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The points that are being brought up against it actually make no such case.
The OP suggests that line of sight be calculated at the end of animation rather than the beginning, not some sort of FPS system where you have to lead targets.
Unlike what he said, this would not stop "homing blasts," but it would make them less common.
Quote:The speed of a snipe's blast is irrelevant. What would be relevant would be animation time.But putting the "Dodge" mechanic into the game would delay the damage function on ranged attacks until the animation loanded a hit. Think of Psi Blast's slow-moving volleys. How many players would die waiting for that thing to land, for one. And if the AI was reprogrammed to take advantage of it (I.E Duck for Cover) fights would be more realistic, but less -fun-!
The way it works now:
Activate power
Detect line of sight
Animate Power
Blast
The suggestion:
Activate power
Animate power
Detect line of sight
Blast
Reprogramming AI would be silly, because it would dramatically increase the processing required if each enemy were aware of geometrics.
Quote:Seriously! Think of a giant 8-man spawn of Council Soldiers. Lean, mean, and many. Now, before you can land a fireball, the group scatters to avoid the AoE. Single target gameplay becomes king of pretty much everything, and a perfectly valid and fun way to play (AoE based characters) are slighted for it.
Quote:And it would only further add to PvP imbalance. Think of the handful of ranged attacks a tanker or scrapper gets. Short-ranged (comparatively) and slow-moving projectiles. Blasters would become even more horrendously broken...
Quote:Dynamic fight systems are very exciting, but they have their own rulesets and requirements. For one thing, projectile speed is VITAL, as is attack animation time. Only some of our attack animations are even taken into consideration, and that's done strictly on the DPS side of things. Attack travel speed isn't taken into account for absolutely anything at all.
Look at your average FPS game and you'll spot what's good and what isn't very quickly. Even in third person shooters, attacks fire INSTANTLY and attacks that travel fast (or even instantly) are much more effective than attacks that move slowly. Even something as simple as a very fast but still not instant attack will require you to lead a moving target. Trust me, I've tried. It's not easy. Slow-moving attacks, though, like your typical Quake rockets, are hell to hit someone with at anything but very close range, and even that's down to splash damage more so than actual direct projectile impact.
The "homing" powers would still be there. I've never used snipe powers, but if they work as I assume (line of sight is established after interrupt time), they are capable of that too.
Animation time would be much more important to balance, but that could be handled 2 ways:
1. Buff powers that animate long.
2. Give players the ability to use this technique, but not enemies.
If I implemented this I would slightly buff enemy attacks while letting players dodge during animations. -
Heraclea: If you think of this as a moral question, you can consider selling to be moral because you are providing more IOs to the populace. You can then buy IOs.
Try a lot of bronze rolls. The expensive ones are fairly easy to earn. NPC the rest. Considering that you can get hundreds of tickets per arc that's a lot of rolls. -
Is there a way to show specific forums automatically instead of clicking every category?
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So after issue 16 hits, supply goes up, purple prices go down. Won't the marketeers just buy low and hold them untill prices go back up, then sell?
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No, we'll be too busy making bank on all the stuff that is spiking because the farmers are leaving MA.
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High level rares and low level pool A's? -
Just use the accolades, which ogten have great bonuses, particularly profiteer.
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*bumping for migration and possibly copying to wiki*
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Which story arc says that Mako wasn't just evil to start with?
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Not sure about story arcs, but there's info on the official website detailing his origins- he grew up in an orphanage and was treated terribly.
Think half of X-men villains.
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I looked around the history and enemy pages but can't find it. How do I get there? -
*bump for migration, and may add this to a list later*
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Just setting this up to be copied to the new boards.
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Is there a list of every power with enhanceable debuff resistance?
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From reports of the devs panel at Comic-Con, it looks like the devs are way ahead of us on this point. So SCORE!
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Shadow Shard, something else, or both? -
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I agree that a different system could be VERY fun and I'd love to try it. It's outside the scope of what you can do to an existing game though.
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Which is why we're not going to see any core progress until the devs stop milking this game and break ground on a sequel. The devs admit the old systems are holding them back, yet it seems they wont do what it takes to move forward. I'm going to have to assume that until they announce CoH 2. After over five years, I'd like to see core progress made and I really shouldn't have to look to the super hero MMO down the block for it.
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I totally agree that classes are dumb, and that is by far the most intriguing aspect of CO. However, why couldn't they just merge tanks, scrappers, and brutes into a singe AT that can toggle those styles as modes? -
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Raid Suggestion
Rularuu the Ravager in his 200 foot tallness in a Co-Op area of the revamped Shadow Shard.
