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Everything posted by Purrfekshawn
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Make it not checking Hit checks, like all Taunt powers in melee powersets, and -RANGE to it. Basically give it the same strength as Tanker or Brute taunt (or maybe a bit weaker in Duration/Recharge values). No need to be afraid that players will drop their powersets actual Taunts in a trade to Provoke, because this will mean their choice would be limited to 3 extra Pool powersets instead of 4 (one would be Presence). So for Tankers/Brutes it would be better to take a taunt in their actual powerset anyway. Make it so purchasing the power grants extra power "Provocation Aura". This is basically Toggle PBAoE aura that costs some Endurance and Taunts all enemies around. Reason for this so every character could be turned into Tank-like character, for instance a Scrapper with a secondary powerset without a Taunt Aura built in, or Tanky Sentinal, Peacebringer, Warshade or Villain EAT, or just one who wants to solo enemies and doesn't want their Marathonning away like Headless Chickens. Especially for Architech Entertainment Archvillains, who are especially Cowardly (it seems since AE is invented by Dr.Aeon he used his own mind as a base for Enemies' AI, which is why they are that cowards, and an AV will jettison away with blinding velocity once it sees a minion is dropped next to it!).
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If you wanted new powers what would it be?
Purrfekshawn replied to darcstarmerc's topic in General Discussion
Lemme suggest 2 for Blasters/Corruptors/Defenders/Sentinals (proliferations with animations already existing on Kheldian HEAT's): 1. Celestial Blast - deals Energy damage, has extra property of -DMG to enemies, animations are taken from Peacebringers. 2. Darkmatter Blast - deals Negative Energy damage, has extra property of -Perception (or maybe not, something another) to enemies, animations are taken from Warshades. But it's not what l wanna the most. The most wishing thing for City of Heroes is Prestige Power (or not prestige) that gives ANY character a Taunt Aura, so not only Tankers/Brutes could stop AE Archvillains from Headless Chickenning Around. -
Have these pools been forgotten? Homecoming got Sorcery (magic origin) from the start, then Experimentation (science origin) and Force of Will (mutation origin) from very beginning. But for some reason Gadgetry (technology origin) and Utility Belt (natural origin) still haven't been made until now. It's not like some of my alts badly need these utility powerset. But generally Experimentation is pretty popular because of Adrenal power, and Gadgetry could be too because of self shield (+absorption), and Utility Belt got selfheal that increases in effectiveness the less hero has health points, thus l would like to remind that it's something could be made. Also Rebirth server - l could point reworked Gadgetry (because obviously there is absent animation of shooting from the drone) - so its powers now fire from character hands and it called not "Blaster Drone", but "Plasma Gauntlet" or something (and its anim looks very likely to IDF Adds/Lore Pets hand plasma bolts).
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l'm on Testing Server now. Tried to run first 2 missions of Marketplace Crash. With Warshade built-in stealth +Celerity Freakshow can't see a character: But on 3rd mission when it came to Sky Riders they see through it. And reason is they have increased Perception Radius (up to 90 ft on bosses): So 65.50 won't get through it, however with Stealth+Celerity it is possible to stealth through them. Thus it might make sense to consider more than standard 65' stealth radius if you wanna run through areas filled with things like Sky Raiders or Rularuu. What bothers me in Warshades the most that it's their Black Dwarf Mire seems can't TAUNT enemies, despite Peacebringer AoE attack can TAUNT enemies. l think maybe Devs broke "Black Dwarf Mire" Taunt accidently at the same time they removed stun from Stygian Return and modified Shadow Slip.
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taunt All Scrappers must have Taunt Auras
Purrfekshawn replied to Purrfekshawn's topic in Suggestions & Feedback
Absolutely! Also it seems l saw at City of Data that Warshade misses Taunt component in its Dwarf AoE Attack (Peacebringer, however, has a taunt on it). -
l'm apologizing if it's actually Working As Intended, but l looked at Heroic EAT powers, specifically those in their tank roles. It seems in Dwarf form both Peacebringers and Warshades have taunt on all their attack. Except for Black Dwarf Mire: https://cod.uberguy.net/html/power.html?power=warshade_defensive.umbral_aura.black_dwarf_mire Don't see any taunt here. Peacebringer version, however, has Taunt built into their AoE attack: https://cod.uberguy.net/html/power.html?power=peacebringer_defensive.luminous_aura.white_dwarf_flare May need clarification about it, maybe it's really a bug, maybe not, l just don't know that Archetype well, but it seems to be bug for me.
