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plainguy

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Posts posted by plainguy

  1. On 5/16/2019 at 3:33 PM, Adeon Hawkwood said:

    Basically it means they get 5% defense plus an additional 1% defense for each stack of Pack Mentality you have. Similarly the regeneration buff appears to be 100% base plus 20% for each stack of Pack Mentality.

     

    It looks like behind the scenes Pack Mentality is actually treated as a meter rather than a stacked buff. Each instance of the buff gives you 10% meter charge. So with (for example) 5 stacks the defense would be 0.5 * 0.1 + 0.05 = 0.1 or 10% defense.

     

    Regarding the other part of OPs question Pines says that the damage bonus from PM is 2% per stack but I haven't checked that in game.

    Ahh..
    The man who taught me about Defense Cap all those years ago.. 
    Love to see you posting..  Nothing but respect and love here.. 

  2.  

    Quote

    And a recent thread the HC team said they have ONE animator.

     

    So we need animators that are looking to volunteer and do free work.

    • Would students looking to do an internship under the one Lead Animator help?
    • Could Homecoming team accept a service/donation from someone at no cost to them?
      • Meaning someone hires an animator to create a few sets. Again at no cost to Homecoming? Again under the supervision of the Lead Animator
      • What would this cost? Ball Park number?

     


     

  3. 23 minutes ago, Rudra said:

    I'm rather against this. One of the things I hated about crafting in games like FFXI and CO was the need to make lower tier items/gear in order to make higher tier items/gear. CoX lets you go straight to whatever enhancement you want with recipes for every generic IO and set IO. And those recipes include listed salvage that is easily procured either by playing, farming, or the market. Using a progression system, even if you start at yellow instead of white, means you need 9 enhancements to get a purple (3 yellows to make an orange and then 3 oranges to make a purple) as opposed to just getting the purple.

    Option.. 

    No one said requirement.. 

    Similar to how  you use converters now to some degree. 

    Would require some new user interfaces. 

    As further example in my fantasy of this.

    You put 3 yellow defense IOs to make an orange Defense IO.  
    No converter gives you a random orange defense IO. 
    1 converter gives you the choice of getting an orange from the current yellow sets you are using to convert. 
    2 converters gives you the choice of which orange IO you want. 

    Again this 2 converter just an example.. It could be 10.. Whatever sort of balance is required I leave to the Devs and overall beta testers to decide. 

    I am looking at this from a player that does NOT play the market.. For the players that play the market resources is not an issue. 
    I have limited resources. I save my stuff over time.. I do TF to get merits.. 
    If you put a gun to my head I would zero clue what the trick is to get anything from the market.. 
    I am that buy it now creeper guy.. I don't place bids and wait a week to see what happens.. 

  4. Personally I believe we have some decent amount of powers sets per Archtype.

    What I would like to see is OPTIONS for current Power sets.
    It doesn't have to be a million options, one or two at a time for testing would be nice. 

    As an example
    Dual Pistols have the options for Dual laser pistols with sounds to with them. 
    Maybe some different animations for Dual Pistols. 

    Again just using Dual pistols as an example. 

    Everyone talks about different Mastermind pets.. 
    Maybe try different Robot options for Robot Mastermind set. 
    I understand the fear of creating specific human customization for pets.. So just do Robots for now.. See how it sits..

    Add in a Staff animation for Fire Blast or Energy Blast.. 
    Again make it all or nothing for now.. So either it is all Staff or all Classic. 
    Later on you can work out the mechanics for mixing Staff and classic animations. 

    I just believe that new animations would give some life to some power sets. Again it's just a new fresh look on a power set. 

    As another example I believe certain power sets such as Plant Control would look great as different animations all together. 
    For example from Plant Control, I could see more of an Earth type affect with them. 
    Carrion Creeper would be thin stalks of earth. 
    Spore burst would be stone spikes shooting out. 
    So instead of the blocky earth holds we have now it would be more thin and vine type. 
    Then it would be nice to have the options that earth has. Like Crystal, or Lava.. ETC.. 

