Bitt_Player

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  1. [ QUOTE ]
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    Fire guy [not his real name]: Man, i need to slot me some of those endurance reducing thingys!

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    i'd say this is at least as big a factor as not having Stamina.[...]

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    I think it's an even bigger factor. None of my characters have Stamina. Okay, the Willpower ones all have Quick Recovery, but I know, thanks to Dual Builds, that at least one of them does not actually need it. Now it's only there on her primary build because I didn't want to pick a random pool power just to take up a power choice, like I did for her secondary build.

    I think that Fire Guy [not his real name]'s actual problem is in getting his synapses to fire regularly. I mean, he's apparently figured out that he needs some Endurance Reduction Enhancements, but instead of making for an appropriate NPC and getting some, he complains about not having any! What kind of thought process leads to that? Clearly Fire Guy's not the brightest ember in the fireplace.
  2. [ QUOTE ]
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    Blue Steel FTW!

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    [joke]Praetorian Blue Steel doesn't exist, otherwise we would have already lost.[/joke]

    I'd love to see some Blue Steel action, especially now that we've got shields in game. I think a great name for his Praetorian version (should it actually exist) would be Impervium Blue, and have his role be Tyrant's enforcer in Praetoria.

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    Blue Steel killed his Praetorian counterpart years before Portal Corp. had even discovered Praetoria, because Blue Steel cannot tolerate evil knockoffs of himself.

    Yes, the other heroes and villains have other-dimensional counterparts. Blue Steel has knockoffs.
  3. Bitt_Player

    Powers

    Positron has wanted to put Dual Pistols in the game for some time now, and a lot of players have been asking him to, so we were bound to see them sooner rather than later.

    As for Demon Summoning, well, Masterminds only have five Primary Power Sets right now, which is the lowest number of any non-Epic Archetype.

    There's plenty of melee Power Sets available. Some of the other types need to catch up, you know?

    Edit: Shield Defense came out in Issue 13. It's not a melee Power Set, but it's only for melee Archetypes, due to the general melee+protection structure.
  4. [ QUOTE ]
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    He's not wearing it to hide his identity (everyone in CoH's world knows who he is), he wears it because it's his costume

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    And an insanely stupid one at that.

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    Well, the United States-themed colours and pattern - that's to be expected. The cape's a classic. I give him points for a belt that actually has practical storage compartments.

    The faceplate? I dunno. I've always figured it was meant to be a nod to his POWER OF ANCIENT GREEK GOD origins.

    OH HAI IM ZEUS LOL

    Though I doubt the Greeks ran around with helmets that didn't protect the back of the skull, but let's give the man some artistic liberties here.

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    Maybe States is so tough he doesn't need to protect the back of his skull. Wait...

    That's it! Statesman wears that goofy half-helmet thing to show everyone that he's just too hard-core to wear sensible headgear! He's silently telling everyone "yes, I look ridiculous, but there's nothing you can do about it"! It's psychological warfare!
  5. [ QUOTE ]
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    Assuming the Freedom Phalanx has any couches.

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    They don't because they can never line themselves up properly to lay down on them.

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    Then Manticore's just gonna have to buy one.
  6. [ QUOTE ]
    I just wonder how it stays on. Magnets in his forehead?

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    The magnets are in the mask, actually. See, during the First World War, before Marcus Cole had any super-powers, he suffered some head injuries and had to get sections of his skull replaced with metal plates. Now, anything magnetic will stick to his face, a fact that Manticore has repeatedly taken advantage of for amusing pranks.

    Note that the entirety of the above paragraph is probably entirely false. But it's funny has heck to imagine Manticore sticking refrigerator magnets to Statesman's face while States is napping on a couch. Assuming the Freedom Phalanx has any couches.
  7. [ QUOTE ]
    This is the worst thing the devs have done since [u]bombing Shanghai[u].

    Instead of wasting their time on this, the devs should get off their lazy butts and finally fix [u]this hole in my wall[u].

    And hey, where the hell are my [u]Pistol Melee and Shield Offense[u]?!?

    This game is so phail; they should make it more like [u]John Romero's Daikatana[u].

    This game is SOOO going down; everyone I know is leaving for [u]Pet Rocks Online[u].

