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agentx5

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Everything posted by agentx5

  1. I will say -DEF can be quite deadly vs players (i.e. enemy Cimerorans stacking it on your tanker, especially versus SuperReflexes), but I guess it's useless vs level 54's? I wish there were more things that could reliability apply -RES, or -DEF and -RES... Would be nice if there was a list of the ones we have... Question just to confirm: Defenders do get more of both -DEF & -RES % debuffing than other archetypes, right? If so, how much more?
  2. This is exactly what I was looking for! Yay for forun search! Are there any clever tactical suggestions on positioning & timing? Like a sequence/cycle people run their powers in? Distance & positioning where you should ideally be for Fulcrum Shift?
  3. Seriously though does anyone out there know what & where the villian menu theme music is called specifically?
  4. Can we please have the Sorcery Pool revisited ASAP? [Enflame] and [Spirit Ward] only lasting 5 seconds in particular? They look & sound awesome, but functionally they are arguably some of most useless selections in the game. Also I've been patiently waiting for improvements to the Inherent Powers that'd make ATs more distinctive, Kheldian's in particular (I loved RedLynne's PBAoE team buff suggestion).
  5. 1. Comment / Sharing Info I found the one for the Hero/Vigilante side, a more epic version of the "Rise of Heroes" theme made by OmniousVoice (made 7/28/2010) that plays when you are at your character selection screen: a) If you put this file in the following directory in your CoH folder For me it's A:\COH\data\sound\Ogg\FrontEnd For y'all it'd be something ...data\sound\Ogg\FrontEnd b) download the file from here http://www.mediafire.com/file/01peu56t3zsltal/OminousVoice_Orchestral_Epicness.rar c) convert this file to .ogg and rename as h_menumusic_loop.ogg i.e.: https://cdn.discordapp.com/attachments/602168758403989581/756360690444271676/h_menumusic_loop.ogg d) put that file in the FrontEnd folder you created on step #a e) load up game to test, you should hear it when you music volume is turned up (I know some of you leave your music at 0%...) If you're wondering what this sounds like before doing the above steps, here ya go: 2. Question / Need Help I cannot for the life of me find the correct file in any of the .piggs for the villian menu theme music. It sounds just like "TheHardWay.ogg" for V_StMartial, but has more of a "wind" sound on the front. Does anyone know where that'd be? I have a .ogg file I want to use for the overwrite, but I've looked everywhere for the file and can't find one that works in-game.
  6. I am looking for fine-tuning feedback for the following fallen hero character (one of my main characters of the Lore). This would be non-specific to fire-farms, rather used in all sorts of end-game TFs and iTrials. Not solo, teamplay. The ability to help out in a team farms setting has already been proven, but looking for advice both in the build design and how to use that tactically. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.5 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Kali Q'Uzixola: Level 50 Magic Corruptor Primary Power Set: Ice Blast Secondary Power Set: Kinetics Power Pool: Sorcery Power Pool: Concealment Power Pool: Speed Power Pool: Leaping Ancillary Pool: Dark Mastery Villain Profile: Level 1: Ice Bolt -- SprScrBls-Acc/Dmg(A), SprScrBls-Dmg/Rchg(13), SprScrBls-Acc/Dmg/Rchg(13), SprScrBls-Dmg/EndRdx/Rchg(15), SprScrBls-Acc/Dmg/EndRdx/Rchg(15), SprScrBls-Rchg/+End(17) Level 1: Transfusion -- TchoftheN-Heal(A), TchoftheN-Heal/HP/Regen/Rchg(3), TchoftheN-Acc/Heal(3), TchoftheN-Acc/EndRdx/Heal/HP/Regen(5), TchoftheN-Acc/EndRdx/Rchg(5), TchoftheN-%Dam(11) Level 