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Nitrogen Star

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Everything posted by Nitrogen Star

  1. Many thanks! It is working now, and i've made a new scrapper featuring the improved animations. Sadly, i don't have the sound files anymore. I tried them long ago, and at that time i decided psi melee didn't suit my tastes, so i discarded the sounds too. Now i really wish i had kept them.... I looked back in the forum, and it looks like i was mistaken. They were in "Solarverse consolidated list of mods" post, but it wasn't him who made those, it was another forum user named Zed. But the link doesn't work anymore, and they were available on the cohmodder too, wich now is out of service as well. I can only think of two solutions: either some other player reads this and can make new mods ( in wich case i would be super grateful too ), or i can try asking a friend of mine who may have insight on how make sounds. But that will take time
  2. For the sounds, Solarverse himself made a lot of mods. I'm using a few of them, my favorite being radiation blast. His psionic mod sounded good too, but for some reason they become almost inaudible when played during the game, at least for me. He already explained a while ago that sounds get toned down a lot in game, but the psi ones were lowered way way more than all the rest. It might be an issue i have on my side though, and you may try those. Regarding the animations, wich one is the pigg i should look into to get cobra strike from? I will try to get it myself.......if it doen't turn out to be a monumental effort :) For the ones you posted, should i rename them to what psi melee is actually called? because i placed them in the folder as they are, but it doesn't work.
  3. Nice work! I am very interested in this, since i as well never managed to play a psionic melee character for long, the animations just felt boring to me after a while. I especially like the psi blade- vicious slash switch. And KO blow, surprisingly, looks cool too with the energy blade. How did you do it? I suspect it's not very different than replacing sound files, but i may be wrong and my techno mumbo-jumbo is on cro-magnon levels. Could you explain it and tell me where to find the files to replace? Just one more thought. I'd like to try and change telekinetic blow to cobra strike from martial arts. I think it would be cool and more thematic for martial/ninja characters using their chi as a weapon. The animation is minimally longer and i wouldn't mind a fraction of a second in exchange for fun factor. Is it doable?
  4. During the second mission of pandora's box 5, after entering Harvan's lab, you have to fight through Nemesis to reach a consolle. After the activation of such device a timer starts, and begins a phase where you have to fight Nemesis ambushes wich spawn on a regular basis and very frequently. Teams must clear them quickly or getting overwhelmed by large numbers of enemies. Until a while ago, this was working as intended. Then, a couple updates ago or more, something must have happened. Unfortunately i don't remember exactly WHEN things started behaving in an odd way, but my sg runs pandora pretty ofetn and i can say it's been more than an year now. Instead of appearing in regular way, usually there's a whole minute of nothing happening. sometimes it's nothing at all, something only one group spawns. This can lead to a couple of minutes of waiting, then, all of a sudden, ALL the groups that should have spawned up until that point appear at once. Last night was especially severe, as we had absolutely no enemies for a long time ( i was able to cast Bonfire 6 times in the spot where enemies should appeared, before we actually got attacked) then the room was literally flooded by what must have been 8-10 groups, all at once. We were swamped by around 30 bosses and an hundred of goons. Needless to say, we died, and had to buff ourselves at door with super insps to even get a chance of going back in without dying istantly. We won in the end, and it was kind of fun in some ways, but the mission is definitely glitched somehow. This has happened quite a few times, i always forgot to report this until now. the severity of the instance last night finally made me realize it has to be fixed. Thu shher number of enemies suddenly appearing ( and being nemesis on top of that, with stacking force fields, vengeance, auto hit toxic clouds and all the rest ) can quickly ramp up to nearly impossible to finish missions. Sorry for not reporting this sooner, again i think it's been more than one year since this mission started working not as intended
  5. After trying it, i must say i agree with this. It's not a bad animation, but it feels very out of synch and more like you are just twirling instead of using your heavy axe to cleave through enemies. After a few encounters i stopped used the power because it was just so...unsatisfying. But then again, i'm very sensible when it comes to animations, for example i NEVER take Piercing Rounds with any dual pistol characters because i cannot stand the "throw your gun in the air" portion. It could deal one million points of damage and i still couldn't bring myself to use it. Regarding axe, i understand that it might sound as asking too much work for a minor adjustment, but it would improve the feeling a lot.
