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Everything posted by Cyclone Jack
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Revisit some of the older low/mid level enemy groups
Cyclone Jack replied to Cyclone Jack's topic in Suggestions & Feedback
Oh yeah! I didn't even think of going Savage Melee on War Wolves. That would be great! And mixing in some Street Justice to replace the standard Super Strength melee attacks given to low level mobs as well would really mix things up a bit. Great ideas! -
Revisit some of the older low/mid level enemy groups
Cyclone Jack replied to Cyclone Jack's topic in Suggestions & Feedback
Yeah, I'm thinking maybe just a tinted version of Aqua Bolt for the Lieutenants and maybe Hydro Blast for the Bosses, but only if they can use their spit attack animation; I don't think it would be fitting for them to swirl a ball of poisoned water and hurl it at the player, but the big orb projectile coupled with the large splash would be a pretty nice visual flair. I don't think a big overhaul is necessary, since these are a very low-level group, but even adding the improved "water splash" as the On Hit effect for Spit would be a nice visual improvement. -
Revisit some of the older low/mid level enemy groups
Cyclone Jack replied to Cyclone Jack's topic in Suggestions & Feedback
For some mid-range enemies, The Cabal could maybe use a little Storm Blast or Electrical Affinity like Chain Lightning and Shock/Discharge; maybe even a self-Amp Up for some special encounters. Once Arsenal Control gets some game time, I could see enhancing SWAT mobs with one or two of those abilities. Wailers could utilize some Symphony Control such as Aria of Stasis and/or Dreadful Discord. For the newer, upper-level Vahzilok (25-34), you might look into giving Reapers/Mortificatiors the new Tranquilizer from Arsenal Control, or adding Sleep to their Dart Gun attack. Perhaps look into adding some Poison to the Cadavers (Envenom/Weaken) and Abominations (Nerotoxic Breath/Venomous Gas). Now, to really ramp things up, perhaps for a TF Challenge Mode, you could even have the Embalmed drop a Poison Trap on defeat. I also wonder what a Luminous Eidolon could do with Accelerate Metabolism. 😉 OK, some of this might be a bit *too* much for those levels, as Vahzilok can already be somewhat challenging, but something to think about. -
I like what Page 7 did for Council and Circle, raising their L50 game, but it would be nice to take a look at some of the lower and mid-level enemies as well, especially as new powers have been added to the game. For example, Coralax and Hydra could probably benefit with some Water Blast attacks (even just replacing attacks for better effects could be an improvement), and Minions of Igneous could perhaps use some Seismic Blast or Earth Manipulation. Perhaps giving some select Clockwork some Electrical Affinity like Shock or Revuj Circuit.
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You've already got Clocks and Carnies, which are pretty top tier for me personally, but here are a few miscellaneous ideas (and a refinement for #5), in no particular order: Magician - (Animus Arcana) For this, I would try and do something unique, making each summon different, so Minions would be Cloud of Ice, Fireball, and Lightning Storm; Lieutenants would be Crystal Ball and Forbidden Knowledge; and the Boss would be maybe Vorpal Sword. Obviously, each of these would need to be balanced quite a bit, but the idea is to have a wide variety of summons. For attacks I might do Lift, Propel, and a Luminous AoE Blast with a -ToHit on it. Elementalist - (Animus Arcana) An alternative to the above, focusing purely on the minion level mobs: 3 Fireballs, 2 Lightning Storms, and a Cloud of Ice. Attacks could be Lightning Bolt, Freeze Ray, and Fireball. Admittedly pretty generic, but we currently don't have anything that covers multiple elements in the same set, which would set this apart. Cimeroran / ??? - (Cimeroran Traitors + Talons of Vengeance) Some sort of mythological Mastermind with Harpies (Devotee), Gorgons, and a Minotaur. Attacks could be a Throwing Knife, Pilum, and Greek Fire (an AoE, fire-based grenade attack). Probably need to flesh this out a bit, but could be an interesting foundation for something. Vulcanist - (Minions of Igneous) A master of volcanoes would summon Pumicite Minions, both an Elder Pumicite and Elder Magmite as Lieutenants, and a Magmite Lord Boss. I like the idea of having both an Earth and Fire themed Lieutenant for a little added variety. The Pumicite mobs would probably need to be expanded with Seismic Blast attacks and I'd give the Elder Pumice some Knockdown abilities. Obviously, these guys would need to be slowed down a bit. 