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Tyrannical

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Tyrannical last won the day on September 9

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  1. Going off my suggestion from earlier, I came up with a second set of options for villain/hero ancillary powers, this time based off the Patron's Lieutenants and the Vindicators! This way, there are 5 more villain patrons and 9 completely new hero patrons, so there is once again an even amount of choices on each side as per the last suggestion. Red Widow - Poison Mastery Ice Mistral - Storm Mastery Barracuda - Sea Mastery Silver Mantis - Blade Mastery Wretch - Strength Mastery Aurora Borealis - Will Mastery Luminary - Cyber Mastery Swan - Telekinetic Mastery Infernal - Hellfire Mastery Woodsman - Nature Mastery Malaise - Psyche Mastery Valkyrie - Nanotech Mastery Mynx - Wild Mastery Ms. Liberty - Martial Mastery
  2. I think the old server was kept private because of legal issues, or at least belief there would be legal issues. However, once it was leaked, people felt betrayed that it was kept secret for so long without attempts to legitimize it, which is completely understandable. That being said, I can understand the precaution, since there was no way of knowing exactly what would happen if something like this reached the light of day. Do note though that the original server was leaked out of spite in an attempt to shut it down, not to release it to the public so that the greater community could enjoy it. Either way, I think at this point Homecoming has it's own identity separate from Leandro or SCORE, and shouldn't be held accountable for the misgivings of the past.
  3. To my understanding, there has been some communication efforts in the past, but they were met with unfriendly response.
  4. Thunderspy is the Garry's Mod of CoH servers. It's fun and wacky, but it's not a properly curated game experience. A lot of what you see on there is high concept materials that don't receive the same balancing and thought as you would expect on Live or here on Homecoming, and mostly serves as a playground of possibilities instead of genuine development efforts. Thunderspy also operates on an older version of the OuroDev system, so unfortunately as @MTeague and @Pattisaid, the content there is likely incompatable with the version used here on Homecoming anyway. Things may progress slower here, but it's entirely for the sake of quality assurance and game health, something that's not really taken into consideration over there.
  5. I think the closest thing we have already is Darkness Control, which has 3 powers that inflict fear. Dark Grasp has an alternate animation called 'Petrifying Gaze' too that can sorta play into it.
  6. The only other idea I had was to give players a Pool version of the Crab Spider powers, but I think with how glitchy the crabpack can be, I wanted to avoid it.
  7. I was tempted to go for energy but it just didnt feel thematic enough. Since Recluse is the incarnate if Tartarus, I figured I'd play on that instead, and have his PPP focus around darkness and despair, utilising powers that are a little more grim and sinister than just 'pew pew energy beams', especially with so many energy damage pools already. I know Recluse himself doesn't really have access to those kinds of abilities, but the same could be said for Scirroco and Mako and their respective Pateon Powers. Sometimes it pays off to look past the powers/mechanics they have and just explore their concept in other ways. 🙂
  8. Okay! So, I actually had a bit of material on this in preparation (including hero stuff!) So here's what I'm thinking; we give villains access to two additional patron power pools (Lord Recluse and Red Widow), then we turn heroside and introduce a set of patron power pools themed around the six members of the Freedom Phalanx. That way each side gets an expansive list of six total patron power pools that can compliment different playstyles and themes! (for those wondering how hero PPPs would be unlocked, I think the easiest solution would be to make them accessible after doing the Maria Jenkins arc) Here's what I had in mind... I'll list about 12-15 powers for each patron which should provide enough material to formulate the archetype specific pools. Enjoy! Lord Recluse - Dread Mastery Red Widow - Poison Mastery Positron - Radiation Mastery Citadel - Cyber Mastery Manticore - Bow Mastery Numina - Will Mastery Penelope Yin - Psyche Mastery Synapse - Speed Mastery
  9. By all means, check my post history, see how apathetic I am about the game. 🙄 I just know when people are more interested in griefing the HC team because the game no longer fits their vision, instead of taking the time to actually beta the content and offer constructive feedback that improves the overall experience. If you felt stung by my post, I can only assume you're the former.
  10. For the metabuilders who dont care about game health and only want cheap unbalanced content, Thunderspy is that way ---> For those who clamor for the stagnant live server experience and hate the idea of updates in general, Rebirth is that way <--- Have a pleasant journey.
  11. The AoE component for Dynamite is fairly weak, intended to use the new 'splash' mechanic that was included in Blind or Explosive Shuriken, where it's a sort of 'soft' AoE. The splash would be a low range and low damage compared to a conventional AoE. And yep! There's a lot of AoE, that's this set's gimmick. No special combo mechanic or unique secondary effects, just straight up extra AoE. Stun grenade was intended to be similar to Dark Pit, but I suppose a similar power to Char might suffice, maybe using the Spit Fire animation again!
