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Focused Feedback: Power Changes (Build 1)


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38 minutes ago, Heraclea said:

 

 

This may work poorly with the Underground Trial as currently constituted, and may well make Preservation Specialist, and the master badge, unobtainable. 

 

This is insane.

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3 minutes ago, zenblack said:
41 minutes ago, Heraclea said:

 

This may work poorly with the Underground Trial as currently constituted, and may well make Preservation Specialist, and the master badge, unobtainable. 

 

This is insane.

Someone will have to explain how this makes those badges unobtainable.

 

Sounds more like if you need to be at max range to kill something, probably an issue of new tactics?

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3 hours ago, roBurky said:

There seems to be an issue with the faster animation for Dual Pistols Hail of Bullets. The after-image figure effect that is supposed to be animating slightly behind the character seems to be still animating at the old speed, making it significantly out of sync with the new animation.

Tested on a blaster using a female body type, in the costume editor and in the world.

 

 

 

I haven't tested it in combat yet, but I am not sure yet how I feel about the new animation speed. It feels maybe too fast, and looking obviously sped up.

I've just tried it and yes the shadow looks behind a fair bit.

 

As for the animation speed it doesn't seem that out of step compared to Bullet Rain or the Cone to me. So I guess "Equally as frentic as the other AoEs" isn't too bad 🙂

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I don't mind the animation speed, dp was already sped up from it's original incarnation, doing it more is arguably something some of its powers still need. (Coughpiercingrounds)

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1 minute ago, ScarySai said:

I don't mind the animation speed, dp was already sped up from it's original incarnation, doing it more is arguably something some of its powers still need. (Coughpiercingrounds)

I'm kinda used to the silly showboating now. I'd miss it if I stopped throwing my gun spinning in the air like a majorette at a Saint Patricks Day parade before shooting someone. 

 

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17 hours ago, Wavicle said:

Except none of those powers are in an Origin pool, so it's not the same issue you're discussing.

As they aren't restricted to characters of any one origin, they're origin pools in name only to lock you out of taking all of them at once.

Is everyone a professional fighter with leadership and tactical training, superspeed, and combat training? Why is that any different than learning magic (sorcery) on someone that didn't get the rest of their powers that way?

 

Just because you want to ignore the point doesn't mean that it's not valid; moreso than the one you were making in my opinion.

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37 minutes ago, Carnifax said:

I'm kinda used to the silly showboating now. I'd miss it if I stopped throwing my gun spinning in the air like a majorette at a Saint Patricks Day parade before shooting someone. 

 

I'd personally be a fan of some Revolver Ocelot gun spinning.

 

Just twirl them like an idiot for three seconds before firing an instant shot.

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11 minutes ago, siolfir said:

As they aren't restricted to characters of any one origin, they're origin pools in name only to lock you out of taking all of them at once.

Is everyone a professional fighter with leadership and tactical training, superspeed, and combat training? Why is that any different than learning magic (sorcery) on someone that didn't get the rest of their powers that way?

 

Just because you want to ignore the point doesn't mean that it's not valid; moreso than the one you were making in my opinion.

Exactly. I have taken the sorcery pool on many characters and not a single one of them is magic origin. I exclusively use mutation origin. That does not mean I’m locked out of choosing the sorcery pool. 

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1 hour ago, ScarySai said:

I'd personally be a fan of some Revolver Ocelot gun spinning.

 

Just twirl them like an idiot for three seconds before firing an instant shot.

 

I want to twirl them around my fingers for three seconds WHILE the guns shoot all around me.

Either that, or to drop them on a stair with the autofire on and have them shoot three bad guys for me as they fall down step after step.

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31 minutes ago, ScarySai said:

If you get caught with your pants down, you don't get instantly deleted.

 

Hopefully you still get insta-censored with the appropriate location pixellation.

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3 hours ago, Hew said:

Someone will have to explain how this makes those badges unobtainable.

 

Sounds more like if you need to be at max range to kill something, probably an issue of new tactics?

On TB it has been the custom on badge runs to form a detachment of snipers to take out the Proximity Charges before they can arm themselves.  Doing this requires an attack with a range of 150 feet or greater, thus the group of snipers is the only one that should engage them.  I don't know any other way how to do it, and taking this out of the game would break the badge.  Having to wait until all the snipers are out of combat before moving to the next would make the longest and slowest trial even longer and slower. 

Edited by Heraclea
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1 minute ago, Heraclea said:

On TB it has been the custom on badge runs to form a detachment of snipers to take out the Proximity Charges before they can arm themselves.  Doing this requires an attack with a range of 150 feet or greater, thus the group of snipers is the only one that should engage them.  I don't know any other way how to do it, and taking this out of the game would break the badge.

