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WumpusRat

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Everything posted by WumpusRat

  1. Part of me thinks "yeah, that'd be cool, you could buff yourself with the defense sets and have a bit more flexibility and defense", but on the other hand, it feels like it might be a bit of overkill for some sets. Masterminds in particular. My bot/ff MM has ~50% def in all positionals, and that's WITHOUT using either of the (currently) ally-only shields. And she doesn't even have her alpha incarnate ability slotted yet. Nor does she have any super-expensive sets. I suppose my main fear would be stepping too much on the Sentinel AT's toes. If support sets can suddenly have massive defense, resists, status protection, etc, AND still offer a lot of benefits to teammates, it makes the Sentinel AT a bit more of a "why is this here?" stepchild. Especially for masterminds. It would make being a tankermind VASTLY easier, and FAR more powerful. So I dunno.
  2. As I said above, I'm not building outside the base area with this one. Which is why it was baffling. And yes, I know all about toggling clipping. Everything I was building was inside the base, and the item in question was one of the praetorian power cables (a very small object), and was being attached TO ANOTHER OBJECT that had already been placed in that location to create a wall. So obviously the game knew enough to allow SOME items to be placed there, but when I went to place an object on THOSE objects it said "um, no, won't fit!" That's why I found it so odd. I've run into it here and there in other parts of the base (and in other bases, as well). When it happens again I'm going to start noting down positional information within the base and see if I can figure out some pattern that might be causing it.
  3. Well, the same can be said for ANY pizza topping. "You order two pizzas, one pepperoni, one mushroom, but two people don't like mushrooms. There's now less pizza for those two people." "You order two pizzas, one supreme and one pepperoni, but two people don't like olives or onions. There's now less pizza for those two people." Etc, etc. Personally, I despise mushrooms on pizza. I think they're disgusting. But like any rational adult, of someone orders one with mushrooms on it, I'll either not eat it or pick them off. You can do the same thing with pineapple, if your sensibilities are so horrified by the prospect of pineapple on pizza. Unless you think it's somehow "tainted" the entire pizza. But the same can, again, be said for any topping.
  4. Nope, I'm building inside the base this time. Hence why I used a bunch of doors to make fully open areas. I've noticed it crop up here and there, but I've never really looked to see if it was something happening in a "doorway" or not. This one was, but I don't remember about the others. There've been a lot of strange bugs and glitches in the base builder lately.
  5. Yeah. The odd thing is, when I just decided "screw it, I'll see if I can just cover up the wall area" and dropped a huge mainframe terminal down, in almost the same spot, and it went in with no trouble. But for some reason tiny cables wouldn't fit. It's baffling.
  6. Given that all the defensive turrets and things are things are free, imagine the insanely lethal danger room you could make. Glass walls (so people can watch) and a porter to step in, with so many debuff fields, force fields protecting the turrets, slow fields, sappers, etc, you could even start making a contest out of it! "Come one, come all, to Lethal Arcade's Danger Room. Thing you're tough? Think you can laugh off a full base of Malta, or Carnies? Yeah, so can our danger room. See if you can get through to the pretty girl/handsome lad at the end of the danger room, and win a prize! It might be influence, it might be a rare recipe, it might be catalysts! Who knows! Can You Survive?" :)
  7. After running into numerous frustrations with having the base builder not store the proper positions of items when I went to build my ship down at the -1600 mark or so, I junked it and started rebuilding within the base confines instead. I'm going to have the interior be within the base area, and "airlocks" leading from inside to the exterior of the ship via portals. I came up with a pretty decent (if I say so myself) airlock combo of an arachnos doorway spun around so the empty back of it is facing outwards, and a portal placed in the circle opening, which fits perfectly. Makes a nice little circular airlock portal. It's a huge project though, and I'm still in the process of laying the foundation of the ship decks. Once I get all that done, then decorated, I'll build the exterior of the ship outside the base confines, so people will have somewhere to port to via the airlocks and be able to float around the ship in 360 degrees. Given the sheer size of the thing it's going to take a while to build, and taking screenshots won't get the proper feel for it, I think, so I'm going to try and make a video walkthrough. Especially since the ship is for my tiny aliens, who are from a low-light world, thus the interior lighting is fairly dim. Hopefully I'll have it done in a couple weeks. :)
  8. I think the place that I was trying to build is already in a doorway. The area was two long 2x21 rooms that had the space between them filled in with doorways, to make one larger room. The pieces I was trying to place were small praetorian cables, so it wasn't a size issue at all. And not only that, but I'd already built a wall there with other objects, so it wasn't just "nothing can be built here". It was just extremely odd.
  9. Or hell, you could go full X-Men and design a Danger Room. Turrets, sappers, debuff fields, etc, hop in and see if you can survive!
  10. I want to play bio armor, but I much prefer to set all my defensive toggles to nofx, and you can't do that with the adaptations. I don't want to be surrounded by an ugly glow to use the powers. 😞
  11. I'm running into this constantly when I'm trying to build a large base using internal walls (constructed via objects). I'll be running, say, a length of conduit along a wall, and everything is going fine, but a stretch of about 6-10 feet of the wall will suddenly be a non-viable place to place objects, despite there being nothing else in the way. It'll just pop up the error "base edit failed: can't fit". It's frustrating as hell, because it's popping up all over the place, seemingly at random, and prevents a lot of customization.
