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Everything posted by huang3721
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My character may or may not consider it her favorite first, although she did kill a bunch of ghouls with one hand for the first time. Once again, Mara wakes up on a couch in her old living room. Funny that she had left it almost a decade ago, yet this place doesn't look abandoned at all. It takes a few seconds before she sits bolt upright, suddenly recalling a few things. First, her old place is a mere simulacrum made by Cole Memorial Hospital AI. Also, she is not here in her living room. She is floating inside one of those tubes in the ICU. Last but not least, her medical insurance may not cover the upcoming medical procedures. There's a first time for everything: The first day as a PPD specialist, the first mission, and, of course, the first screwup. Her last escort mission didn't go well due to Mara and her team's failure to spot a pack of ghouls hanging on the ceiling in time. One of them landed on her before it tore off her armor and a few bits of her with it. In the end, she killed her attackers, but it cost her an arm and a leg. The former was missing, and the latter broke. If there's a silver lining to her ordeal, it's that her head was relatively unscathed. Aside from her face (No need for facial reconstruction! Praise the Emperor!), her gateway implant, one of her prized possessions, also survived after being jostled around by a rabid ghoul. Thanks to it, she can stay awake in a virtual waiting room while the nanobots are busy fixing her mangled torso. In the meantime, she decides to entertain herself. After all, her bum is not going anywhere for days. On second thought, maybe she should review her payment plan. Mara slumped down onto her couch. The doctors couldn't re-attach her right arm because those cursed ghouls had mangled it beyond repair. She has to replace it. A prosthetic limb, although cheaper, is out of the question. Mara needs a flesh and blood hand to use her power. Also, she is not keen on turning into a cyborg. Men won't date a clockwork freak. Men. The word incites another emotion. Slowly, Mara realizes the gravity of her situation. She is almost 30, a Christmas Cake, and utterly broke. Her odds of finding a husband are steadily diminishing with each passing year, and her high-risk job isn't helping either. Mara sinks deeper onto her couch. Suddenly, a loud beep startles her. Someone has scheduled a hospital visitation.
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Recently, I played F-19 Stealth Fighter. It is a cold war (DOS!) flight sim with unique gameplay not found in any other game. This game focuses more on stealth than destroying things, i.e plan your flight path to avoid radar stations and return to base in one piece. Still, blowing things up while flying to the main objective is possible, but doing so will attract a bunch of angry MiGs. In my opinion, it is more fun, but your career most likely won't last long. As people always say: there are old pilots, and there are bold pilots, but there are no old, bold pilots. The controls are simple (for a combat flight sim) and easy to learn. There are also several difficulty options from Green (complete beginners) to Elite (expert players). The only thing that miffs me is the missions are randomized. Sometimes you get this: Other times you get THIS: Pictured: Having your heart in your mouth for the rest of your flight. Not pictured: 40 minutes time limit to destroy the enemy camp.
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Praetorian architects love stairs with handrails. Those things are almost everywhere. Really. Office (dry & flooded), power/bio/tech lab and underground maps of all sizes have them. If you run a Praetorian mission, you will most likely meet them. Sorry, but I see no solution for your problem aside from getting used to it. Also, modifications take time to implement. Updating the game takes much, much longer than playing Death From Below. So, based on your patience, I don't think any update will help you either.
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Thankfully, aside from messing with his brother, Lukas had done no such thing. For a context: Lukas' mother always had a feather duster ready within her reach. (She had plenty of them). Committing a crime would be akin to signing his death warrant.
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Taking out randomness will not solve your problem. The escorts are not very good at walking on stairs, yet these things are prevalent in Praetorian maps. Sooner or later, you will have to deal with it. A few tips for navigating stairs: It is easier to control your escorts when they are close to you. Lead them so that they won't touch the handrails. Try hopping when your escorts get stuck. Escorts sometimes will mimic your jump, setting themselves free while doing so. General escorting tips: Avoid sprinting whenever possible. Disable stealth. Also, last but not least, beware of ambushes. Praetorian ambushes can be brutal. If your escort dies, you may fail the mission.