2: Ice Blast -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(7), SprMlcoft-Acc/Dmg/Rchg(7), SprMlcoft-Dmg/EndRdx/Rchg(9), SprMlcoft-Acc/Dmg/EndRdx/Rchg(9), SprMlcoft-Rchg/Dmg%(11) Level 4: Mystic Flight -- BlsoftheZ-ResKB(A) Level 6: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 8: Hasten -- RechRdx-I(A) Level 10: Siphon Speed -- PcnoftheT-Acc/Slow(A), PcnoftheT-Rng/Slow(17), PcnoftheT--Rchg%(19) Level 12: Siphon Power -- RechRdx-I(A) Level 14: Invisibility -- EndRdx-I(A), LucoftheG-Def/Rchg+(19) Level 16: Increase Density -- UnbGrd-Max HP%(A), UnbGrd-ResDam(21), UnbGrd-ResDam/EndRdx/Rchg(21), Ags-ResDam(23), Ags-Psi/Status(23), StdPrt-ResKB(40) Level 18: Misdirection -- RechRdx-I(A) Level 20: Speed Boost -- BlsoftheZ-ResKB(A) Level 22: Bitter Ice Blast -- Apc-Dmg(A), Apc-Dmg/Rchg(25), Apc-Acc/Dmg/Rchg(25), Apc-Acc/Rchg(27), Apc-Dmg/EndRdx(27), Apc-Dam%(39) Level 24: Ice Storm -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(29), SprFrzBls-Acc/Dmg/EndRdx(29), SprFrzBls-Acc/Dmg/Rchg(31), SprFrzBls-Dmg/EndRdx/Acc/Rchg(31), SprFrzBls-Rchg/ImmobProc(39) Level 26: Bitter Freeze Ray -- UnbCns-Hold(A), UnbCns-Hold/Rchg(31), UnbCns-Acc/Hold/Rchg(34), UnbCns-Acc/Rchg(34), UnbCns-EndRdx/Hold(37), UnbCns-Dam%(39) Level 28: Aim -- GssSynFr--Build%(A) Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 32: Blizzard -- Rgn-Dmg(A), Rgn-Dmg/Rchg(33), Rgn-Acc/Dmg/Rchg(33), Rgn-Acc/Rchg(33), Rgn-Dmg/EndRdx(34), Rgn-Knock%(37) Level 35: Transference -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(36), EffAdp-EndMod/Acc/Rchg(36), EffAdp-Acc/Rchg(36), EffAdp-EndMod/Acc(37), EffAdp-EndMod/EndRdx(40) Level 38: Fulcrum Shift -- RechRdx-I(A), Range-I(43) Level 41: Dark Consumption -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(46), EffAdp-EndMod/Acc/Rchg(50) Level 44: Dark Embrace -- GldArm-End/Res(A), GldArm-RechRes(46), GldArm-RechEnd(48), GldArm-Res/Rech/End(48), GldArm-ResDam(48), GldArm-3defTpProc(50) Level 47: Soul Drain -- Arm-Dmg(A), Arm-Dmg/Rchg(45), Arm-Acc/Dmg/Rchg(45), Arm-Acc/Rchg(45), Arm-Dmg/EndRdx(46), Arm-Dam%(50) Level 49: Soul Transfer -- Prv-Absorb%(A) Level 1: Brawl -- Acc-I(A) Level 1: Prestige Power Dash -- Run-I(A) Level 1: Prestige Power Slide -- Run-I(A) Level 1: Prestige Power Quick -- Run-I(A) Level 1: Prestige Power Rush -- Run-I(A) Level 1: Prestige Power Surge -- Run-I(A) Level 1: Scourge Level 1: Sprint -- EndRdx-I(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(40), Mrc-Rcvry+(42), RgnTss-Regen+(43) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(42), EndMod-I(42), EndMod-I(43) Level 50: Assault Core Embodiment Level 50: Musculature Core Paragon Level 50: Void Radial Final Judgement Level 50: Diamagnetic Core Flawless Interface Level 50: Banished Pantheon Core Superior Ally Level 50: Barrier Radial Epiphany ------------ They are both a core protagonist and antagonist at different parts of the story. This is her main appearance: Young Kali. Idealistic hero, her family was still alive at this point, idealistic & naive but happy... Kali after the coup d'etat, before she lead a worker's uprising and began an empire. Tortured & grieving, but this was when the seeds of vengeance began... Kali near the time of her duel with Alyssa. Fearful of losing political power and willing to do whatever it would take to keep it. She had become what she once sought to fight against. Possible tragic music for the fallen hero Kali:
  7. This is still happening on my Katana scrapper. I see this: But others see this:
  8. 1) Uh... sure? 2) That or maybe just allow a batch quanitity instead of just one item at a time. (i.e.: 10 Diamonds, 10 Hero Merits, 1000 Reward Merits) 3) This definitely needs to happen, IMHO.
