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Posts posted by Herotu
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36 minutes ago, Bionic_Flea said:
FREEEEEEEEEM!
Freeem indeed, Bob.
Thanks GM_Bot, the crushing weight of existence seems 3.14172 times less heavy now!-
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On 3/31/2021 at 2:23 PM, Herotu said:
I'm stealing both of these and there's nothing you can do about it, muahaha! *With a dramatic flourish, hides lower face behind cloak*
What I noticed when I was
stealingrecreating the Celsius costume is the heaters on the back of the boots. The design is super-cool, or hot... well ... it's both, obviously. -
I'm getting all manner of weird graphics with the launcher.
The black box in this image flickers intermittently, other boxes go black randomly.
Importantly, when I mouse over the launch box, it sometimes comes back and I've always been able to launch the game by clicking where it's contents should be - whether visible or not.
"Things" happen when I mouse over the window, but... it all seems rather random:
... and then...
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I wonder if it would be possible to make a piece that's got the "slippery" physics property, so base creators might make their own racetracks?
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On 3/27/2021 at 12:10 PM, Falsey said:
Which combo would you choose?
One of my latest (and most rewarding) creations was a Earth/FF controller, built to always be the first rushing in on +4/8 DA missions. He does next to zero damage, but definitely does a great job at absorbing the alpha strike and getting things somewhat under control so my buddies can do the damage.This is what I never understood about this game.
How many superheroes/villains don't do damage? What are the inspiration for controller?
I always thought they got shoe-horned into the game because the CC class was a staple way back in the early days of MMOs.
Sorry - I'm off topic >< my bad. Perhaps a topic for another thread.
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Anybody else want to help with this please?
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8 hours ago, First Player said:
Never seen him before but that’s a cool look too!
I'm stealing both of these and there's nothing you can do about it, muahaha! *With a dramatic flourish, hides lower face behind cloak*
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On 3/28/2021 at 8:39 PM, Apparition said:
The two billion cap is due to a limit with 32-bit integers. The highest number a 32-bit integer can go is roughly 2.14 billion. As far as I know, the only way to raise it past that point would be to remove the 32 bit game client.
Could they use those 32 bits to store the number as a float instead? That should free up some space, right?
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I like the upgrades being manual because you don't have to reapply. This alone makes it infinitely better than your secondary set anyway - it'd be much more fun if I didn't have to spam AM over and over for example. Just once per map/
deathdefeat would be awesome kthx. -
I quite enjoyed my bots/ff MM.
I took the first power in FF and auto'd that while targeting one of my bots. Then just stand around and wait.
I'm not sure whose builds these are, but they're from the forums so,... sorry I didn't take names of the people who compiled them:
1. Cheap bots/ff MM
Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designerClick this DataLink to open the build!
Basic Bot Build: Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Force Field