    I'm so fed up with the game, I just [u]gutpunched a pidgeon[u].


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    I've never failed a multiple-choice test before, so I decided to bomb this one on purpose.

    Oh, wait...
  8. Bitt_Player

    Play a Rikti

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    Rikti Headmen and soldiers would be Technology Origin, because they rely exclusively on weapons, which would work just as well if they'd never undergone any genetic tampering at all.

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    By that argument, Crab Spiders would also be Technology. But the origin of their abilities is Natural; anyone can pick up and use one of those mass-produced weapons. Technology indicates there's something unique, something superpowered, about the character's technological devices. (This is true even if the actual granted powers are identical to those a Natural hero would have -- the difference between an AR/Dev Tech blaster and an AR/Dev Natural blaster is purely in how the powers are explained.)

    So would Headmen and whatnot be Natural? After all, they're using the same weapons as all the other Rikti. While they may be super-tech by human definition, any other Rikti could pick up and use one. But it doesn't really make sense to call a Headman "Natural"... even though a Natural character could use those weapons, Headmen are not Natural entities. They're genetically altered beings. The only Origin that really makes sense for them is the default for their kind -- Science.



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    To me, the division is how much the character needs the devices. A Natural Assault Rifle/Devices Blaster, for example, probably has really darn good aim, as well as high manual dexterity and creativity. Take his weaponry away, and he's still dangerous, because he can apply those skills to other weapons, or improvise new ones. A Technology Assault Rifle/Devices Blaster may have the Natural's skills, but not to as great degree. Take the Tech Origin's toys away, and he's got problems.

    For comic book examples, compare Batman to Iron Man. Batman's Natural Origin, you take his stuff, he's still dangerous. Iron Man's Technology Origin, you take his armor away, he's pretty much screwed.

    Take an Arachnos Soldier's weapons away, and you're still dealing with the product of one of the world's toughest and most brutal military-training programs, and who has a penchant for viciousness burned into his psyche. Take a Rikti Headman Gunman's armor away, and you have, for combat purposes, a human who looks really weird.

    If Headmen and other soldier-type Rikti were trained to use their psionics in combat, I could see Science Origin, but they only use their mental powers to talk to each other. In the heat of battle, they need their weapons and armor.
  9. Bitt_Player

    Play a Rikti

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    While it's true that Arachnos EATs aren't gender-specific, it's also true that the player can tell the difference. Some Rikti are referred to as male, others as female, but we, the players, have to take their collective word for it, because they all look the same.

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    Comment: derogitry
    Lis'R: offended
    OP: Racist

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    Observation: Rikti blameless: Human inadaquacies.
  10. Bitt_Player

    Play a Rikti

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    One last note: At least one story arc points out that when Lost are converted to full Rikti, they are allowed to chose between the Traditionalists and Restructurists. Apparently the two factions have some kind of accord to the effect that they'll get along when sorting out new recruits.

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    I may be wrong but I always got the impression that the Traditionalist and Restructurists were more of political factions (i.e. democrate vs republican) and really wouldn't need an accord to work together.

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    They have taken violent action against each other on occasion, but now that you mention it, I'm not sure how frequent that is. I know the Traditionalists had a big brawl with Restructurists who were trying to find a round-about way of getting from Rikti Earth to Primal Earth, I always assumed they were more or less at each others' throats on a regular basis.
  11. Bitt_Player

    Play a Rikti

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    I have to agree that the Rikti do look different, but I disagree that they should restrict the skeleton choice. Afaik, the Rikti do not have a unique skeleton. They use a generic skeleton (I believe it's male but I'm just waiting for Arcanaville to come barreling in and say that she's timed all of their animations and it links up with the minor disparities that the female body type has) with additional special costume pieces to account for the tail stub and shoulder blade wing things (though I don't think they all have those, I think it might just be the armor).

    Arachnos soldiers are all either exclusively male or female but they didn't stop body type choice from the preventing nontraditional VEAT characters. I think it would be interesting to see a huge body type Rikti (especially as a soldier), especially since I highly doubt the Rikti we'd be playing would be the "normal" ones. As to the funky body parts that are part in parcel with being Rikti, the only "real" requirements would be the assignment of a specific head or face. Everything else would follow closely enough.


