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Kal5

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  1. Nope, walk already works, and has a great animation. Both when a GM changes themselves into it, or forcefully changes a player into an animal. The attack animation plays for power activation just fine. Would be great for a animal player being a beast mastermind or the like.
  2. Please add wolf, winter wolf, black panther, the spirit panther, and other animal full body replacements to the Prismatic Aether holo options. Lots of people enjoy RPing as a Coyote or Panther using the travel powers since 2019 - but this is very limited for RP. You can't ever walk, you move way too fast, and cannot use powers with the P2W travel power. All of the above *have* walking animations ready to go! But we never get to see them in use (unless a GM uses a power) These would be great fun for the community.
  3. Plasma has always been -regen (as in the white blasts from the assault bot) not just for the robotics set, but others such as the Longbow Cataphract, Warworks Victoria, and Robotic Drones. Now plasma does not do -regen for some reason only in Robotics due to this change, but a laser pulse rifle does. Not a fan of this change to a canon power type. Maybe it works for balance? But it does not for graphic and world power standards keeping in line with other powers in game. And with this drastic change, we still have KB on the plasma cannons? That actually could have used a change to keep it from being a negative to the Robotics damage for players only slotting SO's
  4. Here we are again another patch. Mercs still needs help. Mastermind/Mercenary Bug Fixes Mercenaries were not displaying their Assault Rifles during Full Auto (Assault Rifle Auto Fire for Soldiers). Sped up DoT duration to match the new animation like on player versions of the power. Soldiers now have the correct powers assigned and revoked per upgrade Equip Mercenaries: Applies ASMG Heavy Burst, does not grant Assault Rifle Heavy Burst Tactical Upgrade: Now applies all Assault Rifle powers and removes ASMG powers appropriately These changes still do not address Mercs continuing to be an extreme outlier for low damage. This is known, and has been documented and charted in detail by the hard work from Galaxy Brain shared elsewhere. The most recent chart shows 60.4% damage compared to the next higher damage mastermind set Necromancy. (ignoring Robots that did not account for incendiary patches, avoidance of the 6.33 sec cast time flamethrower, or -regen) And that is comparing mostly lethal vs dark, not a fair fight with even numbers. Just about half the damage of another set. This is not acceptable balance for another year or so. Why should this be a priority? Masterminds can be a frustrating AT to play for new players. Cipher's census charts (while a bit out of date) show a large number of Masterminds started, then not stuck with to high levels compared to other ATs. Combine that with the extreme outlying low performance of Mercs. The result is if a new player chooses mercs as a first character, they may just give up CoH due to frustration. Or we council them to not play Mercs to avoid the above. This commonly happens. Neither of these is acceptable, and is a negative to the community and player creativity. Please again consider a "band-aid" patch for Mercs consisting of at least an across the board 20% damage increase. This will make Mercs not one that should be avoided by new players due to frustration concerns. Still the worst by far, but not as egregiously so. I am aware that Masterminds will be changed in the future. The community continues to wait, and more players are dissuaded from choices or frustrated long term. Here are all the Mercs ranged damage powers, modified for +20% damage if that helps. I am sure the community would be excited to test this long awaited change. Mastermind Pets.Commando.Buckshot.txtMastermind Pets.Commando.Burst.txtMastermind Pets.Commando.Flamethrower.txt Mastermind Pets.Commando.Full Auto.txtMastermind Pets.Commando.LRM Rocket.txtMastermind Pets.Commando.M30 Grenade.txt Mastermind Pets.Commando.Slug.txtMastermind Pets.Medic.Frag Grenade.txtMastermind Pets.Medic.SMG Burst.txt Mastermind Pets.Medic.SMG Heavy Burst.txtMastermind Pets.Soldier.ASMG Burst.txtMastermind Pets.Soldier.ASMG Heavy Burst.txt Mastermind Pets.Soldier.Assault Rifle Auto Fire.txtMastermind Pets.Soldier.Assault Rifle Burst.txtMastermind Pets.Soldier.Assault Rifle Heavy Burst.txt Mastermind Pets.Spec Ops.SCAR Burst.txtMastermind Pets.Spec Ops.SCAR Heavy Burst.txtMastermind Pets.Spec Ops.SCAR Snipe.txt
  5. No, they are still by far the outlier lowest damage MM set. Swapping similar powers around does not change that. Yes tested, hardly any difference. These were power "fixes" from intended, so a "bug". Not actual power adjustments to change and balance mercs compared to other sets, and I have repeatedly gotten the response that any MM balancing will not be done till other things happen, and now that has likely moved to page 5 at least. So I highly doubt any further MM changes will be considered - and the set will continue to be unreasonably bad for likely another year instead of getting a simple adjustment. But good point, I should give it a try mentioning it again on beta anyway, since it was something that was technically touched. Not much to lose.
