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Posts
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Joined
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MMs: Field Commanders or rather ascendant entities who divide up their power between themselves and their mooks because that much awesome should never be contained in just 1 being
My experience: lvl 50+3 Bots/Traps/Mu with all VR abilities + lvl 18 Merc/Traps
Scrapper
Melee dmg specialist or think of a Tank with reversed priorities
My experience: lvl 50 Ma/Regen/Dark App + lvl 35 Ma/SR
Brute
The best compromise between Tank and Scrapper, choose this AT over a scrapper whenever your powersets give you the chance to be above 75% res to any dmg type without external buffs and especially if you get a dmg aura secondary
My experience: lvl 42 DB/Fire/Fire(Acceptable in terms of concepts but awful mechanically thx to redraw) + lvl 28 SS/WP
SOA
A little bit of everything
My experience lvl 31 Huntsmen (Wolf/bane)hybrid
Experimenting with
lvl 15 Arch/Kin
lvl 12 Widow
lvl 10 Plant/Ice Assault
lvl 6 KM/Nin Stalker
lvl 4 NB/Nin Stalker
Experimented with
Fire/Fire tank rerolled as the DB/Fire
Stone/Stone tank rerolled as A Dom
Ma/Nin stalker
Nrg/Dev blaster(big mistake in all ways but concept)
Fire/Elec blaster(pretty good for a blaster but I have grown to hate blasters)
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Yeah the other day I wanted to play around with a Katana brute and now that it will be an option I really want to play with it.
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I like the proposed vanguard TW though I would love love love one in the style of a giant AXE too
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Quote:I get what your saying but i'm proposing a different paradigmWait, shouldn't one-handed attacks be FASTER? Typically, the game treats weaker attacks as faster, more frequent ones while bigger ones are slower and rarer.Quote:
Spines notwithstanding, we've had plenty of examples of a slower, weaker attack swapping animations with a faster, stronger one (Beheader <-> Gash) or a slow weak attack being made stronger than its faster, stronger cousin (Barrage vs. Energy Punch). Quote:
Personally, though, I'm kind of interested to see how "Momentum" will work. I keep wondering if it will be an animation thing, where your animations speed up as you attack or possibly you skip some kind of wind up/down filler, or if it will be a stat-based thing, instead, where you build up a recharge buff the longer you attack that expires as you sit idle.
More than anything, though, I want to see what the set's big hitter will look like -
Quote:apparently they scale well at low levels but then you out level themPretty much this. I think Duel Wield might be worthy of a single Damage IO, but then, I don't really plan on using Pistols as a constant damage contributor; rather, when I do have a gap in activity and I fire them, I just want there to be the chance for somewhat impressive bursts.
I ponder over many Dev Design Decisios, and this is another. Why give MMs attacks, but make them enemic as to pretty much discourage you from using them or even taking them? I get better results using Vet Attacks. What was the thinking here? -
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Quote:the petition process can take awhileAfter trying many times to NOT crash through a trial, I finally got enough points to get one of the new aura. I clicked on the rainbow aura, and I got the electric one instead. I've tried to contact support, but I have gotten no answers. Has anyone else had this problem?
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I don't dislike this but I don't see it as teribly likely either a complete swap out would tick off more than a few people. Maybe the devs could make it so that a third Genin lets call this one a Chunin has your KM suggestions bringing ninjas more in line with the other human sets
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hehe
Excellent!
Now awhile ago I suggested light melee and blast sets to balance out the dark sets years later they introduce a kinetic melee set which I like so I think they should create a kinetic blast set that has -dmg as it's secondary effect now that doesn't help the suggestion in this thread but since it seems highly unlikey light/dark treatment can be done maybe this suggestion can ease the pain -
Quote:I also like this list now I can create my Kat/Fire concept and recreate my Kat/Elec scrapperIm pretty happy with this list even if I dont have a half dozen character ideas that are now made possible by these combinations. That said, Ive had a controller concept in my mind for awhile that I think I could make work with a Poison secondary. I would just hope that the set gets some alternate animations too the spit animations (cant remember how many there are) just dont work well for the idea I have in mind. Still, I could roll with it for awhile.Quote:
If I do a post about Alternate Animations, do you think well get another Intrepid Informer on that subject in the next 24 hours too? -
Quote:I would check mids to make sure that adding anything other than the VR dmg procs is better than a single dmg IO(protip the vr dmg proc is almost always better dmg wise than the vr damage io)I've got a Brute with Health 6-slotted, with the Numina, Miracle, Regen.Tissue, & Panacea Procs. Not sure if this is good slotting, but it sure is Unusual I think (and keeps me blue bar buffed)
I'm considering Proccing out Duel Wield and Empty Clips for my Thugs MM. I know MM attacks are not supposed to be the greatest, but it annoys me that sometimes you're really better off not even getting them. In an attempt to make them useful, I'm thinking of putting all the damage procs I can in them, along with procs like the feedback recharge, maybe Ragnarok's knockdown... See what happens. What can I say - I love doze Pistols -
Quote:ThisUm... from what *I* understand...
