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Everything posted by malonkey1
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archetype suggestion Archetype Suggestion: The Duo
malonkey1 replied to malonkey1's topic in Suggestions & Feedback
It's still on a burner. I'm in the middle of a bunch of stuff right now, and I don't really have a lot that I can test on my own, but I have done a few things, so I've been really quiet. -
The Great Archetype Concept Battle [Final Round]
malonkey1 replied to Zepp's topic in Suggestions & Feedback
Strictly speaking, you could have a "melee" power that doesn't use a "melee" animation. For example, restricting a Flamethrower attack to short range. -
compilation Archetype Concepts: Compilation
malonkey1 replied to Zepp's topic in Suggestions & Feedback
@Zepp, I think the polls closed -
Spawn us in the pool. Wash the city grime off us.
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Ranged powerset suggestion: Vorpal/Teleportation Blast
malonkey1 replied to Anubys's topic in Suggestions & Feedback
Oh, man, this would be a really cool set, and I agree with @Steampunkette, it'd be perfect for a Speedster-type character, especially paired with Time Manipulation or Kinetics on a Defender or Corruptor. I could also see this getting ported as an assault set without too much difficulty. Animation-wise, they could also re-use the "vanish" VFX from Burst of Speed for a lot of the attack animations, coupled with the Vorpal Judgement pseudopets for the actual hit animation. Probably have it be a very fast-animating and fast-recharge set at the cost of lower Damage per Animation. I do think this might be a really tough to do, simply because there's not a way in-engine that I know of to do teleporting without targeting a spot. I could be wrong, though. -
I think the Tactician is a neat concept, and the Unyielding effect of its inherent is a really clever way to patch the survivability hole that not having defenses might have. I'm abstaining from the actual poll because I dont feel like it's appropriate for me to vote on the second question, and it won't let me only vote on one.
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archetype suggestion Archetype Suggestion: The Duo
malonkey1 replied to malonkey1's topic in Suggestions & Feedback
Well, Natural Instinct brings Bloom in with it, which does enhance healing received. It doesn't enhance regen directly, but it does make Reconstruction a lot more effective, as well as Lifegiving Spores. I suppose I could modify it so the Duo version of Bloom applies a regen enhancement, but I think that might be edging toward the cottage rule by changing how the power fundamentally works. As far as any updates on my progress in building the dang thing, I haven't really been up to much due to a spot of ill health. I'm fine now, but I just haven't been feeling up to doing much. I may set up my server for outside access to test the archetype properly at some point in the near future, once I figure out how the heck to do that, but right now I don't have much else to add. That said, here's what's been done, and what's yet to do: Basic Archetype stuff: Stat tables, power set categories, etc. (Working) Primary powersets (Working but mostly untested) Electricity Assault has been tested to some extent, but other sets remain untested. All sets valid (no major errors when building bins) Secondary powersets (Working but mostly untested) Netherforce has been tested to some extent, but other sets remain untested All sets valid Inherent (working but with an asterisk) Inspiration sharing and bodyguarding are hard-coded for Masterminds and their pets only, so extending that to the Duo would require a few changes to the source code. I think I know what needs to be done, but it's being a you-know-what about building, so I'm not wrestling with it until further down the line. Also, fun fact: A lot of the stuff that's supposed to be in your "inherent" is actually hidden in the actual powers or hard-coded. The Blaster's damage boost is written into the individual powers in their powersets, as are the Tanker and Brute's "inherent" taunt abilities. And the Dominator's inherent is actually made of six different subpowers that all work together, making it the most complicated inherent of them all. Ancillary Pools (Some Working, mostly untested) I've tested one of the ancillaries, but the rest are not. I have not yet put together their patron power pools. A whole bunch of detail stuff: Boostset inclusions so the game knows what enhancement sets go where (Not done at all, and boy is that gonna be time consuming.) Making proper message stores for everything instead of using native strings like some kind of dingus: Basically, all the text in the game is stored in files called message stores, and the game refers to them. This is probably to make localization easier, by putting all the strings in one place. I foolishly did not follow this, and instead took the fast way by using just plain strings right in the definition files, and I must one day atone for that so the mapserver will quit kvetching at me. Pity me, for I am stupid. Actually testing this stuff (not yet done) Actually making it reasonably balanced (quiet laughter in the distance) Icons and stuff? That a ways off, though. -
compilation Archetype Concepts: Compilation
malonkey1 replied to Zepp's topic in Suggestions & Feedback
The Zoomer is a neat concept. -
compilation Archetype Concepts: Compilation
malonkey1 replied to Zepp's topic in Suggestions & Feedback
Duo was mine, the Assault/{Pet/armor/support} -
Martial Prowess/MMA(No new animations required!)
