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Everything posted by megaericzero
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An alternative to the Random Number Generator use in game
megaericzero replied to MsSmart's topic in Suggestions & Feedback
Wouldn't tables introduce the potential of RNG manipulation? At least inasmuch as card counting. Not that it would necessarily be easy but that it would become possible. -
Should there be an Echo: Mercy Island?
megaericzero replied to ZamuelNow's topic in Suggestions & Feedback
(Repeating from a previous thread about old/new Mercy: ) I wonder if it's possible with phasing tech to have both in one zone and characters get "old" Mercy if they come from Breakout or "new" Mercy if they came from Galaxy City or skipped the tutorial. -
Welcome, tiggertoga. The multi-element set(s) suggestion crops up quite often on the forums. Personally, I lean more towards Rudra's stance - origins are the "how" for your character's lore, primary/secondary power sets are the "what" it manifests as; better to add more animation/fx options rather than design origin-specific sets. I'm not opposed to multi-element sets; it's just probably better to have them be called Elemental [Blast/Melee/Affinity/etc] and load them with multiple animations to choose from. That way people can theme them after concepts in any origin. For instance: power armor, gadgets, an unstable mutation, an alien that is naturally capable of wielding multiple elements, etc.
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Minimal FX option for Super Strength?
megaericzero replied to Azari's topic in Suggestions & Feedback
If they ever port super strength powers to an assault set, I'll have to thank you for naming my grav/ss dom. -
New MM powersets I think would be fun!
megaericzero replied to Sharpshade's topic in Suggestions & Feedback
I would imagine yes inasmuch as it functions as a visual queue for which henchman have which tiers of upgrade. You could do both - have one upgrade make them more ornate and the other give them an aura. -
Various Power Icon Replacements
megaericzero replied to megaericzero's topic in Tools, Utilities & Downloads
POWER ICON RING REPLACEMENTS Team AOE Replacement (also available on City Mod Installer) I'm not a fan of this ring. It's fine, visually, but I find its purpose superfluous. Personally, I don't care about differentiating team-affecting AOEs from other AOEs. Here's a set of icons to effectively remove the team-AOE borders by replacing them with other borders. The following get the regular PBAOE border: Cosmic Balance / Dark Sustenance, Group Fly / Group Energy Flight, Group Invisibility, Inertial Reduction, Steamy Mist, and the Leadership toggles as well as their Arachnos equivalents. These get the regular TAOE border: Vengeance (and its variants) and Victory Rush. team_aoe_ring_replacement.zip Teammate-Centered AOE Replacement (also available on City Mod Installer) Similarly, I don't care for the distinction of "teammate-centered AOE that affects foes" as opposed to just using the TAOE ring for "affects an area centered around your target" regardless of whether we're talking friends or foes for either. This replaces the teammate-anchored AOEs in Sonic Resonance with the normal TAOE ring. It should affect Disruption Field and Sonic Repulsion. teammate_aoe_ring_replacement.zip Chain Ring (also available on City Mod Installer) Now I do think the team-PBAOE ring can be repurposed. While I don't think the distinction on chains is particularly useful either - I would probably just use the TAOE icon for those as well - aesthetically I dislike the ring that was made to distinguish them. The detail on the chainlink pattern is too small. At a glance, it looks very much like the TAOE ring just with noise. (This isn't to criticize the devs for making the ring - kudos on giving chain its own ring design - I just think it could've been better.) Instead, here's a set of replacement icons that repurpose the team-PBAOE ring as an abstraction of chain links. This alters: Refractor Beam, Jolting Chain, Synaptic Overload, Chain Induction, Trick Shot, Scramble Thoughts, Rejuvenating Circuit, Energizing Circuit, Empowering Circuit, Insulating Circuit, Chain Lightning, and Sparkling Chain. chain-ring-replacement.zip Summon Ring Replacement (This one I'm still testing out.) I think the summon/summon-aoe rings should be used exclusively for when the player has to click a spot in the game world where they want a summon or effect to take place. Since there are multiple powers that place a pet or effect but don't allow the player to choose where (not counting the use of /powexec_location), here are icons that remove that bottom "summon" part of the ring and instead add the circle from the bottom of the pet-summoning symbol to designate "creates a pseudo/pet that has [symbol]'s effect." This affects: Ignite, both versions of Burn, both versions of Trip Mine, both versions of Remote Bomb, both versions of Ice Slick, Photon Seekers, both versions of Poison Trap, Faraday Cage, Lightning Storm, Triage Beacon, and Acid Mortar. (I'm still figuring out Teleport and its variants, since that would mean they should gain the ring but the actual teleport symbols have been all mixed around so I might do those as a separate pack.) summon-ring-replacement.zip -
It's certainly possible. Shared power sets don't have to be copied 100%. Sentinels and Stalkers already change a power in every armor set they get to fit their roles better.
