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Yeah, I have it worked into my keybinds. When I hit the Jump trigger, one or two toggles turn on. So I bounce around a bit until the sequence finishes. Still, just having them suppressed until you have x End above your usage over recovery (but not with a few seconds of lockout of course). would be smooth. I'm veering off relevance though. As for the ongoing argument about how long offensive toggles should be suppressed, what keeps going through my mind is that even if you do have numerous offensive toggles, there's always *that one* that's more important than the rest. With all of them being locked out you can't settle for just getting that one back up and running, to help you out while you wait to get any others (if you have them) going. What if the lockout timer was a lot shorter, like 1.5-2 seconds, BUT activating an offensive toggle (while recovering from mez) reset the timer? That way, those who only use one (or only need one right away) aren't punished so heavily, but there's still a performance hit for those who depend heavily upon them, like my Dark/Rad tank, who has 4 or 5.
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CityBinder for Homecoming v0.1 is out!
Starhammer replied to Tailcoat's topic in Tools, Utilities & Downloads
Could this be used, or be modified to be used, to simulate an "alias" command? For those who may not understand, my experience of "alias" in games that use it is that it basically creates a new command that performs the functions of one or more commands. For instance: /alias tgoff "powexectoggleoff" to allow you, when writing keybinds/macros to use "tgoff" as being the same in the client as "powexectoggleoff" It may not seem like a big deal so far, aside from when you're butting up against that 255 character limit. Consider however /alias moveoff "powexectoggleoff sprint$$powexectoggleoff prestige power slide$$powexectoggleoff ninja run$$powexectoggleoff beast run$$powexectoggleoff athletic run$$powexectoggleoff super jump" where you could then use the command "moveoff" in a bind/macro to turn off any/all end-sucking movement powers, for instance, while in combat. Normally one character won't have more than a couple of these, but as an alias, it could then be used as a generic command across numerous alts without having to spell it out across numerous keybinds for each or write a macro for each alt (mine usually looks like /macro Toff "powexectoggleoff sprint$$powexectoggleoff athletic run$$powexectoggleoff super jump" and then placed in Tray nine, Slot 9, using the command "powexectray 9 9" in relevant binds, like attack sequences. I usually have another in "powexectray 10 9" that turns on all my armor toggles, usually when I jump. With 400+ alts, it sure would be nice to have an application that allowed me to shorthand a lot of this without having to do it on each character. I can do some in the base keybind files, but they have to be customized after characters gain a few levels. Of course, there's potential for terrible failure in doing that, if you create an alias that is already an existing command, so as an app, idiot-proofing should probably disallow existing commands from being used in that manner. For more advanced users, there might be some possibilities in it. As long as it could be cleared and returned to default, it could be really handy.- 26 replies
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To aid in testing (if there isn't one in game, I'm not aware of one), could we get a NPC kinda like the target dummies in Vanguard base (that'd be a good place for it, especially if it converts to live at some point) that will target us, set off a single target 20 mag mez like Stun or Hold with about a 10 second unresistable duration, and then after a minute or so, does it again? Or maybe an AOE with a "stand here" zone, to aid in multiple players testing? Actually, thinking it through, a dedicated room/area with one such mezbot and it's own target zone for each type of mez would be nice
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I'd like to see the VK-99 blade effect made available for Fire Melee, anywhere a customizable fire sword is used. Just the blade effect, no/invisible grip.
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I would trade body parts (not large/important ones) for minimal effects on all the armors, for all the ATs. I hate that my flamethrower guy has to appear to be on fire to be especially resistant to fire 😕
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So, one possibility that might help is to have respec recipes drop now and then as rewards in PvP content, or PvE content in PvP zones. It would increase the availability to those who need them, and I don't believe they would adversely affect the economy on a significant scale. They aren't exactly a hot commodity people need to sell in order to afford what they need for their builds. Maybe that's more work than just giving Temporal Warriors unlimited respecs. I wouldn't know. But if not, maybe it's worth doing...
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So I have a character, whose costume never used Chest Detail/Symbol/Anarchy. Today, I noticed that character had an Anarchy symbol splashed across his chest on all costume slots, even those with a jacket (official shirt) where it would not have normally been applicable. The Anarchy symbol is not visible in the character selector nor costume editor. Editing the costume, even putting a different chest detail, does not fix the problem. Any other chest detail gets replaced by Anarchy symbol. Problem exists across all 3 body types. Reloading/relogging doesn't change anything. It's like it's the subject of a power effect that's suppressing the chest detail costume piece 😞 Has anyone seen this before or have any idea how to fix it? I could just rebuild the character and powerlevel it up, but if that's avoidable I'd rather not.