Power Pool: Medicine
Power Pool: Flight
Power Pool: Leadership
Power Pool: Presence
Ancillary Pool: Mace MasteryVillain Profile:
Level 1: Battle Drones -- Acc-I(A), Acc-I(3), Dmg-I(3), Dmg-I(5), EdcoftheM-PetDef(5), CaltoArm-+Def(Pets)(7)
Level 1: Force Bolt -- Acc-I(A)
Level 2: Deflection Shield -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(7), RedFrt-EndRdx/Rchg(9), RedFrt-Def/EndRdx/Rchg(11), RedFrt-Def(13), RedFrt-EndRdx(13)
Level 4: Insulation Shield -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(9), RedFrt-EndRdx/Rchg(11), RedFrt-Def/EndRdx/Rchg(15), RedFrt-Def(15), RedFrt-EndRdx(17)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Aid Other -- Heal-I(A), EndRdx-I(17), RechRdx-I(19)
Level 10: Hover -- BlsoftheZ-ResKB(A)
Level 12: Protector Bots -- Acc-I(A), Dmg-I(19), Dmg-I(21), EndRdx-I(21), DefBuff-I(23), DefBuff-I(23)
Level 14: Aid Self -- Heal-I(A), EndRdx-I(25), RechRdx-I(25)
Level 16: Personal Force Field -- RechRdx-I(A)
Level 18: Field Medic -- EndRdx-I(A)
Level 20: Dispersion Bubble -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(27), RedFrt-EndRdx/Rchg(27), RedFrt-Def/EndRdx/Rchg(29), RedFrt-Def(29), RedFrt-EndRdx(31)
Level 22: Fly -- EndRdx-I(A)
Level 24: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(31), RedFrt-EndRdx/Rchg(31), RedFrt-Def/EndRdx/Rchg(33), RedFrt-Def(33), RedFrt-EndRdx(33)
Level 26: Assault Bot -- Acc-I(A), Dmg-I(34), Dmg-I(34), EndRdx-I(34), Empty(36), OvrFrc-Dam/KB(36)
Level 28: Tactics -- ToHit-I(A), ToHit-I(36), ToHit-I(37), EndRdx-I(37), EndRdx-I(37), EndRdx-I(39)
Level 30: Provoke -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(39), MckBrt-Taunt/Rchg/Rng(39), MckBrt-Acc/Rchg(40), MckBrt-Taunt/Rng(40), MckBrt-Rchg(40)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Repulsion Bomb -- Acc-I(A), Dmg-I(42), Dmg-I(42), EndRdx-I(42), RechRdx-I(43), ExpStr-Dam%(43)
Level 38: Scorpion Shield -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(43), RedFrt-EndRdx/Rchg(46), RedFrt-Def/EndRdx/Rchg(48), RedFrt-Def(48), RedFrt-EndRdx(48)
Level 41: Power Boost -- RechRdx-I(A), RechRdx-I(50)
Level 44: Web Envelope -- TraoftheH-Acc/Rchg(A), TraoftheH-EndRdx/Immob(45), TraoftheH-Acc/EndRdx(45), TraoftheH-Immob/Acc(45), TraoftheH-Acc/Immob/Rchg(46), TraoftheH-Dam%(46)
Level 47: Afterburner -- EndRdx-I(A)
Level 49: Force Bubble -- EndRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(50), PrfShf-End%(50)
Level 1: Battle Drone
Level 26: Assault Bot
Level 12: Protector Bot
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Set Bonus Totals:- 10% DamageBuff(Smashing)
- 10% DamageBuff(Lethal)
- 10% DamageBuff(Fire)
- 10% DamageBuff(Cold)
- 10% DamageBuff(Energy)
- 10% DamageBuff(Negative)
- 10% DamageBuff(Toxic)
- 10% DamageBuff(Psionic)
- 10% Defense
- 2.5% Defense(Smashing)
- 2.5% Defense(Lethal)
- 3.13% Defense(Fire)
- 3.13% Defense(Cold)
- 7.81% Defense(Energy)
- 7.81% Defense(Negative)
- 1.25% Defense(Melee)
- 15.63% Defense(Ranged)
- 1.56% Defense(AoE)
- 1.8% Max End
- 5% Enhancement(Immobilized)
- 9% Enhancement(Accuracy)
- 32.5% Enhancement(RechargeTime)
- 7.5% SpeedFlying
- 15.06 HP (1.88%) HitPoints
- 7.5% JumpHeight
- 7.5% SpeedJumping
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 35%
- MezResist(Held) 35%
- MezResist(Immobilized) 35%
- MezResist(Sleep) 35%
- MezResist(Stunned) 35%
- MezResist(Terrorized) 35%
- 13.5% Resistance(Smashing)
- 13.5% Resistance(Lethal)
- 7.5% Resistance(Fire)
- 7.5% Resistance(Cold)
- 7.5% SpeedRunning
2. Robotics Force Field
Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designerClick this DataLink to open the build!