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    I went digging through some pre-Issue 10 screenshots looking for pictures of the Rikti from before their big revamp, and you know, a lot of them went around unclothed. Those big shoulder guards on their armor are there because their shoulder bones really do stick up pretty high. Yes, those, along with the tail, and head, could be done with forced costume pieces, assuming they don't cause animation problems with the animations used by a Rikti EAT, but I don't know how the length of the arms and legs, which seem to be rather longer than a human's for equivalent height, or the fact that the lower arms and legs of a Rikti are much thicker than the upper arms and legs. The differently-shaped hands might pose an issue.

    While it's true that Arachnos EATs aren't gender-specific, it's also true that the player can tell the difference. Some Rikti are referred to as male, others as female, but we, the players, have to take their collective word for it, because they all look the same.

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    As to the origins, they should all be Science imo. Rikti Magi which are supposed to be very rare and the exclusive providence of the Traditionalists (because the Restructuralists don't believe in turning humans). Every other Rikti in the game is purely Science origin. Giving all of the player versions different origins doesn't really make much sense to me.


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    Well, it makes sense in that the Origin specifies how a character comes to have powers. Rikti Headmen and soldiers would be Technology Origin, because they rely exclusively on weapons, which would work just as well if they'd never undergone any genetic tampering at all. Rikti Magi are Magic Origin because they freaking cast magic spells. The Rikti with psionic powers are Science, because they got those powers through the genetic alterations that make a Rikti a Rikti. The Kheldians have different Origins, and that doesn't seem to confuse anyone.

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    For powers, I feel that you could do some very interesting things using a branching system like the VEATs do. Have 2 different ATs. Rikti Infantry that diverts into Chief Soldier and Chief Gunman. Rikti Guardian that diverts into Rikti Commander and Rikti Mentalist. the Infantry path focuses on damage whereas the Guardian focuses more on control and support.

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    I don't have anything specific to say about that, other than that the idea of making an EAT that takes one of the central concepts of another EAT and slapping different powers on it doesn't seem right to me.

    One last note: At least one story arc points out that when Lost are converted to full Rikti, they are allowed to chose between the Traditionalists and Restructurists. Apparently the two factions have some kind of accord to the effect that they'll get along when sorting out new recruits.
  12. Bitt_Player

    Play a Rikti

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    The problem however, is that, players dont learn about good rikti till at least the Midnighters story arc. Granted that starts at level 10, but non-enemy Rikti are supposed to be a moderately well kept secret.

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    Only because Vanguard has an iron pole up their collective... *cough*

    Not gonna finish that sentence. Anyway, the way I see it, sooner or later the Traditionalists are gonna get sick of pretending they don't exist just so Vanguard can continue their "Hate All Rikti" ad campaign, and they're gonna take PR into their own hands.
  13. Bitt_Player

    Play a Rikti

    This comes up every now and then. Personally, I'd like to see them as an Epic Archetype. I've posted this before, but I'll post it again, following a warning that there are plot spoilers in this post!

    Rikti Factions:
    Believe it or not, not every Rikti wants to kill us all and kick our puppies. There's two factions of Rikti here on Primal Earth, the Restructurists and the Traditionalists. The Restructurists hate us and want us dead due to an attack on Rikti Earth pulled by some Nemesis Automations with the intent of making the Rikti hate us and want us dead. Well played, Lord Nemesis, well played. Anyway, the Traditionalists are a bit nicer about all this, they've had some negotiations with Vanguard, learned the truth behind Nemmy's little stunt, and are looking to make the Restructurists chill out, as well as make friends with us humans.

    Hero-Side Rikti could fit right in as members of the Lineage of War (the Rikti armed forces) who've gone Traditionalist. They want to pal around with us humans, and they're willing to prove it by helping out the heroes.

    Villain-Side, the Rikti Restructurists already have a negotiator working between themselves and Arachnos: Ambassador Kuhr'Rekt. Kuhr'Rekt is there to recruit villains in an effort to hamper Traditionalist operations, as well as help Arachnos against the heroes, their mutual enemies. Villain-Side Rikti players could be Restructurist soldiers taking orders from a network of Rikti/Arachnos go-betweens, killing two birds with one stone by messing up heroes and Traditionalists, all while earning Lord Recluse's trust. Many Restructurists won't trust the villain-side Rikti player, thinking that working so closely with humans might turn you Traditionalist.