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Love the ideas. Commander makes a great inversion to Mastermind. My only concern is that - even if you absorb a huge portion of incoming damage - your lack of a dedicated support set means damage henchmen do take is probably stuck for most of the fight and you don't have buffs/debuffs to help prevent damage before it happens or heals to undo it so they may get whittled-down in fights in late-game content or if you try to act as a tank for a large team. The inherent being reverse-bodyguard works but perhaps better as an insurance policy against AOEs and stray foes while the Commander themself takes the main aggro. (Also, since most inherents are a single word, maybe Rallying instead of Strength in Numbers?)
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Make Interrupt Enhancements speed up power execution as well
megaericzero replied to temnix's topic in Suggestions & Feedback
What Rudra said; to the best of my knowledge, interrupt enhancements don't actually alter the cast time - just the portion of the cast time that you would fail the power if damaged. It lowers the threshold beyond which someone can take a baseball bat to your character's head and you'll ignore it and still attack but you still take the full cast time to perform the attack, so it's only really useful for powers that even have an interrupt time - snipes, rest, the medicine pool, etc. Beyond engine limitations, I'd be more concerned with game balance. Allowing powers to animate faster would really increase DPS. -
Erm, that is a lot of holds even for a control set.
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Slight Tweak to Default Keybinds
megaericzero replied to BlackSpectre's topic in Suggestions & Feedback
Definitely. Just suggesting a workaround in case you needed something sooner than later. -
Slight Tweak to Default Keybinds
megaericzero replied to BlackSpectre's topic in Suggestions & Feedback
I noticed that too. [Bit of personal history here - go ahead and skip this: since live, I've kept binds.txt, chat.txt, options.txt, and wdw.txt in read-only mode. I found the settings I liked and made sure I couldn't accidentally overwrite them, then only unlocked the files as new settings came and, most of the time, edited the files manually in notepad instead of through the game. With all the updates to settings on P7, I figured now was a great time for a full-refresher so I moved the files out of my COH install, loaded the game with a brand-new character and saved the default files so I could see what's changed and what the game now considers default with the intent stitch the two files together (and maybe update a couple of things)... only to find that binds (and wdw) basically only list changes from the default now, though I'd have no perception of how long it's been like that since my files were untouched as read-only since like 2019. I'm guessing it's a memory or efficiency thing.] What I used as a quick solution was erasing all the binds by changing everything to the same key until I was left with only one, then saving it. This way, it exports a file with all the keys that should be bound in the current profile but with "nop" (the keybind file's designation for "unbind this key"?) as a starting point. -
New MM powersets I think would be fun!
megaericzero replied to Sharpshade's topic in Suggestions & Feedback
I'm for both allowing customization to existing sets (eg: Banished Pantheon and Vahzilok for Necromancy) as well as new sets for more themes. Bouncing off of Player2's post: Elementals: fire, ice, and electric sprites for t1; stone and wood golems for t2; elemental for t3; I'm apprehensive to say a swap ammo mechanic applying to the whole set but maybe to the t3 as the set's special gimmick Knights: two bowmen and a priest for the t1, knights (mace, axe) for the t2, and a crusader (titan weapon sword) for the t3 Mad Science: generic faceless minions in uniform for t1, lab assistants (radiologist and cryogenecist) for t2, and a superhuman experiment for t3; customizable as Crey Time Police: time cops for t1, watchers for t2, and a fate for t3 Wasteland Survivors: your typical post-apocalyptic desert-wastelanders; junkers for t1, berserk ravagers for t2, and an irradiated/mutant for t3 -
Hrm, not sure about primary/secondary powers. The hybrid slot acts like that, if you want something that sees combat use. It's still a buff rather than a CC, though.
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Jump Pack / Steam Jump / Double Jump come to mind.
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Right. That's why it would be interesting to have the statistics from the servers themselves on who has played redside. That way we get a better picture than forum respondents on who hasn't touched villains before versus those that have but don't play it, in response to your question "how can that be what's keeping people away if if no one's playing in the first place?"
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It would be interesting to see the number of people who have at least one substantial redside character to compare with the percentage of players who play redside. I'm willing to bet there is a good chunk of people who have played redside a fair amount before deciding they prefer one of the other sides - at least in this thread, given the number of responses referencing the contacts/arcs.