  6. I think the devs are trying to address the two main things that made Force Field unpopular: one is the lack of damage boosting abilities, the other is the fact that its main feature, + defense, isn't seen as a valuable effect by teams of already capped death machines nuking everything out of their way. To solve the first issue -res was added to a couple of powers. So in a team you can improve dps, and eventual soloers choosing FF can actually deal reasonable, although still not spectacular damage to lieuts and perhaps even a boss. Having said that, i still don't think Force Fields should get -res attached anywhere. It's a logical change from some points of view, but: a) it doesn't fit the theme or the concept at all. since when does a force field amplify the damage taken by a target? a barrier STOPS damage from being taken, not the other way around. What FF should excel at, is getting unparallaled levels of protection. The set should be the king of damage mitigation, what it needs are tools to achieve that, not getting res dubbufs. While it's true that personal dps might be anemic for some combo, most notably those blast sets that cannot slot many procs, i think the issue there lies in the way defender attacks are designed and not in FF itself. More damage, if really is needed, could come from turning force bolt and repulsion bomb into decent attacks and not only control tools: after all, the only way a force field can be used to destroy things is to RAM those things with the field. Gravity is a control set that trades some of its control for raw damage, and that places it apart from other sets, giving it an unique feeling. Force Field could be the set that trades debuffing for smashing things around. b) to reinforce what said above: damage mitigation should be main focus. when a rad, cold, storm, dark etc join a team, everyone thinks " oh wow, we'll really crush those enemies now". When FF joins the thought should be " oh wow, we are going to be really safe and unstoppable because all those debuffs and aoe and thousand of points of damage won't scratch us". You could argue that such a level of protection is superfluous for those teams that atomize everything in seconds, but the same goes for debuffs: if they are alredy destroying everything with ease, do they really need more -res? and that leads to the implementation of hard mode and atrocious levels of damage, wich, again, FF should be the perfect tool to counter. c) i honestly think there is already a vast overabundance of debuffs everywhere in the game, even -res. you get it from powers, you get it from procs, primary attacks, pets, lore pets, coffee machines. those 90 year old grannies struggling with outcasts in steel canyon carry debuffs in their purses. Sincerely, it's more than enough. Now, some thoughts about powers: the change to dispersion bubble is nice and very welcome. Detention Field: i think the devs might be trying to give us even too much in this case. the atrocious drawback of this power is that you can't turn it off when it's not needed anymore. Turning it into a toggle would solve the problem and change it into a power worthy of being taken and used. perhaps that is not an optimal solution and people want more and you have better ideas: that's fine, but it could come in later patch. for the moment, i think most would be very happy with just being able to shut down the occasional nasty boss. Force bubble/repulsion field and etc: i don't know. i rarely used them before, and i havent' tried those on beta, so i cannot speak for this one. The tier 9: it's not bad, but -special is not enough to make a true t9. This power should offer a BIG protection, or be a BIG obstacle for the enemies, or a mix of both. as it stands it's not BIG enough. as for the set as a whole: many good suggestions have been made and considered. i agree with them. high DDR and absorption wuld be excellent additions. Those softcapped death machines i spoke of earlier? they can still be killed by debuffs. and when they fail, they are going to fail HARD. debuff resistance would be something that even them wouldn't refuse. I have many characters that can afford to jump into the fray without the need to wait for Farsight, or ice shields, or buffs and etc. but if i knew they were going to give me stacks of DDR? i'd definitely want them. I appreciate and respect all the effort and thought that's been put into this. Force Field is not easy to "fix" and turn into an appealing set again. Yet it's a very unique set with a special flavor that cannot be found in any other game and i think most people playing it chose it exactly for those reasons. In fact it was the curiosity to see how it worked that dragged me to CoH in the first place. I really do hope to see it turn into the top protection set someday, somehow.
  7. Nitrogen Star

