Charcoal_EU

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  1. Suggestion: if you find the shadows so annoying, have you tried to turn them off in options? perhaps "no shadows" would annoy you less than "bad shadows" ?

    Question: what was your Depth of Field Effects setting (options, advanced graphics settings) when taking 'fog' the screenshot ?

    Agreement: a (optional, can enable/disable in game options) more advanced fog (and perhaps other weather) graphics upgrade would be nice.
  2. [ QUOTE ]
    Keoma-XI... All 5 costumes...

    [/ QUOTE ]

    Hmm, those two face detail pieces work well together, I'll have to try that too.
  3. Charcoal_EU

    ok just a tought

    That would require new animations for most of the powers - it would be like making a whole new powerset but only for one AT and reusing the numbers/mechanics from an existing powerset. Bad idea, I think.
  4. I have not been able to tint the 'nice' halo (have not tried the other yet) too. There is an active color picker for one color but it does not seem to have any effect.
  5. Charcoal_EU

    Winter Event?

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    I really can't do the whole skiing thing - can anyone give useful pointers to a ski novice?? I always miss pretty much every gate

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    The way I did it was to keep the 'forward' and right mouse button pressed and steer with the mouse. For powers: Super Speed and/or speed boosts for speed and Super Jump for better steering/control+better speed in air.
  6. Charcoal_EU

    Charcoal Cake

    Thanks!
    And look! They even started the winter event, just for me
  7. 1400x1050, 96 DPI
    I dont maximise it, current size seems OK for me.
  8. [ QUOTE ]
    I thought the elemental shields were there for people using Icy/Firey/Electric/Stone Melee in combination with Shields, so the player had a thematic option.

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    Yes. The difference is that shields were added recently and had a lot of attention, so all these thematic options were created during powerset design.
    Weapon customisation however was added long after the weapon powersets and was a feature in itself so there was less emphasis on filling the model lists with thematic options for each armor. Instead the devs reused some NPC weapon models, created models for modern/tech style and added a bunch of simple (no effects) models. And recent additions to custom weapons have been based on new/major factions.
  9. Just checked in character creator:
    male and huge body types can get it under tights, baggy, jackets(+sleeveless) and robotic arms while female can only get it under jackets(+sleeveless). Strange

    Not sure what the Office belt looked like but there is a similar looking belt (with no extra stuffs) under standard->simple leather.
  10. [ QUOTE ]
    I checked out the shields in the character creator today, and I noticed that there are several shields that are made to fit thematically with the various elemental melee types.

    My suggestion is that the same is done for the weapon models costume parts. The fire and ice shields from the elemental sites could properly be transferred directly to the broadsword and dual blade sets. That way we could get weapons that fit the elemental armors, just like we have shields the fit the elemental melees.

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    I assume the bolded part meant "fire and ice swords". The devs will probably not do a direct transfer as it could end up confusing people as to what the users' powers are. Generic frozen/burning/sparking/etc weapons would be nice though, I support that.
  11. [ QUOTE ]
    Aaaand my second round of cossies are:

    Guard Shell My new inv/em tanker.

    Shadow Core Dark/Dark defender.

    Operative Morden The name alone should be a give away .

    [/ QUOTE ]

    Not trying to offend.
    Advice: before taking screenshot place and turn your character to have a contrasting background. Your costumes seem dark-ish so a bright background should work, like daytime sky. Having a nearby/in front light source could also help see all the details of the costumes.

    edit: grabbing screenshots from character selection or tailor screen can work too, depends on costume color vs blue/red background image. Oh and the background image can be changed with.. CoHSplasher I think.
  12. Be advised that the villain (Cap au Diable university, started by Dean John Yu) invention tutorial has 88% more "funny" than its heroic counterpart. Reading all contact bios strongly recommended.

    Regarding new content, the relatively recent big pieces are:
    Ouroboros - gives access to outleveled story arcs and badge missions.
    Cimerora - ancient roman zone, both villains and heroes, must do a story arc to enter it. Has a few story arcs, repeatable missions and a level 35-50 co-op task force.
  13. [ QUOTE ]
    I think the issue with the hats is more general, in that many hats have no associated hair, when it would be nice to have it. Equally, if you want a baseball cap, you get hair.

    I think the main obstacle to this is actually the colour system. With only two colours, it would be a problem having (as an example) hair showing under the Vanguard hat, because the hat itself has two colours, and you would need at least one more for the hair.

    i.e. This is a bigger overhaul than it sounds. Not impossible, but with more ramifications than it first appears.

    [/ QUOTE ]

    Capes already have 4 colors: 2 for inside and 2 for outside.
    Also (I do not have the link and have not checked it myself so it may be a good idea to recheck this) during I13 open beta players in US looked at the contents of saved .costume files and found that 4 colors were being saved for every costume piece so it is possible that the system already has room for more colors than are used.

    The real problem is that "hat X"+"hair Y" uses a single node so enabling all combinations would require up to X*Y new models for that node.

    edit: and what I said now conflicts with the "should be relatively easy" that I said upthread
    it comes down to numbers probably: <20 (I'm guessing here) combination aura "models" are doable (and have been done) while >100 (guessing again) "each hairstyle for every hat" models are not.
    Lets ask for "no hair" "short hair" "longer hair" options (2 or less new models per hat) for each hat ?
  14. You could also check out this thread for inspiration.
  15. [ QUOTE ]
    I would like to suggest that some more hats have a bald option (or even a bald option for all hats) and allow cyborg limbs with jackets and tops.