  6. Well, I just volunteered, and did the work. I didn't say "soon". But a set can be adjusted before then, and should be if there will be a year+ wait. Check the published DPS data for both single and AoE damage. Mercs is the lowest for both. Masterminds can be very frustrating for very new players, they have the highest stat among AT that do not make it to high level per last published server AT stats, and Mercs is the lowest performing set for the Mastermind AT. All of that is documented. It is very likely we could lose a player if they play a Mercs as a first character. I read the patch notes. Too much. "Properly displays assault rifle when shooting" is not a buff. "Soldiers now have the correct powers assigned and revoked per upgrade" is not a buff. On your point of the great missions and content, I totally agree, Homecoming has done amazing work. I am referring to overthink on changing powersets with new mechanics that get pushed back repeatedly, or worked on then unused; when a simple numeric adjustment will do. But my point stands: Mercs could use a +20% damage buff to make them middling and remotely comparable to other sets. Too much work? I just did the work above. Disagree? Ok ¯\_(ツ)_/¯
  7. Sure thing! I have increased the damage of all Merc summon ranged attacks by 20% If we could get these in the next build, and start beta testing to make sure everything works that would be awesome. "Volunteer?" is not a valid excuse and does not address the problem. Mercs have been hugely underpowered for years now. Everyone knows it. We have exacting data. It's dumb that it has not undergone a simple damage buff, and instead we have waited for over a year for a MM revamp that is not in sight anywhere. A simple +20% damage buff would solve many of the problems and make the set not painful to play, and not force new players into different concepts and reduce choice. Years of disappointing new players by telling them to not play Mercs as a first character, because they would hate CoH and struggle if they did. Homecoming has an overthinking problem. We don't need things re-engineered. Just buff outlier weak sets. Done. Bonus:Mastermind Pets.Assault.Flamethrower.txt Power devs forgot Robotics flamethrower cast time during the "Stuff over 4 sec gets looked at" phase for page 3. I fixed that too, and brought it in line with assault rile flamethrower cast times. The first buff actually makes Assault bot *weaker* by a huge amount. This is know, and nothing has been done. Again, for years. Bots players have to work to avoid using the first buff on the Assault. Down from 6.333 sec to 2.333 .Mastermind Pets.Soldier.ASMG Heavy Burst.txtMastermind Pets.Soldier.ASMG Burst.txtMastermind Pets.Medic.SMG Heavy Burst.txtMastermind Pets.Medic.SMG Burst.txtMastermind Pets.Medic.Frag Grenade.txtMastermind Pets.Commando.Slug.txtMastermind Pets.Commando.M30 Grenade.txtMastermind Pets.Commando.LRM Rocket.txtMastermind Pets.Commando.Full Auto.txtMastermind Pets.Commando.Flamethrower.txtMastermind Pets.Commando.Burst.txtMastermind Pets.Commando.Buckshot.txtMastermind Pets.Spec Ops.SCAR Snipe.txtMastermind Pets.Spec Ops.SCAR Heavy Burst.txtMastermind Pets.Spec Ops.SCAR Burst.txtMastermind Pets.Soldier.Assault Rifle Heavy Burst.txtMastermind Pets.Soldier.Assault Rifle Burst.txtMastermind Pets.Soldier.Assault Rifle Auto Fire.txt
  8. Luckily this should not be an issue when it goes live. Characters have been properly teleported out of the area if they were logged out there right before the patch is applied. Copy from live to beta is a special case.
  9. You use them. They use them. Most any player in the know uses it. But new players who need it most are left out, have no idea how to install it, or that it exists. Please consider making Vidiot maps standard with the game install. They are clean, informative, and well done. I would normally argue counterpoint at this point in a suggestion post, but I really am not seeing a con to this to argue against.
  10. Nah, I'm gonna disagree with that. I think most players have tried out other CoH servers to some extent. Particularly in the first year or so. I did. What did I find in different amounts? Auction houses not seeded. No moderation. Having to unlock or even AH buy costume parts. (that were not on the AH anyway) Required logins for tokens. SG bases not free. Drama from staff. Some people might like some of those choices; and it might be right for them. All big nopes for me. I grinded for Rocket Boots during live. Not again, thanks. Also, Homecoming was not first, and was not the only option when HC did start. Bree came first. Then others, then Bree closed, then HC started.
  11. It's used for costume contests. Both official and player run. There is no need for a day/night cycle, it just makes costumes harder to see at night. Thank you!
  12. I use FBSA only for the "main" I am playing at any time, then put a link to it in the in-game bio. I don't put every character I have there. I also post seeking connections for specific things my character is actively looking for on various RP discords. I find it better to have a clear project or goal in mind rather than a list of random interests. It gets more results. But honestly I get the most results from the discord for the actual group my character is in.
  13. Brawl has some wonderful animations, including many while holding a weapon or shield. Even Rifles. Brawl will shield slam, left hand punch, hit with the hilt of a weapon, and use a short kick. All randomly for variety. Great and varied stuff! And without putting a weapon away. But.... it's Brawl. Terrible DPA. Would it be possible to have an alternate animation setting for Boxing? Boxing does get decent use out in many attack chains. If there was an option for Boxing to animate as Brawl does, and replace the animation: It would look great, avoiding redraw and weapon sudden appearance. Hopefully be easy to do. Add variety to animations for a common attack.
  14. Excelsior has the highest population. But If you are wanting to play Villain/Redside, I highly recommend Everlasting. They regularly have a higher Redside population than any other shard, and have several active and dedicated redside only groups. Likely due to the RP crowd that refuses to change alignment easily creating a stable red population there. No. No change for the most recent i27p2 requires any respec or reslotting. Some of the teleport were changed on i27p1, but nothing that would prevent you from using your character in any way. TL;DR: No.
  15. Male, Jacket, Chest details, Over are still way the hell out there. Even with chest slider way up, it does not get any closer.
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