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magicjtv

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Posts posted by magicjtv

  1. Well guys, I downloaded the source and got it to compile and run. I have to say you folks have done a really nice job with this. I was able to go in and understand the code without any outside help.

     

    My plans are to add some AI to the program to assist with slotting enhancements. You'll be able to tell the program that you want your build optimized for (say) S/L defense and it will give you enhancements in your build selected for that.

     

    While I'm interested in this, I don't know if there's a general interest in such things. If there is, I could post updates on this thread or in a new thread, whichever would be best.

     

     

  2. 2 minutes ago, Razor Cure said:

    How convenient! Although, well done for getting there without farming. I am sure you would not mind one bit if someone farmed their was to 100 a a tenth of the time, just to make this AT.

    I wouldn't mind a t all, so long as they have fun playing their new Battle Axe (Scrapper)/Empathy (Controller) toon.

  3. 5 hours ago, Lines said:

    If the game is unbalanced, this doesn't really seem like a solution.

    I wouldn't want to team with one of these. Min/Maxers make me feel redundant enough as it is.

    It's not a balance solution. The game is wildly unbalanced. It's always been wildly unbalanced. It will always be wildly unbalanced. So what.

     

    The AT is a reward for hitting vet 100, a milestone my main is about to hit (with zero farming, btw).

  4. 7 minutes ago, Steampunkette said:

    That's how it works by default.

     

    If it's not functioning that way, for you, it's a glitch.

    Well, there's a glitch. The way it works for me is so bad I've often thought about leaving the game.

     

    I'm not familiar with setting up commands. Is there a way I can write something like this:

     

    if (NO_ENEMY_SELECTED) Target_Enemy_Near else Target_Enemy_Next

  5. 6 minutes ago, Steampunkette said:

    Using the keybind makes it always jump to the closest target, rather than cycling to the farthest.

     

    Target_Enemy_Next goes from Near to Far based on your current target, even defeated targets.

     

    Target_Enemy_Near targets the nearest enemy. Invariably. You're targeting a dude on you and hit tab with Near instead of Next? Nothing happens. You're already targeting the nearest enemy. It doesn't cycle. It doesn't progress up the chain. It's "Whoever is closest"

     

    Pretty much useful only to Melee Characters.

    So are you familiar with how the default tab algorithm works? Is there something I can look for to see if I'm doing it wrong?

     

    What I want from the tab key is when no enemy is selected, use the Target_Enemy_Near functionality. When there's already an enemy selected use Target_Enemy_Next.

  6. 17 minutes ago, Murcielago said:

    I played pre-ED as well but the issue is IOs. IOs in a way circumvent ED and already make very strong and in rare instances OP'd toons e.g. TW/Bio Scrappers. To remove ED would make already strong characters go to over 9000. There has to be content difficult enough to support having a ridiculously powerful universe entity-tier character and it is currently not in the game yet. The battalion was supposed to be that enemy group/content to kickstart us into the next tier of incarnates but that never came unfortunately. Maybe once/if our new devs eventually create that we will see something like this happen along the same mechanics as the level shift but I don't see this as being beneficial in today's game. 

    Well, I'm not convinced by balance arguments because the game is already unbalanced. Really unbalanced.

     

    But if the game engine can't support removing DR for one archetype, that's the end of the idea. So we've dropped the "no DR" idea and now we're talking about an AT that can have any primary and any secondary.

  7. 16 minutes ago, Galaxy Brain said:

    I don't see Containment being confusing...? Introducing my GF to CoH as a newbie to games in general, she was able to pick it up pretty quickly:

     

    "Oh, if I hit them with one thing, the next does more damage"

     

    The double damage numbers help too

    If the one thing is a hold or a stun or a sleep (and they don't get woken from the sleep by someone else), but not a fear or a confuse or a knockdown or a repel or an intangible.

     

    Right off the bat you have to know all the types of control, you have to know containment exists, and you have to know how containment works with each type of control.  You also need to know things like objects always count as contained and GMs never do. Or you can know none of that and use you powers in a sub-optimal way, or even select powers in a sub-optimal way.

     

    Remove Containment, double non-pet damage, and you don't need to know any of those things. It just works.

     

     

    • Like 1
  8. 32 minutes ago, Steampunkette said:

    It functions in a sensible manner.

     

    You want it to function in a different way. A method exists to make it work how you want it to work so just do that instead of increasing the dev workload on a QoL change that would probably only affect a very small portion of the playerbase.

    When I hit tab with no enemy targeted I almost never get the nearest enemy. Sometimes, on open space maps, I get an enemy on the far side of the map. That's not sensible.

     

    3 minutes ago, Andrewvm said:

    No need to change anything: just go to options/key mapping and look under targeting. Target enemy near is already there

    Yes. And setting that will make the tab key select the nearest enemy. No matter how many times you hit tab, you'll get the nearest enemy. It never cycles through.

  9. 13 minutes ago, Steampunkette said:

    I don't think the -concept- is bad. I need to stress that.

     

    It's just the implementation that doesn't work well, through no specific fault of your own.

     

    Having an AT that can select any powerset as it's primary and any powerset as it's secondary with exclusivity in play -could- be done. My suggestion would be to give it a scale of "1" on all of it's AT Scalars. From Hit Points and Threat Levels to Defensive Values and Damage Scalars. Even Control Durations.

     

    Make it's inherents things that everyone benefits from, regardless of powerset choices, like a 15% Recharge Rate increase, baseline. 

     

    And then the whole "Let's create a new AT" thread caravan might go out the window outside of archetypes built around things that don't exist (Like the Duo AT with it's new powerset type).

    Boiled down to its key concept, this AT is meant as a reward for hitting vet lvl 100. I suppose an AT that can combine any primary with any secondary would be reward enough, and just toss the no-DR idea, as it's unworkable.

