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  1. Yeah, I always hope for more base items to come out; I don't think I've seen anything close to that in the editor. (On the Tech Side -- You will probably never get something exactly like that, those types of flat dirt paths are actually drawn on with a paint brush when the Atlas Park map was designed, so unless we somehow get that level of godly control in the bases, you may have to find some janky solutions)
  2. Sounded like a fun thing to try to experiment with. Here is my best attempt. The path is raised, couldn't think of any "flush with ground" options. The main parts are Leaf Piles (Tintable) & Dirt Mounds. Both were placed, sunken into the ground to semi-random heights, then spun to give a more organic feel. The little extras are the Rock X Tintable group and the Bush (X) props.
  3. I did a little differently, I made a Rad/Energy Sentinel that I role play as a Praetorian Peacebringer, with the different timelines, there are different powers and styles between the two realities. I made a macro so that when I pull my "oh shit" Overload power, it changes my costume into a spectrum version of myself with an intense aura to try to mimic the Light Form power.
  4. Still on the new side of base building, but love coming to this thread. I've found that the bathtubs make some pretty nice techie tables for my gun range, plus they are tint-able!
  5. Chiming in, the Blaster description for HoB includes: If you hit at least one target you will gain a moderate melee, ranged and AoE Defense bonus for a brief period So the desired effect is currently activ, if we are seeing no defense away from groups, and +defense in groups where a mob is hit.
  6. The secondary modifiers from ammo types for Dual Pistols appear to be bugged. All tests are conducted with the Pistols Power. Without any ammo types toggled, a -DEF effect should occur. This behavior is correct. With Cryo Ammo, the -DEF should not activate, and instead a movement and recharge slow should be applied. Currently, both the default and Cryo Ammo effect apply to the target. With Incendiary Ammo, the -DEF should not active, and instead a DoT should apply. Both the default and Incendiary Ammo effect apply to the target. With Chemical Ammo, the -DEF should not active, and instead a -DAM should. In this case, the -DAM does not apply nor does the Toxic damage, but the -DEF does. This pattern has followed for the special effects of all tested powers (all but Suppressive Fire), with the exception of Hail of Bullets. HoB has the above behavior for Cryo and Incendiary, and Chemical is the same with the exception of it adding the Toxic damage. Attached is a combat log and accompanying pictures. Swap_Ammo_Tests.txt
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