    Rikti Powers:
    The Rikti are a large and varied faction, so the opportunity for multiple Rikti Archetypes exists. I'll break down more or less how it might go. Bear in mind that I have no idea what sort of Inherent Powers they'd have.

    Rikti Soldier
    Origin: Technology
    Primary Power Set: Rikti Heavy Weapons
    Secondary Power Set: Rikti Heavy Armor

    Soldiers are the primary up-front combantants in the Lineage of War. They're straight-up fighters packing a Rikti Rifle-Sword and wearing heavy powered armor. Their psychic powers are limited to telepathic communication with fellow Rikti, making them entirely reliant on their technology. Rikti Soldiers are very similar to Scrappers or Brutes. Lots of melee attacks, armor, and some ranged potential.

    Rikti Mentalist
    Origin: Science
    Primary: Rikti Psionics
    Secondary: Rikti Light Armor

    Mentalists wear battle armor, though it often isn't as good as a comparable Soldier. They also carry a Rikti Sword, but it's not quite as powerful and lacks the built-in Rikti Rifle. Mentalists make up for these deficiencies with superb psychic abilities, which let them warp and dominate the minds of their foes with a vicious combination of attack and control powers. Mentalists tend to be like Dominators, but trading in most of their attack powers for protective armor.

    Rikti Guardian
    Origin: Technology
    Primary: Rikti Support
    Secondary: Guardian Arms

    Lightly armed and armored, Guardians are never-the-less some of the most dangerous Rikti one could hope to meet. Specialized systems in their unique armor let Rikti Guardians strengthen and protect allies, as well as manipulate kinetic energy to various ends. Some specialized Rikti Guardians even have the ability to summon other Rikti to the fray, as well as calling on Drones and Rikti Monkies. For convenience, I rolled Comms Officers and Rikti Priests into the Guardian Archetype. I'm not sure if having a player-summonable Rikti Portal is such a fantastic idea, perhaps critters would be summoned by Guardian players in a manner more consistant to other player pets.

    Rikti Magus
    Origin: Magic
    Primary: Rikti Magic
    Secondary: Rikti Light Armor

    The Restructurists are fascinated by this "magic" stuff we humans get up to, and the Traditionalists have taken an interest in spellwork in an effort to counter Restructurist attempts at military superiority. The end result of this is the rare, powerful Rikti Magus. Rikti Magi have Mentalist-grade armor and weapons, but their real power lies in their magical skill, which is eclectic at best, making them unpredicable combantants who can wrong-foot enemies merely by fighting. Rikti Magi have a hodge-podge mix of ranged attacks, mez powers, and debuffs in their Primary, along with decent armor powers and a couple Rikti Sword attacks in their Secondary.

    Rikti Costumes:
    Here's the hairy bit. Rikti skeletons aren't like human skeletons. Their heads are different, their proportions are odd, and they have big protruding shoulder blades and vesigial little tail-stubs. This means that a player-made Rikti would have to have its own body type, complete with Rikti-specific costume pieces. On the one hand, that does restrict customization a lot (more so than Arachnos characters, even), but on the other hand, if you want to play a Rikti character, you have to expect him or her to look like a Rikti. Speaking of him and her, Rikti do have genders, but they are indistinguishable to humans, so there'd only need to be one Rikti skeleton type.
  14. Quick Reply:

    I really like that wild Single-Origin Endurance Reduction for Stamina-ignoring. One in every click power, two in the higher-cost ones. Maybe one in a toggle if it eats a lot of Endurance, I have lots of toggles, or I just have slots to assign and nothing in paticular to do with them. It's not an IO or IO set, but it's how I get by without Stamina. Inexpensive, too.

