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Starhammer

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Everything posted by Starhammer

  1. I'd love to see this also. Optimally, I'd love to see Arena Headset in both Detail 1 & Detail 2, so we can mix and match it however we prefer, but if it can only be in one of them Detail 2 would be preferable.
  2. Was the problem the fight being too difficult for too many people? Or were you afraid people were using it to farm merits? I really hope the former, because a big ToT league goes through Jack & Eochai respawns faster than we can port back and forth between the Murder Motel...
  3. I wish we could get some or all of the Halloween-only stuff year round... Dr Kane's House of Horror wouldn't take up that much space in LFG. Maybe Trick-or-Treating year round in Echo: Dark Astoria... Supernatural Activity (just one random zone) when someone completes a HoH...
  4. No, not at all. I couldn't even get it to work that well, it just failed to load and caused a repeating error I couldn't escape. It needs to just be removed. A functional one was built for me. Clearly building mods is not my lane 😞
  5. Not sure if this is already known... probably is. But every time I enter the PPD in Peregrine Island, my point of view gets moved to an ant's eye view (or below the floor if I zoom out). It doesn't "technically" make the game unplayable... I can still fly, interact with stuff, fight, etc... but it's pretty hard to see what you're doing from that angle in effectively 1st person. So, it's easy enough to fix by exiting the game and relaunching, but until that's done, every character logged in will suffer this glitch, which cannot be repaired any other way... camreset, zoning, teleporting... nada Maybe one of the Devs could contact Monsters Inc and see about getting a new door for the building?
  6. So, not sure what I did wrong, besides thinking I was smart enough to try this, but installing the mod created an eternal error saying the mod could not be found, which the only way to fix is closing from Task Manager, restarting CoH Modder, and hitting Fresh Start. So if you see "Silent Recharge" on your end by Starhammer, you should probably purge it, since my programming seems to be toxic. ======== And between the time when I started tinkering with this, filled with undeserved hope, and when I was reinstalling from my fresh start, I found that you seem to have made the mod I needed. Thank you very much.
  7. Right. What I meant was I didn't want to give up using the Terminator SFX for the other Beam Rifle SFX mod in the video.
  8. If I'm hearing the right thing, that's not bad, though I'm really hoping for completely silent. Also, I already use the Terminator SFX mod for Beam Rifle, and enjoy that quite a bit, so I'd prefer to keep it.
  9. So, there's one sound in the game I find particularly annoying, because of how I bind my power activations. That *hoorb* sound you get when trying to activate a power that is still recharging. Anybody know where that file is? I'd like to try making a mod to eliminate it myself (not eliminate the file, I'm sure that would cause problems, just replace it with a silent soundfile), though I must admit I have not managed to successfully make any of my own mods as of yet, and would be content if anyone else made such a mod.
  10. Using yet more trucks as PD portals feels a bit mundane. I'm sure they're a relatively easy answer, but something a little more interesting would be appreciated.
  11. Would it be viable to get something to protect against Stealth in powers that have a Taunt effect? Stealth annoys the tanks/brutes who are trying to draw agro, who in turn annoy the support characters by telling them to turn their defensive powers off. Could we make it so one characters beneficial powers are not a hindrance to other characters, when both are just trying to do what they're supposed to do?
  12. So there's a few things, but they're all related to autoattacks... First off, on the visual side, could we change the color of either the autoattack ring or the green ring for Sentinels? I think changing the Sentinel ring would be less disruptive to the game overall, since autoattack is on all ATs. Now onto commands for use in binds/macros: 1) powexec_auto_slot & powexec_auto_tray commands would be tremendously helpful. They wouldn't allow us to do anything we can't already, but they would allow us to do it with far fewer character specific keybinds if we are content to simply put the powers we wish to set to auto in the same places on the power trays across different alts. 2) powexec_auto_location <location> <powername> would also be helpful. One of the more useful function of powexec_auto in keybinds is combining it with powexec_name to trigger one power, and set off another (usually slower) if/when it is ready. Not all, but many of the area powers for which we use powexec_location are fairly slow... Caltrops, Rain of Arrows, and so on. But as is, the auto power always has to be paired with an often slower location power, which is just awkward timing in keybinds. We can get the job done as is, but if we could set location powers to auto in a bind/macro, we could get the job done more elegantly.
