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Ultimo

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Everything posted by Ultimo

  1. Ultimo

    Cyclops?

    Ya, that's X-Ray Beam. The trouble is that it's the ONLY eye beam power I can find.
  2. Ultimo

    Cyclops?

    Ya, I considered that too. Just didn't quite FEEL right, if you take my meaning. I might try to make him as a blapper, see how it goes.
  3. Ultimo

    Cyclops?

    So, I'm looking at making a character based on Cyclops, from the X-Men. However, I don't see many powers that come from the character's eyes. X-Ray Beam seems to be the only one... and it might be unmanageable playing with only ONE power... Anyone able to suggest a power set that might better resemble him?
  4. Awesome analysis there! I'm not a pro historian either, but have some knowledge of WW2. I appreciate a second opinion on the matter. I worry that making the Italian special forces with the special ability might make them more effective than they should be... but then, I made all of them Minions, so the Officers are as likely to spawn as the Special Forces. I might go with that. Thanks again, and I welcome any other thoughts.
  5. Congratulations, this is exciting news!
  6. Ultimo

    Lex Luthor

    Just an update. I'm loving this character, he's an absolute blast to play, and does capture the "feel" of Lex Luthor pretty well. Someone pointed out to me that Trip Mines can be placed more than once, so I can lay a long line of them to blow enemies up as the come, or just put a bunch right in front of me to alpha strike almost anything to death. Still tinkering with the build a bit, though... It's the effort to make the "armoured" version of Luthor using Epic pools that's proving most challenging.
  7. Ultimo

