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Everything posted by A.I.D.A.
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This isn't how apologies work. Get that passive-aggressive garbage out of here. If you want to apologize for jumping on me and acting like a jerk because I didn't sift through seven pages of back-and-forth by multiple people, then apologize for jumping on me and acting like a jerk. Own it. Don't try to qualify it, or save face/CYOA, in the second half of your sentence by then blaming me, saying it only "feels like" something, or outside factors, for your misbehaviour. If IRL stuff is making you "snippy," then don't post on public forums until you calm yourself down. In any case. 'Speedrun everything' players tend to be in teams and want teams, because teams speedrun faster than solo players, especially where AVs and hard targets are concerned. Trying to 'speedrun' while solo is not a very successful way to complete missions by yourself -- when you're alone and you only have yourself to rely on, you start to see more benefit from strategies that teams don't need to use, because those strategies are slower and safer, at the expense of raw damage rate. A solo Stalker might see real benefit from staying in Hide and using Boggle on large groups of enemies, or groups that contain enemy types they don't really like to deal with -- either because the enemy hits a weakness in their secondary, or is just generally annoying like a group with two or more Malta Sappers in it, so you can melt one on initiation but the other will drain you. Boggle doesn't cause aggro or break stealth, even if you use the purple confuse proc to spread it in an AoE. You can very safely -- albeit slowly -- thin out large groupings of enemies without ever revealing yourself. Slow Assassin Strike is the same kind of strategy. Yes, it's slower. But the increased safety in fighting a grouping of mobs with one less Boss in it is often worth much more than those 3.67 seconds you spend charging it.
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Zone names that start with "J", "L", "O", and "Q"
A.I.D.A. replied to BZRKR's topic in Suggestions & Feedback
Hell if I know, never played it. If anything, my inspiration for Land's End was probably Fallout: New Vegas, subconsciously. I just threw these together off the top of my head, on a whim, after reading the post and seeing people shitting on the idea of new zones 😞 Yes, it would be a lot of work, but it could also be very cool and have neat new stuff for people to play around in! Even possibly involving new mission arcs, since the HC Team has shown they can add whole new arcs with new features like story-branching that the original game didn't really have. To be honest, I'd also really like to see enemy groups and walking pedestrians added to the streets of Kallisti Wharf -- though the Statesman statue square can be left enemy-free for all the costume contests that tend to be held there. -
You're all thinking teams, is the problem. Teams will start fights while you're charging Slow AS. That's sad but true. And only in that circumstance does the charge time matter. But a full team of eight people isn't the only way this game can be played. When you're alone, the two seconds or so of charging happen before the fight even starts. It's literally a non-factor. Two seconds does not meaningfully affect "clear time," as I don't think anyone really cares whether they finish a mission arc in 25 minutes or 27 minutes. And the people who do care about speedrunning absolutely everything, probably aren't playing Stalkers in the first place. The fight opens up with a massive triple-damage crit, melting a boss from the start, and inflicting Fear on the rest of the enemy group. It's hugely potent for solo Stalker players as an opening move -- though I will admit to preferring the fast version after a fight has started, and putting my Chance to Hide ATO proc in the Assassin's Strike for mid-combat reasons. Placate is the one that I tend not to include in most fights, even after whatever buff it may have gotten. I think it's AoE now? But I don't really care too much for it. Placate, to me, if I use it during a battle I intend to keep fighting, is equal to the damage of my next power activation (because it causes it to crit), but it's more expensive on my endurance than most attacks because it's a one-slot wonder that doesn't get any endurance reduction, and, well. I can just hit another power instead and do about the same damage -- plus the chance that either power will crit on its own, resulting in more damage than Placate -> T9 attack. Placate being AoE now makes it a valid escape / disengagement power.
