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malonkey1

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Everything posted by malonkey1

  1. 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.
  2. Strictly speaking, you could have a "melee" power that doesn't use a "melee" animation. For example, restricting a Flamethrower attack to short range.
  3. @Zepp, I think the polls closed
  4. Spawn us in the pool. Wash the city grime off us.
  5. 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.
  6. 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.
  7. 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.
  8. The Zoomer is a neat concept.
  9. Duo was mine, the Assault/{Pet/armor/support}
  10. I feel like this would be more appropriate as a set of alternate animations for martial arts and/or street Justice.
  11. Yeah. The whole game is written in really messy C, and accounting for ampersands in 20-year-old code would be a big pain for a small gain. I do agree that the idea itself would be nice, though.
  12. 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.
  13. 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.
  14. 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.
  15. 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?
  16. Assault Rifle seems to be a popular one. Even I suggested a version.
  17. 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.
  18. 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!
  19. If we're feeling extra spicy we could do a bracket.
  20. 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.
  21. 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.
  22. Those aren't even remotely comparable. Taking the lord's name in vain doesn't perpetuate a stigma against the disabled.
  23. Well, "the way you talk" trivializes and demeans actual people who already get trivialized and demeaned often enough.
  24. 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!
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