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So, sort of related... With new data related to characters being shown on the character selection screen, there's some other character data I'd love to see here too, specifically what SG a character is in (if any) and whether they've completed a Patron arc. I have too many alts, and some hints would be helpful from time to time. I bet there's some other character specific data others might find useful during selection too.
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issue 27 Focused Feedback: Sheathed Weapon System
Starhammer replied to The Curator's topic in [Open Beta] Focused Feedback
Personally, I would have merged Axe and War Mace into the same set (Axe/Mace). Then I would proliferate all or mostly all melee weapons across all melee weapon sets, as well as added "Invisible" melee weapons for each set (Invisible pistols too, for "Gun Hands"). The math and damage types that go into how a set functions are far less important (to me) than making a characters attacks look like I want them to. Even if that means using Axe/Mace like a fist attack or Dual Wielding barbarian axes. Of course that's a bit more of a "from the ground up" overhaul than I expect they're willing to do. -
issue 27 Focused Feedback: Sheathed Weapon System
Starhammer replied to The Curator's topic in [Open Beta] Focused Feedback
So I love the concept. I'm not as thrilled by the implementation across the board though. Lets start with Katanas. Maybe it's just me but it looks wrong on the right hip (especially considering all single pistol holsters are already on that hip). I can see why one may want it there, but I'd much prefer the left hip. Of course, being able to choose one hip or the other would be best. Also, the various energy blade Katanas look goofy sticking forward as far as they do. Even if it's just for those few models, if it were possible I'd love to see them hanging as if from a belt clip, the way most Space Sorcerers seem to carry their Glowbats. Much less of an issue than the side they hang on, since for just those, it's easy enough to just not use the feature. Broadswords, Maces, Axes: These are generally fine, though again, I'd love to be able to choose sheathing to the hip or back, and on which side. Smaller weapons, like daggers and cleavers especially, as well as the rapiers, would probably look vastly better on a hip... One potential nitpick to this idea probably not worth the art editing time, but maybe: If Axes and Maces were to be given the option of hanging from a hip, some of them (individual judgement call) should probably be turned upside down to hang (head at top, pointed forward), especially single headed axes. Just best if it looks like it's balanced properly. Otherwise great work. Next on to Boot Sheathes 😛 -
issue 27 Focused Feedback: City Zone Adjustments
Starhammer replied to The Curator's topic in [Open Beta] Focused Feedback
I like the updates to Trident and Crucible. Certainly more useful than before, though the TF/SF teleport is a bit redundant with just porting through LFG, or even using LRT. At least there's empowerment stations. It'd be nice to add a badge to each for spending an hour inside, like Pocket D. Also, it feels like the Fort Trident sub should also take you to Peregrine's smuggler ship. Hopefully in the near future we can get an interior to the Freedom Corps main building? The Vanguard conference room is a nice addition. RWZ still needs a P2W vendor though... Maybe over by Serpent Drummer. I love Bamboo Kat's Luau. Hopefully somebody will put together a interior for Larry's Tiki Lounge to go with it. I hear some nearby real estate just opened up Larry could expand to. Blackbeard's is wonderful. I'd especially love to see more done with the sewer tunnel. It'd be a wonderful spot for black market contacts, and maybe a low budget rikti monkey fight ring. It'd be a great place to put a host for a new low level SF too. It's too cool a place not to have something to draw people in. So many people will probably never see it, or worse, only go once to take a look after it goes live, then never return. -
issue 27 Focused Feedback: Costumes
Starhammer replied to The Curator's topic in [Open Beta] Focused Feedback
Also, with the permanent relocation of Bamboo Kat's Luau in Talos, we need accompanying costume options... Grass skirts, Flowered shirts, Coconut bras with optional straps (Chest detail), and Lei necklaces (Shoulders)... all available for all body types. -
issue 27 Focused Feedback: New Commands
Starhammer replied to The Curator's topic in [Open Beta] Focused Feedback
I really appreciate the Distance to Target option -
issue 27 Focused Feedback: Costumes
Starhammer replied to The Curator's topic in [Open Beta] Focused Feedback
All > Back Detail > Crab Pack: The invalid Arachnos Crab Spider Backpack option should no longer display on non-VEAT characters. Arachnos Soldiers must have chosen a single Crab Spider power once in order to unlock the Crab Pack. This should not change any of the combinations that were previously possible with the backpack on VEATs. I would immensely love an option to not have the Crab backpack on Crab Spider costumes. On some Crab builds, I'm still just using the Wolf rifle, and only want the Crab for armor. Even with the disphoric blast emission point if using Crab attacks, there are costumes I would rather not have nerfed by a forced back option. Even if this is limited to non-primary costume slots, this would be a major improvement. -