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What's YOUR main characters favorite take out place?
huang3721 replied to Crystal Dragon's topic in Roleplaying
The Hungry Dragon in Astral District for Lukas. He stumbled across it when he was doing a mission for Thao Ku. He is a regular customer now. Mara's favorite was a street food vendor next to Precinct 4. While working on a night shift, she often bought a few snacks from Auntie Matter's Reactor. Not very healthy, but they taste better than her NTU Nutrient Packs field ration from HQ. "Huge selection of food at reasonable prices. 5 Stars!" - Lukas ". . . "- Mara -
Recently, I took a break from playing CoH and played The Legend of Dragoon. I remember playing it with my friend back in high school. He gave the game to me, but I still couldn't finish it for years! Memory card failure and other misfortunes. Fortunately, I backed it up before the discs got too damaged, so I could still finish it on an emulator almost a decade later. Just for fun, I defeated the optional boss (Faust) using the most magically inept characters(Kongol and Albert). Seeing them going medieval on that senile sorcerer is quite entertaining. I also enlisted those guys again to defeat the final boss because why not? Yesterday, I finished the game once again. A lively discussion on how to govern a country (with a few stabbings): Also, unrelated to the family dispute pictured above, Meru:
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Adding a bit of information: Pillar of Ice and Flame probably looks like this in your SG: If your SG doesn't have it, you could ask your SG leader to buy the item. Assuming you stay gold and have reached level 50, use the pillar to access Emperor's Sword Story Arc. You may need to unlock the alpha slot to defeat its final boss. https://hcwiki.cityofheroes.dev/wiki/Belladonna_Vetrano_(Contact)#The_Emperor.27s_Sword_.2850_Incarnate.29 I hope it helps!
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The sentiment is understandable. Once I tried to make an AE similar to the missions in the game, at least with proper dialogues. I was disappointed.
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Escort, captive, and ally blurt their unaware, inactive, attack and, active dialogue whenever you enter the mission. In my case, they also do it even after I put them on the back section of a large Praetorian office with multiple floors.🤪 Imo those dialogues still have their use. For example, they could hint the players at their target's name or the number of optional details in the mission. For clue location, I usually put clues that are critical to the story somewhere else. If they are short, I put them in the complete text or rescue text. Otherwise, I put them in the clues tab. I think avoiding the clue tab has its downside. Players may miss the speech bubble, and sometimes other dialogues can bury the line containing the clue. They can scroll up, but it is more hassle than checking up the clues tab. One more personal opinion, if a player can skim a clue on their first playthrough and figure out the problem while beating up the bad guys without even stopping, it is probably not a clue. It's an answer. I'd say the player has successfully extracted the solution for that particular mission. In this case, the clues tab is no longer needed.
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Found a better hair model. It's not practical and the color is wrong, but it looks better. I think. Switched to Blender for rendering my MakeHuman character:
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Working With the Enemy by MaraAt1 Arc ID. 44554 Short Description There are impossibilities in this world. For example, PPD and Powers Division work together to achieve a common goal without killing each other. As absurd as it seems, you find yourself partaking in such absurdities right now. Missions All missions consist of captives and collectibles, with a few boss fights in the third mission. The second mission in this arc is an alternate version of User Unreachable third mission. Rather than a few items with ninety seconds of interaction time, you have dozens (45 collectibles, to be exact) with five seconds interaction time. All hints are in plain sight. Time limit: 5 minutes. For a challenge, try to rescue an enemy captive in Mission 2. Do it after completing the main objective. Enemies Your enemies are PPD officers posing as The Resistance. One custom enemy serves as the final boss.
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A few screenshots: Where is your rifle?
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I uploaded eight AE missions, each consisting of 25 animations. Feel free to edit them. Enable invisibility and invincibility from AE Menu to observe the animation from a close distance. Use x8 so you won't miss a mob. BoStd1 Alert Custom Lefthand Weapon Alert Custom Rifle Alert Custom Righthand Weapon Amused Arm Crossed At Ease Barf Being Repaired Big Wave Binocular Scan Blocking Custom Shield Body Bag Book Research Book Research Kneeling Bookie Boom Box Bow Shoot Bow Shoot Custom Bow Bowing Briefcase Bum Slump Coin Toss Counter Crate Sit Crate Toss BoStd2 Camera Captured Cower Captured Energy Field Captured Fire Cage Captured Floating Struggle Hero Captured Floating Struggle Captured Hands On Head Kneeling Captured Hands On Head Captured Hands Up Kneeling Captured Hands Up Captured Kneeling Captured