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Solarverse

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Everything posted by Solarverse

  1. Real quick, making videos of City of Heroes is (as of right now) against the EULA and can get you banned. I suggest deleting the video and remaking it by blacking the video portion out so it plays sound only....this is allowed. Good luck! P.S. I like it! Be sure to upload it to the CoH Modd Tool!
  2. Then that would be everything @Blyzzard needs to complete his/her Mod. So, here are all the files required to modify the Dreadful Wail SFX ScreamPBAOE.ogg (path: Data\Sound\Powers\ScreamPBAOE.ogg sonichit2.ogg (path: Data\Sound\Powers\sonichit2.ogg FemTaunt2.ogg *For Females* (path: Data\Sound\Player\FemTaunt2.ogg MaleTaunt2.ogg *For Males* (path: Data\Sound\Player\MaleTaunt2.ogg Great minds coming together to help a fellow player out. This is what City of Heroes is all about! Thanks for stepping in, @AboveTheChemist!
  3. If you were able to modify ScreamPBAOE.ogg with silence and actually get silence in game, that means it actually can be modified, that it is not server side, and that the game uses two SFX files simultaneously to produce the desired SFX. This is good news!
  4. Yeah, I can't speak for female versions of Dreadful Wail, but for males, it has Taunt2 in there as well. I will record it after this Synapse run I am doing and post it for you to hear. Maybe you will hear something that I don't and together we can solve this mystery.
  5. ScreamPBAOE.ogg and MaleTaunt2.ogg are the sounds that are related to Dreadful Wail. However, I do not think they are the files that Dreadful Wail uses. I am almost positive that file is located server side and a file we cannot access or change.
  6. So it is a combination of these two files. However, I do not believe it uses those files, I think there is another file somewhere that has both of those sound bites together. That is the one I am searching for. ScreamPBAOE.ogg MaleTaunt2.ogg
  7. I don't think that's it. If you listen carefully, the Dreadful Wail uses two different sound bites. I am currently searching for it now. It *might* be a SFX file that is server side.
  8. Okay...how about they do like Khelds then. Several powers open up at once but since they are similar, most people only pick on or the other...but can pick both if they chose to?
  9. Damnit Jim!
  10. Or.... An optional power choice. They both come available at the same time, if you pick one, the other greys out and is unobtainable without a respec?
  11. Sadly, very few, if any, of these ideas ever see the light of day and get overlooked and/or buried pretty damn fast....even the great ideas that majority agrees on. Having said that, I still +1 this idea. I would like to see Bean Bag removed though and replaced with a cone bullet spread of 10 tics of variable damage, details below. Unload Clip: A Full Auto ability best if used when there are a few left standing, that does less damage the more targets are hit. Single targets take the full force of the damage, however each additional target shares their fair percentage of the damage taken. For example, 1 target hit is 500 (50x10) Lethal Damage; 2 targets hit is 250 (25x10) Damage; 3 targets hit is 167 (16.7x10) Damage; 4 targets hit is 125 (12.5x10) Damage; 5 targets hit is 100 (10x10) Damage; ...16 targets hit is 31.25 (3.1x10) Lethal Damage. This would be a great mechanic to add to the Battle Waffle set.
  12. I remember in the old days I could pull off two, sometimes 3 cycles of my power chain before the mobs would dissipate. Now...I am lucky to get 1 full cycle.
  13. Today? No, most Trollers and Doms lock them down before the mobs can stack on the Tank/Brute.
  14. To be honest with you, if enemies did not do that, I would lose interest in this game. I know it's dumb AI, but that dumb AI is what makes the game fun for me since it helps my AoEs go BOOM!
  15. I think your head is too large. 😄
  16. I just wish they would give alternates to Psi melee. I want to play that set soooo badly, but there are a few of the animations I just can't stand...I'm a very visual guy, so if my character looks like he is wearing cement blocks on his feet while he swings a Psi Blade, I can't get in to it.
  17. Right on the money right here. The VFX is the same, the animation is what s different.
  18. I honestly don't understand why they felt the need to change it to begin with. It's like the OG Devs just got bored sometimes and started changing shit for no particular reason. The Huge Male Taunt SFX being removed from the game was one of those changes along with the Foot Stomp animation for Khelds. Thank God I have a SFX Mod that brings back the original Taunt SFX...I could fix that and a lot of other sounds the Devs took away or changed, but I an't fix animations that were removed. P.S. Also, if you want the original PB Sound Effects back, just check my sig...got that covered for ya.