    Nature Affinity Entangling Aura have an option for something that is less flowery 

    Again making this clear I am not saying do 100.. 
    I am saying pick one.. Pick an easy win.. 
    Test it out. See what players think.. 

    Dual uzi for full auto attack in AR
    https://youtube.com/clip/UgkxV4thWO_Ifkefy5QJjxY47_MjLYpw4hON

    I think as you do enough of these, that this will be the catalyst for newer power sets down the line.
    Where you will be pulling one animation from here with a power set and then another and call it elementalist for example where you will have earth, water, air and fire combined into one set.

    Right now what we have is just many cookie cutter builds animation wise.. Meaning 3 Robot Masterminds in the same room have EXACTLY the same Robots.. How could that be? 3 Blasters having Fire Blast or even 3 Blasters and 3 Corruptors having Fire Blast all have the same attacks appearance wise? 

    Super Heroes/Villain's usually manifest the same powers but in different ways in the movies.. We both have laser beam eyes but yours is more of a laser where someone else might be more of a fire type of attack.  But we are doing the same damage game mechanic wise.. 

    Maybe down the line Plant Control becomes something called Element Control where you have so many options that simulate what plant control does but in a different format or appearance and Plant is just one of those animation options within this power set choice. 

    Assault Rifle might become Assault Weapon one day due to the many different animation options available. 
    Dual Pistol becomes Dual ranged weapons. 

    At the end this probably more for the person who is into roleplaying or big into costume and thematic builds. 
    Between costumes and build changes there is only so many Fire Fire Blasters you can build. 

     

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  5. Why not just get rid of salvage all together and incorporate those cost into the price of the IO or crafting the IO.
    It would be less data to store all around.. 

    Then rework the system around IO set crafting and combinations.

    Example off the top of my head.
    3 yellow con IOs from a specific IO Type can be crafted into an Orange Con IO of that same IO Type. So you would need 3 yellow IOs from Defense to make an Orange Defense IO. Then add Merits or other IOs to get a specific IO you might want or take a chance at a random Orange IO from that Type. 

    The average player will not give a Sh*t enough to play the market game.. I don't and wouldn't.. 
    No one is making money on salvage.
    Different conned IOs would be of more value and I am sure those working the market would figure out the market angle on that..

     

     

    • Thumbs Down 2
  6. On 12/4/2022 at 12:53 PM, lemming said:

    Have you seen how often they've updated those statistics?

     

    You're not accounting for the coding weirdness that is CoX.   There are a lot of items out there that are keyed off the character name, but not as much on account.  Makes stuff more messy and probably has lovecraftian effects on the dev's sanity when they have to deal with it.

    Not going to arm chair the coding.

    The game works.. I personally never had any crazy issue I can account for playing the game. 
    It worked back then with thousands of players.
    It works now..
    They created new power sets.
    They modified power within Masterminds which I keep hearing is difficult to work with because the powers and pets are baked in. But suffice to say they made changes.
    They added salvage to the game. 
    They added NPC to collect this salvage.
    They created new story arches. Yes I recall seeing the post on how they were testing and things they learned along the way. The crazy shaped legs on NPC and such.. 

    I just think it is reaching when people speaking on behalf of other people, which includes the devs. Pretty much strawman. 

     

  7. On 11/26/2022 at 5:45 PM, MHertz said:

    If we're talking about added animations for other sets, I'd go with

    • staff
    • magic wand
    • ray gun
    • casting with runes
    • pushing buttons on techno-gauntlet
    • eye beams
    • breath weapon
    • sword that shoots stuff

    But then I realized that most of those just turn City of Heroes into City of World of Warcraft.

     

    If there's going to be a staff set, it should be a powerset, not an animation.

    I disagree in the following sense.

    I would suggest that current powers would originate from a staff or a wand or both based on character customization. 
    So your Fireball might come from a Staff but your Flares attack comes from a wand. 

