack at long range. Moderate damage, moderate recharge. 4- Taunt 5- Iron Grip - Toggle! Wrap body around a target and hold them. Target can still attack YOU, but no one else. Moderate DOT, long recharge. 6- Rubber Banding - Click, adding extra snap to attacks, increases tohit and damage. 7- Rebound - Click, while active, S/L damage reduced by 90%, reflecting such damage at the attacker 8- Looping - Sweep out with an arm and trip foes. Cone light damage, knockdown, moderate recharge. 9- Pinwheel - Spin body and arms, extreme damage PBAOE. Long recharge. Now, this is just off the top of my head. Some animations might need to be created, but some might already be in the game, at least partially. For example, the Snap Punch animation might be based on the same animation used for Neutrino Bolt from Radiation Blast, where the character thrusts his arm out at the enemy. The stretching version would replace the radiation blast with an arm and fist that moves out and back the way the Hordelings' tongues do. I don't know how much the current developers can do with animations. What say you? Does this have some merit? What would you change? Let us discuss how this might be implemented, and perhaps the developers can get some inspiration from the discussion!
  7. Just so.
  8. L23 Street Justice Scrapper... Spinning Strike (I had to look it up). They're Council Marksmen, same level as me, radio mission. As I say, the number says 54 seconds, but it doesn't actually take that long, as the debuff only lasts 10 seconds... so it's a bit deceptive.
  9. Not necessarily. Because he won't frequent the forums doesn't mean he won't play the game.
  10. As I've said, I can only say what I've seen with my own eyes, and you'll be hard pressed to convince me I didn't see what I saw. Such as this. The second slot on the second bar is Spinning Kick, from a screen I took tonight. I was fighting Council, this was after I was tagged by several Marksmen.
  11. So, right now, there's two animations for stealth. First, you're translucent when stealthed, but appear in a slightly less translucent state when engaging in battle. Second, you're completely invisible, but appear in a translucent state when engaging in battle. My suggestion/request is, can we change how the engaged in battle state looks? Either add additional animations, or just change the existing ones, so that once we engage in battle, we lose ALL translucency? As it is, in the first state, you're translucent, or you're translucent. It's really hard to know when your stealth has reengaged, and it's kind of out of character for stealthiness (in truth, I much prefer the way other games represent stealth, by making the character appear to be in deep shadow). Another minor issue is knowing where your character IS when invisible. Perhaps a slight glowing outline around the character when invisible, just so we know where we're positioned?
  12. Ah, I see what you're referring to. Ya, that was a different encounter. That was a higher level boss, and I was playing a much lower level character, so he had no resistances or anything. In any case, we're drifting off topic here. The thread was asking if something was changed, and that question has been answered. Apparently, nothing has been, it's just a matter of perception.
  13. Look, I'm not disputing what you're saying. I can only tell you what happened. Three cogs took their shots, and my endurance all but bottomed out. It's what happened. If there's some other explanation, I'm happy to hear it, but that's what happened. As with the other guy, I'm not disputing your numbers, I'm only telling you what happened. The number on my Spinning Strike power said 44. I assume that's the cooldown time. Of course, it didn't TAKE that long because the effect wore off before that, but the number said 44.
  14. It didn't change, this is the post from a bit higher on the page. Ya, as I said, it was a while ago, perhaps I'm misremembering it. I have a lot of characters, perhaps it wasn't the one I thought it was. I also tried something tonight to see what was going on. I was doing a radio mission with one of my newer characters, a Scrapper with Street Justice and Willpower. I was doing a radio mission, and took a hit from a Council Marksman with a cryo round, or whatever it's called. It's the beam attack that hits you for a slow. I right clicked the little debuff icon and checked the information. It said it was a 16% slow with a 10 second duration. My Spinning Kick power cooldown counter went up to 44 seconds, but then dropped back down to normal a few moments later (combined with the time it took to check the info, it was probably that 10 seconds). I'm not sure offhand what the normal cooldown on Spinning Kick is, but I know the counter jumped up to 44. The point is, it didn't stay there, because the debuff wore off, and the power recharged normally after that.
  15. As I said earlier, I'm not sure the debuff lasted 40 seconds, I'm saying the number on my power (I have it displaying the time to cooldown) said 40 seconds. I don't know, it might have lasted that long, it might have slowed it to that point, but the buff expired before that. I left the battle because I couldn't fight back, and wasn't counting the seconds. The endurance thing is something I've seen in a few cases. I have a Dark Melee/Willpower Brute who, being around L17 at the time, tried to take on 3 Cogs on a rooftop. All three shot at him, and his endurance dropped to perhaps 10%. I made one attack, and everything detoggled, and I was out of endurance. From that point, they just drained any endurance I had with every attack, and I was unable to fight back... so again I had to run away. Just doesn't feel very heroic, let me tell you. I'm not sure what level the foes in Steel were, I thought they conned grey, but I could be wrong. The thing was, that group was largely ice bad guys, Outcasts, I believe... Freezers, Chillers, and the like. With a bunch of them hitting me, my recharge (which is somewhat long anyway, on a War Mace character) was floored. Again though, I don't know if the debuff lasted as long as that, I'm just telling you what the number said on the power button.
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