  12. Since there's been a lot of talk about grenade powersets and natural origin themes, I wanted to do a blast set themed around explosives. However, having multiple powers that looked almost identical seemed a little boring, so I instead included some of the old material from the 'Urban Warfare' powerset to give it some more variety. This powerset is designed to encompass a great variety of character themes, from mercenary grenadiers, crazed arsonists, streetwise vigilantes or thuggish enforcers. The explosive nature of these powers means that there is only one purely single target attack, and acts as this powersets special theme/mechanic. Pyrotechnics You have an arsenal of pyrotechnic devices that can cause explosive blasts or fiery blazes. Pyrotechnics powers focus heavily on dealing a mixture of smashing, lethal or fire damage, and often can cause foes to go flying, catch on fire, or both. - Throw Bomb: This new power uses the 'throw rock/snowball' animation to launch a miniaturised dynamite projectile, exploding on contact and dealing light smashing damage to a single target. - Dynamite: This power is almost identical to the Scrapyarder/Destroyer power of the same name, except it instead deals moderate smashing damage to a single target and light smashing damage to enemies in a close AoE radius. Has a chance to knockback. Uses the Fire Blast/Thorny Darts overhead throwing animation to mix things up. - Spit Fire: A power borrowed from the Arsonist henchmen, this power deals moderate fire damage over time in a cone. - Frag Grenade: A power belonging to many NPCs, deals moderate smashing/lethal damage in an AoE and can knock foes down. - Aim: Standard Aim power of blast sets. - Molotov Cocktail: Another power that many NPCs possess, this power creates a targeted AoE patch of flames that does minor fire DoT. Uses the Stun/Impale animation so it's not as boring. - Stun Grenade: Another NPC power, dealing light smashing damage and stunning foes in an AoE similar to Dark Pit. - Fire Bomb: A power borrowed from Arsonist/Scrapyarders, dealing high smashing/fire damage in an AoE with minor fire DoT, can also knock foes back. Uses the Alkaloid/Antidote animation. - Demolitions Charge: A power that functions like Time Bomb, though instead dealing extreme smashing/fire damage and a -DEF debuff. Can also be set off earlier like Oil Slick Arrow. To make it visually distinctive, it uses the appearance of the 'bomb' mission objective. Other ideas that didn't make the cut for various reasons: - Bomb Volley: A cone version of Throw Bomb, using the 'Psi Blade Sweep' animation. It'd work, but I felt it wasn't interesting enough. Intended in place of Spit Fire. - Minefield: A power that works similar to Trip Mine, laying several high damage explosives instead of one high powered one. Seemed like a good fit but mechanically awkward. Intended to be the T8 power, with Fire Bomb instead working similar to Molotov. Also on the table was the idea of calling Frag Grenade 'Pipe Bomb' and Stun Grenade 'Stun Bomb' for thematic purposes.
  13. @Player2 likely a powerset befit of a completely new Archetype to be honest, the idea of a melee ranged controller is an interesting one, and I think it's been discussed a few times in the past. 'Matrial Control' was also mentioned a little while back over on @Darkneblade's thread. 😅
  14. Substituting the normal Sleep/Immoblize powers with Fear is an interesting move, but it might just work 😜
  15. Inspired by the Wand Blast set @Aberrant created for the Weekly Discussion a few weeks back, I figured I'd have a try at creating something similar using assets from a few different places. To avoid completely stealing the idea, I'm going to call this powerset 'Power Weapon', to be a little more inclusive to characters wanting to opt for other approaches to the set in regards to origin or style. The idea for an 'Ammo Swap' mechanic is definitely interesting, though to avoid copying the exact same damage types, this powerset will primarily deal Smashing damage, and then Energy, Negative or Psionic through the 'Power Core' ability. The FX for this are going to be based entirely on the material used in Sorcery and Demon Summoning, with an alt FX option to remove the runes so it looks less focused around magic. This way, you have the option of retaining the traditional Wand/Staff aesthetic, but also a means of making it function as any other origin. Many of the animations are taken from Arachnos Mace, along with wand/staff wielding foes in the Circle of Thorns and Carnival of Light. Other than that, perhaps using the FX from Bane/Crab Spiders might be suitable, since there are many powers from Bane Spider or Mace Mastery that are designed to work with a prop/weapon like this, and Crab can fill in the blanks, buuuut I'd like to avoid making this powerset Bane Spider 2.0. Power Weapon You have in your possession a sophisticated Power Weapon. This weapon