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Six-Six

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Everything posted by Six-Six

  1. Longriders is in Torch, headed by @cranebump. He had another one in Ever (2004 Reenactors IIRC) that kinda fizzled out.
  2. Hello fellow spider 😃 I've always liked the widow/fort official costume because of the nice subtle metal sheen it inherently has. Even as just plain colours, I think it's superior to the plain, glossy or muscled tights of "regular folk". I also like the collar and chest + shoulder pieces. Not a big fan of the helmet, although I have utilised it in conjuction with non-arachnos costume pieces; and not without messing with the proportions as it's a little too egg-headed for me. With regards to the lore, I've only seen 3 major colour designations: Red (Kalinda and various enemies in missions), Black (which looks deep purple/violet because of the sheen and how the collar and armour reacts to colour) for the Renegade under Amelee/Millia -- though she sometimes appears in white; and White for the various NPCs scattered in the Isles like Gossamer and Fateweaver. Here are my two widows: Silk is a hybrid fort+claws widow. I personally think the dark violets work best with the black and darker shades. Satin is a pure Fortunata. I do have a Nightblood widow (all claws--like a stalker on steriods), but his costume is an homage to a Hellboy villain, Kroenen I don't think the official costume limits you in terms of colours especially if you won't be using the helm. The helm and armour tend to render colour in a tricky way, so feel free to explore the entire palette. However, this is why I stuck to the violets, purples and pinks since they tend to have a nice overlap in terms of hue and shade. I did fool around with greens and yellows once. I had an idea for Brazilian Wanderer, and therefore took initiative with the Brazilian flag colours of green, yellow, white and dark blue. I suppose it worked, but it was a little too brightly coloured for my taste.
  3. Hmmm. I've had the same problem recently with bots/elec specifically on the Kings Row vault door (he's still a lowbie). Ordinarily, I wouldn't mind. But my lowbie MMs have virtually no attacks other than the origin prestige and brawl. So it took some time to whittle the door down. And again, I wouldn't normally mind but the clock was ticking. I also reecall my mercs and demons doing the same behaviour. I haven't gone through it with zombies yet and my ninjas didn't do the mayhems. Mind you, other reinforced or vault doors from missions other than mayhem (like Mongoose's or Hammon's bank robberies) didn't seem to be a problem.
  4. You can try Beast/ if you really like MMs. they attack and move fast enough bar a speed run. Another option is to find a team that's more your pace. 😃 I personally can't keep up with most teams (especially leagues), but I do have a few kindred players that are more my speed. I'm sure there are others out there that are just right for your type of play. best of luck.
  5. Just tried it and it didn't change. =( I put mine in CoH\data\Sound\Ogg\Powers where my other sound mods are located.
  6. In red-side Mayhem missions, several of my masterminds have had trouble ordering the henchmen to attack the vault door(s). It seems consistently happening with Kings Row bank. Clicking the attack my target command results in the henchmen just standing there. I've experienced this with Bots, Demons, Mercs and doggos (doggos sat and scratched). Other mayhem missions are not as consistent. For example, for the Skyway bank robbery, my henchmen refused to attack at first. But after an ambush of security guards, they did. Also, in the P.I. bank, a pair of longbow ambushers "appear" by the elevator (back to the 1st floor) after the vault has been opened and robbed. Sometimes they would be invisible or formless (not stealthed) and unable to be targeted or selected (no reticule). But they are able to attack.
  7. I've come across a few Random Character Challenges in the past few years. It's quite simple if you really want to do it. 1) Just pick one of the online dice rollers 2) Assign and Roll for AT 3) Assign and Roll for Primary 4) Roll for secondary 5) optional: roll for body type 6) Randomize then fine-tune Costume pieces 7) Lastly, I think the most fun part, is to make sense of every roll in a not so wordy bio. I remember one that the premise was you were one of the people in a diner when some mad-science ray accidentally hit it, giving you powers. I'll try to find the thread for that later.
