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Triumphant

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Everything posted by Triumphant

  1. It should be added now (assuming I submitted correctly). Sorry. I meant to do this earlier, I just kept getting sidetracked.
  2. Ah, yes. That must be it. I just didn't have all 10 slots anchored to teleport points. I did not get to tour every square inch of this massive ship, due to having to log and tend to some house chores, so I missed the captain's quarters and ready room. I'll certainly return to explore some more when time allows, though. 😎👍
  3. There's a ton to see in this one! I really love your custom air-hockey and ping-pong tables on the reck deck! I'm also impressed with how you are able to put your zone teleporters so close together without getting the anchors to cross-pollinate. I've never been able to figure out how to prevent that, so I tend to space my teleporters relatively far apart. Looks like you also have plenty of room for expansion. Several decks looked like they had access points for crew quarters or some such. Will be cool to see what you do with these! 😎
  4. My wife and I watched the 1st four episodes last night and plan to watch the rest of it over the weekend. We both enjoyed it quite a lot. Definitely not my favorite series of all time, or anything, but I can say that it (to me, at least) does the game justice in portraying the setting pretty accurately and it's got good actors, fun action sequences, and moments of humor as well. It's also quite gory, as one would expect from a show true to the source material. I'm totally fine with that, but folks that haven't played the game might be a bit shocked by it.
  5. I play a TON of Sentinels. You will never make a Sentinel that is mainly a competent melee toon, because the Sentinel is a ranged combat AT. However, like you, I want to play Sentinel characters that engage in melee some portion of the time. For this purpose, I like to take Air Superiority from the flight pool and Knockout blow from Leviathan mastery. These are both fun melee attacks that can be decently useful. Air superiority hits and knocks down the target almost every time, making it a solid attack mitigation power, in this regard. Knockout Blow is slow to fire and recharge, but looks very cool and does respectable damage. Beyond this, you just have to look at epic pools that give you the most melee attacks. I don't know that there's all that much to choose from here. Certainly not enough that you're ever going to run a Sentinel primarily as a melee attacker. If that's your bag, you just need to pick a scrapper or brute, IMO. Now, if you want a solid mix of rng and melee, you're probably looking at either a Blaster or Dominator.
  6. I'm not sure there are any pitfalls, necessarily, except for the extra work involved. As far as I know, you could theoretically build all the way up or down or across, within the build space, though there's a maximum number of objects you can have in a base, so you're going to run up against that, eventually. The size and shape of the rooms set limitations on the build space too, of course.
  7. *Starts to write a reply about the SS power Hand Clap. Realizes the post is actually about Thunderclap. Slinks off in shame*
  8. RP'ers will always have a good reason to join a supergroup. If you're not an RP'er, there are probably still plenty of reasons you might find to join one. Other people may never want to belong to a SG, and that's okay too. I'm not against the idea of being able to belong to more than one at a time. The pessimist in me wonders if it might not be a herculean task to code for, though.
  9. DPS difference on a Brute definitely seems to be greater on a Brute than a Blaster (Water blast, being the sole exception, it seems).
  10. I think the Dev's should do whatever is best for the game. I have no experience at building proc-focused characters (although, certainly, I do have characters that use some procs- some damage, some not). Because of that, I honestly can't say whether or not they need to be nerfed. But, if they need it, I say nerf 'em. Whenever you change anything in the game, whatever it may be, it's always going to frustrate someone that liked it the way it was before. But that's just one more reason why changes should be approached with careful, cautious consideration. The other thing to consider is this: As long as you back up your base-code, if a change ever proves to be too unpopular, you can always revert to a previous build.