  13. Ever noticed if you try to follow someone while flying, you never quite get close enough? Even worse when you're trying to follow your team leader during a Hami raid (because not everybody's computers will allow casually looking around and choosing where you want to go), only to never get close enough to melee attack the yellow mitos? Even just in normal combat, trying to chase a runner as a flying melee character will never get you into attack range unless you switch to manual control, which isn't always as functional for some as it is for others. Follow could work better. Instead on having Follow take the argument 1/0 for do it or don't, having it take an argument of desired range (say 1-240) in feet to close to would create much better usefulness (still using 0 for unfollow). Aside from melee issues, this could be very helpful for ranged attackers who want to get close enough, but no closer than they need to, but aren't always great at eyeballing it, or have dexterity problems in real life making fine control impossible. Anyway, I don't know if this is even within the developers capability to alter in the old code. Just saying I think the ability to bind more fine control on the player end would be an improvement.
  14. It's awfully hard not to take it that way. Yeah, not my post, but it's something I believe at least as passionately as the OP would be the best (maybe 2nd best) overall change that could be made to the game. But, until a dev decides they want to do it, it's just a bad idea that nobody wants because it isn't what they've always done. In every MMO I've played, the switch to level-neutral enemies has been a tremendous improvement to the game experience. Sadly, it's usually a last ditch effort to get the last remaining players not to leave and see the game die... (CoH is a bit more unique in that it has already died). Tatooine isn't a useless venue for a level 50 smuggler who can casually wipe a whole tribe of Tuskens with their Brawl equivalent (even a high level Jedi can't do it in time to save Mom). What it does is open up options. Why shouldn't a new hero be able to Go to Independence Port, and fight organized crime? Why must an ancient Roman Gladiator begin their training outside modern City Hall, fighting through the parks and suburbs (or PLing in virtual reality) before they do anything significant in their "home zone"? As for the argument that it preserves the existing narrative, I got bad news for ya, that narrative is broken the first time you "arrest" a street thug by incinerating them, only to see them respawn shortly, stealing the same purse, from the same indestructible NPC. We don't make progress cleaning up a zone, be give up on it and move on to someplace more novel, only to do the same there. Any "suspension of disbelief" is already warped by bad decisions made in early game development because nobody thought they could do something better than replicate Gygax's original pattern of "Begin nearly helpless and get better at everything by killing stuff" even though some of the best old school MMOs allowed you do largely ignore that paradigm... even though the game that predominantly inspired City of Heroes worked nothing like that. Neutral Level enemies don't impair game progression, story progression, or character progression. What they impair is a thoroughly unrealistic and unreasonable game structure that we don't need and are better off without. What they impair is Level 10 heroes getting annihilated by level 50 Nazis that spawn as an ambush next to the level 12 Nazis in Steel Canyon because a level 50 just finished a mission there. What they impair is the "You must play the way we believe you should want to play" mindset. Kallisti Wharf shouldn't be developed with neutral level enemies, the entire game should be converted to them. Now, Sorry for wasting everyone's time. PS: Taking Rikti Invasions out of Atlas and Mercy has doesn't make much difference for what level the most of the characters in the zone are. A level 50 will always be more powerful than a level 1, because the 50 has more powers to choose from, that are modded with superior enhancements... but a bunch of level 1s can still hold up quite well. What the real problem is, is that there may be 20-30 newbies in the zone (because that's where they get shunted after character creation, because there isn't content they can really take part in most other places without a high level benefactor) and they're dealing with the administrative side of getting their characters up and running, but that many of them still draws a huge crowd of spawns... Dog forbid there's a costume contest running when it happens. At least that's why it's actually important for Atlas. Mercy has to follow suit just to be fair, even though there's rarely more than a handful of players there.
  15. I agree that I find it tremendously difficult to justify expending a slot on Acrobatics, even for a fire or dark tank that lacks KB Protection. I would love to see it made into something at least consistently useful. Unfortunately I just don't see a lot of other things "jumping" can do that the pool doesn't already. As a balance issue, I'd love to see Acrobatics folded into Combat Jumping (or vice versa, Acrobatics is a better name). The benefits of both at around .32/sec. Combat Jumping is the other end of the spectrum from Acrobatics... Too good not to take unless you really need the slot for something else. With Double Jump, SJ has all the mobility you can ever need, so I don't see anything extra there that could take it's place. And a modest buff to run speed really isn't worth just not clicking on Ninja Run instead. There's already two decent attacks. Maybe a -defense/-tohit toggle aura, or 15 sec duration click aoe to represent bewildering your opponents with your movements? That would at least be interesting, and fill a niche that isn't everywhere else. Be a good place to use the Hamis nobody wants too.
