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agentx5

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Everything posted by agentx5

  1. This is still happening on my Katana scrapper. I see this: But others see this:
  2. 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.
  3. 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
  4. 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:
  5. 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
  6. OH PLEASE YES!!!
  7. So heroes and villains who use this powerset can be called "Boners", right? PS: Humor aside, new control powers are always interesting to consider
  8. 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)
  9. 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.
  10. 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")
  11. Too bad we can't be all on one server 😄
  12. This is amazing! What kind of controller powersets, and what server if I may ask?
  13. 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
  14. 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
  15. 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
  16. Julius Caesius CoH Archetype: Brute, Sword/Shield A younger Julius: And older, wiser, battle scarred Julius:
  17. Aidan Thorkas CoH Archetype: Brute, Axe/Willpower
  18. Elizabeth Boudreaux CoH Archetype: Scrapper Dual-Blades/Super-Reflexes
  19. Sylvia Erios CoH Archetype: Controller, Plant/Nature
  20. HDJ (Henry David Javan , aka. Agent Javan) CoH Archetype: Mastermind, Robotics/ForceField --or-- Blaster, BeamRifle/Energy
  21. Sabra Raja CoH Archetype: Stalker, Dual-Blades/Super-Reflexes
  22. Gorothok CoH Archetype: Tanker, Invulnerability/Savage
  23. Ynnea CoH Archetype: Defender, Empathy/Radiation her true form: armored goddess outfit human form with human-like attire close up rendering of her face in human form
  24. Alyssa Q'Uzixola ( pronunciation is " ə'lɪsə 'kyuzi-ek'solə "; last name sounds like Ku-UZI-ex-oh-la ) CoH Archetype: Blaster, Fire/Energy Profile realism render Alyssa and Ynnea realism render
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