malonkey1 replied to Chance Jackson's topic in Suggestions & Feedback
I feel like this would be more appropriate as a set of alternate animations for martial arts and/or street Justice. -
Addition to Lock Powers In Tray
malonkey1 replied to TempestMaster's topic in Suggestions & Feedback
Agreed on all the above. I have kind of a crappy mouse, so accidentally dragging powers mid-fight is a pain. I also wish we could lock in which tray is actually in a tray, because my clumsy self has accidentally clicked over to the next tray instead of clicking the first power more times than I want to admit. -
archetype suggestion Archetype Suggestion: The Duo
malonkey1 replied to malonkey1's topic in Suggestions & Feedback
Yeah, You might be right there. I might see about toning down the scale on those, or I might switch them for other powers entirely. I might take a look and see if anything from Plant control might be appropriate like you mentioned below. I think two of them have an ally rez. Hellfire Aura actually has a modified RotP that acts as self rez when you're down and ally rez otherwise. I still have to test to make sure it works, though. -
archetype suggestion Archetype Suggestion: The Duo
malonkey1 replied to malonkey1's topic in Suggestions & Feedback
Well, the point of using Assault primaries was specifically so players could choose a more ranged playstyle if they wanted. Some of the pets are stronger in melee, some are batter at range, and I wanted people to be able to choose their powers accordingly: Running up close while the pet fires from a distance, mixing it up in combat next to your melee pet, letting your pet get in close while you lay down covering fire, etc. I'm not planning on reducing the range of their attacks right now, but due to being a fairly durable class, they're likely not going to stay too far back anyway. The version in the first post is not the current version. The version I actually have running does have the support powers moved up some and more evenly mixed in. -
archetype suggestion Archetype Suggestion: The Duo
malonkey1 replied to malonkey1's topic in Suggestions & Feedback
I got the secondaries up and running. I have more to show you guys later, but it's almost 4AM where I am right now, and I think it might be better to record a video for you all to see instead of me typing in a half-dead stupor and misspelling every other word, so be on the lookout for that in like, I dunno, a week? Two weeks? -
compilation Powerset Concepts: Compilation (Assault)
malonkey1 replied to Zepp's topic in Suggestions & Feedback
Assault Rifle seems to be a popular one. Even I suggested a version.- 12 replies
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archetype suggestion Archetype Suggestion: The Duo
malonkey1 replied to malonkey1's topic in Suggestions & Feedback
Hey guys, guess what I just got working? I still have a lot of work to get the secondary powersets put together, just because they're going to be more complex and have more moving parts, but I'm almost at the point where I can say it's ready to be properly tested. -
compilation Archetype Concepts: Compilation
malonkey1 replied to Zepp's topic in Suggestions & Feedback
The faint text on a black background doesn't make it super readable. I think you might want to brighten the text and up the font size on that. But I'm very excited to see what people choose as their favorite AT suggestions! -
compilation Archetype Concepts: Compilation
malonkey1 replied to Zepp's topic in Suggestions & Feedback
If we're feeling extra spicy we could do a bracket. -
I get where you're coming from, I really do, but it's honestly pretty difficult to say what can and can't be done. There are certainly things that would be very hard, or shouldn't be done for design reasons (see the Cottage Rule), but CoH is a surprisingly flexible game, and even the devs were still plumbing the depths of what is or isn't possible by the game's sunset. I've seen the power system from the back side, and it is crazy how robust it is. The Medicine Pool has this power, for example, called Injection, and it actually has both effects built into it, but can check for whether the target is friend or foe as the power is being executed, and the i24 Sniper effect actually works by redirecting the power to a different version based on your to-hit in order to get around the normally intractable interrupt time of the power. Hell, even hard-coded limitations aren't always hard and fast. The Ouroboros team has been working on code to allow asymmetrical costume parts. It's pretty neat (but still very buggy). Actually, I'm making an archetype. I have one primary, one secondary, the inherent and the Epic pools in a workable state. Once I've built more powersets, I'll see if there are any servers or individuals willing to test it, but for now it's really a proof of concept. That said, I might decide to actually make some of the powersets that I've suggested. The tricky part for new powersets is that the FX are a pain and I don't know anything about them yet.
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archetype suggestion Archetype Suggestion: The Duo
malonkey1 replied to malonkey1's topic in Suggestions & Feedback
Yeah, I will probably be rearranging things to make the non-armor support powers more evenly distributed. Now that I have things working, I'm going to actually plan things out more when I build the rest of the powersets, and I'll be doing some modifications to Dark Armor. I do have Epic pools made, though! I also applied the Sniper fix from i24 to LRM rocket for the Duo version, and it's pretty easy to proliferate that to the Blaster. -
Improve AI pathing (was: Please for the love of god)
malonkey1 replied to Gravitus's topic in Suggestions & Feedback
Those aren't even remotely comparable. Taking the lord's name in vain doesn't perpetuate a stigma against the disabled. -
Improve AI pathing (was: Please for the love of god)
malonkey1 replied to Gravitus's topic in Suggestions & Feedback
Well, "the way you talk" trivializes and demeans actual people who already get trivialized and demeaned often enough. -
compilation Archetype Concepts: Compilation
malonkey1 replied to Zepp's topic in Suggestions & Feedback
My Archetype, the Duo, has had some substantial changes as I've been prototyping and testing it, the most relevant of which is that the Pet is now in the secondary set instead of the primary. But it's coming along really well! I even have the Inherent mostly working!