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New MM powersets I think would be fun!
megaericzero replied to Sharpshade's topic in Suggestions & Feedback
Rogue Arachnos exist. Also Soul and Mu mastery would allow even an alignment-swapped SOA to summon live people (a Widow and Striker). -
I made some icon replacements for various powers and am sharing them here if anyone wants to use them. First, a few disclaimers: DO NOT ADD OR REMOVE FILES FROM YOUR GAME DIRECTORY WHILE THE GAME IS RUNNING! It will crash the game. Please don't ask me how to install or troubleshoot the files. You should be able to drag the texture_library folder directly from the zip into the data folder in your game directory. That said, I don't know computers - I'm just a monkey that learned how to edit textures and, even then, not in the way people are doing it nowadays. If something doesn't work, I have no idea why and good luck. Please don't ask me to tweak the icons or make icons for you. I use photoshop and an old, "working" copy of Leandro's splasher but it crashes every time I make a texture with transparency (which is all power icons) so it's a P.I.T.A. to generate things. I'll attach the base PNGs of the icons in the thread if you want to download and modify them. The replacement icons were made to my own taste. I'm aware they diverge from the game's icon rules/patterns. Note: If it asks to overwrite a file, you already have something replacing the icon you're trying to install. If it doesn't work... *shrug* No idea; as I said above, I don't know how to fix it if it's not working out of the box. Also always remember to back up your files first so you don't lose anything! As for the icons: EXPANDED CATEGORIES Expanded Accolade Icons (also available on City Mod Installer) Gives a glossy or semi-glossy accolade-style backing to the Ouroboros Portal and Architect Comlink. Neither are truly accolade powers but the former can be earned with certain badges and the latter is a macro whose function is unlocked via the Mission Engineer badge. expanded_accolade_powicons.zip Expanded Veteran Icons (also available on City Mod Installer) Since powers from Veteran Rewards, Super Boosters, Paragon Market, etc. are consolidated under the S.T.A.R.T. vendors nowadays, I figured it would be nice to recycle/expand the use of the old veteran "laurel wreath" backing to include those powers. This affects the runs (Athletic Run, Beast Run, Ninja Run), jumps (Jump Pack, Steam Jump), shapeshift travel (Coyote, Panther), and origin pack powers (Mystic Fortune, Secondary Mutation, Self Destruction). This also affects the vanity pets that don't already have the laurel wreath in their icon, as well as adding the "summon aoe" ring to Assemble the Team since it is a placed power and affects multiple targets. expanded_veteran_powicons.zip There's a few other icons I'd like to replace but won't because they share texture files with other powers that shouldn't be changed, so I'd rather avoid mucking things up. Those being the unique travel powers (skiff, board, carpet), Shadowy Presence, the prestige sprints, and Renewal of Light (which I'd use the "body explosion" icon to differentiate it from Return to Battle). Here's the PNGs for them: Special Teleport Icons (also available on City Mod Installer) I prefer Long Range Teleporter's icon for "teleport to a different map." This gives that symbol to Base Transporter and Mission Transporter, as well as giving Mission Transporter and Team Transporter the same palette as the quick travel popmenu icon. special_teleport_powicons.zip I also have versions of Mission Teleporter and Team Transporter with a black backing instead. (I don't plan to upload this one to the City Mod Installer.) black_mission_teleporter_powicons.zip
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Are there more than just SR and Nin? I agree Practiced Brawler and Kuji-in-Rin are annoying to keep up because all other armors get their mez protection on a toggle that can be left on 24/7. Those are actually the only powers I auto. My actual contention was that your example always listed hasten as the auto; thanks for providing an alternate example. I think there's something to be said about requiring active physical engagement in keeping multiple buffs up to elevate your character's performance. You want to do sick street racing maneuvers in your suped-up car, you better be ready to shuffle between the clutch, the handbrake, the gearshift, etc. Yes, and we draw lines at different spots in the sand. It happens that those of us voicing in opposition are all on the other side of your line.
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Thanks For The Gift, Can I Give It Back?
megaericzero replied to Rudra's topic in Suggestions & Feedback
Er, right. I was wondering why disabling normal XP wasn't good enough since it halts all levelling progression, which would include any benefits received from undesired patrol XP. It hadn't crossed my mind that someone would be so opposed to its outright existence that they can't stand to see it but, again, power to you. 👍 -
Thanks For The Gift, Can I Give It Back?
megaericzero replied to Rudra's topic in Suggestions & Feedback
Fair enough. Wouldn't use it myself - I run double XP on all my characters from 1 to 50 and guzzle patrol XP like it's water - but power to you. Out of curiosity: why doesn't disabling XP suffice? -
I feel the opposite; it speaks nothing to any powersets/archetypes - it speaks to your mentality on builds and/or interfacing with the game. More what I was addressing - and maybe I'm reading too deep but your responses seem to circle back to it - is the assertion that hasten is not only assumed in all builds but also assumed to be a ubiquitous autofire candidate. Sure x% of the population takes it and y% of them set it to autofire but that is an active choice to use the autofire function you've been given on that particular power/function. I don't feel that meta choices should be given special treatment or exemptions (eg: inherent fitness and the periodic suggestion that tough/weave shouldn't have pre-reqs).