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megaericzero

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Everything posted by megaericzero

  1. 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.
  2. 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
  3. 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.
  4. Jump Pack / Steam Jump / Double Jump come to mind.
  5. 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?"
  6. 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.
  7. Rogue Arachnos exist. Also Soul and Mu mastery would allow even an alignment-swapped SOA to summon live people (a Widow and Striker).
  8. 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. 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 (all power icons) so it's a P.I.T.A. to generate things. I'll attach the PNGs of the icons in the zips if you want to 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: Ouroboros Portal Gave it the glossy accolade backing. It's not an accolade but it can be earned via certain badges. Plus I think it deserves a little special treatment. ouroboros-portal-accolade.zip Assemble the Team Simply added the "location" ring for the icon since it's a placed power. iconfix-assemble-the-team.zip Base Transporter I prefer this icon as the "teleport to a different map" symbol to go with the Long Range Teleporter. Don't use this one unless you also replace the Mission Transporter with something otherwise you'll have two of the exact same icon! iconfix-base-transporter.zip Mission Transporter & Team Transporter (black) Gave both a dark-gray normal icon backing and the former the aforementioned "teleport to a different map" symbol, since they both teleport to mission doors. mission-teleporter-black.zipteam-transporter-black.zip Mission Transporter & Team Transporter (green) Same as the above but green to go better with the quick travel popmenu icon. mission-transports-green.zip Architect Comlink Gave it a glossy(-ish) accolade backing. It's a macro instead of an actual accolade but its function is unlocked by the Mission Engineer badge. architect-comlink-accolade.zip Hope you guys find these useful.
  9. 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.
  10. 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. 👍
  11. 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?
  12. 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).
  13. Gonna be That Guy™ and point out deciding Hasten is strictly necessary on every build and picking it as your auto-cast are both choices.
  14. Perhaps an option (through the menu or P2W) to disable/decline patrol XP?
  15. I was planninng on posting this suggestion on April 1st but... New power set: Plot Armor! With such iconic clichés powers as: Made of Iron Character Shield Reconstruction Script Immunity Distress Ball Saved by Canon Determinator Contractual Immortality Deus ex Machina
  16. Huh. I was unaware tearoff trays and chats were a thing. Again, not to sound like a butt but... Is the game not just automatically using the 1-4 extra chat tabs? Since the screenshot isn't your full game view, I can't see if more chat windows are hidden outside of the image but the fact that the 1 and 2 are green tells me those windows are currently active/displayed, and the two in your screenshot - Game (as unlinked) and Help/General (linked as one split tab) - match the headcount. (I'm not in a place where I can access the game at the moment so I can't just pop in and check for myself.)
  17. This is going to sound like a "have you tried turning it off and on again?" but... Are you sure it's not that you have one of the extra chat windows (the ones that are normally mutually exclusive with stuff like Team, Supergroup, Email, etc.) unlinked? Similar to how you can unlink other things like the Inspirations window so you can have it off to the side and not be closed by Enhancements or Powers.
  18. I'm not here to appeal to authority; I'm just voicing my thoughts or opinions. I do think it's a mistake for reasons others and I have already gone over - it's counter to team play and support sets should not be useable as pseudo armor sets. If this change were implemented, I'd still think it's incorrect. Even if it's to throw a bone to soloing, I think keeping the door shut to prevent the potential problems to groups is more important. Don't get me wrong. I hate aggressively Gaigaxian design too. I just don't think a support being largely unable to buff themself is a paradigm to shift. It's a fairly standard practice, at least in the games that I've played. I think it's sensible both in lore and mechanically. As for disclaimers, I'm with you but I don't think it's as profound a point as you do? Like, yeah, players should be fully informed before they make decisions. I can see more warnings integrated into descriptions such as Energy Melee saying "Energy Melee offers more single-target damage but has less AOE than other sets" (last I played with this set was before the update so maybe this has changed?) or Controllers saying "the most powerful foes (EBs, AVs, GMs) may be nearly impossible for you to lock down on your own."
  19. Protecting people from themselves is in reference to them being able to build bad habits - to lose sight of what a support set does and try to use it as an armor set. Even if allowing them to do it solo, it opens up the possibility to do it on teams - mistake or not. The best way to prevent something from happening is to make it physically impossible. >reduce the effectiveness when cast on self To discourage the behavior, it would have to cut the values so much it wouldn't even be worth casting on yourself anymore anyway. Then we start the slippery slope of "but Time/Dark/etc. doesn't lose effectiveness!" which puts us right back here. >only let people use it solo or on small teams then Then people complain that they're being punished for teaming because it locks them out of self-buffing.
  20. Or when the option opens up the possibility for players to neglectfully use the powers when the existing standard prevents that. Sometimes you have to protect players from themselves. If you want support sets to have a disclaimer that they may not be ideal for soloing or new players, I'm one-hundred percent game. Heck - put it in big, red letters. There's an entire category - shared by five archetypes - that specialize in buffing yourself. Now if only there was an armor set for people who wanted healing/regeneration-based survivability and mez protection for themself, maybe even with a little extra recovery...
  21. Alright cool; thanks for clearing that up. I can agree with this. I teased with the Monster Hunter example but that was under the impression you were opposed to integrated weapons outright. The War Machine thing was just to help me further understand where you stand on things. Given the costume creator can hide options - and presumably show but, you know, SCR - based on things you've already selected (I think it's one of the Tech Knight belts that hides all capes and vice versa?), you could feasibly have an "integrated" weapon option that is normally not displayed and have fitting costume pieces for respective weapons flagged to show the option. So in a mechanical sense "invisible weapons" but in practice only when the model has the right substitute active.
  22. Given multiple invisible weapons threads have popped up in the last couple of weeks, I want to make sure I understand the point of contention. Is it that you don't consider non-weapon costume pieces suitable substitutes for true weapon models (eg: pirate hooks for claws or thick gloves for assault/beam rifle) and/or weapon sets have to have distinct weapon models - even as integrated weapons - that can't just be part of the normal costume options and/or you feel weapon sets should be distinct from bodily-integrated weapons (eg: War Machine isn't assault rifle, he's "Arsenal Blast")? (I'm not trying to trap you with the A/B/C options. I just figure it's probably one or more of the above. If I've completely misunderstood, my bad.)
  23. Always sign me up for the gun sets to have this kind of customization. 👍
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