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Posts posted by Andreah
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Upper-Left, with character flaws and errors.
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Mechanically, I likely would not. I don't find that particularly interesting.
However, in Roleplay, I have thought out several serious weaknesses & deep flaws in my main characters. Basic mechanics can't represent these well, but they add storytelling potential that I would not pass up.
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20 minutes ago, UltraAlt said:
Before, on the hero side, your character would be sent to their origin contact. Your new character and the new characters made up by four friends could end up with characters with 5 different contacts if they all have a different origin.
This is the main reason (apart from the character designs, which are a matter of taste) I don't like these stories. It's too much funneling.
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Jingle bells, Shining Stars,
Bumbling all the way.
Oh, what fun it is to see
The villain slip away!Twinshot took the lead,
With her guns held high,
But she shot the ceiling down,
And debris filled the sky.Jingle bells, Shining Stars,
Bumbling all the way.
Oh, what fun it is to see
The villain slip away!
Proton’s clone-tech whirred,
From dimensions afar,
But he warped himself to France,
Now he’s lost in a bar.Jingle bells, Shining Stars,
Bumbling all the way.
Oh, what fun it is to see
The villain slip away!Dillo’s hoorb rang out,
In the snowy fray,
Slipped on icy ground,
And rolled into the bay.Jingle bells, Shining Stars,
Bumbling all the way.
Oh, what fun it is to see
The villain slip away!Flambeaux flipped her hair,
Flames on grand display,
But she torched her own costume,
And ran screaming away.Jingle bells, Shining Stars,
Bumbling all the way.
Oh, what fun it is to see
The villain slip away!Grym sniffed out the foe,
With his hound-like flair,
But he chased a squirrel instead,
Left the team in despair.Jingle bells, Shining Stars,
Bumbling all the way.
Oh, what fun it is to see
The villain slip away!-
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Serious reply, I'm not a huge fan of the Shining Stars, but the stories are undeniably well written.
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Shining stars? Yes, I remember them. ... they should all be destroyed, or at least shot into the Sun.
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LGTF
https://u.pcloud.link/publink/show?code=XZ4gRh5Z0vopoz9bzUVPhuA6E6lRezCsYqfy
In my main thread with other CoH-related songs:
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Black Viper and the Midnight Choir perform a song for The Lady Grey Task Force
https://u.pcloud.link/publink/show?code=XZ4gRh5Z0vopoz9bzUVPhuA6E6lRezCsYqfy-
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A while back, at the same time the 40+ council got their difficult buff, the CoT were buffed a little too. I don't recall the specifics, but I would nto be surprised if there was an autohit power or two in the mix.
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I tend to work with a Reward Merit being worth about ~200k. I pick this number because if you convert your merit into converters and are patient, you can sell three of those for about that much. ...Or used to, there's been some deflation going on. It's more likely around 162k/Merit right now, if you're unlading your converters at 60k each and paying the 10% fee. Unslotters sometimes do a little better, Boosters are usually tagged to 15x the price of converters, and are about the same. Random rare salvage and Catalysts are overpriced and IMO, don't work into the value equation for Merits.
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They certainly could be roleplay. I was on a static roleplay team of all petless masterminds in Praetoria for a while back on Live. Not only was it great roleplay, but rip-roaring fun, too! We were SO bad! Praetor White was face-palming in embarrassment every time we visited him. :D
On the other hand, your static team doesn't have to be roleplay, or even have a theme. All that's needed is that you get together in a "static" manner -- usually the same time, the same people, and the same levels.
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AI content can be useful with very careful guidance and bracketing -- the sort of work it takes thoughtful, knowledgeable, and practiced humans to perform effectively. Maybe someday it will be more, but I think a healthy dose of skepticism will carry the day, today.
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This game has a very old foundational architecture. I doubt it's even remotely possible for the current volunteer dev team to do any of this.
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1 minute ago, Clave Dark 5 said:
I got it to work thanks everyone! Now more annoying questions, will it stay after I log out, turn off the computer? Will it do that now for every character I play or just this one I put it on?
It will persist, on that character, forever until you change it. If you save your binds at some point to the default, new characters will also get it. Old character won't get it unless you change it deliberately or reload a set of binds which include this onto them.