Plant Trap Carrying Crate Dynamite Carrying Crate Carrying Pickaxe Carrying Pipe Casting Fire Casting Hold Spell Casting Law Rune Casting Pantheon Casting Shield Cement Shoes Cheering Clean Gun Clipboard BoStd3 Cross Sword Cross Sword Custom Left-hand Weapon Dance Rave Dead Slab Dig Hands Dig Hole Dig Pickaxe Dig Shovel Drill Instructor Drill March Drill Yell Drinker Clay Mug Drinker Coffee Mug Eat Donut Eat Hamburger Fire Marshall Backpack Fishing Flashlight Down Flashlight Up Flip Coin Floating Floating Lotus Floating Books Greedy Hold Torch BoStd4 Ground Punch Ground Punch Receive Guard Custom Left Hand Weapon Guard Custom Righ Hand Weapon Guard Nod Off Jack Hammer Horizontal Jack Hammer Vertical Jeering Katana Alert Katana Cross Katana Guard Katana Lookout Katana Observer Katana Point Kneeling Kungfu Meditate Kneeling Kungfu Kneeling Low Listen Listen Casual Living Armor Custom Right Hand Weapon Lookout Lookout Archer Lookout Baseball Bat Lookout Custom Left Hand Weapon Looting BoStd5 Meditate Meditate Sitting Menace Baseball Bat Menace Crazy Menace Custom Righthand Weapon Menace Default Menace Knife Menace Pipe Molotov Throw Newsie Observe Baseball Bat Observe Custom Dual Wield Observe Custom Left Hand Weapon Observe Custom Rifle Observe Custom Righthand Weapon n Shield Observe Custom Righthand Weapon Observe Custom Shield Observe Dice Pamphlet Panhandle Peddling Picket Angry Pistol Duck n Shoot Pistol Lookout Pistol Observe BoStd6 Point Custom Lefthand Weapon Point Custom Rifle Portable Laptop Preach Normal Preach Soapbox Prone Protest Pry Bar Rampage Hammer Rampage Pipe Rampage Rock Reading Blueprints Reading Books Reading Paragon Newspaper Reading Rogue Newspaper Reading Scroll Rifle Shooting High Rifle Shooting Low Rifle Shooting Normal Rifle Shooting Randomized Rifle Shooting Custom Rifle Rifle Shooting High Custom Rifle Saluting Shield Police Block Shotgun Alert BoStd7 Shotgun Duck n Shoot Shotgun Lookout Shotgun Observe Shotgun Point Sleep Arachnoid Sleep Cocoon Soul Give Soul Take Spin Coccoon Spray Paint Sword Alert Sword Guard Sword Lookout Sword Observe Sword Point Talk Teabag Tech Scanner Thank You Threaten Animal Threaten Crossbow Three Card Monty Touch Screen Training Hand to Hand Training Jumping Jacks BoStd8 Tribal Dance Truncheon Alert Truncheon Guard Truncheon Lookout Unconscious Vampire Crouch Vampire Stand Vendor No Cart Vendor With Cart Waiting Walkie Talkie Warm Hands No Barrel Warm Hands with Barrel Weapon Cheering Welding Low Welding Mid Wounded Zombie Drum Standing Zombie Drum Observe Kneeling Loot BoStd5.storyarc BoStd6.storyarc BoStd7.storyarc BoStd8.storyarc BoStd1.storyarc BoStd2.storyarc BoStd3.storyarc BoStd4.storyarc
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I created several AE missions to check which character animation works for particular critters. Three animations (Captured Kneeling, Reading Blueprints, and Sleep Cocoon) don't work, but the rest are OK (for bipedal characters). On the other hand, Ghouls have limited options. Only these animation works for Ghouls: Bum Slump Captured Cower Cheering Counter Crate Toss Dead slab Drill instructor Greedy Ground Punch Ground Punch Receive Jeering Kneeling Loot Lookout Menace Baseball Bat Menace Crazy Menace Default Molotov Throw Observe Rampage Hammer Rampage Pipe Rampage Rock Soul Give Threaten Animal Unconscious Vampire Crouch So, if you feel the ghouls are not menacing enough, you can arm them with baseball bats or Molotov cocktails. No animation works for Seers. Those women can only float. (Also, please back up your story before editing it using a notepad. A typo may render your ae unplayable. )
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Native Praetorian Doing All Gold Side Content
huang3721 replied to Apparition's topic in General Discussion
An alternative method is to run Praetorian story arcs via Flashback System. Since a Pillar of Ice and Flames allows you to teleport right next to your contact, you can bypass resistance gates and that Loyalist Bouncer. Using this approach, you can run every story regardless of your character's alignment. The caveat is you need to out-level your contact. So, you will miss some flavor texts and relationship status. I recommend Apparition's guide if you want to stay gold, retain your relationship with your old Praetorian contacts, read all flavor texts, or get badges on your first run. If you plan to cross the rift or don't mind missing a few texts, consider running the game normally, then use Flashback System to run the out-leveled arcs. My hunch is that the dev didn't expect players to run different stories (resistance and loyalists) on the same level range. Probably it breaks the script somewhere, triggering the bugs. Bypassing the gates via Pillar of Ice and Flame:- 36 replies
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Native Praetorian Doing All Gold Side Content
huang3721 replied to Apparition's topic in General Discussion
Everyone has their own opinion. MM has a steep learning curve, so people are less likely to play gold side solo using MM. Praetoria's more challenging content and unique ambushes don't help, either. However, those who love challenges (or masochists😝) may have a different opinion.- 36 replies
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Updates: All escort missions in M1 and M2 are replaced by ally missions. All ambushes in M1 are removed. M1's map size is reduced from small to tiny.
