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Psyphon
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You are correct on both counts. I was specifically talking about both of those instances. I like the wider cone they added in issue 26, but it doesn't come close to being as useful as the higher hit cap.
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I just hadn't had the time/drive/interest in looking to see if there was ever an answer to this, over the last 4 years. I realize the mechanics of upping the storage limits in bases individually has been address and shot down as a possibility multiple times, but I've just never gotten the same sense of closure on the subject regarding sharing storage with coalitions, which seems like a valid work around if it's possible. It can't be that everyone in the game has given up on the need for extra storage ... so I'm sure it's still a viable subject (at least until the Devs give a definitive "no")
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Not if I was just casually strolling into a group ... but if you group them by pulling around the corner, or agro way over the agro cap, so they filter in (at x8 of coarse) it was easy to get more than 5. If you happened to be in a large group with multiple melee types agroing multiple groups to tight areas, you could cap it out with the old cap, easily. I can't even remember what the cap used to be for it though, I feel like it was over 10, though probably not by much.
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I was there in the old days with the herding and the nuking, and I agree that caps are needed .... I just feel like the agro cap needs to be doubled from it's current value and hit cap needs to go back to being normalized across all powers. With the current caps, I have a hard time having ANY of my Tanks, Brutes, or Scrappers taking ANY level of significant damage (even with the difficulty changes). I'd love to actually feel like I needed a support toon backing me up, in order to survive at +4 x8. As far as the hit caps go, I think they should be normalized for numbers, so that different powers don't have different caps. It used to be that way, and it made AoEs so much more useful ... with the more recent deviation from standardized hit caps, some powers have dropped from top tier powers, to barely useful. For instance, Shadow Maul got hit REALLY hard. It didn't just get nerfed a bit, it got neutered. The extra cone width they gave it was nice, but when they made the hit cap for it like 5 or 6, or something silly like that, it made it only slightly more useful than Cross Punch.
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Bump, hoping for an update on it's feasibility....
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What if you did a similar thing to whip, where you created a new animation based on fireball (use the whole animation for the "throw" and then reverse it for the "pull"), but you used the mechanics from "Axe Cyclone", and made it single target instead of AoE, and maybe extended the range. That would effectively do the "get over here", I think. I like where you're going with some of these other thoughts too though. If we mixed all the ideas that are posted in here together, I think we'd almost have a whole set made up already 🙂
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Well it wouldn't HAVE to skewer anyone ... it could just thump them in the chest or whatever. I'm just spit-balling here 😛. And I think the rush in thing would be a cool move to have too, because I have some Doms who fight well inside, and it's nice to be able to close distance. It'd just be one of those powers you skip if it's not your cup of tea. The I was rolling around the whole MK Scorpion style rope thingy as well, but it's not like I fleshed out any real ideas for it. I just think that there are a whole lot of possibilities in a set like this. It'd be fun to see what they come up with.
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Psyphon started following New Dominator Secondary - Pole Combat
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I'd love to see a new Dominator secondary with staffs/spears/trident/etc. Since their secondary is usually a mix of melee and range, I feel like it'd be a great opportunity to fight with a spear in hand to hand, and then throw it to skewer someone else at range. Maybe have a follow-up animation that "rushes/teleports" them over to the thrown spear to keep fighting hand to hand. It just seems like a lot of cool things could come out of a mechanic that utilizes both the ranged and melee possibilities of pole-type weapons.
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Sure did. Last time I looked, it was 1 out of 2 entries for Indom 😛. Wouldn't mind your thoughts on a real walk through, if you ever make it over to Indom
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Okay, we're in the home stretch. This'll be the last post. So this area is what I've been working on most recently. It's a tech room for my primarily arcane base .. it's part of a much bigger plan, but I'll post photos of that, once I get into it a bit further. So there's the entrance This is the mechanical/bot half of the workshop/room. Complete with a small bots area, a big bots area, and a wall of helper bots (and a nice scrap heap of decommissioned bots) And yes I'm building Optimus Prime And this is going to be a bio-organic research area ... but I'm still working on this part of the room So there we go guys. That's what I got ....
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Still rolling. Hope I'm not overloading you guys. Here comes more of that winding hallway. So this is the grand library coming up The library is kinda big, So I'm just gonna post a bunch of them, from different angles and locations in the library.
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Okay, I've been plugging away lately, to finish up some areas that I started a couple years ago ... then I just reworked everything I already had. The base is still a work in progress, and I'm only posting areas that are (or are close to) completion. If you want to pop over to look around properly, feel free. The base code is GOF-2712 on Indominable This is what the entrance looks like when you enter If you head toward the tree (that's where the base hospital is), the path splits and there are red-side porters to the left This is the blue side of the 2 (but they're designed the same) And then around to the left (behind the hospital), are the red-blue joint areas This is the view looking back at the entrance from the tree. There are vendors all throughout the base, but I've concentrated a LOT of them here, for ease of use. The vendor wall These 2 shots are part of a winding hallway that leads to the grand library
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Oh heck yeah there is. I'm actually at a personal 3-4 year low in liquid assets in this game. Just blew most of my wad, for various reasons. I'm sure 75% of the player base is better off than me right now. So I'm certainly no big fish. I just don't see a lot of chatter about people playing a long game in the market, in the general chat discussions in-game. Most the time, it's just someone who found a hot market item, trying to advertise to everyone else, how to use his get rich quick scheme. So I was wondering if there is any significant number of people in the player base that play the market end of CoH almost as hard as the actual game.
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So I know that in this game, I spend more than is probably a "common" amount of time on the market. I think I turn over 7-ish billion per day (in both directions combined), bare minimum, with at least an hour (if not more) doing game-market related things. Most of the people I talk to don't crack 100 million a day (at least not consistently. I'm not bragging (I wish I could do this in real life, but I'm not nearly that cool), but I'm curious if there are other players out there who pop out 500+ large transactions a day (I'm talking 10 M or more each). I've never really looked into this marketing thread, so I'm not sure if I'm covering ground that's already been discussed, but I truly am curious. Who out there runs the Auction house? Any major players to be spoken of, or is it just a massive pool, with no-one really guiding it?
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I'd love to see all the "pets" that Masterminds and Controllers/Doms have a base item version, so that you can do things like make kennels for the wolves, or graveyards for the undead, and then you can place all the appropriate pets in those environments. Oh, or barracks for troops