Attache

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  1. I understand what you're saying...and I'm trying to suggest a design fix that would allow you to create a more authentic looking tartan...understanding that a more colorful/complex one might not be possible.

    I mean, there are all kinds of things I'd like to do in the game with the costumes that I can't...they don't really have any cultural significances for me but they're still frustrating. I agree in essence that if real tartans have a minimum of three colors, they should find a way to accomidate that. I just don't see how they can make a kilt that could accomidate everybody wanting to recreate their own in the game.

    Attache
  2. [ QUOTE ]
    I'd like to bring up a small point. As a Scotsman myself (probably one of the tiny number that play) I really looked forward to the kilts. I was so looking forward to creating a kilt wearing Claymore wielding toon. Now I see that the kilts are so genericised that they actually have no representation of any tartan in existence. There are no tartans currently in use with less than 3 colours, but we only get to choose two. Even the most basic Blackwatch tartan - www.myspace.com/hakikev - has 3 colours.

    I understand the technical limitations of 2 colours per costume piece, but if you can't do something properly, why do it at all?

    [/ QUOTE ]

    I would imagine, as you imply, that the player base that wants to use kilts to portray faux-Scotsman far exceed the number of true Scotsmen playing the game. Not know the difference, 2 color choices probably seem to be more than enough to both the player and the designers.

    Since the few tartans I glanced at before writing this post seem to consist of two shades of a similar color + a third color, what if they made the design to offer two different shades of the first color choice and then the second color choice. That would then be three colors but you'd still be limited to only two choices. Would that be more palatable?

    Attache
  3. I know this is a cheat...but my favorite way to travel in the game is the one character that has two to his name: Superspeed and Super Jump. Once I hit a rooftop with SJ, I can usually use the momentum of SS along with a few deft taps of the space bar to have him racing along the roofstops. I wish it fit all my chartacter concepts...and I wish I had room for it in the builds.

    If you're going to make me pick just one...then I gotta go with fly. Fly just makes you feel like a superhero.

    Attache
  4. [ QUOTE ]
    Im just wondering how often the devs/whoever update the guides, because my guide (in my sig) has been in the stalker forum and this one for 3 months and counting, and still hasn't been added to the list. So... am i missing something? Please inform/enlighten me.

    [/ QUOTE ]

    I really have no idea since I've never written a guide but is it maybe because there's no feedback from other players? Maybe they only link guides that get some attention...lots of folks weighing-in thanking you and whatnot?

    Like I said, I really have no clue. I've just noticed that most of the linked guides seem to have a fair bit of replies. Have your SG buddies read through it and weigh-in.

    Attache
  5. Supergroup Name: Phalanx Force

    Website: None, as yet. I will try to get up a yahoo group or forum account minimally until we get someone with the web skills to take us the next step.

    Leader or Recruiting Officers: Attache

    Preferred Method of contact: PM here, in-game email, or send me a /tell. As we will have some character guidelines (see below), I will gladly prearrange to have a “friend” in Outbreak to get a look at a freshly rolled character created for Phalanx Force.

    SG Tagline: The Next Generation of Paragon’s Premiere Superheroes

    SG Description: After nearly 2 years spent defending Paragon City against the forces of evil, the young hero Attache is encouraged (after yet another denial to elevate his Freedom Phalanx Reserve membership to active status) to form Phalanx Force, a supergroup with the express purpose of mentoring other young people in preparation for the day when they are the premiere superheroes of Paragon City.

    Requirements: As befitting a supergroup with a “young hero” theme, all new applicants should be between (and including) levels 5 to 14 or under, save for the leader. “Characters” should be young heroes between the ages of 15-21 while the players (somewhat conversely) should be mature and over the age of 18. Players with a weeknight playing schedule of 7-10pm Pacific are preferred so most of us will be on at the same time. Also, players should be willing to make some time for the occasional weekend event, task force, etc. Only one character per player will be accepted.