    Personally I think this is the direction that Homecoming should go. 
    Work on different animations for the current power sets. 
    EG dual pistols could be dual laser pistols, Assault Rifle attacks originating from different animations, Full auto is off a shoulder mounted weapon predator style, Or 2 Uzi being fired. 

  8. 6 hours ago, Lich said:

    I want to make a mastermind that only has wolves - I don't like that 4/6 of my pets get to be wolves but 2 have to be stuck as Lions. I think thematically it would be a lot more fun to have a wolf-only version. Furthermore, the attacks themselves could be replaced with alternates that better fit the wolf theme - such as maybe Sonic attacks for Howls. Or maybe even melee attacks using Savage Melee for a melee-focused mastermind primary.

    I like some of the ideas. 

    But as mentioned there should always be an choice to make a change. 
    Again the first draft isn't always the final draft. 

    So I think the savage attack options would be nice. 
    I think all one pet type would be nice. 
    I think different types of animals would be nice.  

  9. On 11/28/2022 at 8:48 PM, TheZag said:

    I dont think all of your characters are loaded all the time.  Yes they exist on the server but they arent active when they arent logged in.  The server would take a dump if it had to load hundreds of characters for people to fiddle with account wide inventory.  Remember the email problems on excel a few months ago?  Take that and multiply it by everyones alts on the server.

     


    I have to disagree in the sense that the AH exist and it much more massive in keeping record of all the transactions across all the servers. 

    Each IO, salvage is a unique identifier. Your just adding up the total IDs on an account. 
    Just like they can see how many characters are created around Primary and Secondary builds I am sure they have tools to review other items like Influence, Infamy and Merits. 

     

  10. On 11/29/2022 at 6:43 AM, srmalloy said:

    This has been explained before as why you don't have access to the AH in your base or inside missions. To have the AH available, the entire AH database has to be loaded. In regular zones, it's loaded once, and everyone in the zone references the same database. In your base, every base would have to have its own copy of the AH database; it would require a complete rewrite of the way the AH system worked with the rest of the game to make it possible to have AH access inside bases without turning an entire server into a slideshow.

    No

    Not Access to AH.. 

    Access to other characters inventory within your own account or those allowing access within the supergroup. 

  11. 21 hours ago, srmalloy said:

    Change the AH so that each account pointed to a single 200-slot-max auction list? I don't think it would be that difficult. Combining all the AH slots for each character in an account to be accessible by any character in the account, though, would be much more complex. Consider what happens when you delete a character; which AH slots disappear, and if you have more slots occupied than would be left when the deleted character's allocation is removed, which occupied slots would have their contents lost? All told, the programming effort would, in my opinion, outweigh the benefits.


    What if they created a super computer in the SG base. Just like you can spend 10 million for a IO invention table.
    This is similar.

    Placing this Super Computer gives you access to all the inventory on your characters on YOUR account.. 


    Maybe the Super Computer could have access to the SG base Storage as well with a tic box in the SG settings.. 

    This way if you have a solo SG base you can access everything between the SG and account. 

     

  12. On 11/21/2022 at 6:55 PM, Galamane said:

    I tested trip mine with a jetpack and as long as I was low to the ground it allowed me to place it. When I get a chance I'll see how well it works with assault versus tactics. I was thinking about the new hard modes is all. Thx Btw for the info. 

    Maybe its a Hover thing.. 
    Or they changed it.. 
    But the Jetpack is a great simple find

     

  13. 7 hours ago, Galamane said:

    Hey I changed somethings to suit my play style but I need some ideas on optimizing it to run posi1 and up with a travel power.

