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In a probably futile attempt to put the argument to death, I direct you to this developer's diary: http://boards.cityofheroes.com/showthread.php?t=142004
In particular:
Quote:Originally Posted by PositronSince we really wanted to get a dual pistols Powerset into Going Rogue I thought that he would be a great guy to dust off and bring to life in the City of Heroes universe.Quote:Originally Posted by PositronI looked to the other powerset we wanted to put into Going Rogue, Demon Summoning. -
Well the point is that you don't need the power available to benefit from the -KB. You could put a level 10 Karma in your level 49 power and you would keep the benefit unless you ecxemped to level 6 or below.
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Quote:Yes there is.I will say, it's my Mastermind that has the Force Bolt. Is there a difference in the knockback effect from the Defender to the Mastermind?
Defender
Mastermind -
Quote:In general no it isn't any worse than sending tells to people asking if they'd like to join your team. However there is one critical difference which is that when I send tells asking people if they'd like to join I know that there is space for them on my team and that they are not on a team. When someone sends me a tell asking to join my team he knows nothing about my team other than the fact that I'm on it.Out of curiostiy, why do you dislike it? It's no worse than you inviting someone else to your team. If you have a spot they could fill (depending on AT etc if you are a player who likes a specific make up) what do you have to lose?
I do agree with the /ignore if they persist.
However the thing that does bug me (which doesn't apply to the OP) is that people will often use this to try and invite themselves to a higher level team for power leveling. In these days of SSK this is less of an issue than it used to be since the maximum level gap is only 1 but it's still the trend that I've seen. -
Way to early for me . I might try and make the Saturday States run though.
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I mostly agree with docbuzzard. I don't particuarly care for people trying to invite themselves onto my team but that doesn't absolve my reposibility to be polite to them in return. (Also as a note, the main reason I don't like it is because it's almost always someone lower level than the team, your method of asking for invites to teams lower level than yourself is much more palatable.)
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Here's the system I use:
Tray 1: Attacks
Tray 2: Support Powers
Tray 3: Travel Powers, and personal toggles (excluding shields on a melee character)
Tray 4: Teleportation powers, crafting table (if I have it), vet powers (at least in three months when I actually get one)
Tray 5: Potentially useful temp powers (Shivans, other summons, miscellaneous grenades etc.)
Trays 4 and 5 I have as separate trays up at the top of the screen on either side of the compass. -
Quote:Some PvPvE content might be good although the devs really need to do something to balance PvP first since currently unless you have a PvP specific build (which is VERY different from a PvE build) you have basically zero chance.For GR they should apply the exact same rules in Praetoria that we currently have for PvP. This would not only provide players with a refreshing new level of challenge, but would also allow them to experience and get comfortable with these mechanics in a safe environment which will make them less apprehensive to step foot into the Arena or a PvP zone.
If this were to happen it would become a win/win situation for both the PvE and PvP community.
Also, please throw in some PvPvE content as well just like they have in Aion.
However any such content should still be purely optional, adding it to the existing PvP zones would be a much better option than forcing it on players in city zones. As je_saist said the majority of the CoX playerbase has zero interest in PvP and forcing them to participate as part of normal content will not change that. -
Quote:I do like that, thanks.OK, I can't come up with the "clan name", but adapting a friend's SCA persona name, I just tried "Lyonnette" on Virtue.
Quote:How about:
Ash Leonid? (Sounds like Ashley Onid).... Hmmm, maybe Ashley Onid. That last one would be a bit like a hidden meaning if you are one to enjoy those. Unfortunately, I don't have the availability to check them at this moment, but I can't imagine they are both taken. -
CryoTech is correct, however I'd like to include a few additional clarifications. The -KB IOs are all Global IOs. What this means is that you get the benefit of the IO regardless of whever you use the power unless you exemplar down to more than 3 levels below the IO's level. So if you plan to spend time exemplaring on the character (say for TFs) it is worth investing in a lower level version of the IO. Karma IOs go down to level 10 which would cover you when exemping to level 7.
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Ok, I'm having trouble thinking of a name for this character, so I'm hoping that someone here can help.
AT is an Invulnerability/Battle Axe Tanker (secondary may end up as either War Mace or Super Strength instead).
The basic concept is a power armored catgirl (so Tech origin) from an alternate dimension where **** sapiens never evolved and felis sapiens is the dominant life form.
I generally prefer to have my characters name be a real name (i.e. a first name and a surname) rather than a code name and I'd prefer to stick with that although I think for this character the surname will be more of an extended clan name than a surname in the regular sense.