    At the lowest tier (Phalanxer), players are expected to spend some time on their characters every 30 days, with 15 days being preferred. Characters not logged in for 30 days will be removed from the group. Players at the rank of Signifer (Lieutenant) or higher are expected to log in every 15 days, with 7 days being preferred. Leadership that does not log in every 15 days will be demoted and all characters will be removed after 30 days of inactivity, regardless of rank. We will, of course, be willing to accommodate pre-arranged absences for vacations, family emergencies, etc.

    The SG will be “role-play friendly”, which basically means lengthy discussion of game mechanics and real life in teamspeak, local, and broadcast is discouraged (although not outright disallowed). All players should have a bio and it should be evocative of the City of Heroes universe and mythos (as opposed to DC, Marvel, etc). Characters that draw their inspiration from the elite heroes of CoH are always encouraged as that it fitting for a young hero in Paragon City…just don’t be an outright rip.

    Phalanx Force will have a naming policy. Names with periods, accents, and hyphens expressly and oddly placed to facilitate existence of the name will not be accepted. For example, someone with the name Silent Shadow is viewed as the “real” Silent Shadow and any variation (SilentShadow, Silent.Shadow, -SilentShadow, etc.) is a Johnny-come-lately. In this particular example, Silent-Shadow might be considered an allowable substitution. Similarly, Mister is preferred to Mr or Mr., Miss to Ms. or Ms, etc. Capitalization is also preferred (example: Hero 1 and opposed to hero 1). Names intended as acronyms will be considered on a case-by-case basis. There are still plenty of great names in the game if you are willing to look for them.

    While playing in supergroup mode is highly encouraged at all levels, it is recognized that the drop off in influence at level 35 may require higher level players to alternate in and out of supergroup mode. Keep in mind while prestige earned is a factor in promotion, a drop off in earned prestige at the higher levels will NOT be a reason for demotion.

    While in supergroup mode, please retain your normal costume colors. Similarly, there is no need to wear the chest emblem of the supergroup at any time. Phalanx Force is a supergroup in the tradition of the Freedom Phalanx and we want our characters to have diverse and unique costumes.

    Players Wanted: Active players; people who want to be an active part of growing a new SG; people who want to fight evil as opposed to spending hours emoting in Atlas Park; creative people with a lot of ideas for events, SG promotion, etc.

    Players Not Wanted: Leet speakers; immature players (regardless of actual age); players interested in influence freebies and powerleveling; extremely casual players (i.e. players who only play once a month); people who expect Rome to be built in a day

    Note: Right now, the group is essentially just me, myself, and I. Promotions will be somewhat accelerated at start, occurring after a week of membership based upon my interaction with the players, prestige earned, and time spent playing. Characters will be promoted two ranks initially, as there will only be 1 Signifer (Lieutenant) in the supergroup and that role will eventually be filled out of the Phalanxer ranks when we reach the 25 member level.
  6. [ QUOTE ]
    i appreciate this post a lot andi was gonna make a supertank buti couldntdecide between a energy or super strength... i dont wantto make both so im just gonna think on it but GREAT post!

    [/ QUOTE ]

    I use close to this build with some success on both types. You're going to suffer end problems with both until your 20s but I found energy far more miserable of the two in this regard. It's worth it when you can stick with it but just be prepared to spend time on some low-level teams just standing there and sweating your toggles.

    Attache
  7. Good info...thanks for the post. This is perfect for idiots like myself who never get what they're looking for out of the search function.

    It's probably too much to hope for that the Incarnate to be a hybrid that's available to an existing character via a kind of epic mission thread and/or badge collection. It doesn't really fit the Statesman origin story anyway...unless he was a already low level tanker when he drank that magic water!

    Attache
  8. [ QUOTE ]
    It's against official NC Soft forum policy for a RedName to post under an account/name other then their official RedName forum account. If they have to reply to a post then they are required to use their RedName.

    [/ QUOTE ]

    I didn't realize it was an official policy...because no one has gone against one of those ever.

    I really doubt this happens frequently or at all even...but the suggestion that an official policy would somehow prevent it seems a bit rose-colored, IMO.

    A.
  9. I put out a call on the Virtue forum for anyone interested in starting up such a SG. Check it out if you think you might be interested in being part of a role-playing group from the ground up.

