Anti_Proton

Renowned
  • Posts

    1380
  • Joined

  1. Anti_Proton

    Origins

    So I guess when you go to the Natural Store, your alien uses their imagination and are not really using Military-named enhancements? Im just saying.
  2. Anti_Proton

    Origins

    Quote:
    Originally Posted by Liz Bathory View Post
    What the origins mean is set in stone through the official manual that came with City of Heroes... but... ofcourse we are free to chance what we like. I will never do that though, as its a part of destroying my immersian to the game.

    Natural
    Natural abilities is all that is normla for what you are. Natural to what you are. And enhanced through training. Skills gained. Batman is natural... But Superman is natural too. He is an Kryptonean and has nothing more then every Kryptonean has.

    Mutant
    Those born with their abilities... but a mutation through evolution of the natural order of their species. X-Men are all mutants...

    Science
    Normal/natural who gains his abilities through an accident or scientific process. I know that its said that they mutated after that. But this is still originated in a scientific process. Spider-man, Hulk, Flash and the Fantastic Four are all science in origin.

    Magic
    Normal/natural who gains his abilities through the use of magic. Either by using an artifact that was magically enhanced or through the study of mystical/other dimensional energies and learning how to use those. Some good excamples are sorcerers and witches like Dr. Strange and Zatanna. Magical artifacts users are Dr. Fate and Bloodstone.

    Technology
    Normal/natural who uses high-tech to be able to do special feats. Armor, belts, boots and devices. Robots are included here too. He can create these things himself or he can have another make them. Good excamples are Robots like Vision and the original Human Torch, Cyborgs like DC's Cyborg or Marvel's Deathlock, Armor wearing guys like Iron Man and Dr. Doom... the latter even a robotics creator too.

    Officially the game stated that the missions granted are set to the origin picked. And ofcourse the enhancements differ... even if its only in the availability. Some shops are harder to get too then others.

    I guess what the OP is actually talking about a second inherit ability locked on the origin where the one we have now and the one that is locked to the AT. If done right this can be cool... but dont overdo it and keep it balanced.

    This all over. I still want to push for a new Origin: Alien -You world is so strange that the abilities of your race seem superhuman here.

    Still general enough to be spun anyway you want, but different enough to differenciate characters like Kheldians from "Earth-bound" Natural heroes.
  3. Well if we can have that huge robot arm or the Pirate hook, I dont see why we can't have lobster claws. I also dont see why we cant have snake torsos or real bird beaks.
  4. I dont care what anyone says, that was pure WIN!!!
  5. Quote:
    Originally Posted by Samuel_Tow View Post
    See, this is one of the key reasons why I LOVE City of Heroes. I just love the art and the style. I've learned the same lesson time and time again - for a game to look good, you need not just good graphics, but capable artists, too. Our game may be thousands of years old by now, but DAMN if I don't love the art on environments, enemies, powers and even my own costumes. And I lay that squarely on the shoulders of BABs and Sexy Jay. Even without the Unreal engine or without the Crytek engine, these guys and their minions have made the game look GRRRRRRATE! I've tried a lot of other games, and it just always bugs me when I see stilted animations or ugly characters. Throwing shiny filters onto bad design does not make it better.

    I stand by City of Heroes as some of the best art and style I've seen pretty much at all.
    ...but imagine what their art would look like on the Unreal or Crytek engines? What? Im just sayin.
  6. Quote:
    Originally Posted by Techbot Alpha View Post
    I approve of that.

    Example is my psionicist, Kitsune Vixen. Her main build is an Empath/Psi defender, but she is also capable for more focussed psionic attacks (Psi/Mental Blaster) and she's also a skilled martial artist (MA/SR or Willpower Scrapper).