  19. Hahaha, fair enough, good sir. 🙂
  20. I'll admit that during the leveling process I had PFF in my build, but once I picked up Dispersion Field and Manuevers + Combat Jumping, I dropped it. I can also see it coming in handy when Anti-matter/Posi drops a nuke and similar situations. However, I feel like those types of situations are so incredibly rare that I simply don't put PFF in my build anymore. I would like to, but not as it stands. I get you though and can't really argue your point, all I can do is provide my point of view with my particular character.
  21. First, I very much appreciate you taking the time out to talk about this. I don't think I have to tell you that I have a lot of respect for you when it comes to the subject of Force Fields...among other things. I'm going to try and respond as best I can to help clarify where my mind is. Not so much an argument, but more of an explanation in response to your inquiries as well as comment on your thoughts. This right here is straight up awesome...I am really digging this idea and it would give me a real reason to put Detention Field in my build. +1 to this. Replies to cover listed. 1. 1-4: I am probably wrong, but the reason I am going against that philosophy with my idea is because the way the game has changed since release due to mechanics changing over time and the way people play now in comparison to then, I personally feel that the mechanic philosophy that was implemented by the OG Devs at and since issue #1, has become outdated for today's current game. I am not disagreeing with your statement as your deduction of why those powers are placed where they currently are, this rings absolutely true with me. I simply question if the game and players have changed to a point where that philosophy no longer applies? 2. 1-4: I do agree that it has its uses, particularly at lower levels. However, with IO's these days, my Defender is at passed the soft cap for Defense and at cap for Resist to Smashing/Lethal Damage. My Defense although not equal to PFF, is basically equal to PFF due to the soft cap Defense to All and cap for Defenders to Resist on S/L Damage. I'll post my build at the bottom of this reply. I feel if PFF could be made a T9 and/or be made to act like Deflection/Insulation Shield for yourself, it would free my build up to allow a bit more creativity. 2. 5: I think once you see my build, you may understand why I feel PFF as it stands now has very little use to me. 3. 2: I can see that, trust me when I say I do enjoy a challenge and very much miss the challenge this game once posed to me...these days it's very easy unless I purposely gimp myself and only solo. Any time a team gets involved, the challenge drops. I can most certainly vibe with you there. Keep in mind, none of this is an argument but rather an explanation to where my mind is. I guess an explanation to the method behind the madness, heh. 😄 My Force Field Defender build is below. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Emerald Sphere: Level 50 Magic Defender Primary Power Set: Force Field Secondary Power Set: Psychic Blast Power Pool: Flight Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Psychic Mastery Hero Profile: Level 1: Deflection Shield -- GifoftheA-Def/EndRdx(A), GifoftheA-Def/Rchg(17), GifoftheA-Def/EndRdx/Rchg(19), GifoftheA-Def(19), GifoftheA-EndRdx/Rchg(21) Level 1: Mental Blast -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(3), SprDfnBst-Dmg/EndRdx/Rchg(3), SprDfnBst-Acc/Dmg/EndRdx(5), SprDfnBst-Acc/Dmg/EndRdx/Rchg(5) Level 2: Subdue -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(7), SprVglAss-Rchg/+Absorb(7), SprVglAss-Dmg/EndRdx/Rchg(9), SprVglAss-Acc/Dmg/EndRdx(9), SprVglAss-Acc/Dmg/EndRdx/Rchg(11) Level 4: Psionic Lance -- ExtMsr-Acc/Dmg(A), ExtMsr-Acc/Rng/Rchg(13), ExtMsr-Dmg/EndRdx(25), ExtMsr-Acc/ActRdx/Rng(34), ExtMsr-Dmg/ActRdx/Rchg(34), ExtMsr-Dmg/EndRdx/Rchg(34) Level 6: Insulation Shield -- GifoftheA-Def/EndRdx(A), GifoftheA-Def(11), GifoftheA-Def/Rchg(21), GifoftheA-EndRdx/Rchg(23), GifoftheA-Def/EndRdx/Rchg(23) Level 8: Force Bolt -- Acc-I(A) Level 10: Fly -- Flight-I(A) Level 12: Dispersion Bubble -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(13), LucoftheG-Def(15), LucoftheG-Def/Rchg(15), ShlWal-ResDam/Re TP(17) Level 14: Hover -- LucoftheG-Def/Rchg+(A) Level 16: Telekinetic Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx/Rchg(25), Thn-Dmg/EndRdx(36), Thn-Dmg/Rchg(36), Thn-Acc/Dmg/Rchg(37), Thn-Acc/Dmg/EndRdx(37) Level 18: Afterburner -- Rct-ResDam%(A) Level 20: Will Domination -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(39), Thn-Dmg/EndRdx(39), Thn-Dmg/Rchg(29), Thn-Acc/Dmg/EndRdx(39) Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 24: Super Jump -- WntGif-ResSlow(A) Level 26: Maneuvers -- LucoftheG-Def/Rchg(A), LucoftheG-Def/Rchg+(27), LucoftheG-Def/EndRdx(27), LucoftheG-Def(29) Level 28: Psionic Tornado -- Ann-Acc/Dmg(A), Ann-ResDeb%(31), Ann-Acc/Dmg/EndRdx/Rchg(36), Ann-Acc/Dmg/Rchg(40), Ann-Acc/Dmg/EndRdx(40), Ann-Dmg/Rchg(42) Level 30: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(31), GssSynFr--ToHit/Rchg/EndRdx(31), GssSynFr--Rchg/EndRdx(33), GssSynFr--ToHit/EndRdx(33), GssSynFr--Build%(33) Level 32: Boxing -- Empty(A) Level 35: Dominate -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(37), SprWntBit-Acc/Dmg/Rchg(40), SprWntBit-Dmg/EndRdx/Acc/Rchg(48), SprWntBit-Dmg/Rchg(50) Level 38: Psychic Wail -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg/EndRdx(43), SprAvl-Acc/Dmg/Rchg(46), SprAvl-Acc/Dmg/EndRdx/Rchg(46), SprAvl-Rchg/KDProc(50) Level 41: Mind Over Body -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-Rchg/ResDam(43), UnbGrd-ResDam/EndRdx/Rchg(43) Level 44: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Rchg/ResDam(46) Level 47: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def/Rchg(48), LucoftheG-Def(50) Level 49: Force Bubble -- EndRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Run-I(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 1: Vigilance Level 2: Rest -- EndMod-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Agility Core Paragon Level 50: Support Core Embodiment ------------ ------------ Set Bonus Totals: 8.5% DamageBuff(Smashing) 8.5% DamageBuff(Lethal) 8.5% DamageBuff(Fire) 8.5% DamageBuff(Cold) 8.5% DamageBuff(Energy) 8.5% DamageBuff(Negative) 8.5% DamageBuff(Toxic) 8.5% DamageBuff(Psionic) 11.13% Defense(Smashing) 11.13% Defense(Lethal) 14.88% Defense(Fire) 14.88% Defense(Cold) 18% Defense(Energy) 18% Defense(Negative) 3% Defense(Psionic) 19.25% Defense(Melee) 18% Defense(Ranged) 19.25% Defense(AoE) 8.55% Max End 47.5% Enhancement(RechargeTime) 56% Enhancement(Accuracy) 8% Enhancement(Max EnduranceDiscount) 8% Enhancement(Heal) 10% Enhancement(Range) 19.5% SpeedFlying 99.19 HP (9.75%) HitPoints 19.5% JumpHeight 19.5% SpeedJumping MezResist(Confused) 51.25% MezResist(Held) 51.25% MezResist(Immobilized) 51.25% MezResist(Sleep) 51.25% MezResist(Stunned) 51.25% MezResist(Terrorized) 51.25% 20% (0.33 End/sec) Recovery 40% (1.7 HP/sec) Regeneration 50% ResEffect(SpeedFlying) 50% ResEffect(RechargeTime) 50% ResEffect(SpeedRunning) 8% Resistance(Smashing) 24.5% Resistance(Fire) 24.5% Resistance(Cold) 22.25% Resistance(Energy) 22.25% Resistance(Negative) 8% Resistance(Toxic) 8% Resistance(Psionic) 8% Resistance(Lethal) 19.5% SpeedRunning | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1545;695;1390;HEX;| |78DA6594594F13611885BFA1534B5B9656A065ABEC5B29A523786D8280898069F4D| |A34B59D2EA640D3622297FE0FD98C0BA8F1C2ED0F782308C4C4F8075CAF5C12351A| |6FEA4BCFA199A413C8F371E63DE77BDF6F6658B8315DF7F8FCCDB34A6B38978B178| |BB16933652E25CD827D219ECE26945C0D338B66219E4B765FCE67CC82E910A9EDB8| |2A36753D950ACF2E1712666C366BE69281CA9D4BF1A5B4990C478BAB894C36119B9| |2F415E58E2E2FE7C2B3B96C3AB352575ECF9BF17C7629DD78FC87588B996CBE1E85| |477572B779269F4D54A21624C92CACB64A2321F94DD5285E255DE99A5243BAF2D8C| |1930EB2166C3E01BEB27A9ED894327455F3947C06EACFC917E0AE783478EC5A442F| |6B270CF20C587B9A9C005D93E09E786DF4DA765559AB3B045BF7C09ED7E43E79006| |6C46B67AF76CEE73A9E8773FA38978FF3A6C5E3804739DA91E316C149CDD907ED9A| |D4B93564BB5B34F4E5011B9A492FE899C3393825A79E39F5F4EC4B4E23E76B5CE35| |CB7C1BE757203ECDF24B740E553CACB3CEF4FEC7120794D9CB9897983F40D32AF93| |7983CCF1495F2D9845B5B02FBF687E66FB3B90ED15AD0D75B636CED6CEFA76CEDEC| |9D90FA58F0ECED5F11EFE535FC0BECFE0D047F21338F2016C927D02D8C71EB85303| |EF5DF21ED87D9FDC2677404DBC5DECBBAB24977A2BA1BD3C91DE6DBC55FD0FC0A18| |7E0F823D0D801DF48D800BB1FB8056D640D0CAE83631BE426BD5BE03BD96F98A734| |FC8B93FD06837FC8BFA04DBA1DE55B34EA97454057217A42F484583B46AF2E9E30F| |3C33CFD719EFE389F8AC1A7B0287344781A911E3E7DBDF205CBCFD109CD052B4A29| |58753752A51855CA845519C33E935555F355CAC52305B394A27AE5BF84D2BA91E1F| |454BEFED25797DCE75BAA718FEF56ED02CEEF9B551B46DD0FABC6ECA8ABDC4739FB| |8A651DB7ACAF5AD6FFE46B33D8EB4B79A10CEAFF01AD62F6A2| |-------------------------------------------------------------------|
