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Senbonbanana

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Posts posted by Senbonbanana

  1. 5 hours ago, Death2Tyrants said:

    They display the names and health, endurance bars of enemies without selecting them.

    Wait.... that's possible?? 🤯
     

    Yes, please please please make this accessible from the options UI! I'm by no means a new player, but I had absolutely no idea those slash commands existed, thus had no idea showing all that info was even possible.

    • Like 1
  2. 22 minutes ago, Lunar Ronin said:

     

    From the Homecoming Team directly, here.  It's been mentioned by other staff members on these forums before as well, and on the Homecoming Discord server over the years.

     

    Again, the live game was smaller than people remember.

    According to Wikipedia, in September 2008 the game had just shy of 125,000 subscribers (CoX didn't go free to play until 2011) in US and Europe (15 servers total; 11 USA and 4 Europe). ~125k scattered across 15 servers (with higher concentrations on some servers, lower on others) sounds a lot closer to what I remember things being like when CoX was at it's prime.

  3. 34 minutes ago, Lunar Ronin said:

     

    The servers back on live had a hard cap of 1,500 players.

    Where did you get this info? There were 11 servers hosted in the USA. A max player count of 16,500 for the entire United States does not sound right, at all.

    • Thumbs Up 1
  4. Short, sweet, and to the point:  It would be awesome if there was an option to sort characters on the character select screen. The ability to sort by name, level, AT, etc would be absolutely amazing!

    Longer: I didn't play for an extended period of time, and upon logging in again all of my characters had been rearranged in a random order. To my dismay, the only option to sort them was manually clicking and dragging each one into the spot I wanted. Not unreasonable, but I'm afraid they'll get jumbled again if I go on hiatus. A way to sort them by level, AT, name, or other parameters would be a huge time saver!

  5. 5 hours ago, ZorkNemesis said:

     

    The trick is to loudly shout "Enhance!" while enlarging.  At least that's how it works on television.

    I think you also need someone in a lab coat looking at a beaker full of a colored mystery liquid and someone sitting at a computer typing furiously while lines of code scroll by to really get it to work.

    • Haha 1
  6. I've been messing around on a stone/psy, and so far I am not impressed.  /Psy seems like a very.....underwhelming secondary.  The boggle mechanic doesn't seem to make any sort of difference what so ever.  Does it get any better, or is /psy at or near the bottom in terms of good secondaries?  

     

    EDIT:  I take, slot, and love Lightning Rod on every Electric Melee toon I play.  I don't care what kind of damage it does, it looks friggin' awesome, it's one of my favorite looking powers.  The fact it has a bigger radius and is an excellent attention grabber on a tank, I can't think of a reason not to take it.  

  7. I don't like the giant summons BP or Longbow have, so I took Tsoo on my Inv/SS tank.  So far, I like them.  They do good damage and thus far they've survived being in melee with me.  Longbow fit my toon the best thematically, but I hate how big the giant robot is and how much it gets in the way.  

  8. 6 minutes ago, Aeroprism said:

    I have a silly question and feel free to call me an innocent, sweet summer child but, concerning Inv/SS, I can see the insane ST damage but Inv has zero damage tools whatsoever and SS has no cone and just one PBAOE timed on a 20 second cooldown.

     

    Doesn't it take weeks and months to clear a map with that?

     

    I may be spoiled with my Rad/Claw that dishes indiscriminate mass murder arrests every two clicks.

     

    I exclusively team on my tanker, but while rage is up I feel like I'm doing good damage.  My PBAOE recharges in ~6 seconds while hasten is running.  Getting rage to stack is awesome, even if it only lasts a few seconds.  The worst part is FS doesn't come until level 38.  That's a looooong time to go without any sort of AoE outside of pool powers.

  9. I've read dark/dark is super fun and resilient once your endurance problems are under control through IO sets and incarnates.  

