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Sorry if I missed something relevant, I just started scrolling faster when posts devolved into snark and condescension... Anyway, How I would like to see such a thing done is you get a variant respec mission (lets make it on a 50+ version of the respec trial. Let's call it a 'reincarnation' trial), then you can rebuild your existing character as a level 1, any AT, and powersets. You can even change Origin if you want, or start in Praetoria instead... The only thing you keep from the previous build are badges earned, along with influence, salvage, merits, stuff like that you could theoretically email to yourself anyway. You start over as if starting a new character (choice of whether or not to do the tutorial or go to starting zone directly), and you have "patrol XP" all the way to level 50. When you reach level 50, you can switch between old & new version as different builds. Personally, I like the idea for when a character might have numerous viable ATs for a theme, like say Iron Man could be a Blaster, a Tank, a Sentinel, and switching between them is reasonable without having to alt to Lron Man, or making Lron Man earn all those badges all over from scratch. Also helps Tony Snark fight his altoholism.
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Not related to a new powerset, but I'd love to see an option for Super Strength's [Hurl] that pulls from random objects like forklifts and pool tables the way Gravity does instead of a big rock.
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I just wish all the stealth powers (including Hide) had a true "No FX" option that would prevent any translucency (without turning it off). I want to weaponize my stealth against enmemies so they can't see me coming, but I still want the players to appreciate how great my costume is 😜 Also, I'd love if escorts would ignore stealth...
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incarnate slots Ideas for Mind and Vitae Incarnate Slots
Starhammer replied to LightMaster's topic in Suggestions & Feedback
While it was never on the menu to begin with, I'd have loved to see a "Transverse" Incarnate slot, giving you another chance at various travel powers and improvements to travel powers you may or may not have taken previously. -
I'm always in favor of more weapon options. There isn't a weapon set in the game that can't justify an 'invisible' weapon (it's a bit harder on AR/BR because of the shooting animation, but not impossible to justify with magic/psionic themes). I remember a dev video from near the end on Live when they showed a WIP clip regarding Pistols where the character didn't actually have pistols in his hands and it looked great as "gun hands." There's certainly a few gloves that would work well with this too. Dual Blades would make an interesting looking "martial arts" attack set. Pairing it's PBAOE with a Jump Kick would make for a snazzy Capoeira combo. On a related note, I suppose I wouldn't include any invisible weapon costume pieces in the 'Sheathed" lists...
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I'd also love to see a CoT Crossbow added to SoA as a gun option (the big crossbow specifically, but the little ones are fine also). Recently made a fantasy "Paladin" built primarily on Bane mace (Smite Club). I'd love to add in the grenade attacks from Wolf, but don't want a "gun" because of theme. (Yes, I'm aware of the web grenade attacks in Bane secondary and Patron. I'm using them, but I really like the venom grenade, and also, I'd just rather use the earlier level grenades so they're available in lower level TFs and the like). And while on the subject of SoA guns, could we get their MP5 wannabe added to pistols, and their shotgun added to AR/BR/ASS please?
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So obviously a lot of folks use some lovely sound mods to give their laser blades and pistols a space battle sound effect. Without infringing on any copyrites (certainly no more than Shield powers infringe on Major Patriot type characters), I'd like to see some powersets built that lean into this. A "Starblade" set would be sort of yet another melee blade set (I don't want to say just swords, because axes fit too, and frankly, I'd love to see maces included also. Some of them are pretty sharp. Might even be able to make some claws fit). Do a bit of a mix and match of other set attacks so it's not an exact copy of any one set. Definitely include a 40foot cone "Throw Blade" style attack similar to the one in Axe. Make damage some mix of Energy plus fire and/or lethal so we're a bit different there from other sets. No KB, but maybe some -def and a smidge of fire DOT. Where others have a "Parry" or equivalent, give this one a "Deflection" type ability that gives Ranged Defense... I'd favor a mechanic like how most Blaster attacks add a bit to damage for a short time, but in this case, they add Range Def instead of just tying it to a specific power. Obviously we don't want to use a certain set of sound effects, but some sort of energy attack sfx and let the modder community "fix" it client side. And there's no reason the full selection of sword/axe costume pieces shouldn't be usable. Via magic or technology, a blade doing "energy" damage shouldn't have to be a VKL-99 or whatever. Optimally, there should be a variant of the set to use as a Blaster secondary as well. The "Starbolter" would be a single energy based pistol. We even already have some in game, Resistance uses them. So art/fx shouldn't require too much. But a bit of a mix of Pistol & Beam Rifle attacks with something unique thrown in. A "Set for Stun" attack would be nice (though in spite of the name, I'm thinking more of a sleep attack, to mimic various space fantasies). Again, we should already have sufficient in game sound fx for this, though it would be cool if they had something unique to this set that wasn't just a copy/paste of the same powers in other sets or on NPCs. I'm sure there's other sounds to draw from, and again, if the modding community wanted something more specific, I'm sure they could manage it. In addition to the various pistol costume pieces, I'd like to see something that doesn't look like a traditional gun... maybe the Aid Other pool power device. Maybe a magic wand? Heck, a magic wand (or a small selection of them) would open this set to a whole lot of additional character concepts that aren't gun based. Finally, for Dominators, a "Star Assault" set that's a mix of the two, using a pistol in one hand and a blade in the other (Doesn't one of the guys in W.I.S.D.O.M. do that?) Optimally, all these sets would come out at the same time, in an update including a space station zone or some other extraplanetary excursion. We can dream, right?
