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leese

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  1. Loving that you're improving the PB VFX. While you're at it, can we get Combat Flight's proper animation back? Pretty much entirely sure it was using the Hover animation at shutdown, but it's using the Fly animation here.
  2. You don't want to get PLd, but you do want an instant 50 boost token? Anyway, I'm against it, not only because it would reinforce the impression borrowed from other MMOs that level 50 is where the real game is and everything else is to be skipped, but also because of the enhancements question. How are you paying for your level 50 enhancements after using this token? Not everyone is going to have an alt or a friend to get inf from, and new players without connections could actually end up in a situation where they use the token, and then have no means by which they can pay for enhancements, potentially leading to a broken character. You couldn't just give inf along with the boost, it's be far too open to exploitation since inf can be transferred among accounts and you can make as many accounts as you want for free.
  3. I’m pretty sure Combat Flight DID have the hover animation by the time the game shut down. So I don’t know why it doesn’t now.
  4. Powersets I'd like to see in CoH Frog Melee Giant Hand Melee Denim Control Cement Control Creation melee/blast/support/control (all one powerset) Invisibility/Invisibility stalker
  5. I'm am certain that PB's Combat Flight (hover equivalent) had the Hover animation back when Live shut down, but it has the usual Fly animation here, which always looks a bit silly going slowly.
  6. This is just a vague memory, but I think it might actually be quite difficult. If you look at the existing tights and patterns options, something that's true for all of them is they're all symmetrical. The only skin layer where this isn't true is faces, where the 50/50 is along with a few other asymmetrical options. If this is an engine limitation it might not be possible.
  7. You mean Sallydon. Emperor Cole made a deal with the Sallydon - she won't destroy his city if he doesn't punch her for a badge. Seems fair.
  8. Some good stuff here, I especially like Suggestion 3. On a similar note for voids/quants, I would suggest this: Make the Quantum Array Gun have a longer startup animation and be interruptable. In a post I made recently I compared Quants and Voids to other special enemies for whom the game has rules about not allowing more than one in a spawn while solo, such as Embalmed Cadavers, Sky Raiders Engineers, and Rikti Comms Officers. Making anti-kheld enemies interruptable would bring them in line with these other very high priority enemies, and mean that Quants wouldn't have an almost-guaranteed shot at dealing a lot of damage, KB and stun at a kheld before the kheld's first attack has had a chance to finish animating.
  9. How about evil Praetorian Sally?
  10. I think chances are anyone who really wants to make a very large character is probably going to live with clipping, and characters being too small to PvP with is a problem for the viewer, not the creator. With that in mind, it should be possible to put in an option to make seeing super-large or super-small characters optional. When enabled, when displaying another player's character, it could clamp the character's height to within the current acceptable values. The player who owns the small or large character would see their character as designed, as would anyone without the option enabled, but anyone who enabled it wouldn't have to see other players clipping or characters too small for PvP.
  11. Quant/Void lore is not particularly interesting or vital to Kheldian lore, so I don't really care about it. My problems are more mechanical. The central conceit is OK but the actual design is not very good. - They're pretty much constant from 1-50 and never evolve. The Quant you encounter at level 50 is functionally no different from the one at level 1 and familiarity has made it much less interesting. - This means that they're really extremely dangerous at low levels, before Khelds (especially PBs I think) have gained high damage or reliable control powers, and increasingly trivial as you near 50, which is the opposite of a good power curve. - They can appear in ambushes or alongside bosses, which can be a death sentence for the player. Or just be hiding behind a corner when the player attacks. - Kheldians are simply not powerful enough to justify having their own special kryptonite baked into most enemy groups. They don't have an advantage over other ATs to counteract, and are not strictly a veteran AT anymore as they are unlocked immediately on Homecoming. As a comparison, I can think of a few other enemies that I believe have special rules making their spawns rarer or limiting them to one per group when solo, which I think makes them comparable to anti-Khelds. Vahz Embalmed Cadaver, Sky Raider Engineers and Rikti Comms Officers spring to mind. Like Quants they're all high priority targets and not dealing with them first can make a fight much harder. Unlike Quants, the dangerous things they do can be interrupted, making them much less dangerous to a player than a Quant is to a Kheldian. If there was a chance for every mob group in the game to add a Sky Raiders Engineer who couldn't be interrupted to it, the players would riot. At best it would just get monotonous to keep seeing him. And why shouldn't that happen? Their bots are very good at defending their troops, so really every group in the game should be trying to get them if you think about it. And surely the Hellions should be able to source limitless supplies of this high technology. I'd love to see Quants and Voids reworked to make them better. It's almost midnight here so I'm not going to stay up late typing much longer, so I'm not going to make suggestions. Besides, it's probably a lot of work for the devs. In the meanwhile, I think asking for a switch to just turn them off is pretty reasonable and probably more easily achievable.
  12. Pie in the sky thinking: Remove the Seeker part, and have three photons orbit closely around the PB. They do a small amount of damage/sec with enemies they pass through, possibly apply a debuff too, until they do roughly the same amount of damage they would have done had they exploded in their current form. Then they fade away. + No more need to worry about their rubbish AI + Can be used before shifting forms + No wasted damage, seekers do small amounts of damage until they are exhausted + No knockback - No knockback - No instant damage, does damage much more slowly - Useless at range - Can pets even orbit around players? Probably hard to program. I guess instead of orbiting they could just follow and DPS hug an enemy, though you're depending on their AI again there.
  13. The fun part's going to be when those servers currently running I24 start making modifications and call THAT I25 too.
  14. It depends. Below level 10? Absolutely, get rid of them quants, even if I’m barely equipped to fight them one can be a bit much and getting 6 in one mission is absurd. (Yes this happens) Below level 30? They’re a pain in the ass but I can usually cope. Above 30? Bring on the quants. As long as I’m attentive they’re easily doable. There are absolutely moments in my PBs life where I would like to tell quants to leave and not return. Enemy groups with high-priority enemies for example - rikti comms officers, sky rangers engineers... Voids and quants are good flavour and an interesting combat wrinkle, but kheldians simply are not so powerful that they justify having this constant mortal threat about, and opting out of it isn’t unreasonable
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