  9. I have a villian that should have Dark Blast, Dark Controls, Necromancy, and Dark Armor. He should be on-par with the baddest baddies, but alas I feel like any AE would be doing him a disservice without some serious scripting
  10. All I can visualize when I see this in my mind though is Dash from the Incredibles (see above). Water isn't really compressible, so if you were to make fast enough normal-force "impacts" you should be able to move across the surface. This isn't fiction either, the physics do line up if you engineer it right and go fast enough:
  11. Bioware has some publicly available AI coding that'd work for that, the problem is you have to link global states between attack types. It's one of those deeper coding things, totally feasible but could be rather time-consuming. I mean you might have to (as a coder) change variables and netcode for every attack type in the game. That's a worst case scenario, but it just depends on how easy it is. I've taken a quick look into the CoH code and it doesn't like like a quick fix (unless I'm missing something). @RogueWolf May I suggest these keybinds with icons instead? IMHO, not doing tactical commands with macros for your pets is missing out on the fun & capabilities of Mastermind. The default binds you get on character creation suck, unfortunately... I actually disliked Mastermind a great deal until somebody taught me how to make use of a few clever, fairly basic macros. Give them a try, I bet you'd like them as much as I did: /macroimage "KnivesOfVengeance_FearsomeBlow" "Attack Area" petcom_all go aggressive ## Go to a area location, attacking anything in range, but stay leashed to that area not pursuing fleeing targets too far. /macroimage "KnivesOfVengeance_AssaultStrike" "Defend Area" petcom_all go defensive ## Go to area location, but don't do anything at location until attacked. Stay leashed to that area not pursuing fleeing targets too far. /macroimage "KnivesOfVengeance_ConcussiveBlow" "Single Attack" petcom_all defensive attack ## attack that one enemy target, then come back to me, like a yo-yo, because in defensive mode. /macroimage "KnivesOfVengeance_RallyingCry" "Regroup" petcom_all defensive follow ## rally all pets to myself They're are more advanced ones of course -- such as where you can command particular type of pets only -- but those four I've found make a huge difference and they're pretty easy to use. example for robots only: /macroimage "KnivesOfVengeance_AgileCross" "Drone Attack" petcom_pow "battle drones" defensive attack
  12. So heroes and villains who use this powerset can be called "Boners", right? PS: Humor aside, new control powers are always interesting to consider
  13. So... when are the energy melee nerfs going to be removed? 😀 PS: Yes, I'd be down with a higher magnitude knock value as well, as the one person suggested. 16.62 is such an odd number... maybe an even 20 mag please? (most AV's and GM's have something like a 100 mag protection so they're safe)
  14. 1. First and foremost I'm just glad the game is even EXISTING in its current state, don't want to forget that! :-) 2. I'm personally up for challenge on my fully geared up & incarnate-packed characters (only 2 currently), but I'll tell you more than half of the players who play this game DO NOT like getting wrecked & stomped repeatedly. If Hamidon for example isn't going flawlessly and people actually have to fight through a triple bloom let's say, then half the league will typically leave because it's no longer easy to farm. Same thing goes for task forces that have a team wipe due to a tactical error on the team's part. People suddenly have "dinner", "wife aggro", "gonna find something easier" and quit. Others try to keep it going, but find it hard with a 50% to 80% loss of team/league members, this is a game where numbers definitely count. 3. The issue with Praetoria (I started with leveling my main character up there btw), IMHO, are these four things: a) not easily accessible via a base portal (only NightWard and FirstWard), no direct access to Imperial City, Nova Praetoria, or Neutropolis. b) not as many other players in the zone c) no missions that grant permanent stat bonus accolades (i.e.: Task Force Commander) d) limited reward missions that could be done by level 50+ teams that are leading lower levels that are sidekicked up for XP I personally find Praetoria superior in design to most of Paragon City. It looks better for one, and well-written missions, but I also love how you can fly to the edge of zone and it'll warp you into the next zone over when you cross the boundary. The "walls" in Paragon City are... odd... and quite ugly (especially the non-foggy Dark Astoria red ones). If the Homecoming team wants to revamp Praetoria, then I'm all for it. And it's not just Praetoria. The Hollows, Boomtown, Crey's Folly, and even Steel Canyon could all use a revamp. And Kallisti Warf seems unfinished too. 4. Giant Monster hunting (the named ones) would be good if they always rewarded some Reward Merits, and would justify the challenge's risk vs reward. If they are harder, then they need to reward better too, a worthy incentive to draw teams to take it on, not something to solo. 5. I kind of disagree with open zone challenges in MMOs in general, better to leave that to missions where the team can ramp up the difficulty and rewards if they want to.