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Maybe it has something to do with this: https://cod.uberguy.net/html/power.html?power=mastermind_pets.soldier_2.equip Look at modifier and it's written there: Melee_SpeedJumping While on other Mastermind powers, like https://cod.uberguy.net/html/power.html?power=mastermind_pets.droid_2.resistance it's written: Melee_Res_Dmg Thus maybe the power tries to enhance its stength using Jumping Speed Modifier instead of Damage Resistance modifier, which is why it's not getting enhanced.
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A visual bug presents here - the initial lightning and impact is shown, but chain lightnings and hits of other enemies are absent. Actually these VFX present in game files, there is just untidiness in one of files, due to which aforementioned effects can't be shown. l was looking at that issue in the past and have found a fix, it's actually easy fix:
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fixed internally Architect Entertainment - Traps Powerset
Purrfekshawn posted a topic in Bug Reports
Powers "Trip Mine" and "Time Bomb" from Secondary Powerset "Traps" have interrupt time. Thus an AE enemy with these powers if it wants to use it will repeatedly try to lay a mine, get interrupted by damage, then repeat the same action, effectively nullifying its endurance bar in the process and doing nothing else. This leads to possibility of making overeasied enemies and thus could be looked at. Powers "Trip Mine" and "Time Bomb" from Secondary Powerset "Devices" have no interrupt time btw. -
[OPEN BETA] Patch Notes for February 29th, 2024
Purrfekshawn replied to The Curator's topic in [Open Beta] Patch Notes
So, you've fixed Liquefy from its not-tinting (always golden, no matter of actual tinting of this power)? But how about fixing Dark Version of Ion Judgement now: -
I believe when i25 was worked on when CoH was closed there was accident unflag for Roman Sandal style only for Female character, while it was not meant be only for these, but also for Male and Huge as well. There's no logic in making it female-only anyway. Look here: https://docs.google.com/document/d/11cLJiSYlfueJheOumRywG8Evip2Mjmu_30Y6ePaetqY/edit#heading=h.gjdgxs There is a string "More Roman Sandals: Boots", yet there is not specified that it's added as Female only, and in fact it was. Which is why l believe having it still flagged as NPC only is a bug in general, and it has to be fixed like any other bug. Look it's enabled for Female Characters and not enabled for Male Toons:
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Focused Feedback: Costumes
Purrfekshawn replied to The Curator's topic in [Open Beta] Focused Feedback
TY for drawing attention onto it anyway, l was REALLY in need of that style for one of my AE Story Arcs when l was playing City of Heroes actively. Yeah not quite move, but copying it would be appreciated. -
Focused Feedback: Costumes
Purrfekshawn replied to The Curator's topic in [Open Beta] Focused Feedback
How about proleferation of Roman Santal Style for Male Models then? It does NOT need making separate model unlike hairstyles, it just needs UNFLAGGING this style as NPC-only for Male bodies, like it was unflagged as NPC-only for Female bodies at i24 update (when CoH was closed). l believe it's a bug in general, because there was some wonks with working on i25, they meant to add Roman Style for all Male, Female and Huge models, but accidently ended up enabling it for Females only. Look here: https://docs.google.com/document/d/11cLJiSYlfueJheOumRywG8Evip2Mjmu_30Y6ePaetqY/edit#heading=h.gjdgxs There is a string "More Roman Sandals: Boots", yet there is not specified that it's added as Female only, and in fact it was. Which is why l believe having it still flagged as NPC only is a bug in general, and it has to be fixed like any other bug. -
Yeh, Naming Sickness REILLY blows very very hard!!!!! Not only STO, but also Champignons Online have that name@handle system and it's one of few things those were Awesome there. And initially btw Champignons online's system was just name w/out handle, but when several games were merged it became name@handle, so all that work is doable actually. But attempt to make that on a live game, however, may lead to unpredictable effects, like various DB corruptions and necessity of reverts to backups, so handle that with care, but it'd be 100% better than not handling it anyway.
