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Everything posted by Solarverse
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Amen to that!
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Energy/Energy Blasters have been my main since day one of this game. My very first character was an Energy/Energy Blaster, and my first character on Homecoming was the same thing and still today remains my main to this day. Now that my "creds" are out of the way, I'll get to my point, lol. First, Kudos for learning how to use Knock back to the team's advantage. Most players do not from my personal experience and often I have to ask myself, "Is this guy just trolling the team?" So any player who uses Knock Back well, gets no complaints from me. I can tell the difference from a well played knock back player and a player who uses knock back carelessly. So again, Kudos to you. Prior to the KB to KD IO implementation, playing in that way was my ONLY option. I learned very quickly how to play my Energy/EM Blaster well on teams. Back in those days you were kicked from teams for making so much as a single mistake. So I had to be on my A-Game every time I played and had to be careful to not so much as make a single mistake. Once KB to KD IO's came out it relieved that pressure, big time. Because of KB to KD IO I no longer have to take the time to maneuver my Blaster around a mob to line my attacks up against a wall. I no longer had to Hover above a mob (in the event no wall was nearby) and aim straight down so it knocks them down instead of back. I am grateful for KB to KD IO's because with the current speed that players kill mobs these days, I feel maneuvering around these mobs to carefully use an AoE or Cone is time wasted that could be better spent firing off my AoE's and Cones from any advantage point on the map that I just happen to be at. Now I no longer feel like I am wasting time carefully setting up my attacks, and honestly, it feels amazing! So for me personally, I still prefer the KB to KD IO over the time spent maneuvering my Blaster around mobs so that my Knock Back doesn't negatively impact a team. I suspect you may eventually reach the same conclusion I have...and if not, I am still very grateful you are one of those players who know how to use KB. 🙂
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Close, the after effects are reversed.
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Last update, made all SFX slightly louder as to be heard on teams. Teams were drowning out certain abilities, this has been adjusted so that you can not only hear them solo, but on teams as well. Hopefully this will be enough, as if I make them any louder on the creation side, they will have far too much of a distorted sound to be of any use. This game has a funny sound issue with sound mods, as the game wants to take priority over the volumes of the sounds. So the only way to compensate is to increase the volume of the mods to a point that they can be pushing the threshold of distorting the sounds. Hopefully this is enough, so far my tests have come back positive. If it's not enough, sadly, I won't be able to push the limit any further. This *should* be the last update. Enjoy!
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Only issue I have found so far is that on large teams some of the sounds get drowned out...particularly the Aim (Weapon Charged) SFX. I will be seeing what I can do about that this weekend. Really glad you like it!
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Thanks! I am glad you enjoyed it!
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And...
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I'm fairly certain you'll enjoy this mod. It makes your weapon sound like it really packs a punch. 🙂
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I thought they were on the Guides boards, but I am not finding them. I do know they are somewhere on these forums. I'll have to search later tonight after I get off from work.
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There is another Beam Rifle mod out there. I suggest giving it a try as well. It's not my mod, but options are always nice. There is also a mod out there for Sonic (also not mine) attacks, I use that as well. Not sure if any others exist out there other than the two I have and the other two mentioned.
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Glad you like it!
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Update: Updated the Build-up and Hit file for the T9.
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God no! I don't want to sit on the same character for 100 vet levels just to have that one extra slot. Please no, god please no!
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I actually slotted for KB to KD. You leave my damage alone. I already miss out on adding Damage procs in favor of KB to KD IO's, don't counter a "buff" request for a "nerf" request! I'll sick my dog on you for that good sir!
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Yes please and thank you.
