Amish_Justice

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  1. [ QUOTE ]
    Tailor EDITING SCREEN.

    Have your graphics program running in the BG, go into Icon/FaceMaker... access a costume as if you want to edit it... arrange the character how you wish...


    [/ QUOTE ]

    I had considered this idea, but I was really hoping to incorporate emotes. That's why I was thinking of something outside. Plus, I'd really love to avoid those annoying rotation arrows
  2. [ QUOTE ]
    Tough Black Girl, so good

    [/ QUOTE ]

    You should see her in her team, Girl Power.
    It's a trio, with an electricity blaster (Smart Asian Girl) and a fire tanker (Pretty White Girl).
  3. [ QUOTE ]
    step one: put all of them in one SG


    [/ QUOTE ]

    Hmmm, unfortunately, that won't work. They're not on one server (as you can see...there's too many of them for that).
  4. [ QUOTE ]
    When I wanted a screenshot of two of my characters together (not a dual boxer), I shot both of them in front of the Steel Canyon University. The concrete "tiles" on the ground make great "place markers* and the shadows from the tree are good indicators of the same light level (i.e. time of "day")

    [/ QUOTE ]

    Excellent notion. Thanks for the idea.
  5. Hey all.

    Recently I created a sort of amalgam of all of my favorite toons

    http://ctu.spotlightmobile.com/get/7...ce-sHeroes.jpg

    Thing is, I'd like to do something similar, in game, but the variations of light and background make meshing together images somewhat difficult.

    Any suggestions for locations where there's a consistency of light which won't render flesh looking purpleish or red (like wentworths does), but that isn't bland? Ideally it would be something generic, so that it can be repeated in a meshed together background.

    You're welcome to comment on the heroes here too, if you like.
  6. Hey, I was curious. What are the anamolies in the City Tracking? Defenders using "Energy Manipulation" as a secondary? Unknown Archetypes? Are these just statistical error, or are then actual in game bugs (somehow allowing a mutation in the power scheme.
    I seem to recall the tales of a MasterMind who somehow ended up in Atlas park, and was able to act as a hero, though he was made on the villain side. This the kind of thing we're talking bout here?
  7. Do you have access to the most popular builds too?

    I mean, I think all have certain expectations, but I'm curious if they're valid.
  8. I've said it before, and I'll say it again.

    The set would be incredibly useful with two small changes.

    Firstly, and mentioned many times above, Acid arrow should have a -regeneration element.
    Acid arrow is already one of TA's most popular powers. I can understand how adding anything to it, even something as situational as -regeneration, might be too much. If devs are worries about that putting too many eggs in one basket, that -regeneration element should be applied to Poison gas Arrow, making it a more tempting offering.

    Secondly, the issue of Flash Arrow.
    It's been made clear that a -acc debuff increase is not coming.
    I suggest that it be given a -range debuff.
    This would be right in theme with it's -peception debuff.
    It would, synergize with entangle, ice, and glue arrows, keeping enemies out of range would be a valid tactic.
    And it would actually make the Trick Arrow set stand out, giving it something unique and different.
    At the same time, it would demand tactics (literally, not the power). Without proper strategy, this debuff would be meaningless.
    Finally, it would be more effective against certain mobs. Nemesis snipers, no matter how you debuff their range or perception, are gonna shoot you.

    As for level of effect, I'd suggest that it looks something like
    Defender -40%
    Controller - 20%
    Mastermind -15%

    This would mean that a Trick Arrow Defender could cut a mobs range almost in half. I think this could create a whole new level of interest in the set.
    By the way, this would, in my mind, be non-stacking. It would be overcome by the only other -Range power I've seen in the game, hurricane (which temporarily drops range on all powers to practically 0).

    I'd suggest that it's to-hit requirement would be re-instituted though, should this change be implimented.
  9. I've come up with what I believe is a really excellent way to improve both Trick Arrow and more specifically Flash Arrow.
    Rather than cross post, I thought I'd just link to it.

    http://boards.cityofheroes.com/showt...mp;o=&vc=1
  10. I understand that the devs want this set to veer more away from the controllery power effects, to make it more in line with other defender sets.

    That being said, what do defenders do?
    Buff
    Debuff
    Heal
    Knockdown

    If archery can't, due to the concept, buff or heal, it should really be focused on the latter.
    Though Oil Slick, a fantastic later power, offers a bevy of knockdown, it's only available late in the game.

    I suggest that, rather than give Entangling Arrow more of a -recharge or -spd component, make it a power which does knockdown. Similar to force field "Force Bolt", a power which does minor damage and knockback. Entangling Arrow when fired, would cause a mob to get knocked down, and then would be entangled.
    This would make TA defenders much more useful in the early stages of the game, able to provide an effect which is useful, and LOOKS useful.

    For flash arrow, a power which has little use, it's a more difficult situation. Other than raising the -acc effect of the power, something mentioned here a number of times, it's tough to give it an effect which will still maintain it's non-aggroing status.
    However, why not make this power really stand out, having it do something which no other set is capable. Give it a -range component, say a 30% to 40% reduction in range for defenders (less for controllers and Masterminds). It makes sense, could be useful in combination with glue arrow or entangling arrow. It would be much more useful in teams.
    Just an idea.