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There are so many costume options I want to see proliferated (don't even need new art for many, like the alternate IDF gloves worn by the trainer in First Ward, and many IDF troopers), but something I'd really like to see more of is various weapons being proliferated to other sets... Blaster */Ninja needs more blades (especially short blades), Dual Blades could really use a couple more axe options. Frankly, I'd love to see every melee weapon (not counting full size titan weapons, but maybe if you shrink some down...) proliferated among every melee weapon set. I really don't care if the name of the set is sword/mace/axe, sometimes I like the power effects and/or animations but would prefer to see weapons of another descriptor. For instance, a pair of unbladed batons as Escrima sticks would be lovely in Dual Blades. A Sledge Hammer for a Blaster Ninja secondary might not be very ninja-like in theme, but opens up other themes that would be fun too. Ultimately, I just want more visual thematic options that aren't limited by the name of a set. (Also, we need Tsoo Kama in our weapon choices. Running the event for a temp power doesn't cut it).
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trolling Make Hamidon immune to being made intangible
Starhammer replied to Laucianna's topic in Suggestions & Feedback
Making Giant Monsters and the like immune to hostile intangibility seems like it should just be a given. Instanced Hami raids would also be wonderful. Yet, personally I'd love to just see all player powers that cause intangibility on others to be done away with and replaced with something useful. Not only are they too easy to use for griefing (and rarely actually useful for anything else), they're essentially a tax on certain powersets because if you take that set you have one less usable power option. Note that I have no problem with powers that a character can use to make themselves intangible. -
With the other various elements available in Swap Ammo, it'd be neat to see a 4th option for Electrical ammo. I have no idea if this is possible (other powers that offer a choice of settings also seem to be based on 3 choices: Bio armor, Staff Fighting... so maybe there's a coding limitation that prevents a 4th option? But if that's not the case and it's possible, I'd live to see some Taser/Shock ammo.
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Poll: Base Editor Changes We'd Like to See
Starhammer replied to Dacy's topic in Suggestions & Feedback
So it's not mentioned in the poll, but the thing that would help me the most with base editing would be to make the base commands accessible to keybinding, or make them impossible to rebind at all. I've found that some of my personal defaults overwrite the binds for some of the base controls. It's not an issue unless I load those commands while editing, but the way my binds are structured, resetting to personal default is something that I do a lot, so it's easy to accidentally do so while editing. Unfortunately, if this is done, I can no longer rebind the appropriate keys to their original real defaults. They seem to exist on a slightly different plane from the rest of the keybinds in the game. Thus far, my best workaround has been to move my entire settings folder where keybinds are stored (Live), make a new character that only uses real game default binds, then fix the folder settings and only use the base editor character to modify bases. This is kinda a pain of course. I know, this is all a "me problem" and the primary advice I will receive is "Just stop using keybinds and play like a normal person" but I'm mentioning this because it points out a shortcoming in how base editing controls are bound. I don't need advice to play different than I do, thank you. -
I just wish we had an '/alias' command so we could make our own shorter commands to ease keybinding in general. SoA leadership names are annoying in binds. That said, if you don't mind dedicating an offscreen power bar to some macros, you can do a sort of pseudo-alias by putting a few commands in each of a sequence of macros, then cycle them with a self-rewriting keybind. I use things like that to toggle on all my armor powers when I jump, or toggle off extraneous movement powers when I attack (saves a lot of endurance). Of course what you're talking about can probably just be done without the macros by making a sequence of keybinds and pressing the same button repeatedly 😕
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It would be nice to see alternative Granite options... maybe something marbled. At least something colorable. Unfortunately, I expect it's a more difficult project than the dev team can commit to 😞
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Something CO did would be neat to see here. They gave a 2nd Hair slot, so you could mix two hair styles (if you want. 2nd slot is optional, can just be Bald default and make no changes). Obviously not all combinations work well, but that can be said of many character creation choices. This however would allow a wide variety of new 'styles' without requiring new art. (FWIW, this could be really neat with other costume accessories too, like gloves, boots, or shoulders... though I don't know if that would be easier or harder to do with the changes they've made to allow asymmetrical choices)
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New powerset kernel: All Knockback Control set.