    Having three different characters is a bit of a pain, so atm I have the Defender and the Blaster version (I deleted the old blaster at damn level 32 to make way for the damn scrapper and ended up damn deleting the damn thing damn anyway! /still bitter)

    Starting over from 1 on the same character would be nice. Given build switching is on a 15 minute timer as it is...thats actually longer than logging out and switching toons, so..hardly exploitable.
    This is similar to what I though Keldians would be like. We would have our original primary, but with a ability to change form to use branching secondaries. Once we hit 50, that character could be rerolled as a Keld like in the comic.
  7. As the owner of this idea, I supposed it's my responsibility to defend/clarify as many points as possible. First of all, this power was seen as more of an ancilliary power like a pool power or a vet power. Relying on this power as part of your primary line up would be to your detriment. There are plenty of items in every map that can be added as throwable, without replacing the items that are part of the maps archetecture. I agree with Sam that there hasn't been a game yet that has done throwing objects right and from the discussions on the subject in the past, a lot of the problem has had to do with a sense of weight that objects needed to have. That is something that I think this game could do well through the use of animations that would differ to give you the feel of lifting heavier or light objects. This would also give the player a visual que to the amount of damage the object would inflict. Why damage? Simply as a representation of a character drawing "inner strength" to perform a feat of...well strength. I also thought that there are enough powers that cost us precious END. I also suggested a small circular recticle at the center of mass of an object that only appeared in melee range as to not conflict with the standard target indicator. The grab/throw power will only work when near the appropriate object, so there would be no mis-clicking. Finally, I must be in the minority to think that simply reskinning Hurl would look sillier than what we have now. It's bad enough that we have to suspend imagination for the concrete slab, but to actually see you character pull creates, mailboxes, or cars our of your rear to chuck at people would really require a leave of ones senses. All thats left is a Dev to come and say that they would have to be replaced with a gibbering idiot before this would happen and that superhero x is lame.
  8. All we need is an actual MUSCLE SLIDER for all characters.
  9. Quote:
    Originally Posted by Samuel_Tow View Post
    Personally, I think it's far too late in the game for something like this, and I've always viewed this as only in the realm of actual Super Strength characters. For this reason, I've always wished we could just remodel Super Strength/Hurl to throw the larger of the Propel debris instead of a wimpy rock. It won't solve your problem, but it'd be a step in the right direction.
    Well yes there are those characters that can focus their energies or willpower for temporary feats of superhuman strength. As for it being too late int the game for such a feature, I don't see why there coundn't be a few more creates in a warehouse, an extra few desk or bookshelves in an office, or a few cars in the elevated garage in out door maps. There wouldn't be a need to redo these maps from the ground up, but add the objects on top of them, but I am no coder, so I make no assumptions as to the difficulty of doing so.
  10. Quote:
    Originally Posted by BBQ_Pork View Post
    3) Character lift/throw ability will be set at character creation. What tradeoff is there to just setting the lift/throw capacity to maximum at that point for every character?* Is there also a Debuff of some kind for that as well?
    I think the answer is in that third paragraph, but I'm not quite seeing it in the wording.
    Let's say two otherwise identical Fire/Dev Blasters take different throwing strengths, I'm assuming that the "Big Tosser" will do less damage with his Fire Blasts, both before and after using the throw?

    The reason for this is there will be a bump to your max at certain intervals in your career. Sure you can max out your capacity from level 1, but you will be doing yourself a dis-service in comparison to waiting for the natural progression. As for the debuff, it begins when the object is lifted and it's duration depends on factors such as the size of the object and your level, since as you progress, you become more practiced at throwing objects hence you recover quicker.
  11. Quote:
    Originally Posted by ReclusesPhantom View Post
    And I'm pretty sure the Planters you see inside the Office Maps are part of the geometry, so it would be a bucket load of work for the Devs to make them targetable objects.

    Here I see the biggest hurdle, but like other environmental features, new maps could be created first and then older ones can be retrofitted incrementally.
  12. Ok it's that time again. Time to bring up manipulating our environment ie. grabbing and throwing things. I am aware of the reasons why it hasn't been done in this game and I don't want to be one of those that say, "That other game has it" types, but I think there is a way to introduce it here in a way that is not only cool, but fair to all ATs and doesn't turn every zone into Boomtown.

    A new option at creation - At the character creation screen, where you choose your model, you choose your "Lift Capacity". This scale determins how much your character can lift. Interactable objects will have a small color recticle that indicates at what weight it is based on your maximum. Three simple colors; Green = Easy lift, Easy Toss; Yellow = Liftable, No Toss; Red = No Lift, No Toss.

    Rob from Peter to pay Paul - This new ability is not a "free lunch". Similar to powers like Repulsion field, when you lift (or weaponize) an object, you will sacrifice some damage to all your other powers. The amount of time your damage is reduced is based on your level (lower levels taking longer), while the amount of the reduction being based on the size of the object.

