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Everything posted by Redlynne
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Reduce the maximum to 48 in Hive and abyss
Redlynne replied to DrRocket's topic in Suggestions & Feedback
48 is reasonable. -
Necessary? No, it's not necessary. Useful? Sure. At low levels it basically neutralizes "hard-ish" $Targets for you (when it doesn't MISS). At higher levels it boosts other Time powers for you through the Delayed mechanic. Not at Level 1, but honestly if you wanted to swap anything for Fly, I'd recommend replacing Hover with Mystic Flight.
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Impact is SPECIFIC to 2 Gravity powers.
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And while we're at it, a fix for Placate
Redlynne replied to Wavicle's topic in Suggestions & Feedback
Single Target Placates serve NO USEFUL PURPOSE when clusters of Foes will just communicate their aggro to each other, overriding the Placate. In order for Placate to "work" it has to be an ALL or NOTHING proposition because of how aggro communicates between Foes. That in turn means that Placates ... ALL OF THEM ... need to be AoE typed rather than Single Target. And yes, Placate for Stalkers ought to be reverted to being an AoE Placate that also places the caster back into Hidden status. That change ALONE would be enough to make people give Placate a second look, since it would be a combo for Assassin Strike From Hide ON DEMAND while in the middle of a brawl. -
Always been the case, as mentioned. Saw this feature/bug of the Follow system while Hovering as far back as Issue 4. Kind of makes me wonder if the solution to it is to take Mystic Flight instead, since Mystic Flight will slide at the end and move you those last few feet into melee range while not costing so much endurance that you can't afford to fight without your feet touching the ground.
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Because my skills lie in a completely different direction. I know what is theoretically possible, because I've seen it done (elsewhere) ... but have absolutely no idea how to do it myself, or even where to get started. Just because I know how to drive a car doesn't mean I have the slightest idea how to construct one (from scratch), let alone what goes into making one.
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The only way that could have worked out any better is if an anvil had fallen from the ceiling on him ... 😆
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I had one of those in ITF mission 3 when playing Redlynne, my MA/SR Scrapper on Virtue with my Supergroup. We were beating on the robot control box, got it down to 50% damaged, the second wave of robots activated and ... suddenly I was the only one left standing. All 7 other teammates were down for the count, and I was left with all the aggro. So I did what any good NO GET HITSU!! Scrapper would do ... I kept kicking the crap out of the robot control box amid a laser light show of aggro. My SG mates formed a bucket brigade to hand me inspirations to use. For over 2 minutes ... I fought on ALONE ... while everyone else was faceplanted and in AWE of watching what I was doing. Because I was slowly WINNING the fight against the control box, even though I had more than 20 robots all attacking me (there was no one else for them attack). My green bar fluttered as damage leaked through my defenses, but I could use Aid Self amid all the aggro(!) and had green inspirations in case of interrupts. But I was able to hold on. And then I got the control box down to 75% damage and the third wave of robots activated ... and I just kept on kicking the crap out of the control box. My SG mates simply could not believe what they were seeing as I dodged and weaved among all the blaster cannons firing at me. Some of them even started cheering (from the ground). And finally ... I brought the control box to 0% ... the robots all collapsed ... and there was SILENCE ... while I stood ALONE ... Well, I stood alone until someone else used a Wakie and then I started helping to hand out Wakies to everyone else who had watched me solo the worst half of the robot control box in AWE. After that, more than one SG mate wanted to know how I'd managed to pull that off. Answer: SCRAPPERLOCK
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Here's a tip for that project. You want it to function akin to (although obviously not exactly like) THIS KIND OF THING that was used for World of Warcraft. The basic idea is that the "code hash" for the build gets incorporated into the URL dynamically as you edit the build. That way, all you have to do is provide a link to the build, with the correct code hash incorporated inside the URL and the link takes you to the build on the web page for the build planner. Now, obviously the UI would necessarily be somewhat different, since the Talent Trees for World of Warcraft were rather simplistic and weren't computing throughput performances of actual builds ... but the coding of that legacy build planner ought to give you some tips, tricks and pointers for the kind of functionality you'd want to have as an end user when making a build plan for City of Heroes on a web page. I would honestly recommend building for an SO only build planner, just to keep it simple enough to test out the features and functionality, but deliberately design the coding for it to be extensible into HO slotting, Accolades, Inventions, Incarnates and so on as "modules" that can be plugged into the basic architecture of the web page. I'd even go so far as to say it would probably be best to just start small in order to get everything set up and learn how you want to organize your data and coding by doing a testbed on a single archetype with maybe a single primary/secondary and maybe just 1 pool so as to proof and test everything before extending outwards from there in a deliberately organized fashion that allows you to add data and functionality as you're able to complete it. Perk: Easy to Modify (+10) Document what you're doing so that if you get volunteers to help you, you don't have to do everything yourself.
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LONG since abandon-wared.
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Scrapper: "Not even DEBT can save you from me..."
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Instant healing Toggle instead of click
Redlynne replied to TheMuna's topic in Suggestions & Feedback
Click power = Instant Healing Toggle power = CONSTANT Healing (that costs endurance) -
We've needed an online web page based build planner since 2007.
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Assassin's Strike breaking hide but dealing no damage
Redlynne replied to GastlyGibus's topic in Bug Reports
I wonder if that means that it's the Streakbreaker causing the issue (and not reporting it correctly to the logs). -
STyrantman? Personally, I prefer to think of the entire Who Will Die? arc as a set of Architect Entertainment stories gone HORRIBLY WRONG ... to the point where heroes/villains (and everyone in between) as been BRAINWASHED into thinking those stories are REAL ... instead of really bad "fan fiction" run amuck (because, Nemesis Plot Holes are a Thing™).
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The MacGyver Manual, or "You used X to make Y?!?"
Redlynne replied to Raevyn_Darke's topic in Base Construction
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Should have been a Mercenaries/Nature Mastermind ...
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Use early. Use often. ... kinda like the advice about voting in elections ... Any $Target that is annoying to deal with ... ESPECIALLY if they're annoying to deal with! ... you Deceive them first. Mop up what's left and keep the Deceive effect up on the $Target you don't want to have attacking you. Pretty simple really.
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Is the name "Slingshooter" already taken on your server yet?
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Ninja Burger franchises are the sworn business rivals of Paragon Pizza Pie ...
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Deceive = ALWAYS Spectral Terror = If You Have Room
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Hasten is only "necessary" if you want to perma long duration powers like Light Form/Eclipse and/or the Build Up powers. Hasten allows you to build attack chains using fewer powers since the powers you're using recharge fast enough to use those "shorter" attack chains, thereby increasing slotting efficiency in which you need to slot up fewer powers.
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Have you tried reversing the power sequencing so you Immobilize first and then Stun?
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Wrong base Recovery rate in the Combat Attributes for VEATs
Redlynne replied to Vanden's topic in Bug Reports
VEATs are designed to have have a higher than "normal" base recovery rate.