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Looking through the list of slash commands on the wiki there doesn't seem to be any targeting commands that differentiate between enemy players and NPCs.
http://wiki.cohtitan.com/wiki/List_of_Slash_Commands -
Quote:Not quite, super speed is capped due to engine limitations. Fly is capped where it is for balance reasons. The basic idea is that the easier to use a travel power is the slower it is. So in terms of speed:Faster fly: I won't complain. Love fly, yes it is slow. My understanding is that it is as fast as the graphics engine can handle. If they ever crank that limitation up, I will be among those applauding.
Teleport > Super Speed > Super Jump > Fly
But in terms of convenience:
Fly > Super Jump > Super Speed > Teleport
You know, I've seen that sort of argument in multiple MMOs and I really don't understand it. As long as the missions in question aren't required to complete a story arc then as far as I'm concerned it doesn't matter. If you don't want to enter the PvP zone then you don't do the mission, no one is forcing you to do it. -
I've never used it myself but I think that it should atomatically appear on your power list under either temporary powers or inherent powers.
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The interesting thing (to me at least) is that TF difficulty is apparently bugged anyway. In a brief moment of insanity last night I decided to run a Dr. Q TF and for some reason the entire thing spawned at -1. According to one of the people on the team a whole bunch of TFs are getting messed up spawns (they said they'd run an ITF which had spawned as if the team only contained 4 people for example).
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Good luck, if you find one let me know . The problem is that CoH is somewhat unusual amongst MMOs in that it doesn't have those things and we've all gotten spoiled by playing it.
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If you're talking about base raids those are currently disabled, sorry.
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Probably not actually. I'm sure that there are some things that would have been done differently with hindsight (i.e. power customization) but the fact is in software making a large program that is easy to modify is a pipe dream. Unless you know and plan out every single modification you will ever want to make sooner or later you will come to a situation that you didn't predict that isn't easily supported by the code base. This is made worse for software (liek most games) that is being developed in a rush to allow it to ship before funding gets cut.
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Quote:Conversely though I think a lot of bluesiders will make their heros vigilantes so that they can play red side content while still being able to play blueside content as well. Personally unless there is a very strong reason to stay as a full hero I know I'm going to make most of my heros vigilantes since it means more variety in available content. Admittedly that won't help as much with lower level teams but it should mean an increase in level 50 teams.Frankly I would be less concerned about the AT trends and more concerned about the low population trends on villains specifically. On some servers lowbie redside is very hard to find a team on as it is. It'll get harder if say even a quarter of redsiders start rolling their villains in Praetoria instead of the Rogue Isles.
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Ok, another one I thought of. I really really like the Portal Corp missions, they offer a wide variety of enemies on a wide variety of maps. The problem is you eventually run out of them . What I'd like to see is a new Portal Corp contact who hands out an infinite number of semi-random missions similar to Marcus Valerius and the Shadow Shard contacts.
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Is it wrong that the first thing that popped into my head is "sometimes when a mummy panda and a daddy panda love each other very much..."
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It's been said many times before but: vehicles. My suggestion would be to make them function like mounts in that-fantasy-mmo-that-shall-not-be-named but obviously with more of a super-hero theme. As a side effect these could potentially be used as a new Inf sink which would be nice.
Someone mentioned it on the previous page but a revamped market interface with the ability to access more sales information would be nice. Possibly making it optional so those who aren't into marketeering can keep the current simplified one although I live in a fantasy world where a new market interface would get more people interested in marketeering. -
No, I'm thinking that the OP misunderstood whoever told him that it was an exploit. Alternatively it could have been someone vehemently anti-farm who said it. I've met a few people who consider any form of farming for influence/XP/drops to be an exploit (badge farms are excluded since they are clearly not farms).
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Or you could just delete most of your characters once they reach 50
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Quote:YepMath works like that? You can just multiply the number of primaries by the number of secondaries?
Quote:Also, wouldn't VEATS be higher? Kinda? -
Ok, after a quick check of the wiki, ignoring EATs, EPPs and PPPs there are 359 Heroside combinations and 325 Villain side combinations. Villains get fewer because the devs hate villains .
For EATs add two to Heros and 2/4/6 to villains depending on how you want to count them. -
You are correct there is very little new to do at level 50, and SSK makes it even easier to do more content at a lower level. However I think you have a very narrow definition of end game content. Personally I would consider any of the TFs with a level range of 45-50 + Hamidon to all be "end game content". I don't think that end game content is required to involve character progression and therefore no reason to restrict end game content to level capped players.
Yes some new high level content would be nice, but I don't feel that character progression is a requirement for content to be considered "end game". -
I reckon Cat has it right. Council Empire farms have always been popular.
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I think Umbral covered it pretty well but I'd add one more thing. To me a lucky character should be about positional defense not typed defense. He avoids attacks by not being there and to me that screams positional defense.
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To be honest I'd say reduce the timing. 15 seconds is a long time in CoH combat, increasing the range and eliminating the interrupt makes it more useful but even with that the 15second delay puts a damper on it's use.
What I'd really like to see is a short delay (<5seconds) but when it goes off the caster suffers a high magnitude knockback and possibly some damage although I can see that not being popular. I'd even go as far as to rename it a petard, but I'm weird like that . -
Quote:Technically it could be done as a grenade and given that we're using it against people rather than fixed fortifications it would be more realistic. However I personally prefer it as a satchel charge for a couple of reasons. Most importantly satchel charge implies a bigger BOOM than a grenade does. Secondly there are already a number of grenade based powers in the game and as a T8/9 power I'd like to see it have a more unique animation.Great idea.
But wouldn't it kind of be like a grenade? You throw a bomb and it goes off after a couple of seconds correct? Although your idea sounds good, maybe use a animation where your toon pulls out a grenade, pulls the pin and lobs it at the targeted destination. Then after a few seconds, BOOM! They can call it something like... grenade. -
Quote:The devs have granted your second request, most of the more recent TFs have been designed for level 50s and have focused on a small number of missions with special maps rather than the older TFs which use standard maps.More end-game-
>Another boss like Hami
>Completey new and original maps for high-level missions and TFs
>Hard content that needs co-ordination and skill
For the other two while I wouldn't necessarily be opposed to this they do seem to be against the general design philosophy of the game. The general design philosophy of the devs seems to be that content should be available to as many players as possible and making content that is truly challenging for top end players would lock out a substantial portion of the player base. -
The problem is that this is somewhat sever/time dependent. I know for Virtue the Saturday Hero raids normally have more people who want to join than can fit in the zone.
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I'd go for that. i don't think that the cottage rule would apply to this change since the cottage rule is more about not changing the fundamental nature of a power. Time Bomb and Satchel Charge both have the same fundamental nature: a big boom. I think the current damage would actually be ok. It's roughly equivalent to Inferno if the first proc hits but not the second. So effectively Time bomb has slightly more reliable damage but does less overall. I think reducing the damage would be a bad idea since the current damage isn't that much higher than Trip Mine and I think it needs to have higher damage than that to make it a useful option.