Level 50 Natural Mastermind
Primary Power Set: Robotics
Secondary Power Set: Force Field
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Leadership
Power Pool: Flight
Ancillary Pool: Mace MasteryHero Profile:
Level 1: Battle Drones -- SprMarofS-EndRdx/+Resist/+Regen(A), SprMarofS-Acc/Dmg/EndRdx(3), SprMarofS-Acc/EndRdx(3), SprMarofS-Dmg(5), SprMarofS-Dmg/EndRdx(5), SprMarofS-Acc/Dmg(7)
Level 1: Force Bolt -- OvrFrc-Dam/KB(A), ExpStr-Dam%(46), EntChs-Heal%(48), Dcm-Build%(50), Dvs-Hold%(50), GldJvl-Dam%(50)
Level 2: Deflection Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(11), LucoftheG-Def/EndRdx(17), LucoftheG-Def/Rchg(21), LucoftheG-EndRdx/Rchg(21), LucoftheG-Def/EndRdx/Rchg(25)
Level 4: Insulation Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx/Rchg(31), LucoftheG-EndRdx/Rchg(31), LucoftheG-Def/Rchg(33), LucoftheG-Def/EndRdx(33)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Kick -- Empty(A)
Level 10: Aid Other -- Trg-Heal/EndRdx/Rchg(A), DctWnd-Heal/EndRdx/Rchg(45), HrmHln-Heal/EndRdx/Rchg(45)
Level 12: Protector Bots -- Heal-I(A), Heal-I(13), Heal-I(13), CaltoArm-+Def(Pets)(15), SvrRgh-PetResDam(15), EdcoftheM-PetDef(17)
Level 14: Aid Self -- Trg-Heal/EndRdx/Rchg(A), DctWnd-Heal/EndRdx/Rchg(46), HrmHln-Heal/EndRdx/Rchg(46)
Level 16: Tough -- EndRdx-I(A)
Level 18: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(19), LucoftheG-Def/EndRdx/Rchg(19), LucoftheG-EndRdx/Rchg(33), LucoftheG-Def/Rchg(34), LucoftheG-Def/EndRdx(34)
Level 20: Dispersion Bubble -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx/Rchg(37), LucoftheG-EndRdx/Rchg(37), LucoftheG-Def/Rchg(37), LucoftheG-Def/EndRdx(39)
Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx/Rchg(23), LucoftheG-EndRdx/Rchg(34), LucoftheG-Def/Rchg(36), LucoftheG-Def/EndRdx(36)
Level 24: Assault -- EndRdx-I(A)
Level 26: Assault Bot -- SlbAll-Build%(A), SlbAll-Dmg/EndRdx(27), SlbAll-Acc/Rchg(27), SlbAll-Acc/Dmg/Rchg(29), SlbAll-Dmg/Rchg(29), SlbAll-Dmg(31)
Level 28: Tactics -- GssSynFr--Build%(A), GssSynFr--ToHit/EndRdx(40), GssSynFr--Rchg/EndRdx(40), GssSynFr--ToHit/Rchg/EndRdx(40), GssSynFr--ToHit/Rchg(43), GssSynFr--ToHit(45)
Level 30: Field Medic -- RechRdx-I(A)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Fly -- BlsoftheZ-Travel(A)
Level 38: Force Bubble -- EndRdx-I(A), EndRdx-I(39), EndRdx-I(39)
Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx/Rchg(42), LucoftheG-EndRdx/Rchg(42), LucoftheG-Def/Rchg(43), LucoftheG-Def/EndRdx(43)
Level 44: Hover -- EndRdx-I(A)
Level 47: Group Fly -- WntGif-RunSpd/Jump/Fly/Rng(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(48), WntGif-ResSlow(48)
Level 49: Personal Force Field -- EndRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(7)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(9), PrfShf-End%(9), PrfShf-EndMod(11)
Level 1: Battle Drone
Level 26: Assault Bot
Level 12: Protector Bot
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Set Bonus Totals:- 6.5% DamageBuff(Smashing)
- 6.5% DamageBuff(Lethal)
- 6.5% DamageBuff(Fire)
- 6.5% DamageBuff(Cold)
- 6.5% DamageBuff(Energy)
- 6.5% DamageBuff(Negative)
- 6.5% DamageBuff(Toxic)
- 6.5% DamageBuff(Psionic)
- 10% Defense
- 3.75% Defense(Smashing)
- 3.75% Defense(Lethal)
- 1.25% Defense(Fire)
- 1.25% Defense(Cold)
- 1.25% Defense(Energy)
- 1.25% Defense(Negative)
- 5% Defense(Psionic)
- 7.5% Defense(Melee)
- 2.5% Defense(Ranged)
- 2.5% Defense(AoE)
- 47.5% Enhancement(RechargeTime)
- 60% Enhancement(Accuracy)
- 24% SpeedFlying
- 84.33 HP (10.5%) HitPoints
- 24% JumpHeight
- 24% SpeedJumping
- MezResist(Confused) 115%
- MezResist(Held) 115%
- MezResist(Immobilized) 115%
- MezResist(Sleep) 115%
- MezResist(Stunned) 115%