    D.
  10. I'd amend that to say:

    Jetpacks are currently not wanted by the Devs at the moment. The people who play are another matter.

    Maybe they could work out something where once a hero took fly as a power, you could chose to have it manifest via jetpack. Since not every hero takes fly, then not every hero would have a jetpack. No City of Jetpacks.

    Or is the whole desire for jetpacks to have them as some temporary power anyone can pick up for some influence? That I would be against...I only want jetpacks to give my flying tech heroes visible means of support, not so I can get my whole gang of heroes airborne.

    D.
  11. [ QUOTE ]
    Question 9: Jetpacks made available in general for everyday use? - (Please stop asking him this question as he rolled his eyes when I asked that) NOOOOO!!!!!!!!!!!!!

    [/ QUOTE ]

    Well, at the risk of causing States to roll his eyes, I'd be perfectly satisfied (at least for the moment) if they came up with some kind of back item that just kind of looked like a jet pack...even if there were no visual effects involved. I'd just like to imagine that there's something substantial providing the lift to a flying tech hero.

    Alternately, some boots that look like they have some thrusters or vents on them would work. I know we kind of have a couple options that might pass for rocket boots...but something a little more obvious would be cool. Add that to power customization where you can change the color of the effect when you fly and they'd be perfect.

    D.
  12. [ QUOTE ]
    Deadeye ... there is no way to truly build Supeman in this game...

    ...Maxing out RPD is pointless and counter productive...

    [/ QUOTE ]

    Heh...that was kind of my point in writing the post. And I wasn't recommending six-slotting RPD...I was only pointing out that max-slotted RPD is closer in concept to Superman's powers rather than the toggle-heavy powerset CoH has for the Invulnerability Tanker.

    Again, I wasn't knocking your build...just highlighting that it is impossible to build Superman in CoH and since it is impossible, you're probably better off dropping some of the other Superman notions and going for a more practical Tanker that just happens to fly.

    D.
  13. As I suffer from MMORPG multiple personalties (tons of toons and alts), I never got my own Superman attempt past level 30. With that in mind, I can't criticize this build too much...except to point out that if trying to make Supes in CoH is an exercise in compromise, then maybe some other compromises should be considered.

    If one were REALLY going for a Superman, you'd need three power pools just to cover his traveling abilities (leap, flight, speed) and you'd probably want to buy into the Leadership pool (as impractical as it would be for a tanker) to reflect that his mere presence inspires lesser heroes to greater deeds. You'd probably also want put maximum slots in RPD (and any other passive non-toggled resistances) as Superman is always invulnerable...he has no need to brace himself against most ordinary foes.

    That's all pretty impractical in CoH. Since Superman is all about soaring the skies, I picked flight and stuck with it. I figure that if I worked SS into the build, then I probably would use that instead of flight 95% of the time and that just doesn't seem like Superman to me. Slow as it is, flight screams superhero...for a Superman tribute, it must be the main travel power. My plan is to eventually stick a couple slots in it.

    I still have that free respec on my version of Supes but I'm going to wait until Issue #4 is released to get a heads up on any changes I might need to make to my plans. One thing I've fooled around with on Test is something I pulled from the Cuddles Build ...dropping Punch and picking up Air Superiority instead at level 6. AS has worked well as a replacement for Punch on Test (though I miss the earth shaking sound of the super strength punch) and seems to be a good buy into Flight for a tanker. Even in my moderately gimped build-of-the-moment, I can usually hit with AS against even mobs in full flight mode (I don't have hover), then follow them to the ground to finish them off. I can't speak for the end game but at level 30 with three toggles running, full air combat seems to be impractical at best. Your best bet is to get them on the ground and go toe-to-toe.

    I do have to say that it is a great feeling to drop your toon down from the sky into the middle of a pack of +3's and pretty much wail on them with impunity, even if you do have to stop and let your end build up a little from time to time. At least you're still hard to hurt while you're gasping for breath....just don't get so tuckered out that your toggles drop....because that's when you stop being Superman and become Clark Kent in a Kyrptonite necktie.

    D.