😉 For the Mastermind attacks, I'd probably go Encase, Shatter, Rock Shards and keep the Seismic Pressure mechanic, allowing for some Knockdown on the cone; perhaps adjust the attacks to be Smashing/Fire or add a Fire DoT to them. Alternatively, you could go Stone Spears (from Earth Assault), Stalagmite (from Seismic Blast), and a ranged Fault (from Stone Melee); again, adding some Fire damage to the attacks. For the special ability I might try and combine Earthquake and Volcanic Gasses into an Eruption ability that's a Location Knockdown that does Fire DoT and has a chance to Disorient (instead of Hold). Fragment of Rularuu - (Soldiers of Rularuu) I freaking love Rularuu, and a Rularuu-themed Mastermind would be absolutely fantastic. 2 Natterlings and a Brute for the Minions, Overseer Lieutenants, and a Wisp Overlord Boss. The Brute Minion would be the buffer of the group with Crystal of Vigor (PBAoE Dam Buff) and Crystal of Resilience (PBAoE Heal) from the upgrade powers. I think I'd go with Thorn-based attacks like Thorny Darts, Impale, and Fling Thorns. Alternatively, you could go with Psychic attacks, but the Thorn attacks seem more unique and fitting, IMO. For the special ability, I might try and integrate the Monument abilities into mutually exclusive Stances that grant passive buffs to your pets, such as Fury (+Dam), Hatred (+Recovery), Malice (+Acc), Torment (+Regen). Huntmaster / Shadowlord - (Spirit Stalkers) A sort of Negative version of Beast Summoner with Shadow Hounds, Spirit Panthers, and Wodan. The attacks could even mimic the Huntmaster, using Blazing Arrow, Crystal Arrow, and a cone version of Shadow Arrow. This would also give Masterminds a second bow-set, and a Negative set that's different enough from Necromancy while also being different enough from Beast Summoning. Gargoyles - (Wailers) A Sonic-themed Mastermind with Wailers, Wailer Queens, and a Wailer King, using Shriek, Scream, and Howl for their attacks. The -Resistance of this set would be fairly solid, allowing these pets to do a moderate amount of damage, but the real benefit would be when teaming with others. Winter Lord - (Winter Horde) I've always been a fan of cold-themed sets so something like a Winter Lord would be awesome in my book. Using Frostlings, Blights, and a Snow Beast alongside Ice Bolt, Freeze Ray, and Frost Breath. Other alternate mobs could be reskinned Fire Imps, Cloud of Ice (Animus Arcana), Hellfrost (Circle of Thorns), Nerva Spectral (Circle of Thorns), Blade Prince (Circle of Thorns). Personally, I'd try and steer away from the CoT mobs, except maybe the Hellfrost since it doesn't look too demony, otherwise you're just making a Cold Demon Summoning set. This set would have a good amount of -Recharge, which would add to the overall survivability of the set. A few others I looked at were Corolax, DUST/TEST, Ghouls, Longbow, Nemesis (Jaeger MM would be pretty neat), Resistance, Rogue Robots. Also, you could probably do 3 different IDF themed MMs (Trooper, Ranger, Commander, Orbs; BCU, ACU, Vicky; Seeker, Diviner, Augur). Alternatively, I could see IDF being the basis of some Praetorian-themed EATs. Ghouls could be interesting, especially if Death and Glory is kept intact.
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There was a mission to recover WWII artwork, but I'm guessing it was removed/replaced when Cryptic replaced the 5th Column with Council. However, I'm going to posit that this may have been a Galaxy City contact, because 95% of all of my characters were Galaxy before they took Galaxy away (and I'm still sad about that change).
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City Mod Installer (Released)
Cyclone Jack replied to Michiyo's topic in Tools, Utilities & Downloads
Said every programmer ever... 🤣 *myself included -
How much in game currency do you have on hand.