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Zone names that start with "J", "L", "O", and "Q"
A.I.D.A. replied to BZRKR's topic in Suggestions & Feedback
New scenery is always nice, though. We could have neat things like... Junction Seven A haunted underground train tunnel with very low ambient light, and only around sparsely-placed light fixtures. Temporary power toggle flashlights could be found in clickable crates, and make a light cone in front of you. When the light starts to fade, the ghosts come out to play, and without a flashlight or a nearby fixture, ghosts enjoy a defense bonus. Shining a light on them (or hitting them with a Pracebringer's luminous attack powers) removes the buff for a few seconds. Occasionally, a ghost train rolls down the tracks as a zone event, carrying ghostly souls and shades to the afterlife, its skeletal guards on staff to repel the living before they can defeat the Corpse Conductor world boss. Line's End A time-displaced dimensional railroad town straight out of the Wild West, complete with a saloon, a general store, and the obligatory irate elderly prospector sitting on a crate of TNT. Cowboys and cowgirls fight with pistol-slingin' action against an invasion by the Nemesis Army, who believes an artifact of ancient alien technology lies buried in the depths of a gold mine dug into the bottom of a meteor impact crater just outside of town. The unfinished tracks are home to a crashed and upturned train wreck, that looks suspiciously like a physical version of the one haunting Junction Seven... Overlook Rise A sky-high future zone located around the very tops of cyberpunk skyscrapers. Falling returns you to a starting point -- maybe this is where the Menders discovered the idea for the Ouroboros HQ? Corporate surveillance drones scan the area in grid-linked patterns, ready to summon robotic security operatives to drop down on rappelling lines when spotting a suspicious, unregistered person. Rooftop battles emphasize flying, jumping and teleporting characters, but clever speedsters may find narrow electronic ad frames and smog-belching vents to help them get around. Queen of Coins The Queen of Coins ocean casino is an illicit gambling den run by the Family, way out over the horizon in unincorporated neutral seas. The entire zone is a single massive ship, with an interior filled with glitz and glam and slot machines, tables for cards and dice. The top deck is a cruise-ship style lounging area, with beach recliners and umbrellas set up on deck. The Queen of Coins may not be quite as famous as St. Martial's Golden Giza, but way out here in unclaimed territory, they don't have to give Arachnos a cut. Rumour has it that the Family keeps a treasure vault somewhere in the lower hold for all the casino's take. Wouldn't it be a shame if some enterprising young villains planned a heist? But they need a few new 'specialists' for their team... (potential new redside arc with fun heist movie feeling) -
Give me the option to not see pet names
A.I.D.A. replied to Random Axis's topic in Suggestions & Feedback
Have you tried /option_set HidePetNames 1 /option_set ShowPets 0 ? Sometimes options exist that can be changed with /option_set, but don't appear in the options window. -
Why is Infiltration The Stepchild?
A.I.D.A. replied to Aurora_Girl's topic in Suggestions & Feedback
What's even the point of having defense values out of combat? If you're not in combat, you're not receiving attacks. The moment you either make or receive the first attack, you're in combat. From stealth, you'll always be making the first attack, and never be receiving an initial attack since you're stealthed. I would like to see the defense bonus in Infiltration either removed, or made active in combat, just like the defense bonus on Hover or Combat Jumping. Preferably the latter. -
VEAT Inherent Change: Dominion of Arachnos
A.I.D.A. replied to MidnighterClubPatron's topic in Suggestions & Feedback
The best way to make Conditioning feel more relevant would be to give it slotting so I can put another Performance Shifter in it, just like I do with my Stamina. Maybe then my poor Widow can stop injecting Recovery Serum like some kind of addict, and let her arm finally heal from all the needle-marks 😞 -
New Power Set: Short Blade (Scrapper Primary)
A.I.D.A. replied to AgentForest's topic in Suggestions & Feedback
It's a very neat idea and feels finesse-y by my reading! Would be great for a fencer. Couple suggestions though! 1.) Name-swap Thrust and Flitting Blade -- the former seems more appropriate for a single stab, while the latter seems more appropriate for a melee cone. 2.) Make Flitting Blade (which is now the cone) into a multi-activation power, like Shadow Maul or Flurry or Sands of Mu. In fact, it can use that same animation, just with stab sounds instead of hit sounds. 3.) Swap Thrust and Flitting Blade's tiers. Melee sets don't tend to have an AoE selectable at Lv. 1, except I think literally only Titan Weapon (and it's the set's parry, Defensive Sweep, so its damage is low compared to the rest of the attacks in the set). 4.) Stalker version should lose out on Flitting Blade (which is now the cone) in order to gain Assassin's Sting. Stalker versions of sets generally have less AoE than Scrapper versions of the same set, but retain most of the set's unique mechanics. (Staff Fighting's form stacks, Dual Blades' combo strings, and so on.) Losing out on Study Foe effectively cancels half of the proposed set's unique mechanic -- Analyze stacks. I think that's especially important for a set whose stated purpose is to "lack solid AoE damage, but focus on defense and single-target damage." If you go this route, consider specifying that Study Foe does not break stealth or aggro the target. After all, how would they know a stealthed hero is watching them? 5.) Clarify the stacking behaviour for Agile Combatant. Duration? Max stacks? Defense per stack? Do they fall off individually or does each new stack refresh the duration of existing stacks? Consider a three-stack system for Agile Combatant so that you don't end up with people hanging onto 40 stacks of this and softcapping themselves while using a resist secondary, and then throwing all 40 stacks into Press The Attack for what is effectively five Build Ups at once. And, if you really would rather the Stalker version lose Study Foe, consider allowing Assassin's Sting to apply 1 stack of Analyzed to the target for each stack of Assassin's Focus spent on it. -
Just don't mess around too hard with non-damaging or maintenance procs. We don't need to see a gameplay-state where everyone's endurance bars are suddenly perma-locked empty because Performance Shifter stops working.