Legit question here, since I've been on one UG and wasn't a sniper. How many snipes does it usually take to get one before it arms itself?

 

Because it's only the fast (in-combat) version that has the reduced range, the interruptible (higher damage) version still keeps the longer snipe range. So do you routinely have to run away and fire snipes to prevent it from arming, or can you just use the slower version instead?

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1 minute ago, siolfir said:

Legit question here, since I've been on one UG and wasn't a sniper. How many snipes does it usually take to get one before it arms itself?

 

Because it's only the fast (in-combat) version that has the reduced range, the interruptible (higher damage) version still keeps the longer snipe range. So do you routinely have to run away and fire snipes to prevent it from arming, or can you just use the slower version instead?

Call me even crazier, but isn't the fast version only active with certain +tohit values?

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4 minutes ago, Arbegla said:

Call me even crazier, but isn't the fast version only active with certain +tohit values?

No, the fast version is always on in combat. To hit  increases the damage of the fast one, to a point.

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19 minutes ago, Arbegla said:

Call me even crazier, but isn't the fast version only active with certain +tohit values?

That was how it worked a while ago, but it was changed so that +tohit increased the insta snipe damage instead of allowing it to happen in the first place.

Bopper: "resistance resists resistible resistance debuffs"

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45 minutes ago, Heraclea said:

On TB it has been the custom on badge runs to form a detachment of snipers to take out the Proximity Charges before they can arm themselves.  Doing this requires an attack with a range of 150 feet or greater, thus the group of snipers is the only one that should engage them.  I don't know any other way how to do it, and taking this out of the game would break the badge.  Having to wait until all the snipers are out of combat before moving to the next would make the longest and slowest trial even longer and slower. 

 

Maybe you'll have to figure out a different way of doing it then. As it stands that is already the slowest possible way to do it and not very inclusive of the rest of the league.

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1 hour ago, Heraclea said:

On TB it has been the custom on badge runs to form a detachment of snipers to take out the Proximity Charges before they can arm themselves.  Doing this requires an attack with a range of 150 feet or greater, thus the group of snipers is the only one that should engage them.  I don't know any other way how to do it, and taking this out of the game would break the badge.  Having to wait until all the snipers are out of combat before moving to the next would make the longest and slowest trial even longer and slower. 

That's interesting, but I've gotten the master badge on a few characters without anyone having to do that. 

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5 hours ago, Heraclea said:

 

This may work poorly with the Underground Trial as currently constituted, and may well make Preservation Specialist, and the master badge, unobtainable. 

 

1 hour ago, Heraclea said:

On TB it has been the custom on badge runs to form a detachment of snipers to take out the Proximity Charges before they can arm themselves.  Doing this requires an attack with a range of 150 feet or greater, thus the group of snipers is the only one that should engage them.  I don't know any other way how to do it, and taking this out of the game would break the badge.  Having to wait until all the snipers are out of combat before moving to the next would make the longest and slowest trial even longer and slower. 

 

The slow snipe range is still set to 150' where as the "Fast Snipe" had its range reduced. Theoretically if you prefer to use this method to get the badge, you can continue to do so!

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3 minutes ago, GM Arcanum said:

 

 

The slow snipe range is still set to 150' where as the "Fast Snipe" had its range reduced. Theoretically if you prefer to use this method to get the badge, you can continue to do so!

 

Oh the humanity would someone think of the Badgers!

 

@Heraclea Or you can get one of those spiffy EM stalkers running around lately and have them run ahead and two piece those bombs.  

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14 hours ago, Vanden said:

You outta your mind? 8m 20s recharge is insane for a 60-second buff!

If Mids is correct Serum currently has a duration of 20 seconds and a recharge of 10 minutes. Gang War also has a 10 minute recharge but it lasts 2 minutes IIRC, and is a huge buff, whereas Serum (as you know) is nearly worthless. So I agree with you, that is insane. Which is why no one takes Serum.

 

If Serum had its recharge cut in half to 5 minutes, and was changed to an AoE that affected all pets, it might actually be worth taking.

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If you'd rather be Lame-O the Wonder Clown instead of Homelander then you're playing the wrong game.

 

Thank you doesn't even come close to the gratitude I have for the Homecoming developers for resurrecting Paragon City.

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8 minutes ago, ScarySai said:

Replace serum with an ability to summon a helicopter that instantly crashes and explodes into a fireball on my target.

At least that would be a useful ability that I'd consider taking.

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If you'd rather be Lame-O the Wonder Clown instead of Homelander then you're playing the wrong game.

 

Thank you doesn't even come close to the gratitude I have for the Homecoming developers for resurrecting Paragon City.

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