issue 27 Focused Feedback: Custom Weapon Expansion
Starhammer replied to The Curator's topic in [Open Beta] Focused Feedback
There are so many weapons I would love to see proliferated into sets that may not seem appropriate to the damage type. At least for me, what the character is doing is far less important than how they look while doing it. Also, any love for Tsoo Kama possible? I know it's available as a temp power in St. Martial, so it shouldn't be difficult to add into axe/sword powersets. -
issue 27 Focused Feedback: Custom Weapon Expansion
Starhammer replied to The Curator's topic in [Open Beta] Focused Feedback
just a thought, if the necessary art modification is not too extensive, the Jack in Irons Club would be a nice thematic addition to Titan Weapons. -
Any chance we could get all forms of Flight to apply Toggle Suspension to Ninja/Beast/Athletic Run (and maybe some other appropriate land movement powers that don't/can't have secondary effects that could be relevant while airborn? (for instance, not including Sprint because it might be used for a Stealth proc)
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So, here's a new request I wonder if any of you Modmasters can accomplish. Would it be possible to replace the graphic effect for Rune of Protection? Optimally, I'd love to see it turned into a force field of some sort, and still be colorable. If not colorable, something really subtle. Even merely disabling it or making it invisible would be an improvement for me. It looks cool sometimes, but among so many other FX it's just a mess in combat. Also, then I can use it on nonmagical characters without abusing immersion so much. Of course, I understand if something like this is beyond the purview here, since this is mostly sound and interface mods. P.S. @Solarverse did you ever make any progress on Star Wars sounds for Assault Rifle? or updating the Pistols set to include the Revolver temp power? Sorry to be a pest about such things. Wish there was something I had the aptitude to do in return.
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So in Imperial City there's an arc where you go undercover with the Syndicate, and at one point because one of the original devs liked the TV show Wisdom, you acquire a gatling gun temp power (Yeah, I know, it's not technically a gatling gun, but everyone knows what that means, where "Rotary Assault Weapon" might not be instantly understandable to everyone). But anyway, is there any chance we could get this added to the temp attacks in P2W? There's always been a few character that I've wanted this for. I'd also find it just as wonderful if that model were made available for the Assault Rifle powerset...
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issue 27 Patch Notes for November 30th, 2021
Starhammer replied to The Curator's topic in Patch Notes Discussion
That would be sweet, but what AE really needs, especially to go along with Base access, is for all AE Mission entrances to function as the same door, so your team, no matter where they are, red, blue, gold, base... can enter the mission from their nearest AE. If internet cafes in the real world can do it, I'd think AE could manage it 🙂 -
That's the same as the one for Beam Rifle, right? I do love that one, it's amazing... but it doesn't sound like Star Wars really. If you feel up to it I'd love one that's more SW specific, but only whenever you feel up to it. I hate to come on here begging for something I can't do myself and be all demanding about it. I seem to be an old dog looking at new tricks where modding is concerned. Glad I learned keybinding back when the ol' brain still had vacancies available.
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That's a beautiful piece of music. Anyway, though it's beyond my skillset, if anybody feels up to it, I'd love to see a mod to make Assault Rifle sound like Star Wars blasters (being as they used a lot of real guns to make their blasters, it fits) maybe not replacing flamethrower bits of course, but the bullet shots. Not sure if those files affect Arachnos Soldiers too, but that'd be swell also 🙂
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Focused Feedback: Emotes, Costumes and Bases
Starhammer replied to Booper's topic in [Open Beta] Focused Feedback
I know my opinion is not the popular outlook, but I'd rather have something mediocre now than perfect in 2+ years, maybe... There's no guarantee how long this experiment may be around/available. I agree the co-planar flickering looks pretty bad sometimes, but in most cases it's only the player who chose that combination who would have to put up with it for any significant length of time. It's really pretty easy to just make choices that don't cause that, or even just make a 2nd costume to accommodate temp powers and prevent it. Of course another quick & dirty option would just be to add a single temp jetpack that's black (Castillo's maybe) so we can have something that stylistically matches anything. I really do love the tintable pack idea though... anything to keep character costume opportunities moving forward... I really wish we could link certain costume pieces to certain powers in the creator, either on or off while a power is active... Jetpack piece being able to be set to on, only while flying, or else something like swords on the back being set to off while your blade is drawn. I know that kind of thing is so far off we'll probably never see it in this game though.