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I bind "powexeclocation target combat teleport" to my 'G' key, which I think of as my Go-To key. Select an enemy, press G, I'm there. If they're out of combat teleport range, I have shift+G bound to regular teleport the same way. Both go through most walls, too. And you can select teammates if you need to get to them, too. Teleport powers don't suppress in combat like other travel powers do -- very handy, and helps make up for how finnicky travelling across zones with teleport can be.
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I get it, and it could be cool; A defender with a control secondary instead of a ranged. I don't know how many people would play it, or how hard it would be to put together by devs.
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Try something like this:
/bind numpadenter "afk hey I'm typin' ovah heah!$$startchat"
When you use the "enter" key on the keyboard numpad, it will start that up. The usual enter key will go into the chat bar silently as usual.
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That's impressive.
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A song for the Admiral Sutter Task Force. (I can't direct upload it)
Album Cover: https://u.pcloud.link/publink/show?code=XZ7Jwm5Z9ts8ydcHKBFvFXxKk9iYQQb4iC1X
Song: https://u.pcloud.link/publink/show?code=XZ85wm5ZXFeJXx6REaSKFnWtNV1fxhSAXHGy
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1 hour ago, lemming said:
I think it matters on how much crafting one does. I'm pretty low volume I suspect in comparison. I might sell a dozen enhancements a week that I just know tend to go for decent amounts on the AH, but they're just ones that pop out of a conversion roulette. (and then I tend to use part of those proceeds to buy the cheaper alternative that I was actually going for)
That's a good point. I'm presently taking a break, but when I'm active I'm going through an easy thousand or more rare salvages per week.
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I just found this thread; awesome.
I've made a bunch of music for my character Black Viper, including some similar themes to some of the songs here, like the sewer trial.
Here's a link to one of the song-posts in my main thread, if you haven't heard them before. This one is a song for the Katie Hannon TF, one of my favorite renders.
I mainly use Riffusion.com. I feel it has the best vocal clarity, sound & prompt-adherence of the music generators I've used. YMMV.
I draft the lyrics myself, then use a text AI to polish them for scansion and meter. After that, I use a separate image generator to produce an album cover.
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1 hour ago, Yomo Kimyata said:
To each their own. I don't see the point in storing rare salvage in base or on character at all, because there is always more coming in to the market. So when I notice one of my characters has a few rares, I'll post them on the /AH at a price that won't sell immediately, but probably will soon(tm). That said, I've got a handful of mules with a thousand+ in storage in case the grid goes down and the zombies take over, so I can always sell them to myself if need be.
And if I need a lot of specific rares? Well, then I'm going to weigh price versus timeliness. I don't particularly want to pay the seeded cap (1mm), but I've done it (not bloody recently). I'll bid creep until I find a large enough block. But generally, I'll sell a single rare and note the highest outstanding bid. If I find that a reasonable level, I'll put in all my bids at a slightly higher price and check back later. You may be shocked to hear that it generally fills very quickly depending on how many you are looking to buy. Thirty? Very quickly. Three thousand? Well, then you run the real risk that someone else does the exact same thing and marginally outbids you.
I basically do the same. I also convert my brainstorms from Superpacks into rares, and post them for sale at a pretty high, uncommonly reached level. These for a reserve for me to buy from myself if I get desperate, and sometimes they eventually sell to other people at huge profits. Every now and then, prices of rares reach right up to the seed price of 1 million each.
I also try to bid for rares at least a day in advance of needing them. It's amazing how many you can get at a fair price if you are patient.
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14 minutes ago, Snarky said:
Except those places are deader than the graveyard i hide bodies in…
They're like the bar that's too crowded and so no one goes there anymore.
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I think this is a fine place, but it might be even better to do it on the forum section dedicated to your specific server shard.
Legendary 45% softcap... True/False/Sometimes/BS?
in General Discussion
Posted
I like to hit the softcap, when I can, or go a little above it, since it's more a guideline than a rule. If the cost isn't too high in other ways, I'l significantly overachieve it, since enemies have tricks to play too, and you'll get hit a lot more often than you expect if you believe "The Legend".
If possible, getting complementary resistances or ability to heal/regen can be more valuable that getting a few more defense points to match the technical softcap.
I find in regular content that being reasonably solid protection-wise is a big help to feeling like a "Superhero" -- which is key part of what I like about the game. Sure, defeat's not really painful, but "Superheroes" should be hard to defeat! And good soft-cap-ish defenses are an achievable way to be tough like that for most builds.