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Everything posted by Communistpenguin
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My suggestion, is to make it so that when completing a mission on a TF and talking to the contact, it auto dumps anyone out of the last mission map. We had to drop a guy 2 missions till the end of a synapse cause he bio'd out and didn't come back in time. If we could have just moved on he might have rejoined us.
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I think it is time to get rid of Reward Merits and PAPs
Communistpenguin replied to kelika2's topic in Suggestions & Feedback
Its fine the way it is. -
Add a New Co-Op LFG Instance for Trick-or-Treating
Communistpenguin replied to Astralock's topic in Suggestions & Feedback
Im pretty ok with kallisti wharf, but one idea, would be to add a Halloween island to Pocket D. Maybe have spots for the banners and whatnot, and have it permanent zombie apocalypse or something. -
Focused Feedback: Robotics Revamp
Communistpenguin replied to The Curator's topic in [Open Beta] Focused Feedback
So, if the devs are considering alternate models for the maintenance drone, I would like to suggest the sky raiders force field generator bot. Also, we cant heal the maintenance bot? -
Picking AT and sets based on concept only
Communistpenguin replied to Snarky's topic in General Discussion
I usually try and pick a power sets/at combo that I have not done before and sounds interesting, then try and create a concept around that. -
Not sure that this is even possible, but if it is, it would be really nice to get a new adjustable setting under the "scale" section of character creation, where it adjusts the distance of back items. I tend to use the minimum physique setting because I think it looks better, but that causes alot of back items to float off the back.
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issue 27 Focused Feedback: Custom Weapon Expansion
Communistpenguin replied to The Curator's topic in [Open Beta] Focused Feedback
Can we please get Sky Raiders Machetes? -
Continue to not use AE at all.
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I have a question about CoH culture.
Communistpenguin replied to Brawlin's topic in General Discussion
I have no interest in discord for CoH. Mostly because I don't want to interact with people to that (admittedly shallow) depth while playing. I have the sound turned off when I play and I typically have a tv show on to listen to, Also, I do keep LFG channel open typically unless I'm already on a team. I don't typically start playing with much of a plan in mind, so I see no need to join anything organized before I start playing. -
I could be completely off about this, but every time I play my Archery blaster, I feel like all the powers are shorter range than they feel like they should be? If that makes any sense? I'm not sure how much to increase it to, but some increase is warranted I feel.
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So this has probably been suggested before, but it would be cool if we got a new power pool that lets us see enemies or glowies on the maps. The tech for this exists, as the last mobs pop up during missions. Personally, I would definitely consider picking up this pool on alot of my toons. I also like that it is a non-combat power pool that adds flavor to characters. I tried to make it so we can track things without it removing all difficulty and I chose toggles so that your minimap isnt always flooded with icons. Aura of Ill intentions: Toggle power. When active, your aura allows you to locate enemies within X distance of you. Enemy mobs show upon the minimap within X foot radius of you. Aura of the Silenced Voice: Toggle power. When Active your aura reveals those in need! Hostage NPC's show up on minimap within X foot radius of you. Aura of Vision: Toggle Power. When Active, your Aura reveals The items that you seek! Mission objectives show up on your minimap within X foot radius of you on your minimap. Mastery of Auras: Auto power. Through your dedication, you have mastered your auras. You have increased the Radius of your aura by Y feet. I used X and Y for the distances, because I don't know what an appropriate distance should be. I imagine that they would be low endurance toggles that you could slot for end reduction or range maybe?
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You joke, But I have thought of a MM set based around the animus from nightward would make a cool set. Swords and spears for the tier 1, Maybe elemental for tier 2? and maybe a spell tome for tier 3? Though I would go with magic wand attacks for the blasts.
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If we went with the uncontrollable henchmen route, I would say have every hydra spawn 2 more hydra of a lower tier rather than just the original summons. Especially if they don't last very long. This would also solve the body guard mode problem Rudra brought up. I would then Amend my original suggestion, and say that the additional spawns NOT be killed by resummoning. So "The Many Heads of Hydra" combines with "Revenge of the fallen" and fast recharge times for resummons could make this set a nice spam/debuff set. If the death spawns go away after awhile on their own, I wouldn't worry about a cap. You could probably design a softcap based on resummon time of the original henchmen. Though I could be wrong. As for Henchmen strength, I am not a numbers guy. I would assume any actual attack values/hitpoints/defense etc would get hammered out to be balanced with the other MM sets. Though with the theme of the set being disposable henchman, I would say they should not be tanks.