     

    I have an Inv/SS that's got mostly IOs.  Not much hits, and what does get through the defense only tickles.  The rage crash is almost unnoticeable, biggest problem is the end crash as Inv.  The -dam is annoying, but your inherent still works even if you're only doing 1 damage.  The -def doesn't even phase me anymore, and if it does I've got a couple of purples and greens on standby in my tray. 

     

    So yeah, +1 to Inv/SS

  10. I notice it on my Inv/SS, but it's not crippling.  In fact, it's more annoying than anything.  Pop a blue and/or purple and keep on smashing face.

     

    That being said, I hate the -damage portion.  I hated the -def on my SS/fire brute (going splat on him during rage crash wasn't uncommon, whereas on Inv/SS tank it is rare so far).  The -end can be fatal if you're not paying attention to how much of your blue bar is remaining.

    • Like 1
  11. I made my first tank (Inv/SS) and I've been following this build loosely (also natural inspired, but taking fly and laser beam eyes for character concept).  I've focused on the IOs for Inv power choices, and currently at level 36 I feel very, very tanky.  I haven't slotted out cross punch (or any attacks) yet, so my damage does feel a bit anemic, but I love the knockdown and right now it's my only AoE attack.  I think it'll fit right in next to foot stomp.

  12. One thing I would love (and would make me pick my crab back up) is the ability to hide the crab arms when out of combat, or the ability to not use the crab backpack at all.  I *hate* the animation the crab arms do while in flight (and flight is my preferred method of travel).

     

    It's already been said, but worth repeating:  Fortunata animation times and damage on many of it's powers is shit. 

  13. 16 hours ago, PLVRIZR said:

     

    Definitely makes sense, since Spines/Fire is the king of the Br00t farmers, where AOE is king...

    I thought rad/fire outshined spines/fire on the brute farming side?  I know my rad/fire farmer feels subjectively faster than my spines/fire did before I rerolled him.  I was never good at getting the cones lined up, and the PBAoE (quill explosion?  blanking on the name -.- ) felt.....anemic for such a long animation time.

  14. 22 minutes ago, Cenozoic said:

    Fire/Spines

    I'm surprised to just now see /spines mentioned.  I'm only just now looking into making a tank (the AoE and damage changes may sway me away from brutes, if only to give tanking a try) and boatloads of AoE damage appeals to me (I like lots of orange numbers around me lol).  IDK why it's not mentioned more, unless it's damage is just *that* bad compared to other sets?

     

    EDIT:  I'm also surprised to see /fire not mentioned as much as sets like /cold, or even SS.  

     

  15. Probably already said elsewhere in this thread, but I have a few things I'd like to see off the top of my head:

     

    Mind Control's T9 (Mass Confusion) reworked

         -Would love to see an optional pet for Mind Control also.  Maybe a rework of MC as a whole is needed and not just a pass at it's T9.

    MM henchmen customization

    Mercenaries (MM set) reworked to not suck so bad compared to all other MM primaries

    • Like 1
  16. 20 hours ago, Killing Legacy said:

    For instance,  I don’t think time would help ninjas that much, as they are so lacking in resist they will just get one hit when the inevitable attack makes it through.

    I disagree with this.  Time takes ninjas from wet cardboard to serviceable.  Time is one of the best secondaries for a ninja MM, if not the best.

     

    As far as demon/time goes, I've never played it but I think it would be an excellent combo.  As it has been said, time goes with every primary really well.

  17. On 7/9/2021 at 10:09 PM, Kaballah said:

    A more thoughtful overhaul of the Mind Control set would be nice but I'm shooting for something small, simple and immediate.  This single change would be a tremendous help for the set, it's needed this since Live.

     I agree with this 100%.  Reducing the cooldown would help the set tremendously, and would be an immediate band-aid fix, but the whole of Mind Control (and all control sets in general) need some tuning.

     

    I made a post on the Dominator forums, but I'm on-board for Mind Control getting a permanent pet option as part of a larger fix to control sets.

    • Thumbs Up 1
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