- MezResist(Terrorized) 115%
- 6.5% (0.11 End/sec) Recovery
- 216% (7.23 HP/sec) Regeneration
- 20% ResEffect(SpeedFlying)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(SpeedRunning)
- 49.75% Resistance(Smashing)
- 49.75% Resistance(Lethal)
- 34.75% Resistance(Fire)
- 34.75% Resistance(Cold)
- 31% Resistance(Energy)
- 31% Resistance(Negative)
- 53.5% Resistance(Toxic)
- 53.5% Resistance(Psionic)
- 24% SpeedRunning
3. Bots/FF
Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designerClick this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Robotics
Secondary Power Set: Force Field
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Flight
Ancillary Pool: Mace MasteryVillain Profile:
Level 1: Pulse Rifle Blast -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(34), Apc-Acc/Rchg(34), Apc-Dmg/EndRdx(34), Apc-Dam%(37)
Level 1: Force Bolt -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(13), OvrFrc-Acc/Dmg/End(13), OvrFrc-Dmg/End/Rech(19), OvrFrc-Acc/Dmg/End/Rech(33), OvrFrc-Dam/KB(33)
Level 2: Battle Drones -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(3), ExpRnf-Dmg/EndRdx(3), ExpRnf-Acc/Dmg/Rchg(5), ExpRnf-EndRdx/Dmg/Rchg(5), ExpRnf-+Res(Pets)(11)
Level 4: Deflection Shield -- LucoftheG-Def/Rchg+(A)
Level 6: Pulse Rifle Burst -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(7), SprWntBit-Acc/Dmg/EndRdx(7), SprWntBit-Acc/Dmg/Rchg(9), SprWntBit-Dmg/EndRdx/Acc/Rchg(9), SprWntBit-Rchg/SlowProc(11)
Level 8: Insulation Shield -- LucoftheG-Def/Rchg+(A)
Level 10: Equip Robot -- EndRdx-I(A)
Level 12: Photon Grenade -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(43), Rgn-Dmg/EndRdx(43), Rgn-Knock%(43)
Level 14: Protector Bots -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Dmg/EndRdx(15), SprCmmoft-Acc/Dmg/Rchg(15), SprCmmoft-Dmg/EndRdx/Rchg(17), SprCmmoft-Acc/Dmg/EndRdx/Rchg(17), SprCmmoft-Rchg/PetAoEDef(19)
Level 16: Kick -- FrcFdb-Rechg%(A)
Level 18: Repair -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(45), EffAdp-EndMod/Acc/Rchg(46), EffAdp-Acc/Rchg(46), EffAdp-EndMod/Acc(46), EffAdp-EndMod/EndRdx(48)
Level 20: Dispersion Bubble -- Rct-Def(A), Rct-Def/EndRdx(21), Rct-ResDam%(21)
Level 22: Tough -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(23), RctArm-ResDam/Rchg(23), RctArm-ResDam/EndRdx/Rchg(25), GldArm-3defTpProc(31), StdPrt-ResDam/Def+(33)
Level 24: Weave -- Rct-Def(A), Rct-Def/EndRdx(25), ShlWal-ResDam/Re TP(45)
Level 26: Assault Bot -- SprMarofS-Dmg(A), SprMarofS-Dmg/EndRdx(27), SprMarofS-Acc/Dmg(27), SprMarofS-Acc/EndRdx(29), SprMarofS-Acc/Dmg/EndRdx(31), SprMarofS-EndRdx/+Resist/+Regen(31)
Level 28: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(29), Ksm-ToHit+(45)
Level 30: Repulsion Field -- EndRdx-I(A), EndRdx-I(39), FrcFdb-Rechg%(39)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Repulsion Bomb -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(36), SprFrzBls-Acc/Dmg/EndRdx(36), SprFrzBls-Acc/Dmg/Rchg(36), SprFrzBls-Dmg/EndRdx/Acc/Rchg(37), SprFrzBls-Rchg/ImmobProc(37)
Level 38: Force Bubble -- EndRdx-I(A), EndRdx-I(39)
Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42)
Level 44: Fly -- BlsoftheZ-ResKB(A)
Level 47: Scorpion Shield -- Rct-Def(A), Rct-Def/EndRdx(48)
Level 49: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(40), Mrc-Rcvry+(40), RgnTss-Regen+(48), Prv-Absorb%(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(40), EndMod-I(42), EndMod-I(50)
Level 50: Cardiac Core Paragon
Level 2: Battle Drone
Level 26: Assault Bot
Level 14: Protector Bot
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Set Bonus Totals:- 16.5% DamageBuff(Smashing)
- 16.5% DamageBuff(Lethal)
