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BTW, Solarverse, I really enjoy the Blaster SFX for the pistols. If you ever tinker with it some more, any chance you could try to include the Revolver temp power? Just for those folks than need a blaster, but aren't using a gun set... -------------------------- So, I figured I'd try making a mod... see if I can start figuring this stuff out, then I don't have to ask others to do it for me. Turns out I do not yet qualify as even an entry level Any Idiot. I feel like a monkey with a machinegun. I can pull the trigger, even change the change the magazine. But I have no idea how to load the bullets I want into it. Anybody have a step-by-step instruction set for folks like me? In this example, I wanted to go for something simple, like changing the Daft Punk mod to play a different piece of music in the DJ area. I got to the point of loading it as a mod to edit, and now I feel like I'm trying to read Greek.
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I expect if anything it would have to be done with a mod, unless they wanted to change the whole effect server side. Even if they did a Minimal FX option, it would only affect your own casts. As a client side mod it would cover every instance of the power's use. (and who knows, maybe a couple others... the way I now hear lightsaber sounds on battle axes 😛 )
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I honestly don't know. I just don't fight enough Longbow on a regular basis to remember that specific attack.
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Nice tool. Thanks for putting this together. Unfortunately, I doubt I could even begin making my own mods, but if someone would be interested, there's one that would help me greatly. Something to more or less disable or change the graphics effects on Disruption Arrow (I think that's the right one). I have seizures, and some photosensitivity issues, and that field of expanding concentric rings is disrupting me more than the enemies. Obviously I don't use it myself (though it would be nice to be comfortable doing so), but when we have an archer or two in a TF, I know I'm in for a rough time of it. Does that seem like a mod anybody would be interested in trying to make?
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So how about a new Prestige power for the P2W vendor, a personal teleport with maybe a 40 foot range and 3 minute cooldown (immune to recharge reduction). Whole point is for those messed up times when /stuck doesn't quite work, like when you can move freely in a room but an NPC is blocking the door and won't leave or follow you in enough to get out of the way.
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issue 27 Patch Notes for January 5th, 2021
Starhammer replied to The Curator's topic in Patch Notes Discussion
Honestly I kinda wish we could just get at least one "permafrost" zone. (something with functional missions and badguys, not just winter village or ski slopes... though I do love those. Maybe an Echo of Atlas in Winter? -
Why were the Echo zone beacons removed from bases?
Starhammer replied to Flashtoo's topic in Suggestions & Feedback
For all the speculation about whether it's supported by lore, I just want to know what about the mechanics of the game justified doing the work to make this change. It sems like more effort than could be justified by lore alone, considering all the other inconsistencies. -
So I finally got around to trying out Mighty Leap & Takeoff. I'm frustrated. Mighty Leap, as basically a copy/paste of Super Jump... well there's nothing wrong with it, except that it's just a copy/paste of Super Jump. That's fine if you need it to build a Jedi/Anime Psychic Ninja and don't want to dip into the Leaping Pool also, though I can't imagine not wanting Combat Jumping for such a concept (or any character really). I understand, that as a freebie attached to Mighty Leap (with no corresponding benefit on Super Jump), Takeoff can't be too useful/impressive without upsetting balance. But at least for me, more than just a bonus power, this is something I have to work into the relatively complex keybinds of my attack chain as controlled from a joystick. I'd like it to be a little more useful than it is for that. The Jump Speed buff seems unnecessary at least. Making [CTRL+C]Super Jump just a smidge faster for a few seconds every couple minutes doesn't seem like it would have been worth the time it takes to write this feedback, much less the time it took to program it. And the PBAoE knockdown would be awesome. I'd probably have invested a whole power selection just on that. In fact, I'd rather invest a whole power selection just on that, because then it would have to be useful on it's own instead of a Mighty Leap accessory, and have a more viable recharge rate, like 16, or even 20 seconds. And I could enhance that. More recharge, maybe a proc or something. As it is though, with a 2 minute cooldown, it's a neat gimmick that doesn't come into play often enough to justify the effort of using it 😞 So, I'm sure my satisfaction isn't a priority or anything. You folks are putting out some great work, and I know it's a bit selfish not to just be happy with whatever I'm given. Not like I couldn't be happy without the entire pool on other builds. But I imagine there's others who feel as I do, and would like to see a little more oomph out of this. Maybe if someone finds the time, we could try cutting the recharge down to 30 seconds in the next Beta? I can't see that shaking up the balance too much... It's probably scads more complex, but maybe an idea to let Mighty Leap take -Recharge enhancements that affect the Takeoff portion, or KB relevant procs? I'd love to love this pool. It seems like it should have so much potential, but in practice, it just feels like it can't hold up against staples like Leaping, Fighting, Leadership, Medicine... Anyway, thanks for taking the time to read this, and keep up the great work.