VIP = Subscriber. You pay your $15/mo, you get to play everything.
Compare that to current system: same thing
Premium = former subscribers who want to just play for free. You get MM/Cont/etc. through paying a one time fee, OR if you have previously earned veteran rewards.
Compare that to current system: N/A. Right now if you are a former subscriber, you can't even log in... you may have bought the retail box, but you can't log in without a subscription... so CoH:Freedom... now gives you *some* of the game without a subscription...
I don't see that as a loss situation... -
Kat for brutes
Kin for MMs
MA and KM for Doms -
Quote:- Warning: Pregnant women, the elderly, and children under 10 should avoid prolonged exposure to Gigantic Vanguard Sword.
- Caution: Gigantic Vanguard Sword may suddenly accelerate to dangerous speeds.
- Gigantic Vanguard Sword contains a liquid core, which, if exposed due to rupture, should not be touched, inhaled, or looked at.
- Do not use Gigantic Vanguard Sword on concrete.
- Discontinue use of Gigantic Vanguard Sword if any of the following occurs:- itching
- vertigo
- dizziness
- tingling in extremities
- loss of balance or coordination
- slurred speech
- temporary blindness
- profuse sweating
- heart palpitations
Gigantic Vanguard Sword may stick to certain types of skin.
- When not in use, Gigantic Vanguard Sword should be returned to its special container and kept under refrigeration. Failure to do so relieves the makers of Gigantic Vanguard Sword, Paragon Studios, and its parent company, NCsoft, of any and all liability.
- Ingredients of Gigantic Vanguard Sword include an unknown glowing substance which fell to Earth, presumably from outer space.
- Gigantic Vanguard Sword has been shipped to our troops in Saudi Arabia and is also being dropped by our warplanes on Iraq.
- Do not taunt Gigantic Vanguard Sword.
- Gigantic Vanguard Sword comes with a lifetime guarantee.
Thanks for the suggestion, I'll be sure to pass it alongQuote:While you're at it!
Vanguard Redding Sidearms for Dual Pistols Characters!
Impervium Mace for War Mace Users!
Please! :>
Redding Rifle and Mercs Rifle for MM Pulse Rifle -
Quote:Way i see it the slower 1 handed attacks would do less damage and have worse DPA and DPS than the faster harder hitting 2 handed attacks, but the one handed attacks would have much better recharge and endurance cost and still be needed for an attack chainPardon me for hijacking your laugh, but you make a very good point (that others have made before, credit where credit is due), in asking the question of whether Titanic Weapons will have one-handed - presumably RIGHT-handed - animations. For the time being, I want to avoid discussing an entirely one-handed set which would work with shields. Suffice it to say I wouldn't be opposed to this FOR SHIELDS ONLY, as I would pretty much REQUIRE that Titanic Weapons have at least a fair few two-handed attacks.
The question inherent here is "are they justified?" Are one-handed attacks appropriate to a so-called Titanic Weapons set, or would they be unable to convey the full force, weight and impact of the set. This, then, then begs the question of what - speaking of the animations for wielding it - makes a weapon feel big, heavy and powerful? It's not just the weapon model, we can conclude that quite easily, if for no reason other than we're getting a whole new set, rather than new weapons for the old ones. Animation and visual effects clearly play a major role, but what? Well, I think I have at least the foundation of an idea to describe this.
What makes a weapon feel powerful is its sense of inertia and its sense of impact. Impact should be easy to figure out - force explosions on weapon contact, screen shake, loud noise. Not so much for inertia, however. This comes down to how each swing is animated. A weak swing with a light weapon is both fast and precise, meaning it starts close to the target, strikes and ends either on target or shortly thereafter. That's because a weapon user isn't fighting so much momentum to stop his own weapon, and is much more easily capable to halt it and become combat-ready once more without wasting time on weapon breaking distance.
