Zaloopa

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  1. As someone else said, Axe/Mace/Broadsword all need alternate animations so players have the option of making them look different. Especially broadsword, ever since dual blades came out it's felt lacking by comparison. Also maybe some more stylized animations for katana/ninja blade would be cool.

    Also some alternate animations for some of the more standard movements. So like a blast or punch movement that a lot of sets all share just with different fx attached, if those could get alternates that could be used with all those sets it would probably be a very good use of animator time. The punches could even just get some of the existing kick animations to mix things up.
  2. Quote:
    Originally Posted by Protonic_Flux View Post
    Liberty a west coast server too? Maybe California's broken off and is sinking into the ocean. If so I better start doing some server transfers stat!
    I can confirm that california is not sinking... or the water hasn't made it into the sacramento valley yet.

    The servers have gone downhill since that 12 hour mystery maintenance they had a couple of weeks ago.
  3. Zaloopa

    So... Stalkers.

    Quote:
    Originally Posted by Siolfir View Post
    Re: -regen - I think attaching -regen to Assassin's Strike has been brought up before in discussions about Stalker buffs, but just to clarify: the -regen talked about would be on all criticals, or only for AS?
    All criticals would probably be best if it's being added to help a stalker's team contribution. Since on a team everyone likes to target bosses first, half the time my target dies while I'm in the middle of doing the AS animation. But then the -regen would really only be useful on tough targets like AVs, where you have plenty of time to AS anyway, so I guess it could work either way.
  4. Quote:
    Originally Posted by Infernus_Hades View Post
    You see exactly what I expected.

    Look thru the sheer number of threads with current issues, or you can make personal attacks and ignore the fact I AM A TECHNICIAN - I can read the same exact diagnostic logs you can.

    I have a serious advantage - I have the system IN FRONT OF ME.

    One more time and I am typing slowly so you may understand - Issue 16 - PERFECT 90+ FPS with busy areas bringing me to 40ish at times. Issue 17 downloads - I go from 70+ FPS at absolute minimum settings to at times 3 FPS just panning or crossing a zone.

    In missions it can go from 100+ FPS to 1 FPS at the drop of a hellion. I am not the only one. In every team I have been in the last month or so we have mapservers, lag, rubberbanding and random DC's.

    I would appreciate you ignoring me in the future Fitzsimmons and I will do you the same courtesy.
    I've had a similar issue since ultra mode launched. I'll be playing just fine and then suddenly the game drops to a slideshow. Doing /sync or /unloadgfx don't have any effect. The only ways to work around it is to restart the game or open my graphic options in game and change something - hit apply - then change it back. Doesn't matter what I change, it just needs some kind of change to jump start it back to my normal framerate. Not really sure why it's been doing this.
  5. Zaloopa

    So... Stalkers.

    Quote:
    Originally Posted by Aura_Familia View Post
    I don't know how you could really make them team friendly aside from either giving them buffs or AOE. Two options that I don't think are all that realistic.

    I think the more realistic suggestions are things that move them away from being like other ATs.
    How about debuffs? I've always felt that stalkers are missing an important RPG assassin staple: poison! I've always wanted a "poison blades" buff on a dual blades stalker, maybe something that adds -regen to all attacks, similar to how the buff in fire armor now adds fire damage to all attacks. Not sure how this would work on non-weapon sets like electric melee though. Still, being able to throw some debuffs on a tough oppenent would help the stalker's team situation.
  6. Quote:
    Originally Posted by Techbot Alpha View Post
    I'd still love some attacks, like Assassins Strike and Sniper rifle to ignore that 5% chance, though. So you can have 'Aimed' attacks that CAN have 100% chance of hitting. I know that'd make Snipe a bit more popular than it is at the moment (I still take it, mind, but it seems to get a lot of hate in the Powers forums)
    Or lazer eyes! Every time I miss with this skill I wonder why my scrapper was looking over at the wall instead of at the enemy.
  7. Well, you could always get rid of temperature protection and put the slow resist into another skill to make room. But as I said, I know it would never happen, the cottage rule prevents changes this big from taking place. I just thought it was an interesting idea.
  8. So I know this will never happen because it would require way too much reworking of the fire armor set, but I thought it was a cool idea so I figured I should post it. The idea was to give Fire Armor a tier 9 skill that was a panic button like many other armor sets have. But the fire twist would be that it's resistance isn't quite as good as other ones but it comes with a damage bonus that increases as the buff gets closer to wearing off. In addition to the buffs a DoT is placed on you, so it's like you're burning yourself out to get this extra power. Your self heal should be able to keep up with the DoT, but if you are defeated you explode doing extreme fire damage. Even if you aren't defeated when the buff duration ends you still explode.