Here's a picture of the costumes I'm planning to use both in and out of armor (the power armor is actually a male body since I don't like the female armored body in part because it always seems to give you a bullet trap in your center of mass):
http://i572.photobucket.com/albums/s...on/catgirl.jpg
Oh, server is Virtue just in case you didn't guess
EDIT: Sigh, I should've guessed it would censor the species name for humanity -
Well I'd suggest leaving a reasonable bid (say 6k) up for 24hours and see what happens. The BUY IT NAO prices of a lot of of tier 1 and 2 salavage do tend to fluctuate a lot.
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Well realistically you'd probably only steal 200mil. Most people stick to a max of 2billion in a sinlge slot so that they can retrieve it and also place the bid for a full stack of recipes rather than 1 to prevent accidents.
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I don't think that there is an easy fix for FF. Like several other sets it suffers from being one of the first sets designed before game balance was really sorted out. Essentially Cold Domination is FF done "right".
Personally I think FF needs two things, better personal defenses (or other mitigation) and some form of increasing damage.
For the first the suggestion I like (stolen from someone else) is to increase the defense of Dispersion Bubble while decreasing the defenses of the individual bubbles by about the same. This means that teammates see the same total defense (as long as they stay in the bubble anyway) while the Defenders gets more personal defense. Traps defenders have a base of 13.3% defense for FFG which when three slotted with SOs gives them about 5% more defense than an force fielder dispersion bubble (plus they have lots of other cool toys for both attack and defense). My suggestion for FF would be to switch the defense values on the shields, instead of 15% on the personal shields and 10% on the dispersion bubble give 10% for the shields and 15% for the bubbles.
I don't really have a good suggestion for increasing FF damage (other than just saying that FF can only be paired with sonic ). A simple solution would be to give Force Bolt a Resistance debuff, it would be virtually unnoticeable on teams since it's a single target attack but solo it would be an easy way to increase the FF's damage against LTs and Bosses. -
No they do not exist. The only real purpose they serve is to let people store extra Inf and exceed the Inf cap.
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Quote:To Hit and defense are functionally direct counterparts to each other so 1% To Hit debuff is equal to 1% defense buff. However, enemies resist To Hit debuffs but not Defense buffs (unless they have To Hit buffs of their own).I took Maneuvers to softcap defense...though...that's a thought too.
However, I don't know the math on -tohit, to know how much it lowers an enemies chance to hit. And how much Defense one would need to cover up for it.
The amount of resistance varies based on the enemies rank (for example AVs get 85% To Hit resistance while purple triangles are up) , relative level (which decreases the effectiveness of your powers) and in some cases natural resistance based on their type (for example in AE custom enemies with Targeting Drones from the devices set) -
Actually, if you want a primary that requires less responsibility I'd actually recommend one of the debuffing sets in particular Trick Arrow or Traps. Trick Arrow has debuffs, most of which are AoE which means that you can play more like a Blaster, just pick an appropriate enemy in the middle of the group and let fly with debuffs (ok it's a little more complicated than that but not much). In general the planning comes in recognizing how much debuffing to apply before attacking rather than reacting to combat (although you do need to know when to fire off an Ice Arrow to stop an annoying LT).
Traps is pretty similar, although most of the debuffs are static so positioning is more important. Similarly you need to keep an eye on teammates to try and cover them with the FFG.
Regarding shield powers, I came up with three basic ways to do it back when I was considering making a Thermal (I later changed my mind so no clue how well any of these will work).
The first is to repurpose either the main number keys or the numpad numbers to select the teammate in the relevant position using /team_select then bind another pair of keys to the shields (or use a rotating bind and one key).
The second option was to make a set of 8 bind files containing the following (for file TeamPos{X}.txt):
{key1} "team_select {X-1}&&bind_load_file_silent "{path}\TeamPos{X-1}.txt""
{key2} "team_select {X+1}&&bind_load_file_silent "{path}\TeamPos{X+1}.txt""
Everything in {} is a variable based on the file that it's in but basically it selects the teammate above or below the one that you last selected and then rebinds the keys to select the next set along. Obviously this has a few issues notably that you'll have to press twice to go past yourself and if your team is fewer than 8 you might get lost. This can be partly solved by having a third key act as a reset to select the leader and reset the binds.
The final method was the most complicated of all. It involved a set of 195 bind files using a format similar to the ones above except that you loaded a specific set based on the number of teamates and your numeric position in the team . I wrote a computer program to generate them automatically. Unfortunately I lost the source code so currently they only work if you store them in D:\City of Heroes\BindFiles\TeamTarget because it didn't occur to me to give them a relative path instead (although if you want a copy with that proviso I can provide them)
EDIT: Now that I think about it for shielding only a variant of the second option would probably work the best. Have one key that selects the leader and resets the bind on a second key which selects the next person in line and rebinds itself each time you press it. You lose some flexibility by only being able to cycle in one direction, but you're normally shielding everyone at the same time anyway so it's not a huge issue.