A powerful swing, by contrast, starts far and wide, so that the heavy weapon has time to build up enough speed for a for a forceful impact, and once the weapon strikes, it either goes right through the target and keeps on going or otherwise bowls the target out of the way and keeps on going anyway. Stopping a heavy weapon mid-swing is difficult and takes time. After a certain critical mass and velocity, stopping it actually becomes a liability, and the user is much better served in maintaining weapon momentum while controlling swing direction and circling the weapon around to deliver another blow without needing to speed up and slow down constantly. Hence, the concept of momentum in Titanic Weapons.
But can this be done with one hand? In short, yes, but it depends on how how exaggerated you want that particular attack to be. Drawing on Darksiders' War, he mixes in a fair few one-handed strikes in with his heavier, slower, more powerful two-handed strikes. One-handed attacks are usually his openers - weak and light (within context), but still describing very wide-swinging arcs. Two-handed attacks tend to be his finishers, either a grand slam down on top of enemies or a spinning horizontal sliash, or a sort of top-down diagonal slash across multiple enemies. In fact, one of his stronger combos involves three consecutive hits, each of which includes a turn-around spinning step.
I suspect some imagine that Titanic Weapons could never look right unless you were to spin around with the giant weapon like a very furious dancing couple, and that this would look ugly, but there is leeway in making the set look strong AND varied, to say nothing of cool. The key, I think, is wide-swinging arcs, area effect attacks and animation blending which makes one animation look as though it's feeding into another. Even if the animations themselves are slow, this kind of flow is crucial. You very much CAN maintain a heavy, swinging weapon in perpetual motion without ever turning around, as any Conan fan will tell you. If there's one thing Arnie was good at in that movie (besides being big and muscular), it was swinging that sword from left to right, in an almost believable fashion.
To answer the question at the top of the post - can one-handed animations look as powerful as two-handed ones? Yes, they can, given a good animator. Can a set made up of ENTIRELY one-handed animations look powerful yet still be usable with a shield? Frankly, I don't know. One-handed attacks CAN look as powerful as two-handed ones... Up to a certain point. After that point, though, some of the ludicrously destructive powers I can envision I just don't see working one-handed without being goofy. -
Quote:Seems like vanguard magicians should be doing the deprograming but otherwise I agreeWell for one, BAF, unlike Lambda, isn't too full of ******** non-game activities like avoiding fighting enemies while punching boxes to get temp powers that will confuse the below average intelligence quotient of the participants.
Instead it is just full of ******** non-game activities like putting escaped non-combatant prisoners back in their fascist-state brainwashing mind-control-prison by punching them repeatedly instead of, oh, I don't know, rescuing them and bringing them back to Primal Earth for deprogramming.
Fortunately the escaped prisoners part of the BAF is quickly over and done with and doesn't involve dying over and over and getting lost in lag-inducing weird warehouses and laboratories trying to find way-too-tough crates and clone vats to smash.
If these trials had been created in a manner that suits the genre we would not be running around looking for the counter-agent to portals or Marauder's super-rage within the confines of the very place Marauder is set to protect, but we would instead be planting super-bombs or computer viruses to destroy the facility.
We would also not be fighting the brainwashed prisoners but their armed and very much in control escorts who are slowly trying to bring them out of the prison before we can destroy the robotic wardens. When we defeat the entire escorting group we can lead the grateful prisoner to a portal leading to Primal Earth where they will be treated by the best Arachnos Fortunatas and Longbow Empaths we can muster, to break their programming. -
G side content is harder than blue or red typically, and you have used 2 slots on abilites that wont increase your incombat suvivability at your level
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Quote:lmaoThis powerset is being hyped as unbeatable, but on day 1 of launch it will collide with an Ice Tank and be destroyed
Quote:The who of the what now? Who said Titanic Weapons was unbeatable? How can a melee powerset collide with an archetype? What am I missing?
hehe
Quote:Oh... That's reaching kind of far, though, isn't it? It's like saying that Dual Blades can walk in the day, unlike other Blades, but only if they get really shoddy sequels?
