KalSpiro Posted September 26, 2019 Share Posted September 26, 2019 One of my favorite aspects of Champions Online character creation is the ability to define how your characters hold themselves. I would love to see something like that in CoH. CO only has the four "stances" Heroic, Average, Vixen and Beast. I think CoX can do better. I certainly have no idea how the program actually functions, but my expectation is that Ninja and Beast run temp powers must interact with something along those lines, because that is effectively what both of these powers do, while also increasing run and jump, so they might be something to work off of. 3 Virtue Shard: Quick Shot Kid Liberty Vanguard Gleaming Spark Shadow Squirrel Link to comment Share on other sites More sharing options...
Cooltastic Posted September 26, 2019 Share Posted September 26, 2019 This would indeed be cool to see if we actually have new animations ever getting put into the game. I would prefer to see a Stance category added to the character editor, but I wouldn't be against a P2W vendor section with abilities that do nothing other then change your stance either. On a side note, I'd also like to see a change made to "Walk" that so you can use all your powers while it's on. Cause I wan't to be able to walk around with my toggle aura's on dagnabbit! Link to comment Share on other sites More sharing options...
Lost Ninja Posted September 27, 2019 Share Posted September 27, 2019 18 hours ago, Cooltastic said: On a side note, I'd also like to see a change made to "Walk" that so you can use all your powers while it's on. Cause I wan't to be able to walk around with my toggle aura's on dagnabbit! I use walk to turn off all my toggles. Much easier than writing a generic macro/bind to do the same thing. I would obviously prefer it to remain as it is... 😉 1 Link to comment Share on other sites More sharing options...
Shazbotacus Posted September 27, 2019 Share Posted September 27, 2019 I’d like to use the regular citizen stance. Hands down at side, the occasional cough, that kinda thing. Link to comment Share on other sites More sharing options...
Sailboat Posted September 27, 2019 Share Posted September 27, 2019 2 hours ago, Shazbotacus said: I’d like to use the regular citizen stance. Hands down at side, the occasional cough, that kinda thing. We know it's you. Your secret identity is an open secret. Link to comment Share on other sites More sharing options...
Steampunkette Posted September 27, 2019 Share Posted September 27, 2019 It would be massively difficult to implement this sort of thing as an option, and would look something like Ninja Run, where the movement animation is changed and there's a different "From Attack to Neutral" animation. It would be -super- time consuming and be a toggle with no speed increase tied to it. Or there could be Emotes that you could bind for when you're standing still, like the "Waiting" emote cycle. Link to comment Share on other sites More sharing options...
Cooltastic Posted September 27, 2019 Share Posted September 27, 2019 Yeah, new emote stances would be fine too. Cause you can just macro them for easy use whenever you stop running. Question: Is there a way to bind an emote to activate upon key release instead of press? It would be great to have the emote automatically go off once you release W for this type of implementation. Link to comment Share on other sites More sharing options...
WumpusRat Posted September 28, 2019 Share Posted September 28, 2019 10 hours ago, Lost Ninja said: I use walk to turn off all my toggles. Much easier than writing a generic macro/bind to do the same thing. I would obviously prefer it to remain as it is... 😉 So why not make a clone of it? You could have Walk, which works the way it does now, and Combat Walk which just doesn't turn off powers. Because really, it WOULD be pretty fun to just slowly walk around blasting things. Or as a mastermind, walking through a massive firefight while your minions are killing stuff. Link to comment Share on other sites More sharing options...
Megajoule Posted September 28, 2019 Share Posted September 28, 2019 As I recall from other thread, Walk detoggles everything because anything that grants +runspeed makes it look absolutely ridiculous. Link to comment Share on other sites More sharing options...
Steampunkette Posted September 28, 2019 Share Posted September 28, 2019 8 hours ago, Megajoule said: As I recall from other thread, Walk detoggles everything because anything that grants +runspeed makes it look absolutely ridiculous. Yeah. It doesn't just Detoggle. It suppresses. Even your Autopowers and Speed Boost get ignored while you're using Walk. Link to comment Share on other sites More sharing options...
Gravitus Posted September 29, 2019 Share Posted September 29, 2019 +1 it would be cool to see powers get new animations to choose from. I’d like to see some villains 1 hand create a force field as if it took little effort. Stuff like that . Link to comment Share on other sites More sharing options...
RikOz Posted September 30, 2019 Share Posted September 30, 2019 On 9/27/2019 at 8:09 PM, Megajoule said: As I recall from other thread, Walk detoggles everything because anything that grants +runspeed makes it look absolutely ridiculous. LOL - You've reminded me of "Sprint" animations in WoW. As we all know, a person's posture/stride when jogging isn't the same as when sprinting. So since WoW's "rogue" class is the only class with a "sprint" power (in normal form anyway - I'm not counting druid animal forms), and some races cannot be rogues, Blizzard did not bother with creating separate sprint animations for those non-rogue races. The result is that, if those races somehow benefit from some kind of temporary speed buff, past a certain point it just looks stupid because the character just uses a speeded-up jog animation. I specifically noticed this during the Warlords of Draenor expansion. You had a mine in your base, and while in the mine you could get a speed boost by drinking "Miner's Coffee". Each cup granted a +10% boost, and you could stack this by drinking more coffee. I think +30% was the point where the models would switch from "run" animation to "sprint" animation, except for races that had no "sprint" animation. Link to comment Share on other sites More sharing options...
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