    This Villain build was built using Mids Reborn 3.4.7
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Technology Blaster
    Primary Power Set: Assault Rifle
    Secondary Power Set: Devices
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Flight
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Burst

    • (A) Thunderstrike - Accuracy/Damage/Recharge
    • (3) Thunderstrike - Accuracy/Damage/Endurance
    • (3) Thunderstrike - Damage/Endurance/Recharge
    • (5) Thunderstrike - Damage/Endurance
    • (7) Thunderstrike - Accuracy/Damage
    • (48) Thunderstrike - Damage/Recharge

    Level 1: Caltrops

    • (A) Positron's Blast - Chance of Damage(Energy)

    Level 2: Slug

    • (A) Apocalypse - Chance of Damage(Negative)
    • (5) Gladiator's Javelin - Chance of Damage(Toxic)

    Level 4: Buckshot

    • (A) Artillery - Accuracy/Damage
    • (13) Artillery - Damage/Endurance
    • (13) Artillery - Damage/Recharge
    • (15) Artillery - Accuracy/Damage/Recharge
    • (15) Artillery - Accuracy/Recharge/Range
    • (17) Artillery - Endurance/Recharge/Range

    Level 6: M30 Grenade

    • (A) Sudden Acceleration - Knockback to Knockdown
    • (7) Superior Defiant Barrage - RechargeTime/+Status
    • (9) Superior Defiant Barrage - Accuracy/Damage
    • (9) Superior Defiant Barrage - Damage/RechargeTime
    • (11) Superior Defiant Barrage - Accuracy/Damage/RechargeTime
    • (11) Superior Defiant Barrage - Accuracy/Damage/Endurance

    Level 8: Hasten

    • (A) Recharge Reduction IO

    Level 10: Targeting Drone

    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (17) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (23) Gaussian's Synchronized Fire-Control - Chance for Build Up

    Level 12: Sniper Rifle

    • (A) Executioner's Contract - Accuracy/Damage
    • (42) Executioner's Contract - Damage/Endurance
    • (42) Executioner's Contract - Damage/Interrupt
    • (43) Executioner's Contract - Damage/Range
    • (43) Executioner's Contract - Damage/Recharge
    • (42) Executioner's Contract - Disorient Bonus

    Level 14: Maneuvers

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 16: Smoke Grenade

    • (A) Dark Watcher's Despair - To Hit Debuff

    Level 18: Flamethrower

    • (A) Positron's Blast - Chance of Damage(Energy)
    • (19) Positron's Blast - Accuracy/Damage
    • (19) Positron's Blast - Damage/Endurance
    • (25) Positron's Blast - Damage/Recharge
    • (40) Positron's Blast - Damage/Range

    Level 20: Field Operative

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (21) Reactive Defenses - Defense
    • (21) Reactive Defenses - Scaling Resist Damage
    • (23) Preventive Medicine - Heal
    • (27) Preventive Medicine - Chance for +Absorb

    Level 22: Hover

    • (A) Luck of the Gambler - Defense/Endurance
    • (25) Luck of the Gambler - Defense
    • (27) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 24: Ignite

    • (A) Artillery - Accuracy/Damage
    • (29) Artillery - Damage/Endurance
    • (29) Artillery - Damage/Recharge
    • (37) Artillery - Accuracy/Damage/Recharge
    • (37) Artillery - Accuracy/Recharge/Range
    • (40) Artillery - Endurance/Recharge/Range

    Level 26: Kick

    • (A) Empty

    Level 28: Trip Mine

    • (A) Superior Avalanche - Recharge/Chance for Knockdown
    • (46) Superior Avalanche - Accuracy/Damage
    • (46) Superior Avalanche - Accuracy/Damage/Recharge
    • (48) Superior Avalanche - Damage/Endurance
    • (50) Superior Avalanche - Accuracy/Damage/Endurance

    Level 30: Tough

    • (A) Unbreakable Guard - Resistance
    • (31) Unbreakable Guard - Resistance/Endurance
    • (31) Unbreakable Guard - RechargeTime/Resistance
    • (31) Unbreakable Guard - +Max HP
    • (33) Gladiator's Armor - TP Protection +3% Def (All)
    • (33) Steadfast Protection - Resistance/+Def 3%

