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megaericzero

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Everything posted by megaericzero

  1. You're right! People have been asking for that kind of stuff for a long time. Henchman customization, arcane traps skins (especially triage beacon and force field generator), etc. We're very much circling the drain at this point. Sorry about the thread hijack, tiggertoga. Again, welcome to the forums.
  2. ✋ Erm, I'm pushing back on it, too. Which is why we keep suggesting it be added as a power customization option - so it does affect the power visuals.
  3. Right. If someone can keep track of when their table is rolling over and knows whether they've gotten more desirable or undesirable numbers since the last rollover, they can extrapolate the probability of the upcoming rolls. You could also potentially poke at it with things like Secondary Mutation - you'd know when you got the low roll because you turned into a monkey. Again, not that it would be easy. I suppose the biggest counterargument is that the sheer number of evasion checks happening in TF/trial content would continually roll your table over, making tracking it moot. At that point there's also so many people, though, that tables are also probably moot since you would average as a group anyway from the sheer number of people doing things that need rolls. I never took statistics in school, though. Probably should've. 😛
  4. Oh definitely; SCR is always relevant. Funny anecdote: I went to check Beam Rifle's animations via COH Titan's icon in expanded mode and forgot to set a rifle so, since the UI defaulted to none instead of legacy, the animations' origin point was the character's pelvis. Very likely spaghetti issues. I believe Laser Beam Eyes (X-Ray Beam?) has an alternate animation where the lasers come from your fist. That could be evidence that alternate emanation points are possible - at least in non-weapon to non-weapon applications. We may never know how much of a duct-tape solution the alternate animations/fx options are without a dev informing us. On the flip side, I would hope that gets looked at long before we end up with, for example, Fire Blast, Fire Rifle, Flaming Bow, Burning Sludge, Pyromancy, and Fire Bending all as separate power sets in a single category (blast in this case).
  5. So then why can't it be called Elemental Blast with animations that apply to a broader spectrum and have the [magic/arcane/whatever] animations as the alternate? And again... yeah - Beam Rifle really probably should've been an update to Energy Blast alongside the implementation of a "choose your casting method" customization update where you can choose most any set to have (or not have) a weapon - guns, staves, gauntlets, tomes, etc. It's an idea some of us have suggested/supported before in other threads as well as putting slews of alternate animations to existing sets that let them be more magical, more feral (slashing/breath animations), more bender-y (martial arts animations), etc.
  6. You're being facetious but, honestly, yeah - those are great customization ideas. Let people use AR/BR/DP with alternate animations for integrated body weapons - "Gun Gauntlets", "Laser Arms," or "Tech Blast" don't need to be their own set. And no one is saying to take away anything; Arcane Blast (or whatever name you pick) doesn't exist. By and large, we're actually saying add a heck of a lot more options to existing sets. Heck, some of us (just me?) are saying go crazy and have an elemental set(s) but let them be open to all origin interpretations at their base. I joined around issue 5 but - at least from what I hear from someone who played since launch - Katana used to be "Broad Sword for weebs" because weapon and power (animation) customization were not a thing. That's why their power tables line up visually 1:1. (Heck, the internal name for the Katana icons are Broad Sword's power names.) You can't take that away now - both because people would complain but also very likely the database just wouldn't be able to handle it. The two sets could try harder to be different from one another though the cottage rule would likely get in the way. As for Ninja Blade I really hope you're playing around. You know it's because Stalkers always have to have Assassin's [Something], Build Up, and Placate as their t4-t6 powers. Why they renamed the set on Stalkers *shrug*. Probably to give it a slightly different model and unsheathing animation because it also existed well before weapon/power customization. Yeah BS, BA, and WM - or the latter two at least - probably should've been one set called Medieval Weapon or something and had a Swap Ammo-type power to go between the two/three but here we are, still repenting for the sins of our fathers original live dev team in many aspects of the game.
  7. 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.
  8. (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.
  9. 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.
  10. If they ever port super strength powers to an assault set, I'll have to thank you for naming my grav/ss dom.
  11. 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.
  12. 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
  13. 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.
  14. 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?)
  15. Posting this classic based on relevance.
  16. 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.
  17. Erm, that is a lot of holds even for a control set.
  18. Definitely. Just suggesting a workaround in case you needed something sooner than later.
  19. 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.
  20. 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
  21. 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.
  22. Jump Pack / Steam Jump / Double Jump come to mind.
  23. 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?"
  24. 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.
  25. Rogue Arachnos exist. Also Soul and Mu mastery would allow even an alignment-swapped SOA to summon live people (a Widow and Striker).
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