    No one is left out - To give every AT the opportunity to use this new ability, there will be an upper limit to how much you can lift and throw. Since even support ATs have damage attacks of some form, each will be able to lift to this maximum at the higher levels, while sacrificing more of their damage dealing ability than that of the more attack-oriented ATs.

    Not a new Power Set - This idea is not meant to be a new power set or to replace any existing powers, but to accentuate a characters ability. To that end, this ability is un-slottable. Like the Nemesis staff and the Black wand, its a hit or miss power that you use to round out your attack-chain, but nothing you would consider relying on in a tight jam. Because this ability effects your regular powers, it can be modified by player buffs, but at a lower scale (ie. BU + Aim will add to your lift/throw ability). The range at which one can throw an object depends on the size of the object, where smaller objects go farther. The amount of damage the object does depends on the not only the size of the object, but the amount of damage that can be sacrificed from attack powers.

    City of Instanced - As we all know, this game is probably 75% instanced missions, if not more. For this reason, I would suggest that this is were the new ability would be applied. Like objects n Mayhem missions, liftable objects would have a target recticle that would appear when in melee range. The recticle is a small circlular indicator at center of mass of the object so as not block the standard target recticle as many objects would be liftable and destructable. To grab an object, you simply click on it, causing a short animation to play. Once lifted, simply select a target and click the power again to throw it. Unlike other examples of this ability, the object would not become translucent when held. This forces the player to consider his camera angle in relationship to the target before attacking, but the recticle of the target is still visible through the held object, so as to not make it cumbersome in the heat of battle. Once the object is thrown, if it hits the target, it will take the appropriate damage and the appropriate KB will be applied. Larger objects (cars, buses, larger creates, etc) will have more KB than smaller, based also on the target (Bosses tend to resist KB more than minions). If the object misses, it will act like any other physX object, but when it stops moving, it will be once again be targetable. You can use an object over and over until it is destroyed and it will behave like standard Mayhem objects.

    I have been seing this in my head for a while now and there have been several suggestions that have touched on it, so I thought I would try to lay it out in some detail. Like I said, I know this has always been a tough sell, but the more I read comics, the more I think the ability to weaponize object would be a valuable addition to the game.
  13. Anti_Proton

    Underwater?

    Quote:
    Originally Posted by Samuel_Tow View Post
    Settings and cosmetics. I'm not against an underwater zone, e.i. a zone physically under the water. I'm opposed to a zone that IS the water, as in a zone filled with water.

    However, look at precedent - the bulk of Longbow bases are already said to be underwater, and some of them even have submarine pens. Having portholes open in them to look out into the water, and even a few crossings from section to section underwater, would be a very good change.

    A full-scale underwater zone that never put you in the water would be really odd. Bioshock was that way - if it weren't for the windows looking out into the ocean, the whole thing could take place underground or in space. It's a game that takes place in an underwater city, yet you never actually get to swim. An underwater zone, be it a city under a bubble dome or a city with lots of portholes, would more or less REQUIRE some swimming. But if we can retain that swimming to cosmetics only, meaning you can swim underwater, but you can't fight there, that could aid the settings without intruding on appeal or game mechanics.

    I wouldnt be against this, as long as it opened up the whole "Under-the-Sea" theme with new powers, costume pieces, and the like.
  14. As long as I can reall cut loose and break things on both sides, sure.
  15. I am hoping that they redo all the instanced maps since that's where we spend most of our time.
  16. Anti_Proton

    Underwater?

    Quote:
    Originally Posted by Energyman View Post
    He's the one they call lame now, but back then I don't think so. I think that audience in that day actually liked him. The problem is the modern comic reader is either stuck with the Super Friends image of Aquaman, one that needs serious updating and definition of abilities to make him a force, or they are confused as to which Aquaman is the real one between hook hand, water hand, Justice League Cartoon, Batman Brave and Bold Cartoon, etc, etc. There are too many varying modern versions of Aquaman and the classic "Icon" is too associated with the older riding on seahorses, swims fast, and has the typical square jawed can do no wrong silver age mind set.

    As to Namor better than Aquaman:



    PWND! LOL
    Really? Everytime someone wants to prove Aquaman is somehow better than Namor, the pull this "even-a-dog-has-his-day" moment.
  17. Anti_Proton

    Underwater?