  8. Binged it last week. I thought it was brilliant. Brought back memories of the books, not exact of course (you can see where the suits pushed for "representation" and a bit of current popular agenda), but not enough to ruin it, so I didn't mind. It was really well done. I think I'll watch it again just to take in more of the art direction in each frame. It's amazing to have the technology to bring Gaiman's imagination to life, much more than what the graphic novels could. @DougGraves Gaiman is an awesome author. But in the same breath, he's not for everyone. Moreover, not all of his work is that great (though personally I think most are). The Sandman series in my opinion is his best work. Coraline is another good one (which my daughter and I still rewatch--and she's 22 now). Good omens was a better read than a TV show, I think (and you're right: it should've just been Omens haha). I hope you give it a go and see. Fiddler's Green and the Corinthian were superbly cast and played.
  9. Got me a new one: All other costume pieces ares black on black spectrum
  10. Incidentally, Mental Blast has an alternative animation that I think is really cool. Your toon stands back, raises both arms and conjures a forked lightning burst. It's very fitting for wizardry folk, even though the power is psy/mental. A few NPC's have power animations not available to us, like CoT and midnighters' staff (wooden stick, not personnel though they do dress like staff) powers. Praetorian clockwork have that cool district 9 lightning bolt from their shoulder or back. in fact, a lot of gold weaponry have cooler animations and sound effects. the heavy armoured paragon police shoot projectiles from their arms. Some "gestures" are already existing as well: like toxic dart fired from the wrist. It would be cool to have like a wrist mounted crossbow--heck, even just a regular crossbow at that. I hope those get ported to us some day.
  11. I got the impression that the OP is not so much about new power sets, but new animations for existing powers. Elemental Blasts currently fire off from our toon's hands. I wouldn't mind if they had a staff/wand alternative and/or a gun/gizmo alternatives. Similarly, bullets and beams can have an arm or shoulder cannon version (or that one full-array grenade launching system from Imperial Defence Forces). Edit: Just had another thought right as I clicked submit... What if Origins played a part. If you were Natural, then you get the animations we get now. If you were Tech, you'd have more access to gun-based weapons Science may be more of the Ironman/power glove or shoulder mounted weapons as opposed to guns Magic gives you staves, wands, spell books. I have nothing for mutation.
  12. Wait-a-dog-garned-minute! all you alls are telling me that there's more to do in this game than just 1) create costumes, 2) sit on cool names, 3) patiently sit in the AE for 50 levels while watching someone farm??? ...in all seriousness, though... I, too, had a mullet at some point in high school.
  13. I suppose Nectanebo's in (or out of) the same bind as he seems to be losing his all the time. In any case, I've come across a few life hacks that may or may not work for your friend if he still can't find the right one for "his little friend": 1) Duct Tape 2) Porn 3) O Rings 4) More duct tape Also might be good to stay away from cold places.
  14. Here's a bit of a back story: These people are from the Dani tribe in Irian Jaya, the Indonesian half of Papua New Guinea. Those orange "carrot tips" stemming from the bottom centre of both pictures is part of their "armour" and is made from hollowing out dried gourds. This is what they protect: Hence to venture into battle or even into the forest/jungle "out of your gourd" is something ill-adviced among the tribe.
  15. IIRC, there are two contacts that tie back into Cole-world around level 30. One is from Leonard in Sharkhead and is a minor sortie that has Protean. Quite an enjoyable arc, but not much meat in terms of direct links to Praetoria. In fact, the arc itself seems contradictory to the events of Dream Doctor where Protean will make a guest appearance as your ally. The other is through "inside information" in your contacts or tips, I forget. this is the one with Mr. G and has 3 arcs. I can almost remember another minor one, but I can't.