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Hi! Going through the Praetorian Loyalist story arcs, I had a lot of opportunity to fight against Resistance enemies, and I noticed something super cool about them. Their dual pistol- and assault rifle-wielding members fired these sweet blue energy bullets! The animations that the character model takes were the same (I noticed Empty Clips among the Resistance's pistoleers), just the projectiles are big blue energy bullets, and the sounds are more... laser-y and less gunshot-like. I am making this suggestion because I think it would be really cool for players with the Dual Pistol and Assault Rifle powersets to at least be able to select the Resistance's energy bullet / lasergun projectiles, even if the sounds couldn't be changed. However, given that Flex Tough has no scream sound while basic, chest-beating Tough has a scream sound, I think it's likely that sounds are tied to the animation, rather than the power? This suggestion would add fun cosmetic options, while using existing in-game assets and animations.
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What Infiltration really needs is to be given the 'doesn't turn off, but also doesn't stack with' treatment, regarding its stealth radius with the other powers in the pool. If I take Infiltration for travel, I don't want it to be mutually exclusive with Stealth which I might be using for part of my defense softcaps.
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Run Kinetic Melee on a Stalker, put Gaussian's Build Up proc in your Build Up. Recharge it randomly (5% on every attack power use) with the global ATO, and then put Chance to Hide in your Assassin Strike. Use Concentrated Strike coming out of the re-Hide. "Yo dawg, we heard you like Build Up, so we put Build Up in your Build Up so you can Build Up while you Build Up."
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Another round of VEAT suggestions - Night Widow specific
A.I.D.A. replied to KaizenSoze's topic in Suggestions & Feedback
It's the lack of the ability to take Body Mastery ancillary that hurts Arachnos Archetypes' endurance management, not anything else. When comparing a Widow to a Stalker (or a Soldier to a Brute), the availability of Superior Conditioning and Physical Perfection in the ancillary makes it possible for Stalkers and Brutes of all set combinations to slot four separately-running endurance procs (three Performance Shifters and one Panacea). By contrast, Widows and Soldiers only ever have Stamina and Health in which to slot procs. Perhaps giving the inherent a default slot to allow it to take a Performance Shifter proc would be the best answer here. -
Maybe the wall is just comfortable to lean on? Put her in the ;walllean pose.
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Reduce the range of Emote and Local to 30 feet. For reference, the range of most melee attack powers is 7 feet (9 or 10 feet for Titan Weapon). I feel like you should be able to use your 'inside voice' to talk with someone within three Excaliburs' lengths. Anything less feels like it would be in the realm of actual whispering, like "trying to discuss secret heist plans at the back corner table of a bar" whispering. Plotting. Conspiring. Add a new channel, Yell, which has the old Local range of 100 feet.
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Remove Sentinels entirely by disallowing the creation of new Sentinels and giving current Sentinels three logins of the character to clear their enhancements out and stuff them in a base storage rack, save their costumes, copy/paste their bios to notepad, etc., before they're deleted. Add an option for Null the Gull to give Sentinels, and only Sentinels, a number of free enhancement unslotters equal to the total number of enhancements they have slotted. Immediately re-enable the playstyle (in the same patch, don't do this until the whole thing is finished) by proliferating the Sentinel versions of ranged primaries to Scrappers. Increase Scrappers' ranged base modifier to slightly less than their current melee base modifier. This will ensure that neither option will feel "bad." Melee Scrappers will be more risky but deal a bit more damage, while ranged Scrappers will be safer out at a 40-yard distance, but give up a little damage for that safety. It might also have the side effect of making the ranged attacks in Scrapper ancillaries actually be useful beyond just shooting down a runner with Laser Beam Eyes or Mu Lightning. Then there won't be any need to think of a new inherent without "copycatting" Critical Hit -- because they'll be Scrappers with ranged primaries, so they'll be using the real Critical Hit. This might not be a very popular suggestion, but I feel like it would be the best answer overall.
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A.I.D.A. replied to MoonSheep's topic in Suggestions & Feedback
If you want to change the settings' default state, you can save the default options in-game, or edit: <Homecoming Install Folder>\settings\live\options.txt This will change the default options settings for new characters. For reference, "normal" mouse settings in a game should consider the direction a movement makes you look. Moving the mouse up should make you look toward the sky, moving it down should make you look toward the floor, moving it left should make you look to the left, and moving it right should make you look to the right. However, many older games (re: CoH era) consider not the direction a movement makes you look, but the direction a movement moves the invisible camera behind your screen, which is horribly unintuitive and results in the "normal is inverted and inverted is normal" behavior that CoH has.