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So it doesn't get blocked by anything? I gotta try that. I enjoy Burst of Speed in Blaster secondary, but even a handrail in the way keeps it from working 😞
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First of, thank you for everything. You guys are doing a lot of wonderful work. Just knowing the game is being worked on helps maintain hope. ok, the business: never mind, just wasn't lining stuff up right in the game. Not sure how to delete the post at this time, just ignore it... Sorry if I'm rambling, I seem to be medicated currently...
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Eco-Friendly Powerset Recycling!
Starhammer replied to Alchemystic's topic in Suggestions & Feedback
Probably. The Praetorian stuff came out the same time as Demon Summoning, so I expect they just did a lot of copy/pasta. Vanden's point about using the FX to hide poor whip animation is probably spot on too. Ultimately Just having access to a Whip pool on a Blaster or Brute would be far more important than whether it has flames.- 792 replies
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Eco-Friendly Powerset Recycling!
Starhammer replied to Alchemystic's topic in Suggestions & Feedback
Those corpses do make some entertaining contortionists...- 792 replies
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I can take or leave most of the suggested power changes. For me VEATs work amazingly well, and until I start doubledipping my Leadership from the Pools, my end is quite manageable. However, I wholeheartedly agree on No Redraw and optional Crab Backpacks. The Crablegs look awesome when you're just standing around, but they don't always (rarely) fit the theme of a desired character (I know, heresy, making the theme something other than full fledged member of the NPC group). Generally I just don't bother with Crab advancement just because of the mandatory costume debuff. I firmly believe costumes should never be forcibly tied to powers, whether that means the lasers just don't match up with your gun, or a Dual Pistol character shoots bullets out of their hands (invisible guns) or any other imaginable combination. But I make a lot of VEATs. I'd love to take the armor route instead of the stealth route on some of them, without having to give up my costume preferences.
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Eco-Friendly Powerset Recycling!
Starhammer replied to Alchemystic's topic in Suggestions & Feedback
I'd love to see the flames optional on that whip too. Just by eliminating that effect, you get an excellent Laser Lash. Oh what despicable acts I would perform to get access to it in a chain format too, with or without the flames... but I don't think any of the devs are doing that kind of work on the game 😞- 792 replies
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So I know we have the KB to KD enhancements, but considering that effect is primarily a QoL benefit for whomever you're teaming with, I'd love to just see a prestige power available at P2W that imposes that effect on all your relevant powers, without having to acquire/slot enhancements in each. That way you can just be a KD-Team Freindly NRG\NRG from the get go and not waste time/money/slots on something just to limit yourself. Bonus if there's a separate Repel to KD prestige power simultaneously available.
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Eco-Friendly Powerset Recycling!
Starhammer replied to Alchemystic's topic in Suggestions & Feedback
I would love to see Munitions themed Assault and Control sets, so we can have Doms and Trollers with a guns vibe instead of them all just being mystic\elemental in nature. I'd also really like to see the Demon Summoning whip proliferated to ranged, melee and maybe even assault/control. It's just too awesome of a power effect to have to settle for petless MMs if you dislike the demons themselves.- 792 replies
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I would really like something like this. I don't know coding beyond keybinds, so I know saying "How I would do it," is tremendously presumptive, but... How I would do it is to create something like a SG or SK-bond (not precisely the same, but similar) only with you're own alt... unlock the option when you reach Level 50 on both characters. Then, when you "activate" the switch, it's like changing characters, but doesn't require the full logout\select\login process, and the alt is logged in at your current location, in your current team, with your current quests, etc. Sometimes Iron Man is a Tank, sometimes he's a Blaster, but he's always (well, except when he\she isn't) Tony Stark. I can see how this might be abusive in some regards, the limitations of each archetype are there for a reason... switching between roles during a mission, even during a fight, would make that meaningless. However, once you're already 50, there's less significance to it. From then on you're just grinding Incarnate stuff anyway. However, as a QoL issue, this would be a nice alternative to "Hey team, we're not doing enough damage to this AV, should I switch to my Blaster?" Whether or not costumes match or how close the names line up would be up to the player to manage, but the QoL benefit would be bypassing the transfer and travel process.
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/chat_set is, to the best of my knowledge, currently incompatible with the Help, General, and Looking For Group channels. You can send a message directly to them, or you can set the channel by clicking on the tiny letters above the chat input field, but cannot set them using the command. Could we please get command-compatible channel names associated with /chat_set? For me, I use a custom set of binds to cycle back and forth through the channels I use with PgUp & PgDown, a variation on the /chat_cycle command, but allowing for inclusion of channels that aren't associated with /chat_cycle, such as the above mentioned, or custom channels, as well as being able to remove channels I don't use from the sequence (like Coalition... Seems like every coalition just uses their own custom global channel anyway, so you can keep up with them when you're on another character, or even server). I'd like to be able to include these channels in my cycle command, rather than having to change channels one way for some, and another way for others, like driving a car, but having to steer with handlebars if you're in reverse.