Starhammer replied to Steampunkette's topic in Suggestions & Feedback
Hilarious and glorious idea. I think this could be really fun, especially as some sort of special AE mod or challenge where to win you have to KB enemies a certain direction. I love the chess idea. Unfortunately, with the relatively small all-volunteer developer team, I just don't see this kind of whimsy being feasible to make. Neat idea anyway though 🙂 -
I agree with not giving shame badges, but a badge for finishing a TF after others quit would be neat. It should be a high count to get the badge though, so it's more trouble than it's worth to make a bunch of alt accounts to quit with before soloing the end of a YinTF. Ultimately, I think the whole implementation might be more trouble than it's worth, but if something like this were done, it should reward the survivors rather than the quitters.
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So, any experienced modders... Anyone think they could create a mod that disables/deanimates/whatever the Longbow helicopter blades? As someone with some photosensitivity health issues, that would be a great QoL improvement for me (especially every time I take a TT to mission 3 of the Yin TF and land on the top of the tail). Hitting the off switch on the Pocket D/Paragon Dance Party type colored spotlights would also be nice. I realize this kind of stuff is outside the area of what usually gets modded, but can't hurt to ask I hope...
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Something else I would like to have seen among the most/least popular is how many of those ATs and powersets were on level 50+ characters, and how many were on characters that never passed level 25.
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I'm specifically referring to the fixed base portals in standard zones, not the base item. Though the standard base item version is the same thing and suffers the same problem of being completely invisible if particles are turned off.
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Yup, all issues it would be nice to improve on... and yet, nothing about other problems being as bad or worse is a good reason not to improve this. And yeah, I'm familiar with looking down and pressing "up" but that is also suboptimal. yes, generally at max zoom. (wish that could be set to zoom out further too, but that's a different technical issue they seem intent to ignore till the end of time)
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Also on the subject of undesirable side effects of /NoParticles, could we get some sort of graphic effect added to Base Portals that isn't dependent on particle visibility? Some ring or platform at the bottom or something...
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I wish in the FX option on the Rocket Boots we could also have a "tintable, no trail" option. When you're flying forward, it just turns the middle of your screen into a massive blur of particles. It doesn't make anything look better. Of course, we can disable the effect with /NoParticles, but that disables the primary jet effects as well, leaving the whole thing gone... all or nothing. We should be able to do better
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So, for anyone who does soundmods... I know we have "Star Wars Blaster" sounds for pistol and beam rifle... Would anyone be up for adding those to Assault Rifle and the Wolf Spider machine gun?
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or better yet, Underwater content in a Moon Base zone. A massive moon base built over a newly discovered great underground cavern filled with water and a mysterious civilization!
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Always glad to see so many minor bug fixes getting rolled out. And all the new content looks generally interesting. Currently Mark & Recall have the majority of my attention though. Can't wait to try it out... but I worry how useful it will actually be if it's just limited to the zone you're in. Mark & Recall is still my favorite form of long range fast travel in an MMO, from back in UO (Yeah, I'm old). I certainly understand how it's not as necessary in a game like CoH where we don't have things like player housing/towns altering the layout of a zone but I would have loved to see that sort of functionality incorporated, maybe at least as a custom teleport beacon for the base (anyone remember recall stones set up in books?) The best way I think it could be incorporated in CoH is if your Mark never got reset until you use it again... No losing it when you leave a zone (like entering a mission) so it could be used when you know ahead of time you're going to have to return to a contact for FedEx/talkie missions.