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Yes please!
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I suggest alphabetizing the list of elements to reference faster.
You made weapons a properly broad subject, but some of the elements are more specific than necessary.
Water is represented only by like 2 powers in an epic pool that also goes with ice. I know that many want a water element, but how about just calling it water/ice? Illusion control is much more of a mind set, and PB could go into energy. Similarly, storm and sonic could be combined as air or wind/sound. -
While villains do need more SFs, please not more Arachnos content.
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I ask those who call it a nerf to back it up with numbers.
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Been there and done that. Your searchfoo is weak ,padawon.
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I was here in the topic where Catle announced it, and the numbers demonstrated that it would take double stacked dom to beat what you get by default in i15. And buffs such as insp have greater power and can be stacked much higher in i15. -
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Predictions for Issue 16 and beyond (all IMHO):
-Redside population will fall off even more as people take the Archetypes they like and go "home" with them.
-Tankers will become more popular with I16's enhanced difficulty slider (soloing a Tanker with 8 man spawns is very attractive).
-HEATs will decline in popularity as people "replace" them with Hero VEATs.
-Stalkers will increase in popularity as the Heroes get to do to Villains what Villains have been doing to them all these years in PvP zones.
-The overall popularity of PvP (especially zone PvP) will drop off even more as both sides bring the same few Archetypes, homogenizing PvP completely.
Conclusion: Redside needs content very badly to attract players. PvP needs something to stem an ever decreasing popularity (cross-server zones and a zone revamp would do wonders in this regard IMHO). The prognosis for blueside PvE is very good.
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I agree with this except that PVP will be improved by mixing classes because it make it somewhat less unbalanced.
However there are many other things that will still keep people from PVPing until those are addressed, if ever.
Also: hero players can learn that stalker PVP is a lot harder than they thought. -
What is with some of you saying "overpowered in a team?"
This would be best while solo and considerably less useful if not negative if you have a team.
It would be cool though. -
Which is not much if ED is involved, which it often is if you want to enhance enough to bother with HOs, and includes no set bonuses.
I think they should be improved to equal common IO enhancement since anybody who uses HOs is not using SOs. -
I ask those who call it a nerf to back it up with numbers.
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Wow. So you actually DID pull out random animations here and there, do all the greyscale stuff needed, and just do this piecemeal over the long term. I think I outright suggested it a year ago, but I never imagined you'd actually do that. That's a crazy amount of dedication.
What I really love about this dev team is they go the extra mile just to make as many people as happy as power. Lazier developers wouldn't have bothered with both "light" and "dark" versions, no matter how lame it would be not to be able to throw solid black balls of flame at people. I sound like a total sycophant here, but this is astounding when you have some idea of how much effort all this took.
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And what's this about icons? *goes to look*
Edit: Ooh, shiny pictures. Also, I just noticed this set has some five toggle powers. Would be hell on the blue bars. And which power would have the taunt aura for tanks/brutes, or would they lose Smoke Grenade for a damage aura?
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Are these the same Gear Icons that match the invention salvage that was leaked a week or so ago?
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What? How about a hint about where I can find these at the wiki.
EDIT: Weird. Considering that shields came out I'm kind of surprised that there would be a def set in the works, as that is one of the types that is most represented anyway.
Blast: 10
Control: 7
Buff: 13
Defense: 12
Melee: 15
Summon: 5
Assault: 7
Support: 6
It sounds like a res version of ninjitsu.
Or maybe they just made the icons suggest res and this is ninjitsu proliferated to more melee ATs? -
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It is no coincidence that every MM pet class has ample knockback powers.
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I've wanted to ask about your sig and what that means.
Why do they? Proponents of KB usually say that it just takes skill, but there is no way to use that KB strategically. -
I wrote up a huge post here responding with hard stats but it was blocked by the damnable "the form you submitted" error.
The summary:
wumpusrat, some of what you are saying is disputed by City of Data, particularly the bruiser's resists. You can only use recharge sets with the thugs and zombies sets. Thug resists are better than you think, only beaten by mercs unless you are fighting an enemy with exotic attacks. And other sets' mez protection is mostly about PVP centic mez types. Bots mez protection is 1 point of stun and 4 points of sleep otherwise.
It may sound like it, but I am not saying that thugs pwns everything. However, it has most of the advantages of bots and mercs combined but none of the disadvantages.
Most notably, it has more defense and similar, but differently distributed resists to bots, especially with recharge sets.