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Thanks for the insight, @TalynDerre. I sense a design flaw here. Maybe the first three escorts in M1 are better as allies than escorts. I want people to figure out that: Ranged and Controller bots give buffs, so people should target them first. I use ambushes to drive this point further. Completing an escort mission allow access to Rikti computer Each Rikti computer gives additional clues. Playing in higher a difficulty setting undermines these points because doing so often makes the escorts die prematurely. In turn, players can't access the computers and don't get the clues. Further down the line, they don't see this pattern when they spot the helper bot in M2. The result is people enter M3 clueless. I don't want to make the puzzle in M3 easier because there is a hidden but better way to solve it. Sadly, since nobody ever sees the connection, they think the mission is brutal or unwinnable. They want a change in M3, either by reducing the timer below 10 seconds or increasing the time limit. However, to keep the time attack aspect intact, they will have to search through dozens of items. I'm not sure which one is worse: spending 90 seconds on an object or spending the same amount of time looking for a needle in a haystack. Finally, unfamiliarity in M4 makes the experience worse since Defendable Object is uncommon in AE. One abandoned a vital objective, while the other tested an ambush near it. Both brought catastrophic ends to their missions. A question for @Darmianand @cranebump: Is it safe to replace several (read: numerous) objectives in a published AE? I think I'm going to do an overhaul.
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Update: Fixed a few typos, Mission 3's Enemy Group is set to Empty Defendable Objects in Mission 4 are reduced from 2 to 1. Mission 2 and 4 Map Size are now Small
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Testing AE Missions with Team Question:
huang3721 replied to Soup or Man's topic in Mission Architect
There is a way, but each team member has to activate their invisibility and/or invulnerability. Tell your teammates to open the architect menu on nav window and activate them.- 1 reply
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I made the challenge too hard. Sorry about those minions. I set the timers between 10-15 seconds. If that is too long, I can reset it to 4 seconds, or even zero seconds. Interestingly, additional 11 seconds for collectibles can make a small map mission into a time-waster. M3 I decided not to limit the M3 to 10 minutes because I was afraid of giving false hope. In a worst-case solo brute force scenario, someone could enter M3 with no inspiration and had to run the cycle multiple times. (ambushed, defeated, bought inspiration, killed their ambushers, triggered the ambush again, and so on). People complained about failing a five minutes mission and called it time waster. Imagine going to the hospital multiple times for ten minutes only to fail the mission. I wish for an "I messed this mission; please let me skip it now" button. M4 I think it's OK to reduce it to one mainframe if the minions are too challenging. Still, it won't help if someone prematurely abandons it, as Kyksie did earlier. My mistake is not giving enough information that M3 is a puzzle mission. It's deliberately hard, and you are not expected to succeed on your first try. Kyksie didn't understand it, and he resorts to brute force. It's still OK. However, complaining that a brute force method wastes time is weird. Brute force takes a lot of time. It is a poor attitude to call a mission unwinnable because the reviewer made too many mistakes while playing it. The forum is a two-way communication venue. I can object to that review.
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A few comment on this review: . . .you failed the mission because you have no idea what you were doing. I've included a few clues on my thread for those unable to read the in-game clues tab. Typical rookie mistakes are abandoning a defendable object before clearing the final ambush and getting confused when a critter finally destroys it. The result is another mission failure. You didn't read the clues, clearly didn't complete the optional objectives, and made a silly mistake. Now you call my ae "poo" because of your shortcomings? I admit the story itself is cliché, but come on, man! You could do better than this.
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Follow-Up AEs to the Skulls/Superadine Arc
huang3721 replied to Beaminator's topic in Mission Architect
I just played your arc. In my opinion, this one is more survivable than the first one. The first two missions are slow because my blasters have to play cat and mouse with Super Skulls. However, things get fast from the third mission onwards. Also, I love seeing Elite Bosses fighting on my side. Seeing all three mowing down mobs of Skulls in the last mission was beautiful. One more thing. In the hospital mission, all victims suddenly wake up, run straight to Morana, and start punching her once they are close enough. Somehow, Morena accidentally aggroed them. Titanium by David Guetta plays in background: -
Thanks to @Darmian for Praetorian Clockwork speech patterns suggestion. Now bots will be more talkative while fighting, performing ambushes and patrolling. For example, after rescuing a friendly robot escort, you will hear DEF(X); (defend X). X refers to your character. You will also hear this after triggering a special ambush (avoid them whenever possible. They are tough): ?(OBJ.TRP.TRG()) MOV(X.LOC()); ?(SEE(X) + X.ALIVE()) ATK(X); (If a trap is being triggered, move to X's position. If a clockwork see X and X is still alive, attack them.)