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City of Heroes vs. Champions Online - The Data
Solarverse replied to _NOPE_'s topic in General Discussion
The game failed for me when you could use the same AoE over and over and over (with no recharge time) and do more DPS than anyone else on the team,. The game also got lost with me when you queued for some action and it only lasted a couple of minutes. The game also died with me when zone teaming suddenly stopped in favor of the mini-game queue system. It was great in concept, but simply was not very well thought out. P.S. I asked for Energy Blast powers from the beginning in that game, and here we are today, still, without Energy Blasts. Add on top of that the bug with Force's Aura power that depletes and does not recharge for as long as you are using powers BUG, that was introduced over 6 years ago (or longer) and still exists today. I honestly could not find a single reason to continue playing it...even before CoH came back out. And Like @The Philotic Knight said, you simply just can't reinvent the wheel. -
Sure works for me. If it were a movie, who would play Luminary? I vote for this guy... https://en.wikipedia.org/wiki/Anthony_Daniels
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Please refer to this thread for all future questions and comments. New Beam Rifle Sound Effects! (Detailed Explanation) Edit: Modified the Aim SFX as of 3/22/2020 Edit: Modified Overcharge Hit SFX 3/22/2020 Edit: Modified All SFX Volumes 3/23/2020 I have personally never liked the sound effects for Beam Rifle. I have tried out another mod, and although it was a huge improvement over the original and I do believe that would be the better mod for some players; depending on taste, it just wasn't quite for me. So I did a little searching for sound bites and did a little mixing to come up with this new Sound Mod for Beam Rifle. These sounds have more of a thump to them rather than a buzz (if that makes any sense) with a bit more bass, giving them a heavy hitting sound effect that makes me personally feel like my shots are hitting very hard. The longer animated abilities no longer have a continuous beam sound, but rather a rapid fire sound. I know it is not a rapid fire animation, but after trying it out, I find that it somehow works. I went to great lengths to time the sound effects to fit the animations and for those of you who prefer a hard hitting beefy sound, this sound effects zip file may be just what you were waiting for. Just like my Peace Bringer Sound Effects "Hum" Mod, I have copied and pasted the instructions on how to install below. The Zip file is at the bottom of this thread. Enjoy! Instructions (Destructions?) First, unzip the file beneath the instructions and open the folder. Find your City of Heroes folder and open it up. (If you see a Data Folder) Open the Data Folder. Open the Sound Folder Open the Ogg Folder Open the Powers Folder Copy all files from opened Zip file and drag them to the Powers Folder Close all folders and restart game (If you do not have a Data Folder or any other folder mentioned above!) Inside the City of Heroes Folder... Create a Folder and name it Data Open the Data Folder and create another folder and name it Sound Open the Sound Folder and create yet another folder and name it Ogg Open the Ogg Folder and you've guessed it, create a folder and name it Powers Copy all files from the opened Zip file that I have provided and drag all of the files to the Powers Folder Close all folders and restart game If you have some of the folders mentioned above, but some folders are missing, then create the missing folders and place them in order of how they are listed above. Once finished, copy and drag the files from the Zip folder below and place them inside the Powers Folder. Then close the City of Heroes Folder and restart the game. Zip file is below. Enjoy! Beam Rifle SFX Mod.zip
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City of Heroes Things you find annoying
Solarverse replied to hyacathinose's topic in General Discussion
The enlarged collision mechanics that has made getting shoved around by other players and NPCs a nightmare. Previously, collision radius was set so small you almost never got pushed around and getting stuck behind doors was a lot less common. -
Well I think that sums it up pretty nicely, lol. Sad thing is, I am just now getting started and I already spotted the odd dates all because I was unaware that there were more then just 1 Luminary. How deep does this rabbit hole go?
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So oddly enough, it says that Kit retired in 1995, I assume something brought him back out of retirement in 1999? I wish I had gotten into the lore a lot sooner.
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I actually had no idea there was a first Luminary. Thanks for enlightening me. 🙂
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And I quote: "In February of 1999, Luminary and his comrades in Hero Corps arrived here to arrest the villain, only to discover that the Freedom Phalanx was already on the trail." Is this a typo or is there an actual reason they are calling Luminary a he?
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Good deal. That's what I was hoping to hear. I can adjust the sound if it ever gets to be too much. Keep me posted! Glad you like it, @Redlynne. Thank you.