  16. Earthquakes in the sky. who'dathunk. 😃 As Zork said, some powers need you to be on the ground, but will work if you're very close to it. However, being able to and being effective are two different things. you may be sacrificing the effectivity/efficiency of one power by taking another, but if you're cool with it who are we to argue. Bottom line is, it's up to you how you want to "twist" the power. It's your power and no matter what the rules say, we tend to make our own. An example I'll give is Caltrops. As a blapper, I don't usually take flight powers. But on one toon concept, I decided the jetpack wasn't just there for show. Now Caltrops from Devices has a short range and requires a surface to deploy. Flying around meant I needed to swoop in, drop spikes and swoop back out. Not the most fluid operation. Then I created a keybind to release Caltrops on my location. So now, I am able to cast Caltrops in midair (without a surface). I can hover a few feet from foes' reach and shower them with spikey things. 😃 Give it a go, fiddle with it and bend it to your will. Go unleash earthquakes in the sky.
  17. @Techwright, like I said, I don't really know how to pull it off. One way would be to make the mayhem missions the trigger. So a fine outstanding Rouge Isles resident does his newspaper missions, goes to a bookie and opts to make a withdrawal. Once he enters the map, an event notice similar to fire alarm or troll raid sounds off blue side. then the do-gooders can queue up to preach their self-righteousness. This thereby collapses the safeguard missions into the mayhem where a group of heroes respond to a crime. I like the idea of the PVP aspect being an option to the existing one. ...just had another thought while typing this... responders or safeguarders can gang up on bank robbers. a full team of 8 can go after a single robbers. or stick to notoriety settings. I'm not sure how the timer works now... if the bank robber can evade the heroes for the set amount of time, he wins. If not, well, no bacon for him. if he dies, instance is ended... no in map jail time (because some blue folk would turn happy camper at the prison). The radio missions can be re-purposed for something else. But like I said, I'm just winging this as I'm going.
  18. singular mission? I'd go with Opertative Wellman's break prisoners out of the Zig. For story arc, Doc Buzzsaw's Freakish Lab of Dr. Vahzilok takes the cake for me.
  19. I wouldn't mind "merging" villain Mayhem missions with hero Safeguard missions. Whenever you enter a mayhem or safeguard, you get to face off with players from the other side of the tracks. I do a lot of mayhem as part of my routine with all of my red toons. Frankly the heroes that appear are pansies. I've done a few Safeguard missions as I rarely play blue, and I've found them to be boring. Unlike the the mayhem where you're proactively robbing a bank and fighting off those trying to stop you, safeguards are more passive and IMO more of a waiting game. Now, I have no idea how this will work, or the amount of coding it will need, but hopefully, whenever you take a mayhem or safeguard mission, you (and your team) will be put in an instanced PVP map with the odds stacked against you. Not only is the entire map out to get you, but there are now players from the opposite side of the alignment seeking to destroy you as well.
  20. Of course she can. We villains have this thing called Honour among thieves. We won't tell if you don't. 😃 I personally enjoy Redside more. The Mayhem missions seem more natural in the flow of things. Not only that, it gives reason and rationale to the newspaper missions, as opposed to the blueside counterpart, the safeguard missions where the payoff or reward seems to be missing. Also, with each mayhem mission, you get a temp power (or 2 if you're diligent), some of which serve as previews to your accolades such as +max end, +max hp, etc.
  21. Haha, I feel ya. Although with my bane and widow, I set it up as +4x2-3, which is my sweet spot for challenge vs time. Maybe I'll try a x8 one on him. But between the bane and the widow, the bane, though it hits like a freight train dropped from orbit, is soooooo slooooooow. I enjoy my widow more. I had Speed of Sound on him, and used Jaunt. but I've found that Combat TP gets you to your target facing them. Jaunt is a hit and miss, and it can be disorienting for half a second. However, I have to be honest and say that I am dreading the thought of a respec. those things take a lot out of me.
  22. IIRC, the p2w in pocket d will accommodate you even when you're in a TF/SF. As a slightly different tactic, you can visit RV and when you complete the round, you get a fairly strong temp summon. they're free, you just have to put in the work. Edit: Forgot to mention. There's also another tip to make your fight(s) with AVs easier. Do Who Will Die 2. it's a quick run with little effort and very soloable. at the end, if you choose the right option (hint, think like a villain), you'll be rewarded with a 3-use temp power to fully heal both you and your pet/summon. comes in handy.
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