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/bind TAB "+$$unselect$$targetenemynear$$targetcustomnext alive enemy Bud$$targetcustomnext alive enemy Quantum$$targetcustomnext alive enemy Sapper$$powexecname Vulnerability" This is my default bind for the target near button. If a character isn't a Sentinel, the powexec doesn't (can't) activate and is irrelevant. If the character is a Sentinel, even a brand new one I haven't written any custom binds for, I never forget to use Vulnerability. I don't always use it where it's most effective, but I always use it 🙂
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Yeah, I too looked at this post hoping for Rikti Monky Backpacks.
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Why would anyone put forth the effort to start a topic about something we all know will never change? The post is clearly an act of venting, and suggesting he take the idea seriously is practically being a troll. We don't need that "helpful, but not helpful" energy here either. It just angers people and stirs the pot.
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Since Jack and Eochai are technically different from their normal spawns, there's no reason AV Bat'Zul the Imprisoned couldn't get a seasonal alteration to GM Bat'Zul the Fugitive. and join in on the ooky spooky fun. He just seems appropriate to the theme, and we don't get enough of him.
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I would like if Sentinels had a mechanism that caused them to do more damage the more often they take damage, and get buffs to their defenses based on how often they do damage. Start a fight, kinda meh, but the more they keep fighting, the better they ramp up. But with damage buffing DPS and DPS buffing defenses (or resist/regen), that way they have to remain active against challenging foes to get the most effect. I'd also like to see Vulnerability decrease stealth in vicinity of the target.
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I'd really like access to those vents on the side of Crey Tank helmets.
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So it's obviously too late this year, but could we get Baat'Zul to join the festivities and be in the GM spawn roster next Halloween?
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Just curious if there's risk of rollback with that. If we finish a Yin while we wait, might it be undone? Or more to the point, how much ToT advancement might we lose when we get booted for the Auth to come back up? I would hope none/minimal, but I figure it's wisest to ask.
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We know "Hurl" can at least throw coffins, so I would be surprised if other objects weren't possible.
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While I accept Fitzgerald's may be objectively superior, I enjoy Spiner's more 🙂
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Yes, the costumes are only saved to to costume folder from the costume editing screen. Meanwhile power customizations (My water is purple) are only saved from the power customization screens (any of them, but not the costume screens) to the powercust folder. So you have to save both independently to have both available to load. Also, yeah, make backup copies of both folders (and live and account folders) on a second drive every now and then.
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Facts and logic certainly belong, but feels and vibes are important enough they shouldn't be mocked. Without them, we're just engaging in convoluted methods of watching our computer do math. So anyway, I largely agree with the OP's idea, though I think there's room for improvement in the implementation. Knockback needs to feel more relevant, but be less inconvenient. A built-in proc to make KB do some damage based on how much KB they suffer seems reasonable. It should not be a massive game changer, but enough to notice. More importantly though, I expect KB could feel more relevant by adding some visual effects... some scattered trash and a seismic path crack aura upon landing. Maybe even make the KB give the target a short duration AOE damage proc that only effects objects, so you can KB an enemy in a Mayhem Mission into a bunch of stuff and knock them through it. The value of this effect could be increased by making more of those destructible objects replace their scenery counterparts in normal maps. Not targetable directly, but subject to being smashed as collateral damage. Meanwhile, to mitigate KB being a pain in everyone's 5th point of contact (Let's be honest... not everyone's, mostly just melee characters, especially tanks), how about adding a Knockback Resistance infliction to taunt auras and melee attacks that do not themselves cause KB. That should reduce or eliminate the need to chase down KB'd foes. Love KB, Hate KB, or indifferent, these combined changes would give something for everyone. I also agree I would like to see Clap do some damage... and do a lot of damage to Fires, maybe even have a chance to extinguish them outright. Again, seeing some scattering garbage effects tied to it would make it feel more relevant too. Hurl is pretty powerful looking at the numbers, but for me it feels like it takes too long to animate to be worth the damage it does. If it were an AOE though, or at least had a part of it's damage be AOE, that might make it much more desirable. I'd love to see it have a customization option to throw random large junk like pool tables and forklifts also. Here's one more idea for Hurl... probably more coding effort than it's worth, but would be thematically appropriate: Make Hurl a toggle you can only turn on when on (or near) the ground, with a relatively small end cost, like Combat Jumping small... But that just picks up the boulder. You then get a "Hurl part 2" power that actually throws the boulder (or forklift) that is available while flying if you have the toggle active. Making any attack while toggled on, Hurl or other attack, including auto attacks but not damage auras or self only buffs/heals, will detoggle Hurl. I think the positive effects of Rage work well enough as is, and are enjoyed by enough of the playerbase I wouldn't want to see any major changes there.... aside from just getting rid of the crash. I hate crashes on powers, usually enough I don't even want to waste a slot on the power and debuff myself during combat. That said, I would be happy to see a mutually exclusive alternative to rage... maybe a toggle that's a hybrid of Assault & Tactics, but for self only or a smaller AoE like only 30' EDIT: If I could rebuild Super Strength, not only would I implement changes like these, I'd borrow a bit from how Fighting was rebuilt and have each attack that you have add a buff (or an effect) to other powers in the set. Some would make the others do more damage, others would increase the chance of stun, or improve the KB/KB Damage effects of other powers. Having Foot Stomp would add the AoE to Hurl... stuff like that. Make the whole of the set more than the sum of it's powers. Might be a little OP, but feels fitting for arguably one of the most iconic super power themes in comic history dating back to Samson, Goliath, Heracles, and beyond.