    I think a skill like that would be cool and would fit with fire's theme. Also it would be pretty fun if the self-rez was still in the set along with this skill.
  9. Quote:
    Originally Posted by CryoTech View Post
    It doent work if the heal grants a resistance bonus such as reconstruction, but that is odd as I thought Dull Pain gave a toxic resistance.
    Nope, no toxic resist on dull pain. Ok, that's good to know at least, though I was hoping it was a bug. :P
  10. Quote:
    Originally Posted by Father Xmas View Post
    I seem to remember they won't work if the heal grants some other benefit. It's as designed I seem to remember from a dev post. Someone with better search skills can find the post.
    It worked with Dull pain, which grants +HP, and I just checked an electric brute and it works there too, even though the heal grants +regen and +end discount.
  11. I've noticed on a /fire scrapper with the Miracle set and a /WP stalker with the numina set that +healing set bonuses are not increasing the power of their self heals. Has anyone else come across this? I checked my invulnerability brute and the healing bonus is working there. So can anyone confirm that this is a scrapper/stalker issue, or if it's a /fire and /WP issue?
  12. Quote:
    Originally Posted by Bonehead View Post
    Only found 2 YouTube videos from the panel:

    Part 1: http://www.youtube.com/watch?v=BR28xCM_4A8

    Part 2: http://www.youtube.com/watch?v=dpjTvXlGcH8
    Those are from Kidengineer on protector, he's still processing the other videos I guess so hopefully the rest will be up soon.

    Kidengineer's thread.
  13. Yeah, this has been happening to me as well. It resets every time I open the graphic options window, but as long as I don't click apply then it doesn't actually change anything. Like you said, the only work around is to set your advanced shadow options every time you need to change something on the graphics options window.
  14. Ok, so I'm not sure if stalkers would even need anything like this, but I thought it sounded kind of neat so I figured I would post it here. What about giving stalkers some kind of reverse fury bar that starts off full and degrades during combat. When it reaches 0 stalkers would be doing the amount of damage they currently do so it would be a nice buff that keeps the burst damage feeling of stalkers.

    I only have a couple of stalkers and I'm not a numbers guy, but I've had more experienced people tell me that stalkers have to work pretty hard to match scrapper levels of damage while being less durable at the same time. Not sure if this is true or not, but it wouldn't surprise me.

    So what do you think, good idea or dumb idea?
  15. So you know when you go to jump over a fence and you don't quite make it and you end up sliding along the top of the fence with your arms sticking out? Think that will ever get looked at or is it too minor to bother with?
  16. Yeah, I tested it against even con arachnos soldiers in Grandville and it's not slotted for knockback.

    I don't know how long ago that other thread was done, but it couldn't hurt to make another since someone might report something that wasn't in the other thread, or someone might find something that the devs thought was fixed but really wasn't.
  17. I noticed tonight that Lightning clap in electric melee for brutes states that it knocks foes down in the description, but it's really a knockback. I already /bugged it in game, but I thought I'd post it here also and see if anyone else wants to post any other power description errors they've come across. If we get a good sized list going it could be helpful for the devs.
  18. Yes, I've been seeing these long load times and the ITF-like lag in missions ever since I17 launched on Infinity, but Protector has been fine until very recently where I've started seeing the long load times there now also. The skill lag and rubberbanding I got in missions on Infinity sometimes made the game nearly unplayable so I hope Protector doesn't get that bad also.

    On both Infinity and Protector I've been able to confirm the lag issues with my teammates. At first I thought it was just my ISP, but since everyone on my team reported the same problems I'd have to say it's server side just as others here have said.
  19. Quote:
    Originally Posted by PoptartsNinja View Post
    The 'technical reasons' they mention (and this has been spelled out by Positron, IIRC) is that they can only add 2 more attachment points to the player skeleton due to engine limitations; and they want to make really sure we want backpacks / knee guards before they do it so we don't then clamor for arm bands and hip holsters.

    Plus there're possible clipping issues, but I think the developers are slowly realizing we don't care about clipping as much as they think we do.
    I don't see how the node issue applies to backpacks since they can always attach at the same point that wings do. And if that fails we've seen that chest details are capable of wrapping around the back (Roman and samurai chest details do this the most, but also older pieces like the ring strap and the stealth detail).
  20. Zaloopa

    Welcome back CoP

    Quote:
    Originally Posted by Mr_Grey View Post
    Me, I like that Tips System idea! I remember seeing something similar requested in the Suggestions forum a long time ago, and to see that it got the Developers' minds percolating is pretty damn spiffy!

    As for the Cathedral of Pain... I don't know. If it's still an SG thing, I don't know if I'll ever really see it. My SG lacks the numbers.
    Hopefully it'll be open to coalitions to team up for it, that way smaller SGs will have a chance to check it out.
  21. I just like that the bathtub appears to be 2 inches deep.
  22. We're doing the hero hami raid right now, hopefully it'll be over by 7EST.

    Edit: Well, the hami raid took too long, hope the SF went well guys!
  23. It was fun, but for some reason I couldn't summon my mastermind pets the whole time. I was able to summon dark servant for what that's worth.