may be an item of magical artifice, or technological machination, or perhaps even the instrument for channelling your powers. Power Weapon focuses on dealing raw smashing damage to foes, but can be further augmented by the 'Power Core' ability, allowing you to inflict additional Energy, Negative or Psionic damage. - Weapon Bolt: A simple low damage blast attack. Uses the standard Wand animation. Uses projectile FX of Spirit Ward (or Channelgun) - Weapon Blast: A heavier hitting blast attack, using the unique Arachnos Mace blast animation when used with shields. Uses projectile FX of Arcane Bolt (or Mace Blast) - Wave of Power: A moderate damage cone attack, using the 'Crowd Control' War Mace animation to project the wave outwards, knocking foes back. Uses projectile FX of Enflame (or Mace Beam Volley) - Power Core: A special power similar to Ammo Swap, imbuing attacks with a secondary damage type. Uses the animation from 'Lost Cure'/'Radiant Burst' animation. creates a faint rune aura and glow on the weapon (or the 'summon' FX on mace mastery) Energy Core: Changes secondary damage to Energy, adds chance to Siphon Endurance to Weapon Blast, Power Ray and Power Storm, and adds a minor -End to all attacks. Dark Core: Changes secondary damage to Negative, adds chance to Siphon Health to Weapon Blast, Power Ray and Power Storm,and adds a minor -Heal to all attacks. Chaos Core: Changes secondary damage to Psionic, adds chance to Siphon Recharge to Weapon Blast, Power Ray and Power Storm, and adds a minor -Recharge to all attacks. - Power Cascade: A PBAoE blast power that deals moderate damage, uses the 'Moment of Glory' animation to hold the Weapon high and blast everything around. Uses the FX of Rune of Protection (or Frenzy) - Power Cage: A ranged hold power that deals high damage, using the same generic Wand animation as Weapon Bolt. Uses a ranged version of the Translocate FX (or Poisonous Ray) - Weapon Beam: A sniper attack that utilizes the 'Mace Beam' power available to Scrappers/Stalkers with Mace Mastery. Uses projectile FX of Enchant Demon (or Mace Beam) - Power Ray: A heavy blast power with low range, using the same animation as the default Mace Blast animation seen on many Arachnos Mace powers. Uses projectile FX of Abyssal Empowerment (or Disruptor Blast's projectile) - Power Storm: A heavy ranged AoE power that blasts all foes around for heavy damage, using the unique 'Summon' animation from Mace Mastery. Uses the same FX as when summoning demons, centred on a targeted location. (or a larger version of Disruptor Blast) Weapon Assault You have in your possession a sophisticated Power Weapon. This weapon may be an item of magical artifice, or technological machination, or perhaps even the instrument for channelling your powers. Power Weapon focuses on dealing raw smashing damage to foes, but can be further augmented by the 'Power Core' ability, allowing you to inflict additional Energy, Negative or Psionic damage. - Weapon Bolt: A simple low damage blast attack. Uses the standard Wand animation. Uses projectile FX of Spirit Ward (or Channelgun) - Weapon Brand: Identical power to Pulverize, has slight glow FX (with or without runes) - Wave of Power: A moderate damage cone attack, using the 'Crowd Control' War Mace animation to project the wave outwards, knocking foes back. Uses projectile FX of Enflame (or Mace Beam Volley) - Weapon Blast: A heavier hitting blast attack, using the unique Arachnos Mace blast animation when used with shields. Uses projectile FX of Arcane Bolt (or Mace Blast) - Power Core: A special power similar to Ammo Swap, imbuing attacks with a secondary damage type. Uses the animation from 'Lost Cure'/'Radiant Burst' animation. creates a faint rune aura and glow on the weapon (or the 'summon' FX on mace mastery) Energy Core: Changes secondary damage to Energy, adds chance to Siphon Endurance to Melee Powers, and adds a minor -End to all attacks. Dark Core: Changes secondary damage to Negative, adds chance to Siphon Health to Melee Powers,and adds a minor -Heal to all attacks. Chaos Core: Changes secondary damage to Psionic, adds chance to Siphon Recharge to Melee Powers, and adds a minor -Recharge to all attacks. - Power Cascade: A PBAoE blast power that deals moderate damage, uses the 'Moment of Glory' animation to hold the Weapon high and blast everything around. Uses the FX of Rune of Protection (or Frenzy) - Weapon Beam: A sniper attack that utilizes the 'Mace Beam' power available to Scrappers/Stalkers with Mace Mastery. Uses projectile FX of Enchant Demon (or Mace Beam) - Weapon Smite: Identical power to Shatter, has slight glow FX (with or without runes) - Power Ray: A heavy blast power with low range, using the same animation as the default Mace Blast animation seen on many Arachnos Mace powers. Uses projectile FX of Abyssal Empowerment (or Disruptor Blast's projectile)
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