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Focused Feedback: Costumes
Purrfekshawn replied to The Curator's topic in [Open Beta] Focused Feedback
Generally l would like to hear explanation from devs - reason why Roman Sandal geometry is unlocked for Female Characters, but cannot be unlocked for Male & Huge characters! There must be some really arguable reason of not doing that unlock. l cannot fix my Architect Entertainment mission costumes because of that for 5 years now! Look it's enabled for Female Characters and not enabled for Male Toons: -
Focused Feedback: Costumes
Purrfekshawn replied to The Curator's topic in [Open Beta] Focused Feedback
Also if possible please unlock "Roman Sandal" style for Male and Huge models too, not just for Female models, just do not give these to the Rikti Drones! -
HyperKreator implemented right inside game with all NPC costume pieces enabled!
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Well, as the drinking like that come up once again. Let Us tell Our story. A very long ago We had a DOS game called "Electro Man", it's actually pretty good platformer which We have saved until now. This's how it looks: This is starting screen of the first level. And once We can swear We saw the character coming up there from LEFT side right to the initial screen (and fall to this red capsule)! But when We played this game later and later again - We would never find the passage that leads to that position! After a while We used Cheat Engine in order to instantly bring the character to the position We remembered he entered from (red circle on map). But when We walked to the left - the character fell into black screen. This also happened in couple of places on the level which were navy-blue colored and looked like a passages those should lead somewhere else, but blocked with walls (We use Cheat Engine to pass through walls) - they were connected only to black screen which would constantly make the character fall down and fall down forever. Also other player who played Electro Man was upset that the game has no Save/Load option, but once We experienced character starting from level 2. We started doubting that this game has no Save/Load and actually has it (despite other player was insisting that start from lvl 2 was a random glitch (not even sure that's right translation of the used term - the other player said something like "improper CPU instruction handling")) - and some time ago We discovered that F2 pressed during a play saves progress and F3 pressed during initial screen loads saved progress. So We were right at that. But coming from left of the very first screen is game is a Mandela thing sure. Also in another game "Croc: Legend of the Gobbos" We're kinda sure moving platforms had no momentum field coming upward from that platform initially (so mere jump up could bring Croc away from a platform), and starting from some moment these platfroms got that momentum field that would add platform Velocity to Croc Velocity, preventing his jumps from bringing away from the platforms. When We replayed Croc - momentum field had always been there. That might be another Mandela thing n.n.
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Maybe use shadow hunter (wodan add), it looks quite like a doggo.
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Which is why u skip it u.u
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How about enabling some of aforementioned Geometries for players & make it not bugs, but features instead? Even if declare "blobby" thing in COSTUME.BIN it shouldn't cause crashes, they might happen only if COSTUME.BIN refers to non-existing Geometries.
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l believe it looks exactly like G_MALE_BLOBBY.GEO/GEO_LLeg* or G_MALE_BLOBBY.GEO/GEO_LLegR or be precise. It looks like flat, but not exactly like. It's closer to MALE_BOOT.GEO/GEO_LLegR_Bare, which is used in Male Roman Sandals is unlike Flat doesn't have upper part texture mismatch. However, G_MALE_BLOBBY.GEO/GEO_LLegR differs from Bare in that it scales from general character Physique (at low physique it becomes alot shorter). G_MALE_BLOBBY.GEO/GEO_LLeg* is used when game cannot find model by name described in COSTUME.BIN file, so it uses default model, which is "G_MALE_BLOBBY.GEO/GEO_LLeg*". This is generally pretty harmless, but when l tested my specific tools (for private server), there was something causing Client Crash, although l'm not completely sure it was exactly it what caused them. When the hack in only one clientside it won't affect ayone except specific player, but as there in Homecoming everyone can see default model, it may (purely hypothetically) push them closer to the crash.
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Hybrid Archetype - Disruptor
Purrfekshawn replied to Silver Aether's topic in Suggestions & Feedback
Nah, it's too few for a Tank. 90% or at least 85% l think would work better.