I needed a good laugh
I need to add something of worth or else this may just be spam, but I'd love it if any of the slower attacks were of the 1 arm variety -
Quote:Depends I only have 1 concept that might get switched to TW/SR but I doubt it, I could just as easily reroll that concept to Kat/WP insteadSome days I forget that I'm excited about the new Titanic Weapons set and I get lost in unimportant squabbles over small details. However, whenever I remember how giddy-excited I am about this set, I also remember that if it turns out to be what I think it will be, I may have a LOT of characters to reroll. As such, I want to ask you guys for a bit of fairly general concept help, and hopefully a fun discussion.
Now, to try and formulate a more a more specific question (than even the one in the title), let's go with the following few:
1. Can you think of any concepts that make sense with conventional Weapon sets, but don't make sense with Titanic weapons?
2. Do you have any weapon characters? If so (assuming the set contains all classes of weapons), which ones are you leaving as is, and which ones are you remaking into Titanic weapons? Why?
3. Has hearing about Titanic Weapons given you any new ideas? Has it given you a new spin on old ideas?
Keep in mind that when I say "Titanic Weapons," I'm fairly sure a few people are thinking of caricatures. For the purposes of this discussion, let's assume that the set will have at least one regular sized two-handed greatsword, at least one long two-handed axe and at least one kind of large bashing weapon of some sort, all of which are large, but still of a reasonable size. I'm not talking about making parody characters or ridiculous characters, just people using heavy two-handed weapons. Please, try to exercise a bit of moderation when answering the above questions. They are legitimate questions I want to know the answer to.
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Now, originally I thought about listing all my weapon characters with screenshots and discussing them in turn, but I know these kinds of posts don't get read, so I'm only going to point out a few instances that made me consider rerolling, as well as a few instances where new characters have been made possible by this set.
First and foremost is my own Xanta, whose entire shtick is that she's a giant super-strong Troll woman with a very large, very heavy weapon. She got Broadsword because the Legacy Broadsword for women is huge, and because the Broadsword animations look quite brutish and heavy. For her, the decision is easy - she was always meant to have a giant two-handed sword, and the only question is what KIND.
Then, however, there is the character who's a bit problematic: The Herald. He's essentially a possessed suit of medieval armour, and his weapon of choice is a sword. I never went Sword/Shield for him both for concept reasons and because Shields didn't exist when I made him, but I now wonder if I should perhaps reroll the character into Titanic Weapons. If there's an option which looks more like a medieval sword, it might make him look a bit less weird wielding a single one-handed weapon with a free hand.
After that, there is Mary-Beth, my literal cowgirl, who is very large and has a very large mace. I keep wondering if she wouldn't make more sense as a Titanic Weapons user, considering "big character, big weapon" is the running prerogative here.
Then there's a concept revisit. I have a couple of characters who I made into agile Katana fighters for no reason other than because they were small. For my pink bunny girl it makes sense, since she's a bunny and hence agile, but for my fallen angel, I find that I have NO justification whatsoever, other than "there were no better sets at the time."
Finally, there's a new character concept I've been working on and unable to make. I was trying to do a shameless ripoff of War from Darksider, only to find that such a character wouldn't be interesting to play powerset-wise. Now that I have a Titanic Weapon to give him, my physical embodiment of armed conflict who is given form and strength as conflict occurs may actually happen in the actual game. I'll have to think of a more complex story for him if it comes to that, though.
These, and a few others, are what keep me up at night, wondering what I'll do about Titanic Weapons when those come about. All of this assumes the set won't suck mechanically or be horribly ugly aesthetically, but on this account I choose hopeful excitement, so I'm looking forward to it. I just want to cover all the bases I can with little to no information so I'm ready to act immediately when that launches.
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Any help on the matter is greatly appreciated. -
Depending on what kind of buffs it gives I may end up rolling a Demon/TM or a Fire/TM Cor I really wish there was a Time control set being developed as wll so I could role a Fire Assault/TC
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Quote:I want a pet flight temp power or group flight temp powerI haven't done Keyes yet because I don't feel like doing Keyes or Lam without even one level shift, but after reading the posts here, I wonder if MMs are better off using Group Flight? I don't know the map but if the pets have trouble "going upward", maybe they get rid of +acc for a reason to encourage Group Flight users?
Is Group Flight going to be somewhat useful in Keyes?
Like I said, I have no idea about Keyes but I just find it interesting that they improve Group Flight all of sudden. -
you can make costumes and then save them to your drive. Only apply the ones you really want to a costume slot