    Herakles

    Since he's immortal, you could say that he lived in Rome for a while and decided to adopt this name over the ages
  8. Nitrogen Star

    Herakles

    In italian, he's called Ercole. Wich comes from latin and romans, wich are the closest thing to the original Greek myth
  9. The most notable results are with ice shields and ice armors of any kind. Selecting minimal fx and dark blue will make them barely visible, wich turns some of the most horrible visual effects ever conceived into something acceptable. I agree that stealth effects are unbearably annoying. I scream every time a controller joins and casts Fade.....i have it with MY controller and to use it on myself i really must be on the brink of death. Not to mention group invisibility....
  10. I had already deleted the downloaded files before using the ones from CoH modder. And i usually listen to what a mod sounds like before installing it. In fact, i looked at the rad blast video you mention a couple of times. I'm slowly discerning a pattern in what category of sounds are going to work and what are not, but the answer still eludes me. I receveid confirmation from a friend that the files are working well for him. And so the mistery remains
  11. I had downloaded it manually, but just to be sure, i have now installed the CoH modder program, and through it downloaded it again, along some other mods i was curious about. There's something strange going on, because some sounds work perfectly ( arrows and frozen foot stomp, for example ) while some others while being very loud if playing them with a media player, get the volume reduced greatly in game ( power rad blast, power electric control ) and finally, a few others wich get altered or reduced so greatly that it sounds like they are not working at all ( psionic and staff blunt sounds ). Since no one mentioned this, i'm afraid it might be something on my side that can only be resolved by sacrificing thousands of innocents to some unknown forbidden god of obscure technology, jealous of the much vast awesomeness of our heroes. Just hoped you might have some vague idea of the issue at hand :) p.s. i absolutely fell in love with the reimagined CoH theme. Truly a work of beauty.
  12. She uses Power Surge, electric armor's T9, wich is basically like Unstoppable. Instead of resetting, you can run in circles for 3 minutes, at wich point she will crash and be ready for the kill. I remember her being nasty as hell on live. On HC, i always attacked her at full strenght, without giving her the opportunity oc activating power surge. Even so, i was kinda surprised myself to NEVER see her firing it, and i suspect she's been weakened somehow. Wich seems right, seeing at that tip is level 39 max, and facing a boss like her at that level always seemed a bit excessive.
  13. I think what was hurting you was not only the low level, but the lack of enhancements slotted. No character can function properly without slotting accuracy and damage into attacks, defense and resist into toggles, control duration in mezz powers etc. You can play at first, but as the level rises and enemies gain more powers, bosses become increasingly dangerous and can quickly destroy you. Just to make an example, base to hit chance vs. an equal level enemy is 75%. But that chance goes down a lot against higher level enemies. Without any to hit buff, or slotting accuracy, it's no wonder you missed so much. And probably, if you met Skull bosses or Circle of Thorns mages, they even debuffed your to hit further with dark powers. The degree at wich characters performance is affected varies by level and AT, but if you stick to the game and start slotting your characters with even common enhancements, you will see them turning into something else entirely. This is especially true for tankers. A low level unslotted tanker is just a guy with a few more hp than the rest that tries to survive the aggro but really can't. At level 22, with single origin enhancements or basic IOs, he becomes someone that can take the heat for the team. Later, with the right build, he's an unkillable undestuctible immovable object of total immortality.
  14. The quality and quantity of the sound mods you've produced is astounding. A very good job! I especially like the beam rifle mod, it changed what was an almost unbearable set into something very fun. I do, however, seem to have run in an issue after trying the psi blast mod. If i listen to the files out of the game, they sound like the preview, with the big WHOOMP impacts. When played in game though, that sound becomes barely audible, to the point that some powers seem almost silenced, especially psionic lance. Since my technological expertise is almost zero, i don't know if that is a client-side issue, something odd with the sound files themselves, or whatever. Are they working properly for other people, and if so, any idea why they could change so much?
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