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I think this might be most relevant to @Cobalt Arachne. I've been going through hundreds of alts lately and resaving costumes (Lost a hard drive recently and all my other backups were way out of date), and I'm noticing a LOT of instances where if the costume I'm about to save had a space listed as "none" it may have some random other costume piece in it or a piece from a previously loaded character. It happens especially often with ears and tails. I wonder if this could be prevented if the "none" listing for a costume slot was actually some invisible piece actually taking up the space, rather than an empty slot phantom pieces might pachinko their way into? I could be wrong of course.
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Forest for the trees folks. We only have one "wand" model in the game that I know of. Do any of you really think about a "wand" as a superpower implement and think of anything else without having to try? This kind of "feedback" is how threads get derailed.
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Ranged attacks, buffs/debuffs , controls... You could put a lot of different powersets, for a lot of different ATs under the "Magic Wand" concept. I expect they could all use existing power effects, and we already have a Magic Wand in the game (for curing Lost).
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I have it on good authority the primary antagonist of the Supergirl movie will be Kara's AA sponsor :)
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My biggest disappointment with this was being unable to use the fly pose emotes with a shield equipped. I wish we could get those added to the flight powers as optional stances instead.
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Just a little feedback, not trying to be contrary... I find that conceptually Psi Armor can be interpreted as an excellent choice for droids to represent their reduced likelihood to be affected by such effects. It's no less rational than Willpower, gives an appropriate Fear protection (which isn't available in most armor sets), and just improves functional variety overall. Anyway, just my thoughts on the matter. ---------------------------- Also, sorry I haven't been around much lately. Windows cannibalized my entire hard drive, and I'm having to reinstall everything, and rebuild all my settings and keybinds from either outdated backups or from scratch. CoH is proving the most daunting among my games for that because the binds were so extensive and I have hundreds of alts to fix.
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- vaders raiders
- vaders raiders supergroup
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It may sound silly but... I need new hairstyles
Starhammer replied to Mariposa's topic in Suggestions & Feedback
I think the best way to add hairstyles (without a 3d modeler) would be something they did in Champions Online. You can have two hair costume slots. The second is "bald" by default so it doesn't change anything in the 1st. But, you could then mix and match two different hair styles to get a combination hairstyle. Obviously not every pairing would work well, but that's already a thing with any costume pieces. -
Taking EoE's In a Timely Fashion, just curious
Starhammer replied to Dogooder's topic in General Discussion
I find that even when I'm not activating other powers, sometimes lag in the Hami raid is just so bad my game doesn't notice the mouse click. I've gotten in the habit of triple or quadruple clicking the EoEs to make it more likely to trigger. Since I keep them stacked with other EOEs, it's not like I have to worry about triggering other inspirations collaterally. I wish there was an accolade for defeating Hamidon 100 times, and the accolade power was just to have a permanent EoE effect so you could skip that part and just sell them all. -
Enhancement sets - would a set of 7 or 8 within a set make sense?