  12. Probably been mentioned before, but another thing I'd like: Smaller letters. The alphabet right now are HUGE letters, and it'd be nice to have some that are about half that size, or even a third, so you could make more reasonable signage.
  13. In the last few days when I've been trying to build within a base, whenever I'm using shift-drag to move an object up/down, quite often the game will somehow interpret the sliding as a double-click, and teleport me forward a good distance. It's become INCREDIBLY frustrating, as it happens every 4-5 objects, and when I'm building a large base with a lot of objects I want to reposition, I'm having to crtl-z (since it tends to teleport the object into a random position as well) and try again. I asked in the help channel and a couple of other people say they've seen the same behavior. I don't have click-to-move turned on, so it's not that. It just seems like there's just some weird overlap with shift-drag and the click-to-move that's inherent with base building that's conflicting, and it's getting confused and teleporting me around.
  14. I have one that I'm leveling up. Still a lowbie, though. It's one of a whole slew of characters I've made that follow the same theme: they're all summoned elementals, so they all follow a very tight theme with their powers. Fire/fire/fire, ice/ice/ice, earth/earth/earth, etc. I did try a bunch of thrown-together builds for them on justin, and while they're certainly not optimized in any way and don't use incarnate abilities, they're decent for testing general damage output and durability. My standard test is to throw them up against +1/8/boss malta and see how they do. If they roflstomp their way through malta, then I deem them a success. :)
  15. There are numerous things that could and should be done to bring Mercenaries up to parity with some of the better sets (looking at you, Demons and Bots). The commando needs to be overhauled, Serum needs to be revamped entirely (1000s cooldown? Seriously?). The other mercenaries need their damage and animations tightened up. Etc. The fact that the commando's LRM Rocket has a 240s cooldown is absolutely ridiculous, for one. It should be around a 24s cooldown, comparable to the other tier-3 pets' abilities. Hell, the Assault Bot's two missile swarm attacks have 16s cooldowns. The original devs were just really lazy with mercenaries. And with a lot of mastermind stuff, if we're honest. They just didn't really like masterminds all that much, so never really gave them the attention they needed.
  16. It won't work anyway. Blazing Blast doesn't allow you to slot KB sets into it. So you can't get rid of the repel even if KB->KD worked. <edit> However, it does take universal damage sets. Just tested it with Overwhelming Force. While it doesn't negate the repel, it minimizes it a good bit, so they only go a LITTLE backwards. So it's an option, just not a great one.
  17. Like I said in the other thread, it happens to stuff that I've moved on the grid, or disabled, at random. If I'm forced to have to build everything on a 1x1 grid, I may as well not build bases that aren't just giant square blocks, since I won't be able to do any fine tuning.
  18. I haven't tried one yet, no. A couple other people I've talked to say they've seen the same thing, with stuff moving around at random. I'm wondering if it has to do with building outside the normal base environment. My current project was building stuff down near the "bottom" of the usable area, about -1600 or so. I built the framework for my ship and everything stayed where I put it. But once I started decorating and putting down smaller items, stuff started drifting.
  19. I usually place things on the grid, using 1/4 x 1/4. Occasionally I'll place things with the grid disabled. But the things that move around are seemingly random. Some of the items I place without the grid stay where they are with no problem. Other things ON the grid move around at random. If it was only stuff I positioned with the grid disabled I could live with it, but at this point ANYTHING I put down seems to have a chance to be shifted around. It makes it impossible to be excited about building projects anymore, because I have to build a single tiny area at a time, and then spend the next 15m double-checking to make sure everything stays where I put it. And half the time it doesn't.
  20. I'm running into this problem more and more lately. I'm trying to build a large base outside the normal base area -- something many of us do all the time -- and the editor refuses to save the actual position of a lot of items. I'll place everything down, then exit the base and come back a bit later to find a dozen or more objects have relocated, moving up or down up to a full unit in either direction. It's reaching the point where I'm about to give up on base building entirely, since I can't build ANYTHING without it undoing all my work.
  21. Yeah, at this point I think I'm done trying to build bases. More and more crap is being shifted around by the editor. I can't build even a single room without things drifting out of place. It's too much of a hassle. I give up.
  22. I have an axe/shield brute on the way up. Only 17 of those. I haven't touched her in a couple weeks though.
  23. There's all sorts of ones I'd love to see. * Longbow * Arachnos * Carnies * Malta * PPD * Coralax * Ghosts * Legacy Chain * Circle of Thorns * Knives of Artemis And probably a lot more I could think of. I don't think it's likely for them to happen though, sadly. I'm still annoyed at the old devs' excuse that "well, we don't want people to make pimps" for not making female henchmen.
  24. Yeah, unfortunately "sinking it into the floor" isn't an option either. This ramp right here is one of the ones in particular that keeps moving constantly. No matter what I do, it refuses to stay where I put it. I've moved it around at least twenty times, deleted and recreated it, tried different objects, etc. The game simply REFUSES to save the proper location of the connecting spots. And the right edge of the upper ramp keeps raising up and clipping with the larger ramp area, making it flicker constantly, which is irritating.
  25. Having animated hair like Ghost Widow was one of the things I'd always wanted since back when CoV went live. :)
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