    Magnetism

    So... I'm trying to create a character inspired by Magneto, but I'm a bit torn by the choice of powers. He needs to have Force Fields, this is one of the staples of Magneto in the comics. However, it's his offensive set that's giving me fits. Originally, I made him a Gravity Controller, but Magneto doesn't usually just grab people in magnetic energy, he manipulates the target's surroundings. More, some of Gravity's more effective powers involve teleporting things around, which isn't how Magneto's powers work either. So, I created him as an Stone Blast Corruptor... but I'm not sure about this one either, as he seems to conjure big stones from nowhere (rather than having them come up out of the ground, or some such). I thought about making him an Earth Controller, but I'm finding the same kind of dissatisfaction with it. So, here I am again, seeking suggestions from the gallery. What do you guys think? What power set (and AT) best suits Magneto?
  8. Actually, I made them ALL minions. The idea is that the regular troops, even the officers, are all just normal people, it's the superhumans that are the real threat in the missions. I wanted the regular soldiers to be little more than cannon fodder, letting the heroes feel extra powerful, wading through literal armies. I thought about giving the Russian officer mercs, but they look exactly like my German infantry, so I didn't want to do that, as it might be confusing. Also, they're a lot stronger than the posse members. I thought about giving someone of them grenades, but the only explosive grenade is fired from the gun, something that didn't really exist in WW2 (I think there was a dedicated grenade launcher, but it wouldn't have been useful as a regular firearm). The Japanese were something of a conundrum. I'm not entirely sure how best to represent them, and they really only appear in one mission. So, I opted to go for a bit of flavour instead of sticking to realism for that one mission. It works ok, I think, since it's the most unusual of the five missions (as it also involves Ouroboros and the Rikti).
  9. So! I have been tinkering with my WW2 AE arc, and I've been toying with my representations of the various militaries. The idea was to create three units for each army, and officer, an infantryman, and a special forces trooper. They're just normal people with guns, so I gave each one ONE attack power only. Officers were given one additional support power, intended to make the other troops more effective. The idea is that this power should represent the "nature" of the particular army. For example, American soldiers were known for their toughness and tenacity, so the officers got the Fortitude power (from Empathy). British troops are known for that "stiff upper lip," their discipline, and so got the Clear Mind power (also from Empathy). German troops of that time inspired a lot of fear, what with the conditions of their POW camps and the like, so I gave their officers the Fearsome Stare power. I've been kind of thinking about whether I've represented the armies and their units properly, and I thought I'd see if anyone had some feedback. In particular, do you think the officer support powers I chose are appropriate, do you think I've chosen the right special forces for each faction, and do you think I've armed them all properly. I've highlighted the relevant units and powers I'm having issues with, let me know what you think. What I have now is this: US ARMY Officer (Pistols, Fortitude) - representing the toughness of the US Army. Infantry (Slug) - single shot, representing the M1 rifle. US Marine (Buckshot) - representing the combat shotgun or "trench gun," for close quarters combat. I'd considered giving them Burst, to represent the Thompson submachinegun, or Flamethrower, both of which were used by the Marines. What was more typical? BRITISH ARMY Officer (Pistols, Clear Mind) - representing the discipline and tenacity of the British Army. Infantry (Burst) - representing the Sten Submachinegun. Commando (???) - British special forces... but I'm not sure what weapon they were best known for. I thought of giving them a knife attack to represent the Fairborn Sykes Commando knife, or Full Auto to represent the Browning Machinegun. RUSSIAN ARMY Officer (Pistols, Gang War) - Russian troops were not known for being especially effective, but they were very numerous. Infantry (Burst) - representing the PPSH submachine gun and similar weapons. Sniper (Snipe) - forced to retreat at first, the Russians had some of the most effective guerilla snipers in the world. GERMAN ARMY Officer (Pistols, Fearsome Stare) - Germans were known for their brutality, and created great fear in many of their foes. Infantry (Slug) - representing the various Gewehr rifles. Stormtrooper (Burst) - I wasn't sure about this one, and considered using the SS. the weapon represents the famous MP40 submachine gun. ITALIAN ARMY Officer (Pistols, ???) - The Italians weren't known for being a strong military, so I'm uncertain what power represents their strength. Infantry (Slug) - representing the standard Carcano rifle. Gunner (Burst) - borrwing the MP40 from the Germans. Another unit I'm not sure of, what did the Italian special forces look like? JAPANESE ARMY Officer (???, ???) - My inclination was to give the Japanese Officer Pistols and a Katana, but he can't have both. So, I'm not sure what weapon to give him. Also, I didn't give him a support power, because their special forces unit, Ninjas, are so powerful. Infantry (Slug) - representing the Arisaka rifle. Should they have an automatic fire weapon? Ninja (Katana, Ninjitsu) - uniquely, this unit has several powers from the Ninjitsu set, so the Officer gets no support power to compensate.
  10. Good info there! Thanks much, I'll have some new characters to work out now!
  11. So, I've made and AE arc set in WW2 (The World at War, if you want to try it), and populated it with heroes and villains of my own creation. However, I would like to include any 'canon' City of Heroes characters of that time, and I just don't know any. I had thought the Reichsman was a WW2 character, but it turns out he's from another universe. Does anyone know what characters were around in WW2, according to CoH lore? Anyone know where I might find info about them (appearance, powers, etc.)?
  12. I've just finished tweaking the missions here and there, so do give this one a try! Remember to leave feedback, so I can improve it even more!