-Adeon -
Quote:This one amuses me just because it's an obvious jab at the time between I14 and I16 when a large majority of players were doing nothing but AE .
VIII. No purse to snatch or kid to nab, is fashioned by a novel lab, But legends writ and lore create, as cohorts play and strangers rate, Easy to praise; the virtues plain, of fighting just to entertain, Endless time spent in sirens dens, yet who will save real citizens? -
Not unless I was planning to quit CoX forever. I only really have one character who has a fleshed out enough character to really warrant being included in canon (Adeon Hawkwood himself) my others are basically just powersets with a name and costume that were done based on "ok, that looks good". Since he is my favorite character to play I wouldn't really want to give him up.
Besides, I now have two versions of him so I'd be losing two characters . -
It's possible to set up a bind so that holding down shift and left clicking teleports you.
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Obligatory wiki link:
http://wiki.cohtitan.com/wiki/Hamido...n_Enhancements -
Quote:Well with Going Rogue just around the corner there isn't a lot of point in adding Nictus (except from a story point) since Warshades and Peacebringers can switch sides to give Villains those ATs.PPD on the other hand could easily provide a nice way for heroes to gain a branching EAT. At the same time you could make Nictus available to villains and then more people will be happy.
PPD would be good since they have a lot of interesting story hooks, but I think would be hard to really make an interesting AT using them.
The SWAT troops and low level cops/detectives are basically AR/Dev Blasters with the Leadership pool. Similarly the PSI Division are basically Psi/MM Blasters while Awakened are Peacebringers without the forms. Drones are out for obvious reasons.
The Powered Armor Cops would probably work from a powers point of view, their primary could be a mix of ranged and melee attacks with a secondary structured like an armor set (so they'd basically be Assault/Armor). The problem though is costumes. Unlike other ATs where having powers be granted through power armor is only one option amongst many this is an AT where their powers are exclusively granted through armor (and the animations would reflect this). Unlike the Crab Spiders though you can't really just have this as an extra costume piece. You'd need a way to make it so that they can only use the majority of their powers while in their armor but still allow for non-armored costumes to appease the roleplayers. Additionally in a perfect world they'd also be allowed some leeway to customize their armor.
Here's how I'd do it. For every costume slot you designate it as either combat or non-combat, your primary costume slot is always combat but you can change the others at the tailor as part of the costume editor. In a combat slot you get access to a very limited version of the tailor that has a fixed selection of costume parts which form your power armor. It would be impossible to make a costume that isn't power armor similar to the current NPCs but you'd get some flexibility such as color, a few minor variations, or opting not to wear a helmet. In a non-combat slot you get access to the standard costume selections but while wearing a non-combat costume you can't use any powers from your primary or secondary (or possibly you can't use any powers except for walk if the devs are feeling mean).
Now I can't see the devs doing this just because it's an awful lot of work just to add something we can pretty much already do (AR/Energy or Energy/Energy blaster depending on which type of power armored cop you're going for). -
Quote:Like Storm Summoning (and to a lesser extent Peacebringers) Energy Blast has a bad rep because of poor players. The set itself does not under-perform in the hands of a good player and so doesn't really need a buff. I do see where you're coming from but buffing sets should be done because the set itself under-performs not because players are unwilling to play to it's strengths. As a side note, giving it an extra ST attack alone wouldn't make it significantly more popular. On teams the usefulness of blasters lies primarily in their AoE damage, not their ST damage.I wasn't implying that energy blast was lacking damage, but energy blast seems unpopular because of "scattering" to most people I talk to, thought a 4th single target blast would make it popular?
Oh well, thought I'd give it a shot.
Quote:I also have something to say to this which was brought up in the Cobra Strike thread, about a power taking a NPC out of a fight for over 10 seconds easily should not have a damage component because it is a pure control. Well, Power Push takes an NPC out of a fight for about 4 seconds before you have to reapply it again and again. Just sayin', doesn't exactly have the same amount of "control" but I understand Power Push was designed as a utility power. -
Quote:Honestly, that really didn't work well for Kheldians. The original versions made soloing a Kheldian very tough at low levels and were a joke at higher levels. The current versions are basically a joke at all levels.Hmm, for weaknesses they could always go the Kheldian route and have enemies spawn specially for incarnates that are extra effective against them. Malta has such a weapon in the LRSF, I believe - you steal it to beat up Ms. Liberty.
Additionally if having an incarnate on a team results in harder enemies you end up with the same problem Kheldians occasionally get in that no one wants them on a team (I don't care myself, but I've seen it happen). The only way I could see it working is if you basically separated Incarnates into their own game so Incarnates could only team with other incarnates.