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So let me preface this by saying that you guys are doing amazing work, and any disappointment I have is likely my own fault for not spending enough time on Beta and\or adjusting my own expectations... So, with the stance customization, I guess I was kinda hoping for something a little different. In my case, with Beast Run, sometimes I use it primarily because I want that kind of hunched over, wrestler like pose it gives... but I don't always like the bounding on all fours movement animation tied to it (gotta say it was the first thing that came to mind seeing Frog-lady do it on The Mandalorian though). From the description of Stance customization, I was hoping I could, for instance, use Athletic Run for the performance side of the movement, on a mere two legs, while customizing the default to have that wrestler pose when just standing around. (yes, I'm sure I could achieve this through some "move-on-demand" bind, but was hoping for something a little more baked in). So, I'm not gonna say what was done needs to be redone differently, again, the flaw was my expectations, not the alterations that were made, but for the purpose of future modifications, I'd love to see a way to accomplish something more like what I'm looking for, perhaps some way of tying an emote to a default stance or something (obviously not all emotes would be appropriate) whether by adding a stance category to the costume creator (thereby allowing different stances emotes to be tied to different costumes, much like what was just done, but not tying movement animation to standing around animation), or perhaps a /stance <emote name> command that would semi-permanently (until you use the command again) activate an emote whenever you're just stancing there. On a related note, I didn't notice anything about Flypose in this build... any chance we can get the flypose emotes built into the customizer like was done with Ninja/Beast Run? What was done would be perfect for those, and so much more dependable than messing with emote commands while flying.
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yeah, I tried spelling out the whole channel name, using the first letter, using quotes... those three channels don't seem to be compatible with /chat_set using any obvious version of their names.
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Ooh, I was not previously aware of that functionality. Thank you. This will save me some much needed character space on some binds that I use across many characters. So, I have a question for anyone who might know... for purposes of the /chat_set command, do we have channel names for Help, General, and Looking For Group? not to send a message directly to the channel, but to set the channel as if clicking the tiny little button above the input field. Since /chat_cycle includes some channels I almost never use, and doesn't include those mentioned (or custom channel names), I use a series of bind files that replicate the effect of /chat_cycle... but I haven't been able to discover functional names for those channels.
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So normally that is correct, SHIFT, CTRL, & ALT are the only viable modifier keys... *however* if you're familiar with writing binds that load other bind files, and are willing to put in some effort, you can work around this. in your default set of binds, add: NUMPAD0 "bindloadfile {path}\numpad.txt" then create a second .txt file titled numpad.txt in the location appropriate to the path containing whatever binds you want to work only when the Numpad0 is pressed (this will work with just about any other keyboard key you could bind as well). in the numpad.txt file, make sure to include a bind for NUMPAD0: NUMPAD0 "+down$$-down$$bindloadfile whateverpath&filenameisyourdefault.txt" Then, when you press NUMPAD0, the new binds should be active, and when you release it, the binds should change back. IF you have keys that you want to ONLY have functionality when pressing NUMPAD0, make sure your default bind file includes "nop" binds for those keys. If they have functionality normally, but are only changing with NUMPAD0, releasing will rebind their original function. Be careful not to press/release too fast. your comp might get confused which is which, and then you'll have to manually reload the default file to clear it up.
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Sic transit gloria mundi So, as the Homecoming team strives to affect airs of legitimacy to go along withe the legal business operating as a front for the pirate server running stolen code (none of which I have a problem with beyond the hypocrisy of course) should we remember that NCSoft has rights to every character we made on their servers, and delete such recreations as well? I need to know for my next alt, Costume Cop, who is inspired by self-righteous school bullies who get away with their harassment of others under the authority of a hall monitor harness...
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Short youtube videos of new power sets on the other coh servers.
Starhammer replied to microc's topic in Art & Multimedia
Eh, that's how many existing sets came together originally. I'm always for more options. Nobody has to use them, and having to put up with others using them is no worse than some horrid costume or running with someone who PL'd their first character to 50 and thinks they know everything. -
I think this will take care of you on that point... I25 Patchnotes -------------- Powexec_Location: Added /powexec_location, a client-side slash command to allow use of location targeted powers without having to click. Usage: /powexec_location loc power loc is a location specifier. There's several different things you can use here: me or self - Both target the power on yourself. target - Your currently selected target. If you have no target, the power is not activated. direction:distance - direction can either be one of six cardinal directions relative to the player: forward, back, left, right, up, down, -or- it can be a number. If it's a number, it is taken as an angle in degrees. 0 is straight in front of you, 90 is right, etc. It can also be camera, to indicate the direction the camera is facing, including elevation. distance is either a number in world units (feet), or the keyword max, which means to use the maximum range of the power. power is the name of the power, just like what you'd use with /powexec_name. You can put quotes around the name to make it look cleaner if you want, but they are optional. Useful examples: /powexec_location me Fire Imps /powexec_location target Tar Patch /powexec_location camera:max Teleport Redirector powers will no longer accidentally be flagged as NearGround.