- 16.5% DamageBuff(Fire)
- 16.5% DamageBuff(Cold)
- 16.5% DamageBuff(Energy)
- 16.5% DamageBuff(Negative)
- 16.5% DamageBuff(Toxic)
- 16.5% DamageBuff(Psionic)
- 9.75% Defense(Smashing)
- 9.75% Defense(Lethal)
- 18.5% Defense(Fire)
- 18.5% Defense(Cold)
- 16.31% Defense(Energy)
- 16.31% Defense(Negative)
- 6% Defense(Psionic)
- 11.63% Defense(Melee)
- 13.5% Defense(Ranged)
- 31% Defense(AoE)
- 30% Enhancement(Accuracy)
- 88.75% Enhancement(RechargeTime)
- 7.5% SpeedFlying
- GrantPower Preventive Medicine (10 % chance, if Scourge)
- 84.33 HP (10.5%) HitPoints
- 7.5% JumpHeight
- 7.5% SpeedJumping
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Confused) 92.5%
- MezResist(Held) 92.5%
- MezResist(Immobilized) 92.5%
- MezResist(Sleep) 92.5%
- MezResist(Stunned) 92.5%
- MezResist(Terrorized) 92.5%
- MezResist(Teleport) 100% (20 % chance)
- 17.5% (0.29 End/sec) Recovery
- 228% (7.63 HP/sec) Regeneration
- 30% ResEffect(SpeedFlying)
- 30% ResEffect(RechargeTime)
- 30% ResEffect(SpeedRunning)
- 51% Resistance(Smashing)
- 51% Resistance(Lethal)
- 57% Resistance(Fire)
- 57% Resistance(Cold)
- 40.5% Resistance(Energy)
- 40.5% Resistance(Negative)
- 39% Resistance(Toxic)
- 39% Resistance(Psionic)
- 7.5% SpeedRunning
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On 3/30/2021 at 3:27 AM, Jawbreaker said:
I used those colours for my cyberpunk character after watching that Muse movie ... The movie is pretty trashy, but quite inspiring for character design.
If you're going for that look, I'd put a little of the cyan from the logo on the character - maybe the illuminated strip on the jacket/pants?
Also, don't be scared to upgrade that purple to bright pink when doing cyberpunks!
Let's go crazy!Don't forget your '80s power shoulders.
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5 hours ago, Clave Dark 5 said:
Then people will complain that they want their magic-using character to be able to use it without it looking technological.
That would be a valid complaint, but it doesn't seem clear as to what exactly you are referring.
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8 hours ago, Tyrannical said:
That;s nice.
I think it's a shame they put drone on two powers there. I feel like those would be more appropriate in something that uses a pet, rather than gadgets.It has become more obvious (thanks to the contributions of all the participants in this thread) that there are so many possible Gadgets that a single 5-power pool power power set power power set is rather small.
Perhaps it's time for Gadgets to graduate to a full set of it's own?
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How feasible would it be to make a PULL power type?
Turric suggested in another thread a power akin to the grappling hook from SWTOR.
What that power does it to target 1 enemy and pull it to you (not teleport).
So my questions are;
- Would it be possible to do this in CoH? / Does it already exist?
- Would it be possible to do an AoE pull that brings lots of nearby enemies to you?
- This might be good for doing some kind of ping-pong effect using Knockback and pull in succession. FUN!
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10 hours ago, Turric said:
6. What about the wrist cable grapple thing?
That's so good, I'm going to make it a thread of it's own.
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Gender: Huge
Shoulder: Left
Cyborg Shield
...is upside down 😄
It looks awesome, can we have it as an option? 😉
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Let's be honest, this is an UNREALISTIC SUGGESTION. I'm just putting it here because I think it's cool and I'm desperate for Likes or something.