  13. I've just finished revamping the arc, tweaked the final two missions and most of the characters. The arc is appropriate for characters of all levels. High levels might find it kind of easy, but lower levels will have the benefit of allies to help, if it's too hard. The World at War is set in World War 2, and takes you through five generally unrelated missions. Your adventure starts in North Africa, carries on into Sicily, aids in the battle through occupied France, takes part in the invasion of Berlin, and finishes in the jungles of Guadalcanal. During your adventures, you'll fight off enemy troops, powerful Axis superagents and work together with equally powerfu Allied superagents. Let me know what you think of it, and post some feedback for future tweaks and improvements!
  14. Ya, I was able to do that with most of the main characters, but the minions don't appear anywhere on their own. That is, they're part of the US Army group, but if I call up that group, it doesn't show them there. They're only in the mission, but not as individual characters, so I can't even edit them. It's not a big deal, I decided just to recreate them.
  15. So, I have an arc published which uses a variety of custom groups, mostly composed of minions. Since it was published, I have replaced my computer, so it's no longer saved on my hard drive. My thought was to "edit" the published arc, and save the characters locally, but I'm not sure how to do it. Interestingly, somehow, some of them have already saved locally... but not all. Specifically, the groups represent WW2 armies, with Officers, Infantry and Special Forces characters for each. The British, Russians, Germans, Italians and Japanese have all saved locally... but not the US army characters. I can't even tell you how the other factions all got saved, let alone how I save the US characters. Anyone have any thoughts?
  16. Well, I made him a Tanker for a couple of reasons. First, Cap is pretty darn tough, going toe to toe with bad guys WAY more powerful than he is. I mean, in Age of Ultron, he went up against Ultron all alone for quite some time, even without his shield! The second reason is something I saw in a comic (don't remember which one), where he was explaining to someone WHY he wears the spangly outfit. It draws focus, making him the target of enemy attack while Bucky would go off and actually complete the mission. To me, that's a TANK... get aggro, let the team do the job. I'm inclined to agree with people, I think. I was leaning toward the Street Justice set. Now, what to do with the other guy...
  17. Well... I did intend to rebrand one of the two, I hadn't intended to delete one. I just wasn't able to decide which is a better representation of Cap, and which is more effective overall.
  18. So, back in live, when they introduced the Shield powerset, I (like many) made a character based on Captain America. At the time, I made him a Tanker, Shield Defense/Martial Arts. When I came here, I recreated him the same way. However, I was curious about Street Justice, so I recreated him using that set. Both versions of the character are now L30, and I'm trying to decide which one I want to keep... but I'm torn. I just can't quite decide which to keep, and I thought I'd see what the community thinks. Which powerset do you think better represents Cap's style, which powerset is more effective? There are aesthetic aspects of Martial Arts that I rather like. Storm Kick and Dragon's Tail look great and are very effective, but Martial Arts seems to use a LOT of endurance. Even with Performance Shifter, Panacea and Numina's slotted, AND two endurance reductions in every attack, he STILL runs out of endurance constantly. He also needs the Fighting powerset to give him the Cross Punch power, which means taking an extraneous power. I can take Kick, but I'd never really need to use it. I can take Tough, but he's already running out of endurance, and needs another toggle like a hole in the head. Then there's Street Justice. It does have more AOE, and is more punchy... for the most part. A lot of the powers are kicks, but they're awkwardly low. There's also less of the kind of jumping attacks we see Cap do quite often. It doesn't seem to be quite as hard on endurance, but it's not a big difference. So I'm torn. Martial Arts might be a little more aesthetically "accurate," but Street Justice isn't bad, and might be more effective overall... So what do you all think?
  19. I decided just to remove the character as an ally and made a patrol of heroes. It sends out three elite bosses as the patrol, which is more than I really wanted, and selects them randomly, but the first mission is SUPPOSED to be easy, so it kind of doesn't matter. The ally is really just there as window dressing.
  20. So, I wanted to have an NPC hero patrolling in a zone in a mission I'm working on, but I'm having some difficulty figuring out how to make it happen. My current method was to make him an Ally, with no guards (ie. I set it to "empty"), but despite setting it to empty, there are always guards, and he won't actually start patrolling until I go free him. Is there a way to get him to patrol without my needing to free him first?
  21. Set during the Second World War, your journey begins in North Africa, combating the Superhuman agents of Axis! Actually the first arc I created, I never posted about it here. I hope you enjoy this little trip to the past!
  22. Thanks, I'll give it a try. I respecced out to Stealth, but losing the Recovery and Regen is pretty nasty
  23. So, I have a Blaster who uses Devices. One of the core powers (which I'm led to believe is a critical one) is Field Operative. It adds Defense, Regeneration and Recovery, and makes the character stealthy. However, it makes a constant droning sound that is legitimately hurting my head. I'm at the point, I'm playing the characters with the speakers turned off, and I'm considering dropping it for Stealth (which provides more Defense, but costs endurance). Someone in chat said that there may be a way to remove the sound... can anyone tell me how I go about it? As an alternative, perhaps someone in development could let me know if there's any plan to make a "mininmal fx" version of the power? Thanks.
  24. Citadel has received a call for help from... The Council? Unable to investigate himself, he sends you to the islands around Talos to help the Council and find out what could possibly have made them call out to HIM for aid. What you find will lead you into a conflict that threatens the whole world, possibly a whole universe! Join forces with heroes and villains alike to save the world. The Men of Brass is live! I hope you enjoy it!
  25. He's L30, has all his toggles and passives, and Tough to boot (though that's not going to help against Dark powers).
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