    Level 32: Full Auto

    • (A) Superior Blaster's Wrath - Accuracy/Damage
    • (33) Superior Blaster's Wrath - Damage/Recharge
    • (34) Superior Blaster's Wrath - Accuracy/Damage/Recharge
    • (34) Superior Blaster's Wrath - Accuracy/Damage/Endurance
    • (34) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge
    • (37) Superior Blaster's Wrath - Recharge/Chance for Fire Damage

    Level 35: Weave

    • (A) Luck of the Gambler - Defense/Endurance
    • (36) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (36) Luck of the Gambler - Defense/Recharge
    • (36) Luck of the Gambler - Defense/Endurance/Recharge
    • (45) Luck of the Gambler - Defense
    • (43) Shield Wall - +Res (Teleportation), +5% Res (All)

    Level 38: Scorpion Shield

    • (A) Luck of the Gambler - Defense/Endurance
    • (39) Luck of the Gambler - Defense/Recharge
    • (39) Luck of the Gambler - Defense/Endurance/Recharge
    • (39) Luck of the Gambler - Defense
    • (40) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 41: Fly

    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (48) Blessing of the Zephyr - Knockback Reduction (4 points)

    Level 44: Tactics

    • (A) Endurance Reduction IO

    Level 47: Gun Drone

    • (A) Gladiator's Javelin - Damage/Recharge
    • (50) Gladiator's Javelin - Accuracy/Damage
    • (50) Gladiator's Javelin - Chance of Damage(Toxic)

    Level 49: Evasive Maneuvers

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 1: Defiance 


    Level 1: Brawl


    I don't think you need Tactics for the extra To Hit. I think it is over kill. I would stick with Assault. 

    Here is the deal. 
    First off Full Auto while Hovering is a bit wonky.. I don't understand how it works completely, but when hovering it's like it missing mobs. Overall I think something weird is going on with Full Auto honestly. 

    The other thing is you will have to turn off hover and fly to place trip mines. End result if you are flying around, you will see that you will not be placing Trip Mines down that much. Further, when you turn off Hover your defenses on both range and S/L will drop so you will much lower in defenses. Not the end of the world if you have a purple inspiration or can make one. 

    My first build with the spiders is what I was running BEFORE the changes to Trip Mine because it was useless and difficult to place as I would just get interrupted and loose endurance for nothing. So I went with a hover blaster that would just fly out of melee range when needed to force mobs to range attacks. 
    But once the changes were made I intended on making changes to my build. The build I posted above is now my 2nd build. I kept the first one. 

     

    I just don't think you will get the use out of Trip Mines as much and  you will have to make sure you eat a purple inspiration otherwise hits will go through..

  14. 4 hours ago, Rudra said:

    Yes, I know. My point is that those characters with multiple weapon attacks such as the Assault Rifle-Tactical Arrow BLaster do so by having one weapon come from the primary and the other weapon come from the secondary. No AT uses multiple different weapons from a single power set. So MMs shouldn't either. Your argument is thematics. Surprise! So is mine.

    Argument ?
    If you think so. 

    I don't see an issue. But its okay if you. 
    That's the whole point of suggestions right.

  15. 2 hours ago, Cybersbe said:

    Yeah, I say save the backpack attacks for the Crab Spiders. I.E. The guys who had their abilities designed with the pack in mind.

    Give the make over they did for Maintenance drone. 
    They basically broke down on of the bots. 

    Get rid of the actual crab back and logo and attach it to cybernetics back model

  16. 3 hours ago, srmalloy said:

    The latter would be much more difficult, as it would involve changing the animations for powers in each of the powersets with ranged attacks (barring a few that are defined by weapons -- Archery doesn't work coming from a crab backpack, for example), all for the special case of one costume piece. The cost/benefit tradeoff for that looks depressingly poor.

    Well I would imagine within reason and common sense..  They have animations for various high powered projectile attacks. 
    But Just costume piece ATM is fine.. 
    You know baby steps.

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