  11. The towering black platforms give me a strong Arachnos vibe. The various Arachnos NPC's you have stationed there don't hurt, either. 😎🕷️
  12. I'm almost embarrassed to show mine, after seeing some of these. It's a prisoner transport ship for the Interstellar PeaceKeeper's Corps. You arrive in the cargo bay. There's a lift that takes you up to the main deck that has a prisoner holding room, engine room, sick bay, crew mess, boarding hatch to the outside (make sure you have hover or fly or you tumble through space!) and command deck with comm center and transporter. It's a small vessel, intended to be something a crew of half a dozen or so PeaceKeepers might use to chase criminals all over the galaxy. Code: CORPS-8904 Shard: Reunion
  13. Damn. Get your Cyberpunk 2077 RP right here. I expected to see Rick Deckard step out of the rain at any second. Awesome work! 😎
  14. Wholeheartedly agreed! Touring this thing hit me with a wave of nostalgia so powerful, that I immediately wanted to try to make a TNG era-themed costume in the character creator. If you are of a particular breed of fandom that knows what LCARS, Galaxy Class, or 10-Forward means, I would be astonished if you don't feel the same way. The only thing I want to know now, is "How do I join your crew?" 😎
  15. I love the base editor. I love building bases. This game has the best base builder that I've ever seen. It's just that the base builder still has a few rough edges that can... yes, make some things pretty frustrating and tedious at times. That sounds contradictory, and perhaps to some extent it is, but it's also true to my experience of using the base editor. The frustrating bits aren't going to make me quit base building, because I enjoy building bases. But certain things are still going to frustrate me and I'm always going to wish that those rough edges could be filed off. I think most people probably have similar feelings about the game (indeed, about most any video game) generally. They really love it, but there's just some things that frustrate them (maybe that's power sets that feel unbalanced or off somehow, or npc/mobs that annoy them, or they feel a certain mission or mission type is poorly designed or boring, etc.)- rough edges of the game that we wish could be filed off, as it were. When I pipe up about a particular thing in the game that annoys me, or when I commiserate with a fellow player about something that frustrates us both, I do so partly because it's encouraging to know that it's not just me- that there really IS something about whatever particular thing that is annoying to me, that is also annoying to other players. Also, if there's enough people that also find it problematic and complain about it, maybe it will be something that the devs will decide to put into the "to do" list when they are deciding how to allocate their time for working on the game. This may be even more likely, if the one of the Dev's themselves finds it tedious. They might read the post and say to themselves, "Oh yeah- I find that pretty frustrating too. Maybe I'll look into that and see if I can find a solution." I'm not saying that I expect that result (I don't) or that the Devs are obligated to address or solve every thing that players complain about (they aren't), but maybe having them aware of the issue just bumps up the odds a hair that something might be done about it in the future. And to defend this last point, I will say that there HAVE been a great many changes and improvements to the base builder done by the devs since I started playing COH back in 2019, so I know that they DO read these forums and they DO work to address issues that we bring up as time allows. Anyway, I don't think there's anything to argue about here. Just a people venting a little about some things that frustrate them when working with the base editor. I feel like that's okay.
  16. I think the biggest wall there is is called stone wall or rock wall, or some such. Apart from that, you can take the roman bridge pieces and kind of overlap them to build walls. I've always thought we needed more large pieces for building floors, walls and ceilings. @Dacy and others that have been at this a lot longer than I have can probably offer some better suggestions on potential wall pieces.
  17. I've experienced this, but I just put it down to personal lag, thanks to my crappy internet. Does everyone else experience this, as well? Just curious. I have a rough time with leagues, in general, so I tend to stick with standard 8-man team play. Also, if I'm to be honest, I guess I find leagues pretty boring, besides. You know, I've got no idea where I was going with this reply. I think I need a nap. 🤷‍♂️
  18. Personally, I think the pom-poms look really cool, but I'm all about adding more options to remove visual effects, so you get a thumbs up from me.
  19. I don't form teams because I'm a shit multi-tasker. I can't concentrate on talking to people and playing the game at the same time. Sometimes team members need help and instructions. Sometimes you have to invite new players when group members drop out. This is even a problem for me as a member of a group that another person is leading. If you give me instructions in the chat while a fight is happening, I can't parse them. If I stop to read them and carry them out, I either die or break off from the rest of the group and get lost (or both). For this reason, I also don't RP during combat. Someone once suggested I join a group that uses voice chat during teams so I don't have to read anything. Doesn't help. I can't listen to you talk and concentrate on playing the game, either. It's one or the other. I wish I could multi-task. I really do. But that's just not how my brain is structured. For this reason, I only rarely lead teams, and I always have regrets when I do so (as do most of the players that join my teams). So, I've basically sworn off it. Sorry. 🤷‍♂️
  20. The main difference in the market since the last time I played (took a several months break and then returned, just over the past month, after the most recent update) is that the numbers seem to more readily and more accurately display the going price now. Maybe I'm imagining that, but it does seem like the devs have tinkered with the code to fix (or, at least, ameliorate) the old problem of the price not showing or showing inaccurate numbers. Overall, though, I still use the market the same way that I always have. List everything for 1 influence and sell it as quickly as possible. Get the cash that I need for whatever build that I need, then play the game. I find the market boring. I find buying and selling boring. So I do it only as absolutely needed, make the transactions as fast as possible, and then get back to enjoying the bits of the game that I actually like (fighting baddies, building bases, making costumes, and rp'ing) as soon as possible. To me, markets are just part of the grind, along with levelling. I like end-game play. If I had my way, I would just skip levelling and buying/selling altogether and just get straight to the stuff I like. At least I can streamline the process through farming, double xp, and selling stuff quickly for 1 inf, though.
  21. This, sadly, is a problem for those of us that have trouble properly aligning objects without the "snap" function. For the life of me, I don't understand why objects can't just properly seat atop one another AND snap into place. I know, I know. CoH has one of the most advanced base creators that exist- even compared to newer games that are out there. I shouldn't complain. It's just very tedious, sometimes. 😝
  22. You're probably right. I'll just suck it up, then. 🤷‍♂️
  23. I know I've been guilty of this before. I didn't realize it could be such a problem. I'll try to remember to move my characters out from the portal trigger, so it's not an issue in the future.
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