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    Cyborg limbs with jackets would clip terribly with sleeves. Sleeveless jackets+robes would mostly work ok, that should be added.
    Its like the new aura combinations, having multiple parts that already exist under a single selection - so should be relatively easy to add.
  16. A few from me:

    Audio Assault/Attack - Sonic blast/..

    Excavation - pick/shovel+stone armor brute or tanker

    Bowslinger - western themed archery or trick arrow user
  17. Charcoal_EU

    Patron Arcs

    From what I have read, the patron powers are now disconnected from the story arcs. All patron pools are available after completing the first arc of any patron. But you can still only choose (and do missions for) only one patron, same as before.
    On a side note, it would now be reasonably possible to add additional patron pools: new stories wouldnt have to be added and all existing/lvl 50 characters could take these new powers through respecs.
  18. [ QUOTE ]
    It does mean GG can now go to Cimerora and gaze jealously at Sister Aria's hair.

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    There's a pattern here. First the Arachnos elite, then the villain-only contact... animated hair will be redside exclusive!
    And heroes will get.. hmm.. double capes! Its the same tech as animated hair and of course all the "capes" want to get even cape-ier. Its all so obvious.
  19. [ QUOTE ]

    A very simple fix to these issues, actually, would be to make Hurl and Hand Clap do knockDOWN instead of knockBACK. You'd still need to use GoTo, but once the Bruiser's in melee, it'll stay there.
    I wonder how overpowered Bruisers would be with two PBAoE knockdown powers though.

    [/ QUOTE ]

    From the I13 patch notes:
    "Necromancy/Lich - Liches Torrent power should now only do Knockdown, unless slotted with Knockback Enhancements, or otherwise buffed."
    So it would be only fair if bruisers got the same treatment, I think.
  20. Charcoal_EU

    "Maid" day job

    While it doesnt look like much, Villa Requin(sp?) in Oakes could be counted as a (mafia) mansion. Maybe that "nice" island next to sharkhead too, where all the Cage consortium bigwigs hang out.
  21. [ QUOTE ]
    We have Rularuu, Talsorian and Roman weapon skins for the weapon wielding power sets, so how about some glove, boot or chest detail options for those characters that aren't weapon based? Not a "it's not fair™" thread, before anyone suggests it might be

    [/ QUOTE ]

    Making Rularuu and some other unlockable faction themed armor pieces - Agree. More unlockable weapons are good too of course, like a "severed freakshow robot appendage" axe or mace
  22. [ QUOTE ]
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    only change I'd make is to put the TP arraval point within the zone, perhaps at the normal meet up point for mothership raids

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    Nope, and I'll tell ya why. I don't want this for zapping into the War Zone from the outer city, I want it for zapping into the base from inside the war zone when I've been running Borea missions and I can't be bothered to run all the way back from beyond the mothership past all the pylons.

    [/ QUOTE ]

    Buy the cyborg pack to get a 'teleport to zone/base hospital' power, usable every hour. That leaves behind a large crater. Bonus!
  23. Only posting a few costumes for now as most alts are parked at day job locations until I13.

    Metalmorphosis - my first (and so far only) 50, rad/rad corr, a researcher who found a way to transform living beings into machines and used it on himself to gain power and immortality. Will probably make a variant costume with the halo from upcoming winter event to play up the 'machine angel' look.

    Glade Commando and her bio - AR/storm corr

    Timothy Inferno - a deleted and recreated claws/regen stalker. I was going for a 'cursed ex-hero' look here and to make a costume that doesnt clash horribly with the effects from /regen.

    Amber Red - a robot catgirl because why not
  24. [ QUOTE ]
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    3. Agree that the 'go talk to pvp/whatever' missions should have a 'no thanks' option that drops it without using up the every-3-days drop thingie.

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    Not getting at you but... You bunch of lazy goits! It's not that horrible to have to spend 5 minutes going to one contact and then leaving. Jeez!

    Personally, I admit, I'd be happy if those dumb introductory missions just got dropped entirely, but while they're there, if you don't wanna do it, suffer have to use your mission drop option.



    [/ QUOTE ]

    It was meant more for those who tend to be obsessive-compulsive about the contents of their contact list, like me. Dropping a 'go-talk-to' mission will not add the contact to your list, as I recall.
    And villains do have some cross-zone missions, most notably in the new I13 arcs (ZOMG recycled hero-style content! boo! )
  25. These are more quality of life issues rather than balance ones, I think.

    My comments, from a redside perspective:
    1. Havent had a problem with this, but then I always do the missions from the first contact. Splitting Darwins Landing into an 'east': green, lvl 1-3 and 'west': yellow, lvl 4-6 areas may be a good idea.

    2. Somewhat agree. The cases I think should be changed: the only warehouse doors in Darwins Landing are way too far from Fort Darwin and Dr Creeds missions should be in a less random order: the ones with doors in Darwins Landing first and the ones with doors in Mercy after.
    Also, being able to deliver a completed mayhem mission by phone would help - its not exactly a secret by that point.

    3. Agree that the 'go talk to pvp/whatever' missions should have a 'no thanks' option that drops it without using up the every-3-days drop thingie.