Starhammer replied to Ukase's topic in General Discussion
I worry that adding 1-2 slots for more existing enhancements would be a nightmare to code, and would only push the power creep to make 8 piece sets. That said, I would like to see an additional slot added to most powers specifically to hold a special kind of "not-enhancement" that might alter the core theme of a power, say converting the visuals of an ice power to fire effects or something along those lines. Mostly cosmetic. The one exception I would push for as a functional proc would be to have a "KB>KD" proc that is available for free in S.T.A.R.T. that you could assign to as many KB powers as you want without involving set bonuses or other performance adjusters. But you could set other cosmetic procs, like adding a Rain of Fire visual to your fire armor damage aura for instance, or changing a sound effect. Something vaguely related to the concept of special costume power effects, but not quite done by that subsystem either, because it would be power specific, not a whole costume. Kind of a power specific mod system, but in game rather than dependent on an out of game utility. Anyway, even that is probably more complicated than it would be worth. -
I play primarily on Torch. It was the starting point, and so that's just where most of my alts are. Lots of good folks there some of the time, kinda dead some hours. Quite a few high quality players who are both helpful and knowledgeable. Excelsior is where a lot of folks moved for a fresh start, way back when. Since then, it has grown to the highest population. At any hour, on any day, there's a good chance of having a lot of players online. Unfortunately, in my experience this doesn't make it any easier to get a team, since they fill faster than I can type a response to join. Excelsior has just as many high quality, knowledgeable, helpful players as Torch, but it doesn't always feel that way to me because there's just so many of everyone else often drowning them out in the cacophony. It still works pretty well if you can find a regular group of folks to play with though. /General chat in Excelsior can vary from normal like the other servers to hateful arguments and disrespect flooding the channel for minutes or hours. Sometimes it's not a big deal, sometimes it just makes the whole server feel unwelcoming. Victory is where I'd like to think of as home, because it was home on live. Almost everyone there is wonderful, but there's just so few of us it's hard to keep the activity going regularly. Too often it's a ghost town. If getting a specific name is important to you, it might be the place to go because the server population hasn't claimed all of the best ones already (though many were grabbed in the initial rush). Everlasting has some wonderful folks, and quite a few players most of the time. Unfortunately I find too many folks feel a little too free to be public with their politics there, and can be pretty nasty about it. I feel like that stuff is best left to antisocial media platforms, and I want to use my escapist power fantasy platform to get away from it. I really don't play on Indom or Reunion, so I have to experience to speak of there.
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Not so much a new command, but a change to how a command works... that would also make staging power activation rotation in keybinds a lot easier... So normally you can "stack" more than one powexecname Power Name in a bind, and it will activate the last in the list if it's usable, if not the next to last, and so on. Very handy if you have powers from very disparate levels and want to use the highest level if possible, but still use a lesser power if it's not. Auto Attacks almost work the same way. If you don't have access to an auto attack further right in the bind, it will get passed over for the next to the left. That's great if you're writing a bind to include a power you haven't taken yet. But if you have the power, and are RSK'd too low to access it, it doesn't get passed over anymore. It just stops there and doesn't consider lower level autos you may have designated even if you have access to them. If the powexecauto could be changed to operate the same as the powexecname, we could stage contingencies in the bind sequence while often using fewer keybinds and being less likely to disrupt power rotation.
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Yeah, that seems to be two of their biggest problems. They won't commit to the time necessary to properly develop story or characters, and everything "has to break the internet" or it's no good. Not everything can be the first season of Luke Cage or The Mandalorian. It's just not realistic to set them as the standard for streaming shows. I don't mind some series being shorter if they get the job done and done well. Lioness (on Paramount, I think. I watch it on Amazon) is 8 episodes iirc, and while I wouldn't mind longer, they get the job done. Dexter, even back when it started on Showtime before streaming was a thing... it was at least 12 episodes a season. If they're only gonna commit to 5-6 episodes, at that point why not just cut it into a movie so you can justify a theater release and get some money back (let's face it, we're past the point of people jumping on a streaming service for 1 show then leaving... most people just stay sub'd or seek out Pirate Bay). 12 episodes is good. it gives plenty of time for everyone to get to know everyone and figure out what's going on, and still not work the cast and crew to death like new Doctor Who back when it was good. 8-10 is ok if it's high quality. The other thing they really need to do is set their sights a little lower for a lot of projects. Don't expect everything to be a blockbuster. Get quality out of a lower budget without big names with bigger egos demanding bigger paychecks. A lot of stuff could be animated too. The acceptability of animated not-just-for-kids content has broadened significantly. I would love to see the Star Wars folks commit to some of the Visions studios for ongoing content. I mean hell, I play City of Heroes. I don't need my adventure entertainment in 8k...