  10. 14 minutes ago, boggo2300 said:

    I suggest you never play a Kheldian if thats how you feel,  you'll hate it

    War Shades are one of my favorite ATs.

     

    All I'm saying is this is basic functionality. It affects almost everything you do. It shouldn't require knowing command syntax to operate in a sensible manner.

  11. 2 minutes ago, Murcielago said:

    spacer.png

     

    This would work for the planned content on Live that was supposed to be stupidly difficult but for the current content this would be so broken. 

    Love the meme! But it's more power, not unlimited power. Like many others,  I played the game before DR came along. We died back then too.

     

    But I agree that new content to support the new AT would be nice.

  12. 11 minutes ago, Hyperstrike said:

    You already have Target_Enemy_Near.

    Simply rebind your tab to /Target_Enemy_Near Alive

    Also, Target_Enemy_Next (the default) already IS determined by proximity.  Near-to-far.

     

    Awesome! It should be trivial for the Devs to implement my suggestion using this.

     

    This is basic functionality. It shouldn't require players to know the command syntax to accomplish.

  13. 53 minutes ago, Razor Cure said:

    This..seems stupidly awesome. In a bad way. Really bad. While things like your BA/EMP troller would be fun..it would also be super hard to play. Maybe paired with a set like Time it would be good, and basically a melee tank mage.

    But that inherent sounds WAY OP. I mean, what is to stop me making an Incarnate with a dom primary and secondary, as in your example, and get DOmination AND no DR? That is all kinda broken. Nevermind that DR exists for a reason..balance. A 'scrapper' type Incarnate could reach insane levels of damage/rech and defences, just by skipping some attacks and slotting others heavily.

    Basically..that inherent is busted.

    Letting them respect entire power sets is an awful idea too..because why would you need any alts, if you can pick any combo and whatever inherent you want?

     

    In short..w=hy do we need an Incarnate AT, when technically, everyone at 50 is already an incarnate? This just seems like an excuse to ditch DR (again, bad idea..WHY would anyone make a non 'incarnate' AT?) and to cheery pick inherents (fury, crits and dom would be the most selected I am sure).

    44 minutes ago, EmmySky said:

    I concur.  On one hand I like the idea, on the other hand I foresee the Empathy (defender) / Empathy (controller) toon whining about 'how do I defeat enemies'.  Can you imagine the implications for a Fire (tank) / Fire (brute) on AE farming?  LOL. And that's not even touching on inherents and powerset respects.  This seems like it could go very bad very fast.

     

    Thx for the feedback. Here are my thoughts.

     

    Respecing Entire Powersets and Alts

    Another game, Champions Online, allows you to repec entire powersets. I had lots of alts in that game. So did most people. Also, a respec isn't going to give you IOs for your new powers.

     

    On the other hand, if you play a powerset to mid or high levels only to be unhappy with it, this gives you the chance to try something else without having to start all over again. This also lets you easily recover from a bad combination like the Empathy/Empathy toon, or the Fire/Fire toon (which would be killed quickly in a farm).

     

    Balance and DR

    Throwing out the limitations of DR for players who've reach vet level 100 is intentional. It's a reward. And in terms of actual game play rather than stats, what exactly would toons without DR accomplish that toons with DR can't? Teams already steamroll through content without breaking a sweat.

     

    Edit:

    Here's an example of what I'm talking about: How to Get a Level 50 in City of Heroes in 2 Hours (Spines/Fire Brute Powerleveling Guide)

     

    Will removing DR for players who've reach vet level 100 allow this person to roll another Spines/Fire Brute and get to 50 in 1.5 hours? If so, so what. Will it allow them to roll an Empath and get to 50 in 2 hours?  Probably not.

     

     

  14. The Incarnate

    The Incarnate unlocks at veteran level 100.

     

    Inherent Ability

    Undiminished: The Incarnate does not suffer from Diminishing Returns in IOs.

    Secondary Inherent Ability: The Incarnate gains the native inherent ability of its Primary power set.

     

    Primary Power Set

    The Incarnate may select any primary power set as its primary power set. The primary will determine the character's secondary inherit ability, hit points, threat level, and so on.

     

    Secondary Power Set

    The Incarnate may select any secondary power set as its secondary power set.

     

    Using a respec allows the player to re-select which primary and secondary sets he wishes to use.

     

    Examples

    • Battle Axe (Scrapper)/Empathy (Controller). Inherent Abilities: Undiminished and Critical Hit
    • Battle Axe (Brute)/Empathy (Controller). Inherent Abilities: Undiminished and Fury
    • Mind Control (Controller)/Battle Axe (Tanker). Inherent Abilities: Undiminished, Containment, and Overpower
    • Mind Control (Dominator)/Battle Axe (Tanker). Inherent Abilities: Undiminished, Domination
    • Mind Control (Dominator)/Fiery Assault (Dominator). Inherent Abilities: Undiminished, Domination
    • Fire Blast (Blaster)/Fire Blast (Corruptor). Inherent Abilities: Undiminished, Defiance

     

     

    • Like 1
  15. Please add a new mini-respec recipe to compliment existing respec recipes.

     

    The mini-respec would allow you to respec ONE power with another power available at that level OR allow you to move ONE enhancement slot to another power that is eligible to receive the enhancement slot. This would save players the work of doing an entire repec just to change a power or slot.

     

    ty

    • Like 4
  16. User Interface

    Under Options/Keymapping/Targeting add the following option:

    Target By Range true/false

     

    Functionality

    False is the default, indicating targeting works just as it does now.

     

    Selecting true causes the tab key to select the nearest enemy when no enemy is selected, and the next-nearest enemy when an enemy is already selected.

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