    Quote:
    Originally Posted by Major Deej View Post
    I find this squashing of any potential of an underwater zone/maps/storyline disheartening. Optimism, I guess, can be fleeting.

    I have a couple of puppies ya'll can kick while your at it to just keep the flow going...
    I feel ya, but I have to agree that until it can be done well, it shouldn't be done, although I alway considered giving everyones powers a "diffused" appearance and cut everyones range, damage, and accuracy by 50% since were would be underwater. I think folks would adapt after sometime when playing in such a zone.


    PS Aquaman s lame, but the Sub-Mariner



    kicks ***!
  18. I used to thing Lord Recluse was our version of Doom, but that, IMHO, is only partly true. LR reminds me more of early versions of Doom, the mad, power-hungry Doom where as Emperor Cole is more like the ruler of Latveria Doom that believes the utopia he has created in his land is best for the entire world. Doom doesn't believe what he does is evil, but nessesary to bring prosperity to the whole, no matter who gets killed in the process.
  19. The real solution to the inequity between red and blue side markets boils down to the number of players. This being the case, if you want more balance on the red side, play more villains. Merging the markets is just a crutch that will be forgotten for new complaints a few months later.
  20. Anti_Proton

    Disappointed

    Quote:
    Originally Posted by Catharctic View Post
    I'm really wanting more content for my level 50s to do. I'd like to see cool zone events with great reward, lots of different raids with epic reward, but I won't agree with you calling the following garbage:

    A Stitch In Time
    Willpower
    Dual Blades
    Real Numbers
    Faster Leveling
    Ouroboros
    Purples
    Weapon Customization

    The Midnight Hour
    Midnight Squad
    Cimerora
    Imperious Task Force
    Villain Epic Archetypes
    Powerset Proliferation 1
    Hollows Revamp

    Power and Responsibility
    Merits
    Shields
    Pain Domination
    Dayjobs
    Multiple Builds
    Leveling Pacts
    Villain Patrons Opened
    SG Base Repricing
    (I won't deny that a lot of the PvP community was put-off by this issue.)

    Architect

    Anniversary
    New TF
    New SF
    AE Refinement

    Power Spectrum
    New Character Creator
    Customizable Powers
    Powerset Proliferation
    4XP / SRSLY difficulty systems
    AE Refinement / Additions / Guest Authors

    We need significant, rewarding, character-defining level 50 content, but none of what's listed above should be considered garbage.
    A thousand times THIS!!! I think people are jumping the DOOM-Gun here a bit. The Devs are keeping info tight for several reason (least of all scrutiny from the now-competiton) and I think the majority of us have never had a reason to doubt the abilities of the game creators here even when its not exactly what we wanted. I say we give it time and let the Devs do the whole "Leave um wanting more" thing the PR people want them to do. Today we saw the icing; the cake, cookies, and ice-cream are coming later.
  21. Anti_Proton

    Underwater?

    Quote:
    Originally Posted by Aura_Familia View Post
    This. Not hard to hand wave it away with the way magic does just about ANYTHING in this game.
    Or a forcefield that provides protection, warmth, and air like a certain ring-barring hero we all know.
  22. Quote:
    Originally Posted by Samuel_Tow View Post
    Hmm... You know, I think I have to retract my "full transparency" idea and instead replace it with this - aura costume pieces. Not auras ON TOP of costume pieces. Auras INSTEAD OF costume pieces. Like, you have no upper arms at all, just fire where they should have been. Or you have no head, just a glow. That opens up a lot of possibilities.
    Or an effect instead of an entire body like some form of elemental.
  23. Anti_Proton

    Defender Inherit

    Quote:
    Originally Posted by Zamuel View Post
    I actually find it useful because it allows me to avoid the infamous Stamina. It just needs to be tweaked.
    This in a nutshell! What do I care if my END is recharging faster if everyone is dying around me? I cant get them healed any faster or buffed any faster, leaving them is the same difficult situation, but me with a full blue bar.
  24. Anti_Proton

    hospital upgrade

    I would be willing to accept the contacts not having inspirations if the hospitals did. Everyone visits the hospital eventually.
  25. The way I see it, the only way to make a DoT set viable is to either up the damage ticks or drop the recharge time so that your spamming DoTs. Either way, you come dangerously close to being over-powered.