Cyclone Jack replied to Monty Haull's topic in General Discussion
I'd say I'm hovering just shy of 100 million across all characters. I've got 2 50s, but I don't play them very often, because I have a ton of alts! 😄 -
City Mod Installer (Released)
Cyclone Jack replied to Michiyo's topic in Tools, Utilities & Downloads
Confirmed working now. 😄 No update to the Mod Installer was made on my end, from what I can tell; still running same version from this morning. Thanks, Michiyo! ♥️ -
City Mod Installer (Released)
Cyclone Jack replied to Michiyo's topic in Tools, Utilities & Downloads
I'm getting the Access Denied error as well after updating to 1.1.8802.29288. When I click install, it says success, but doesn't install the mod, and if I click uninstall it gets a JIT error: Access to the path is denied. I have also Ran as Administrator, and still get the error. In case it matters (usually doesn't for JIT errors, but you never know) System.UnauthorizedAccessException: Access to the path 'E:\Homecoming\assets\mods\' is denied. at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.File.InternalDelete(String path, Boolean checkHost) at System.IO.File.Delete(String path) at CoHModdingTool.CoHModderMainForm.uninstallBtn_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) -
Borderlands: The Movie
Cyclone Jack replied to ThaOGDreamWeaver's topic in Comic, Hero & Villain Culture
That looks to be some of the worst casting I've seen in quite some time. Credit to the animators, they got the look and feel of the world down. Hopefully some people will enjoy it, but its a hard pass from me. -
Feedback: Reward Merit distribution through Flashback
Cyclone Jack replied to SupaFreak's topic in Suggestions & Feedback
This is good stuff! Keep at it! 🙂 Hopefully this will gain some traction and we'll see Merit distribution bumped up a bit for Villains, and bumped up a lot for Praetorians. -
Focused Feedback: Team Badges
Cyclone Jack replied to The Curator's topic in [Open Beta] Focused Feedback
The problem is this doesn't work for all ATs. A Corruptor has support numbers that are only mildly lower than a Defender, and in some cases are equal or actually higher, and on a team of classic Villains, it fills the Support Role. Then you add in Mastermind's where you give it the "Primary Role" of Support, which is *significantly* weaker than the Corruptor. How does that even make sense? Then you have Brute as Tank, but your standard off-the-shelf Brute is going to have issues taking the alpha strike on a large team. Sure, they can pick up the aggro like a Tank, but they don't take alpha strikes like a Tank (because they're basically a Scrapper with a little more HP); that's what the Mastermind was designed for. The entire concept of "One Role Per AT" is fundamentally broken, especially because CoV ATs were *not* designed around that philosophy. If that weren't the case, then this wouldn't be such a divisive issue as seen across multiple threads throughout the entire beta process. That alone should be enough of a red flag to rethink or postpone this feature. -
I got some Collision Walls added in (I forgot how much of a pain it is to edit at higher resolutions, where half the screen is unresponsive), but I'll probably revisit them when I'm ready to add flora to that room. I also fixed the wall clipping issue; turns out that wall just doesn't show up when editing. 🙂 Thanks! I've been procrastinating on my Shadow Shard base, I just wish I didn't need a flat layer of rooms right in the middle. 😭 When the servers were first released I has spun up a server that didn't require the rooms above/below and I could have a single, small Entrance room, then build freely in that giant expanse. I'll have to get creative with the room layout and see what I can come up with. 😄
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@Etched Yeah, I noticed that as well yesterday. There is an object there when I edit the base, but it seems to disappear when I quit the editor, and since I don't go up there very often I never really noticed it. I'll play with it some more today and see if I can get it to cover up properly. As for the ceiling, I had to open the roof to build upwards. I'll look into the collision walls (didn't know those were a thing). Thanks!
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Fusion Force Legends Orbital Battlestation Grand Opening!
Cyclone Jack replied to Emerald Fusion's topic in Torchbearer
Some serious mad props on this! The verticality of it must have been super frustrating at times, but worth it in the end. And the NPCs! I spent a few hours just trying to get 5 NPCs in the right spot. One question, and this may be my lack of understanding with the new base building but, I don't see a map. Is there a way to freeform completely? -
So... how does one go about getting the base code if you set it a few months ago but you forgot what it was? 😖🤣 I redid the command and got a new code: DEVOUREDEARTH-13008 on Torchbearer Added. 🙂
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I made a sort of DE/Nature themed base for a DE-themed SG (my friends and I all made DE characters using the Prismatics). Its a very basic base with Red, Blue, Green (Hazard), and Dimensional (Pocket D, Shadow Shard) Portals, as well as a Utility/Storage Room. Only 4 rooms total (5 if you count the hidden power/control room). Any feedback from veteran builders would be very much appreciative. 😄 Also, let me know if I need to edit my post for size or whatnot. 🙂 Base Code: DEVOUREDEARTH-13008 on Torchbearer Entrance. This lead to two rooms (Bottom Left / Bottom Right) Entrance looking into the Red/Green Portal Room (Bottom Left from the above) A different angle of the Red Portal (Villain Zones). The opening in the back leads into a Cave with the Blue/Dimensional Portals. Looking towards the Green (Hazard) Portal (from the above cave entrance), surrounded by large thorny roots (of the giant Torn Tree) Looking into the Cave (caves can be really tricky to do w/o any openings/gaps) Looking upwards towards the Dimensional Portal (to Pocket D and the Shadow Shard) The Blue Portal (opposite the Dimensional Portal) From the Entrance looking into the Utility Room Utility / Hospital / Crafting / Storage Area. I want to do more in this room, adding vegetation and more ramps, making it a sort of layered 3D maze of walkways, but going vertical is very time consuming. 🙂 Speaking of time consuming, placing those NPCs in just the right spot took *forever* You have to place them in the right spot on the ground floor, then lift them into the air onto the planks, because once they are in the air they are impossible to move/rotate. Another angle looking at the Pillar of Fire and Ice (No ceiling in this room) 3rd Angle
