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Starhammer

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Everything posted by Starhammer

  1. 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 🙂
  2. 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.
  3. 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...
  4. 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.
  5. 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.
  6. 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)
  7. 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...
  8. 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
  9. 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?
  10. 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!
  11. 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.
  12. I'm not disheartened about posting because someone disagrees with me. Lots of people disagree with me about lots of things, that's fine. The world would probably be even more messed up if everyone agreed with me about everything. It's the way that disagreement comes up that makes me question if posting about anything in this community is worth it anymore. Not just disagreeing, but how the threat gets turned into a diatribe about how this is just a tool for stalking and hate crimes. It feels like the environment has been lost to echo chambers I don't want to be a part of. I don't feel welcome here.
  13. And this is why I'm loathe to speak up about stuff or propose ideas on the forums. Maybe this whole thread should be deleted.
  14. So some time back we got the new subcategory in Back Options, which contains all of one option... I don't know if any work is being actively done on this or if it's one of those "maybe someday" plans. I'd like to suggest further development for it though: Copy the colorable Gold Bricker pack into the Backpacks subcategory. Make all packs (current and future) in the Jet Packs category default to being hidden when there is no flight power turned on. As new jetpack models are made colorable (please make more jetpack models colorable) they get put into Jet Packs and replace the original in Backpacks. That way, everyone has the option to have it always on in costume if that's appropriate (Backpacks) or only visible when flying (Jet Packs). Yes, this can be accomplished through keybinding by switching costumes automatically when activating or deactivating a flight power, but with the cooldown on costume changes, it often gets desynchronized, especially with short boosts or when the costume changes but the power doesn't completely turn on because you did something else at about the same time. And obviously, just using the temp power misses not only the value of color coordination with your costume, but flight enhancements too.
  15. So a lot of players have a lot of alts. A few of them are variations on a theme (I have a lot of versions of Starhammer) but a lot of them aren't (I also have hundreds of other things). I know we have a 'notes' function, but it's really only functional for deeper stuff than basic recognition (like if you know their birthday and want to be able to wish them a Happy Birthday no matter who they're playing). I wish we could just be able to see their @Global in chat alongside their character name, so if it's someone we recognize on a new alt, we know who we're dealing with. Obviously, I'm only asking for it to be an option, because this would not interest some people, and maybe even undermine immersiveness for some of them. Some just might prefer not taking up the extra space in a chat window. My preferred format would be how CO does it, 'Character Name@Global Name' or maybe better, 'Character Name(@Global Name)' If they wanted to avoid the implication of copying CO, maybe '[@Global]Character Name' (mimicking the keybind used for SG chat in some groups) There's also the possibility of mimicking @Global channels and using just @Global Name in all Chat Channels, though that's my least favorite idea, since often the character name is more descriptive of a character than just the @Global, and I'd hate to lose visibility of character names altogether just to get visibility of @Global. EDIT: Yes, I'm aware I can add a bind to do this for my own name in chat. But this neither helps me with what I'm looking for (The ability to see other's @Globals in chat... and it's not like it's going to convince everyone else to do it too) and it actively undermines those who don't want to see this in chat without having to block me completely.
  16. I love the idea of more variations on the Crabpack. One with 1-2 'Predator' style shoulder cannons would be sufficient for the blast animations... not that I even worry about that in the heat of combat. I think most 'coding' difficulties for getting rid of the Crabpack could be eliminated by making one that's just invisible, or legless, or just the cape. It would still be in the way of getting other backpacks, which is suboptimal, but wouldn't interfere anymore than it already does if/when they ever develop a workaround for that, and it would still be a vast improvement for people who want Crab powers without Crab legs 😕 Sadly, I don't think it'll ever happen. I think too many people with any 'authority' either just don't care, or actively desire that Spiders have the mandatory costume nerf 😞
  17. My first inclination was 100 tokens, but 25 as suggested above would be reasonable too. I'm not attached to the price so much as the concept.
  18. So if anyone among the devs, or dev-adjacent is any good at programming animations, I'd love to see a bellydance sequence added... some hips, some shakes, some twirls... IYKYK. Similarly, the "Naatu Naatu" from the end of RRR would be an awesome addition to play with in AP or while waiting on the Hami Raid to begin...
  19. So it's not fleshed out, but I'd like to see a support set based on Cloning. [Replicated Flesh] as a heal and/or +regen, a cloning resurrect, a summon where you make a duplicate of an ally (uncontrolled pet)(This would likely be the 'signature' power of the set)... I'm sure folks can add some useful ideas to this. But it'd be a neat theme to play with in this genre
  20. It's obviously a little late this year, but I'd like to see Luna give the option of buying Anniversary Badges with Anniversary tokens as well. It'd be a nice way to use them up when you have a lot left over after getting everything just by clicking capsules, and it'd be nice to have something else to do with leftovers besides dumping on the AH.
  21. I have one currently that I take seriously, kind of a cross between Indiana Jones and Ash from Evil Dead. I love the whip, but don't like the demons. He works ok, is more about buffs (sonic defense) than combat, but 'thrive' is not a word I would apply to him. Back on Live, I did one with Dual Pistols right when that came out. He was a lot of fun, but again, tough to really get anywhere with him after the 20s. It's easier on HC, but I still get more use out of [Throwing Knives] at level 50 than I should...
  22. I love this idea. With hundreds of alts (and a tendency to make a lot more), there are some things I want to make universal across all my characters, like the UI placement. This would mesh perfectly with that, and make it easier to set up new characters and "fix" older ones when something changes.
  23. It was a disappointing change to be sure. I finally liked having Suppressive as a standard part of my attack chain, even without taking Swap Ammo. A power should never be dependent on taking another power to be "good" Of course that said, I wish I could rebuild Suppressive Fire completely, make it more like something from real life tactics. Make it target a location and give about a 25 foot radius area of effect (if I had a code genie working for me, it would also affect a cone leading to that radius). Inside the aoe, it would cause a fear effect (Somebody's shooting, I better duck!) maybe some -recharge, and have a 10%ish chance of doing actual damage comparable to Pistols. Obviously that'll never happen, but Birthday/Anniversary wishes and all that...
  24. So I have wdwload in a convenient bind (along with some other utilitarian stuff on my joypad. Normally, it works great to reset the UI in lieu of individually closing various windows that have been opened, like email, auctions, and more. The one instance where it is problematic however is the queue window for joining trials, like DFB, etc. Should I accidentally hit the button that triggers it, the queue window disappears, making it impossible to hit the green button to join a trial. Attempting to wdwsave with the queue window open does not fix this (My initial hope was that if I am in a queue, the window would open upon wdwload... this is not how it works though). So, my suggestion/request, is could we have the queue window made to ignore loading saved window files, and stay on screen until you press either the join or quit button? I'm not certain, but I believe the "Go to hospital" window works in this manner, and may be a place to salvage working code from for this.
  25. I'm curious to see how the UnbindAll ends up functioning. All of my binds are pretty extensive, and I overwrote the commands that are necessary to do some of the base item manipulation long ago, and don't seem to be able to reset them without creating a brand new character with all my bind files moved so they can't be loaded. Hopefully this will allow me to fix those... though I can't help but wonder if it will actually work, since base edit mode and normal play mode don't seem to store binds the same way...
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