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Ive had plenty of fights where my minions get wiped out extremely fast. Also, having that ability doesnt exactly hurt you, I mean, even if you never have your minions killed, would having a bunch of hydra as a mm be worse than say Mercs or Ninja? Plus having 2 lesser summons happen upon death really works thematically imo.
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Im using minion as a generic term of a thing that you control. Not specifically in regards to a game mechanic. As to why have them summon more hydra upon their death, havent you run into a situation where your minons get killed off extremely quickly? This would give you a little breathing room. Instead of having all your mobs killed, you would just get a bunch more of slightly weaker minions, allowing you to resummon at your leisure.
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How about a Hydra MM primary. However, the hook for this set, is as each hydra minion is defeated, it summons 2 of a lower tier Hyrda pet. Resummoning the original pet kills them. So the Tier 3 pet would be a Man o' War. If he is defeated, he summons 2 Proteans. If the proteans are defeated, they summon 2 spawns. If the spawns are defeated, they summon 2 of the tiny hydra that are in the DFB trial. So for the set: Spit: (Ranged) Toxic, Damage over Time, Foe -Fly Call Spawn: Summons 1-3 Spawns Spew: (Ranged) Toxic, Damage over Time, Foe -Fly Many Heads of Hydra: Enable your Hydra to summon weaker versions of themselves upon defeat Tentacle Spray: (Ranged Cone) Toxic, Damage over Time, Foe -Fly Call Protean: Summons 1-2 Proteans Summon Tentacles: Summons 8 temporary Hydra tentacles to fight for you Call Man O' War: Summons 1 Man O' War Revenge of the Fallen: Your hydra are granted a small pbaoe toxic and -res attack on their death For maximum fun have ALL the hydra summon more hydra after their death. For example, if you have a full summon of all minions you would have 1 Man O' War, 2 Protean, and 3 Spawn. Now lets say your Man o' War dies. It then summons 2 additional protean, so you now have 4 protean and 3 spawn. Now lets say that all 4 of your protean die, well now you have 11 Spawn. Now if all of your spawn die, then you have 22 of the tiny hydra from the DFB trial. This is probably way overpowered, btu it would be lots of fun. For a more balanced set, do not allow the death summoned minions to spawn additional minions. The sets biggest strength would be the ability to survive a alpha aoe, since even if all your minions die, you still get new ones AND you debuff and damage any mobs around them. It would also pair thematically well with poison.
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Can we make it so when a player is intangible or otherwise unhealable, their name/health bar in the team roster becomes grey instead of green/yellow/red?
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Id like a missile swarm like the malta robots get.
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Simple, If you filter by useable, it doesn't show any enhancements that are red. Maybe change the name to... level accessible? Heck, maybe add all the io types as a filter as well. The goal is to make the bins easier to search, so if I turn on the "heal" ios, then only they would show up etc. Also, if you sort by level, maybe it will help fic that stupid bug where the io list resorts itself if you choose multiples of the same thing.
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Could we get sorting filters for the IO bins in bases? Suggested Categories: Level Type (damage, acc. end, etc) IO set Generic IO Useable Not Useable All and Maaaaaybe also who deposited it? For me that would be a pointless category, but I could see some people wanting it.
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Id like a fish and/or alien option to float in the tank.
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I always slot a chance for +2 mag hold in single target holds. I also like to slot chance for heal into blast powers. I have spent most of my time in this game without a self heal so I like things that heal me.
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Giant Monster for the Hollows
Communistpenguin replied to Ice Ember's topic in Suggestions & Feedback
Maybe have the giant lava monster from the trial spawn in the middle of the crater when someone completes the trial. -
Anyone else seen this yet? Im up to episode 4, and its pretty fun so far. Very over the top spoof on superheroes and 80's action culture.