    I used to three-slot for Accuracy, until the Real Numbers came out and I discovered that two Accuracy SOs cap my ToHit chance against anything I'd care to attack, so now I just add an EndRedux instead of that third Accuracy.
  15. Question:

    What if someone wants to get at player-made missions right at Level 1? Especially redside, where just getting from Fort Darwin to the Port Oakes ferry would be nearly impossible for a Level 1 character. Well, probably excepting Stalkers, of course.
  16. When I first entered Grandville with my Brute, the first thing I did was turn on Fly and start checking the place out. Several hundred feet over the ground, up near the Tangle, a Bane Spider Executioner hit me with Wide Area Web Grenade and down I went!

    I had to respec into the Stealth pool just to get around without plummeting to the earth every several minutes. Yes, I had to take two powers, Stealth and Invisiblity, that I did not want, just so I could use the travel power I'd had since Level 14.

    So no. No, I do not want more enemies to attack me while I'm airborne. I'm sorry, but I must heartily discourage this idea.
  17. [ QUOTE ]
    *looks* Eh, ok, it could be better than this, definitely. ("Louisville Slaughter," one of my brutes.)

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    The pun makes everything okay, Bill.

    Putting that aside aside, I've yet to meet an unimplemented costume piece I wouldn't support.
  18. [ QUOTE ]
    You do realize that the majorityof the playerbase would murder you if you tried touching their lovingly crafted costume, right?

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    Plus, think of the early-adolecent humor potential. Step into that first mission and BAM! You're suddenly as close to nude as the game allows. Now, for some players, that'd be business as usual, but at least a few of us out there tend toward more sensible costuming.

    Assuming it's even mechanically possible for the game to make temporary changes to player costumes like this, there would absolutely have to be a notice of some kind in the list of mission details.
  19. [ QUOTE ]
    I like this set a lot. I'm a bit surprised by the power , I hope it uses a wand or staff or something in its animation, that is sort of what I was hoping to see.

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    I'm hazarding a guess that the power, being tarot-themed, is more likely to involve a deck of tarot cards than a wand or staff.
  20. [ QUOTE ]
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    Subject: Super Booster II: Magic Details!

    [*]Mystic Fortune Power:

    Ever wanted to have your fortune read in game? With the Mystic Fortune power players will be able to offer to read each other’s fortunes. Having your fortune read gives a power buff based on the Major Arcana of the Tarot, and can give a positive or negative effect on that character for the next 20 minutes.


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    I sure hope the effects of this power are deletable before 20 minutes ... I don't want some terd I don't know, running up to me, using their power, and now i'm debuffed for the next 20 minutes with no way to prevent it/remove it.

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    The effect is NOT deletable, however, you are given a confirmation as to whether or not you accept having your fortune told. If you say 'No,' you get no fortune and the person who cast it now has to wait the full recharge time to try again.

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    What happens if one tries to cast it on a Mastermind pet? Or any pet, for that matter.
  21. [ QUOTE ]
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    Siphon more cash from the masses. How about some cool free stuff?

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    Oh, you mean like that minor update they released this morning? I guess that wouldn't count though. I mean, it's just a potentially infinite source of new, creative playable content. Not very cool at all, really.

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    It doesn't count for Angry, 'cause he doesn't like it.

    C'mon, Angry_Citizen, it's capitalism! All this stuff looks really, really great, and you better believe I'm looking forward to spending some money on it.
  22. [ QUOTE ]
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    Let's see. $14.99/month = $14.99/30 days (about) = $.50/day = $.50/24 hours = $.02/hour

    Yep they should credit all our accounts for what, about 8 cents?

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    BWAHAHAHAHAHAHA!!!!

    That is hilarious

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    Do we still get the eight cents if we're at work and couldn't play anyway? Inquiring minds wish to know!
  23. [ QUOTE ]
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    HKEY_CURRENT_USER\Software\Cryptic\CoH\Installer Language

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    Where would I go to do this?

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    It's a registry key. I *believe* the options are going to be 0, 1, 2, 3 or some similar thing for setting the language.

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    Mine shows as 1033, which is Americanized English. I have no clue what any other languages might be, and I'm not going to play with my registry just to find out. I might break something.
  24. [ QUOTE ]
    Sometimes, you don't want to know where my hand is.

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    Really, now, should you even be posting things like that?
  25. [ QUOTE ]
    I drown my sorrows in catsup!

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    Uh... whatever floats your boat, I guess...