  15. Which server and what time of day typically? Knockback used strategically is actually really good. The problem is that most people use it foolishly. (play a stalker trying to get off Assassin's strike, and you'll see where knock can be frustrating) Used effectively, a powerful knockback at the right time, in the right direction, can be a lifesaver in combat for your team. It's like how misuse of Incandescence can be frustrating and trolling, or using it to shove your team into the enemies faces and then into the wall in a heap can be sheer tactical brilliance. Good use of knock requires practice, timing, and an excellent sense of positioning. KB to KD just makes it more user friendly for your teammates, and less complicated to master. Those who have seen my main character on Torchbearer have probably seen her slap an enemy from a good distance away to land right next to the tank's or brute's feet. Or if she had it with a boss or lieutenant ranked enemy mezzing her, she's been known to ruthlessly chain slap&blast them into a wall or corner non-stop until they are dead. Do not underestimate her magnitude 17 knock, it's saved her or a teammate more times than I can count. Only PvP tanks or AVs are immune with their high magnitude protection, everyone else goes flying off their feet. Basically, I use my knock as a mez of sorts, and never to scatter, but rather shove them into a wall, corner, or on occasion over an edge down to the rest of the group. And this is not the first game I've used knockback in. The one thing I wish was that we had an ranged AoE knock-to instead of a knock-back, to where it clusters the enemies instead of scattering them. Only a few games have ever done this, and I have no idea why. (i.e.: Force Mage from Dragon Age II, "Pull of the Abyss")
  16. Too bad we can't be all on one server 😄
  17. This is amazing! What kind of controller powersets, and what server if I may ask?
  18. The humility comes from killed, or team-wiped by the enemies from a mistake or being out matches.. Missing shots just because it's a 5% guaranteed miss chance isn't humbling or adding fun variety, it's just kind of annoying. An example of where critical fails can be amusing: Yeah but in D&D you can also roll a natural 20. A 5% guaranteed critical hit to go with a 5% guaranteed miss... that actually sounds good! But how would that work with Stalkers & Scrappers though? Additive? Multiplicative? I agree. I used dual-blades and a miss can actually mess up the combo chain. Thankfully placate can't miss, but yeah Assassin's Strike missing and then the target getting knocked by a teammate or moving away to pursue a teammate... it can be a bit frustrating. Sometimes I really need that knock up to connect, and I'm already fighting level 54's so I don't need ANOTHER extra 5% miss chance lol
  19. Azazel (lore note: in Azazel and Ynnea's language, Yrre means the same thing as Yahwey/God/Allah/powers-that-be) CoH Archetype: Dominator Dark/Dark (also I've considered a Necro/Dark Mastermind) Progeny of his... also villians
  20. Kali Q'Uzixola (pronunciation " kæli 'kyuzi-ek'solə "; last name sounds like Ku-UZI-ex-oh-la ) CoH Archetype: Corruptor, Ice/Kinetics Young Kali Tortured Kali Fallen Kali
  21. Julius Caesius CoH Archetype: Brute, Sword/Shield A younger Julius: And older, wiser, battle scarred Julius:
  22. Aidan Thorkas CoH Archetype: Brute, Axe/Willpower
  23. Elizabeth Boudreaux CoH Archetype: Scrapper Dual-Blades/Super-Reflexes
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