  22. I like this idea. Makes me wonder how difficult it would be to implement code wise.
  23. This is one of the reasons why I felt PFF should either... A: Be moved to the T9 slot and act as a T9 power by letting you attack while using PFF or... B: Be changed to act as an Insulation Shield + Deflection Shield rolled in to one. As a master of Force Fields, I feel like he hit you way more than he should have been able to and for more damage than he should have. The amount of times he hit you compared to his misses were jaw dropping....even for a pre-IO time period. The amount of damage he was doing to you looked like you barely had any resistance to his attacks at all. If not for your end drain, he would have had his way with you. If he had Repel/Knock Back Resist he would have had you for breakfast. I'm interested in learning why you think the proposed change to PFF is something you view as a bad idea? Would you mind detailing that a bit for me? I personally think it would be a great addition to your ideas here, but I respect your input enough to hear you out on this.
  24. I know I will get wrecked in the mouth for this, but I feel it's worth tossing the idea out there. First, I always felt making Force Bubble as the T9 was a bit silly. It sure doesn't feel much like a T9 in a PuG group type of situation because most PuG teams will have a fit if you use it. The range is so crazy big, it's hard to make it useful in indoor maps. In my humble opinion, I believe it to be a very situational ability that doesn't justify it being a T9. So this has always bothered me in that I have never suggested anything before against it because...well, because I couldn't see anything in the list to replace it with...until now. Personal Force Field. This is yet another situational ability that I personally rarely use. It reminds me of the original version of Elude as to where once you use it, you can't attack, this ability might as well be the Phase Shift ability. So taking this in to consideration, I thought more on this. That lead me to think of Deflection Shield and Insulation Shield and how it always annoyed me that I am a Master of Force Fields, I have such control over them that I can protect everyone around me by giving them their own personal force fields, I can even create a huge bubble around me that not only protects me, but everyone else around me as well. But for some reason, I just can't figure out how to grant myself Deflection Field or Insulation Field...that's a "doh!" moment if I ever seen one. This got me to thinking more; why can't Personal Force Field be moved to the T9 spot, and Force Bubble be moved to the place holder of PFF, and then grant the user of PFF the ability to attack while using PFF. If the numbers have to be adjusted to compensate, then I am okay with this. Personally, I would like to see it act as a Deflection Shield and Insulation Shield all rolled in to one power and share the same numbers as those abilities, and have it perma, but I know this is asking for a bit much out of this community, so I will keep it simple by simply requesting that we move it to the T9 spot and have it act like a T9 ability by allowing us to attack while using it.
  25. What I would be afraid of, is that if they made new VFX that is not already existing, then we could end up with another VFX flop like what we have with Psionic Melee. Those extremely stiff animations (aside from Assassin's Psi Blade, Greater Psi Blade and Psi Blade Sweep) that look like your character is trying to squeeze his/her butt cheeks together to pinch one off just killed that set for me...which is the reason I do not play the set. On a side note, I am fairly certain the VFX already exist, We Have Cake unlocked them and if memory serves, they were unique. It's the animations that seem the same. I have not been on that server in forever, so I could be mistaken.
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