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Target-of-Target window option
Cyclone Jack replied to MadnessAsMuse's topic in Suggestions & Feedback
I'd love to see an option to add "Target of my Target" to the Target Window. Perhaps add a down arrow that expands it to display the TomT. I feel this would be beneficial for both targeting through my tank, and targeting through my target (to see who currently has aggro on my target). -
Don't forget to add the new L50 CoT mobs to the Shadow Shard Reflections. 😉 Edit: Maybe not for this Page specifically, since you're working on Release Candidates, but perhaps in a future patch. I would have mentioned it earlier had I thought about it. (And while your at it, maybe add Arachnos and IDF forces to the Reflections) 😍
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A quick first pass on the missions and enemies: 2.1 - Rularuu Caves. Honestly, I'm not sure what I'd do here. Rularuu are already pretty solid as-is, but I've not ran against them on a team full of maxed out Incarnates. Perhaps all it would take would be to add some EBs for Brutes, Sentries, and Wisps to level the playing field. 2.2 - Malaise and Mother Mayhem. I would change the enemies on these two missions to IDF (I think this should be done in general, as it never made much sense for Nemesis to be in these missions), then add Olympian Guard EBs to the Advanced Difficulties (War Walkers might be too big for the Tunnels, but if not then Goliath War Walkers could be added to the mix as well). 2.3 - Nemesis. Upgrading the Fake Nemesis to Nemesis? EBs would be obvious. Perhaps add a battle at the end of one of the missions where you fight Automatons of yourselves, similar to the Simulacrums at the end of Posi 1. I could also see adding a Mastermind-like Boss/EB that buffs Jaegers and Warhulks. 2.4 - Rikti. I would make sure that Rikti Priests and Riki Magus EBs are added to the spawn list. Maybe even add Dra'Gon and/or Hro'Dtohz to the end of one of the missions (the more AVs the merrier, right?). You could argue that the Heavy Assault Suits could work here as well, but I'm not sure how those would work in the Tunnel maps (those things are pretty big if I recall). 2.5 - Malta. Add Zeus Titan EBs to the spawn list (Wouldn't those be Rhea Titans? Hercules -> Zeus -> Rhea -> Kronos). Add Slinger AV to one of the missions. 2.5 - Circle of Thorns. Make sure the new Page 7 enemies are added to the spawn list. Add Blade Prince EBs to the missions. 2.6 - Lanaru. Add some of the new Storm Blast powers to the Lanaru enemies: Squall (Gust, Jet Stream), Tempest (Chain Lightning, Direct Strike), Cyclone (Hailstones, Cloudburst), Lanaru the Mad ( Storm Cell, Cloudburst, Category Five). Using the Keys on the Monuments could also spawn in groups of enemies, but I don't think that would really slow players down too much. As for new mechanics within the missions themselves... I'll need to run it a few times, as well as run a few 4* TFs for comparison, and then gather my thoughts on what could be done.
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Another Sentinel Revamp Idea: Siege Mode
Cyclone Jack replied to Shadowstar's topic in Suggestions & Feedback
One thing to remember is that Rest had a 3 minute recharge on Live and, as has been pointed out, is a shared power across all ATs. The recharge was removed on the private servers as a form of QoL, but the power was never designed to be used whenever you wanted. -
Accolade for doing all TFs and SFs
Cyclone Jack replied to MJABBAR88's topic in Suggestions & Feedback
I think an Accolade for completing all TFs, SFs, Trials would be a pretty nice addition. Give it a neat Title and maybe grant a one-time 10 Merit reward or something simple. I wouldn't tie any powers (active or auto) to it, since you're already gaining these along the way. -
Pop Menu Troubleshooting
Cyclone Jack replied to Cyclone Jack's topic in Tools, Utilities & Downloads
I'll have to play with it a bit to see how I like the expanded version, but I think it could be useful to have all sorts of additional information; I'm just not sure if that added information will end up making it too cumbersome for practical use. This is just a simple teleport power, but something like Combat Shield could display a lot more useful information about the power; too bad you can't show current charges or remaining time. 😄 -
Pop Menu Troubleshooting
Cyclone Jack replied to Cyclone Jack's topic in Tools, Utilities & Downloads
I went this route and got the following (image). I tried adding the Command and Icon under the Menu to see if that would work, but it did not seem to like that (didn't crash, but also didn't show up/do anything). It doesn't look like you can have the clickable power also be the menu, you have to have the menu with the clickable item and added descriptions within the menu. Menu "MyStuff" { Title "Temporary Powers" Menu "Day Jobs" { Title "Teleporters" Divider Menu "Monitor Duty Teleporter: Base Teleporter" { LockedOption { DisplayName "Monitor Duty Teleporter: Base Teleporter" Command "powexec_name rapid_response_member_teleport" Icon "DayJob_Teleport" PowerReady "temporary_powers.day_job_powers.rapid_response_member_teleport" } LockedOption { DisplayName "Badge: Monitor Duty" Badge "DJ_Monitor_Duty" } LockedOption { DisplayName "Logout Location: Base Portal" } } } }