The powers would be something like;
1. Jetpack. A Hover clone.
2. Rocket Punch - "borrowed" from SWTOR. An uppercut that leaps high into the air with the follow-through.
3. Wrist Flamethrower.
4. Whistling Birds - Combine /point animation with Bullet Rain from Dual Pistols.
5. Back Rocket - Energy Nova animation with Atomic's nova explosion at target, and ... some rocket thing ... look I don't know how to do it, ok?!
[edit] below is a late addition, extra abilities that I didn't think of;
Jet Charge - similar to one of the teleport-to-enemy and deal damage, but instead you hurtle towards them using a jetpack, using the force of the impact to do damage.
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So I've made a costume, then saved it.
Now I want to apply it to an old character that has different body scales.
Everything is fine, but the costume wants to use the scales from it's save file (as it SHOULD).
So I can press the Undo button on the "Scales" bar over on the right side of the screen below "Colors".
When I do, the costume goes monochrome.
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On 5/13/2019 at 12:22 PM, SirCowdog said:
It's got to be ...
He's even got his own theme tune...
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15 hours ago, Luminara said:
Fear of what? Seriously, how do you think the development team is going to frighten us? Tax audits? An in-game housing crunch? Forcing us to trade in our capes for aprons? We grew up. We're not frightened of arbitrary penalties in video games.
I get that, but fear of wipe is plenty.
Inconvenience, disruption of flow and a
fivetwo minute run back are enough to give players a reason to care. And don't say nobody cares because if that were true, they wouldn't be cobbling together all these complicated, fancypants builds. Heck, they wouldn't be playing at all!-
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Fear. Fear is the way. Hank nails it on one of his recent videos: https://www.youtube.com/channel/UCCh5vto8JFstb9Sma9zV25g
FEAR is how you squeeze magic from players. We're the sponge and fear is the juice.
We're not afraid of the enemies anymore. Back on live, we were scared to pull huge groups because we would struggle so much with them, but now it's a dose of revenge where the mobs have zero chance.
FEAR makes it interesting - makes us strategise.
HOW can we make the game interesting? Add a few near-invincible patrolling enemies - that sort of thing. Reintroduce the fear.
In the past, I have suggested Nemesis and Weaknesses systems, but got roundly shouted down, but I suspect those players are more interested in steamrollering over enemies that would spank them on live, like some kind of weird catharsis against mobs whose bullying clearly scarred them years ago, lol.
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I'll give this a bump. Did anybody confirm this?
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2 hours ago, DougGraves said:
Do you want it all to ultimately make sense? These are the sources of power, the things that changed our world into the CoH world. This is the grand plot behind everything?
Or do you want it just chaotic and random.
Given that it's all a nemesis plot, the point is moot, right?
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On 3/23/2021 at 11:02 PM, RogueWolf said:
IMHO, game balance is fine up through the 30s (when everyone is at most level 35), and even over that level on up when soloing, or until the team gets to like 5 people. Then it all breaks down and nothing is a challenge anymore even at +4x8 except for a tiny handful of enemies like Vanguard or IDF.
The thing is... I have no idea how to fix that. I'm sure a lot of people reading this are scoffing and don't even want to. But highly doubt I'm alone in thinking that teams are boring and we wish there was more opportunity for SOME level of challenge in missions from any given random PuG without having to host our own flashback missions with the settings cranked up. Because that's just not an option every time you want to play.
Voice comms is my usual response to questions about making things less boring and interacting with other players, though I haven't done much of it in this particular game (which is to my shame because the scope for doing the sort of things I like, such as community events, coordinated costumes or whatnot, is especially high in this game).
I think Boss fights especially are criminally boring. Especially really tough end boss. These could be more interesting with the introduction of minion spawns - just things to give the controllers a good time - inconveniences that might topple the group - like someone tickling you when you're trying to concentrate on something.
On another note, I've got no idea about how the engine may or may not handle randomness in terms of spawns, but I can't remember ever seeing any. Randomness, unpredictability could add SOME interest.
Thirdly, a Nemesis system was always something debated by communities back in the day - this random chappy cropping up occasionally (randomness required, sadly) might make things more interesting.
Huge Left Shoulder Cyborg Shield
in Bug Reports
Posted
Oh my mistake, sorry.