  16. I have been playing for about an hour. Was switching characters and crashed. Found this error on restart. EDIT (5:50 am PAC): so after a few minutes (the time it took to make backups of all my settings, binds, costumes, etc...) it seems to be working again.
  17. First off, I can't than you enough for the Disruption Arrow graphics change. Its triggered seizures for me before. I like the power effects though, and look forward to actually being able to use it 🙂 Secondly, I'm disappointed in the change to Rest allowing it to activate while airborne. Personally, I play with an XBOX pad, and use extensive keybinds, in this case having powexectoggleon Rest in a bind combined with +down. It allows me normal movement while flying, and turns on Rest when I'm not (and can't move down anyway). If I need rest, I just have to deactivate Flight. With this change, I have to find another place for Rest, since it just can't coexist peacefully on the same button anymore, and there's aren't enough buttons to begin with. I will end up just going without easy access to Rest as a result (keyboard usage is just not physically convenient, I really don't need replies with ideas of where I can bind it to). I get it, and doubt my inconvenience of this issue will outweigh the convenience of those who want this change. I'm just letting you know it doesn't work well for me and why. Everything else looks great. Looking forward to seeing how I can benefit from these changes.
  18. I like that better myself. Want some annoyance and frustration though? -------------------------- About 5,200,000 results (0.84 seconds) Showing results for Cacophonies Search instead for Cacophoties Dictionaryca·coph·o·ny /kəˈkäfənē/ Learn to pronounce noun plural noun: cacophonies a harsh discordant mixture of sounds. "a cacophony of deafening alarm bells"
  19. It's not like the writing of laws that will be enforced by armed soldiers is on the line here. It's a forum discussing ideas on a pirated game that died. The stakes of the conversation are not such that correcting someone you feel is "wrong" are worth the unkindness often shown in doing so. On these forums, if it can't be done kindly, maybe it shouldn't be done at all, unless reinforcing the "letter of the law" internet incivility is acceptable or desired. If it's that important to fight logical fallacies, there are vastly more important arenas in our world in which to do so.
  20. In my case I most often notice it during Hami raids, though other visual cacophonies bring it to the fore as well. While I might occasionally catch a glimpse of the ally's target in their target box outline or healthbar, it's not consistent or dependable in the heat of combat. Having a window that I can place in a preferred position on my graphic interface would allow me to see what is being targeted and what it's condition is more dependably. As to why it's worth Dev time to do? well, worth is a rather subjective idea. And reading these forums makes me often wonder if anything can be worth a developer's time, according to the self-important idea gatekeepers 😞
  21. So, you know this goes both ways, right? What is your desired outcome? Do you want to beat the OP until they give up and go away? Accusations of strawman and ad hominem are only relevant if the person you're accusing has agreed to not use them, as if in a formalized debate. There's no "unspoken social contract" demanding all of us use the same rule and techniques to communicate... and to me at least, these accusations come across as trying to bully someone out of the conversation. Maybe that's what you want. Maybe you don't care, and just want to show off how much better you are at communicating by your rules than those who don't. Ultimately, it only seems to make the forums a more unwelcoming and unpleasant place.
  22. I apologize if this sounds pedantic, but in my understanding of the terminology (at least from a non-professional point of view), what you're describing are the *power effects* where *animations* are the movements/poses the character's body makes during the attack. I only mention this to reduce potential confusion in the conversation. So yes, you could, in theory, use a Beam Rifle power effect, for instance Cutting Beam, as an alternate for a different power... Energy Torrent comes to mind as they're both cones, though outside of taste and timing, there's no reason you couldn't also apply it to something like Broadsword's Slice or Force Field's Insulation Shield. Where animation comes into play in this topic, is that even with an invisible rifle or a different power effect, if you don't change the animation to a different pose, it still looks like the character is pantomiming the firing of a rifle. Not necessarily a deal breaker, and again, much less of an issue for something like Dual Pistols, Claws, or Mace, but still suboptimal as a final outcome. EDIT: Unless of course when you cay Cyclpos animations, you're referring to him lifting his hand to his visor to trigger the effect, in which case I apologize for being presumptuous as well.
  23. Real Men (1987) with John Ritter & James Belushi 🙂
  24. "use case" ?
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