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I would like to see some beasts, birds, and monsters in the game.
Wolves/Coyotes/Foxes (not werewolves)
Dogs: wild, domestic, feral, obnoxious (little barking dogs which see through stealth and go call other mobs), hell hounds...
Cats: huge domestic, wild cats (lynx etc.), puma/panthers, tigers, lions, sabertooth...
Bears: Black, Brown, Domestic
Gators & Croc's
Other reptiles (Komodo dragon, large snakes, regular sized poisonous snakes, etc.)
Large Rodents (rats, weasels, vopal bunnies with glowing red eyes and very mean dispositions)
Raptors (eagles, hawks, falcons, etc.)
Insects & Arachnids (large-giant bees, huge-giant wasps, huge real spiders, huge scorpions, fire ants (swarm), giant ants, etc)
Dynosaurs: veloci-raptors, T-Rex, Pteradactyls, etc. (could occupy a lost world under the city--or another Island Zone--or a Crey Lab complex).
Giant Slug or Snail...very resistant to certain types of damage (like smashing-lethal)
There could also be fire, frost, shadow, electric, radioactive, toxic, energy, stone, wood/plant, and ghost versions of the above. (Who knows what Crey has been dumping down the sewers).
Some of these would work great in some of the hazzard zones. It could provide a nice variation from fighting bi-peds most of the time.
It could also be interesting to have variations on pets--
Hero side there could be new AT called 'Beast Master' who could summon animal pets.
It would be cool if Fire controlers could summon fire-birds instead of imps. Stone controlers could summon a Granite Grizzly, or stone puma, etc. These could be additional options. -
Quote:1. Who's to say it would not be a positive effect on the player population in general. As far as the general population goes you have not given one good reason why implementing what I suggested would be bad. Don't interpret a casual disregard for your non-argument to be a casual disregard for players.Two more reasons not to agree to your suggestion.
1. Your casual disregard for how it would affect other players.
2. Just because you personally are too lazy to use the tools the devs gave you to make playing the game easier isn't a good enough reason to change the game.
2. Just because I'm not into intricacies of writing macros does not make me Lazy nor does not being a computer programer nor does finding better things to do with my time, like play the game instead of try to figure out how to program obscure code provided by the developers for people who are interested in doing that sort of thing. -
Quote:Yes I'm aware of our current storage limits. However it would be nice to have base recipe storage. (While I'm an alt-oholic I don't use my characters as mules, mail has an expiration date, and I'd prefer to use my Wentworth slots for things I'm actually buying and selling).I'm all for increasing our storage capacity but just out of curiosity, are you aware of how much storage we actually have available to us on our accounts?
When the devs gave us the ability to email items they also gave the ability to store tons of stuff on our accounts using other characters. ...
The only downside to using other characters for storage is that we can only email items 1 at a time, and we have to keep track of where we store things. -
Quote:Well, of course it would be affecting millions of characters... so what? It's not signfiicant enough of an addition to make people erase their characters to change their origin any more than people will erase a character to change from mutagen to throwing knives. Why would it in any respect be a hardship on a character. Your objection makes no sense based on your statements.Last point first - Origin used to mean something. It was degraded back in alpha. (see sig, links to the old trailer, and I believe I have wayback links to the old site with the different origins and what they did.) Now, it doesn't. And, really, this late in the game, that's fine (and highly unlikely to change, as you'd be affecting literally millions of characters.)
Quote:As far as F-keys and inspirations? Use binds, or set up some macros and keep your insp tray closed. Set up an extra power tray with macros for "H" "D" "Res" "Def" "BF" or whatnot, and in each set up /inspexec_name <tier 1>$$inspexecname (tier2)$$inspexecname (Tier 3) - then you don't have to root around in them.
List of slash commands. You could even set up a delete button for those you never use, or insp_combines (though it'd help if you could see what was in the tray to do that, but still.) -
I guess I need to explain a little more where I'm comming from.
First Point:
I generally run with my inspiration tray open... I'm not OCD enough to keep rearranging my inspiration tray every few minutes as I play to make sure I get the right inspiration in the corrseponding f-key. That means I've got to manually click with the mouse everytime I want a specific inspiration instead of using the f-keys.
I can't tell you how many times having to hunt around with a mouse cursor for a green, blue, or purple while I'm getting the b'geezers beaten out of me by a big group of mobs has ended up with me face down in the sewage. This could have been avoided if I was sure I could just hit f-x and activated the appropriate inspiration. I know, it's my fault for playing and trying to have fun rather than being obsessive compulsive.
The above scenario could have turned out different if the first row in the inspiration tray held multiple inspirations of the same sort, connected to the approprate f-key. If this was the case I wouldn't need so many rows for the additional single inspirations--which would allow the foot print of the inspiration tray to be smaller in the higher levels... one could get away with 3 rows of 5 columns rather than the huge 1/8 of a screen tray that's currently at the top levels.
A second scenario which I find annoying is to be saving a large inspiration (usually to sell) and accidentally hitting the wrong button and launching it because it dropped down to the first row while I wasn't looking... which is why I don't use the f-keys.
Second Point:
I have a base that has multiple machines in it for buffing people in my SG, and we never use them. Why? 1) it costs salvage, 2) they only last a relatively short playing time, 3) it's very inconvenient to have to shuttle back and forth to the base during a task force or mission. The problem with getting the buff in the base is team missions and TF's. You spend a lot of time waiting for folks to get themselves together. By the time you actually get around to doing something that base buff is usually gone, and you've wasted the salvage you just spent.
If instead of an applied buff on a timer, you could make a corresponding inspiration which would give the buff when activated, that would be alot more useful. You could activate it right before you entered the mission.
Third Point:
Origin Should mean something. Allowing players to make special inspirations or temporary powers or buffs in their bases based on their origin would add meaning to their origin, and make bases more popular. We just basically use our base for storage and crafting IO's now.
Another Idea:
I wish we had a storage unit for recipes in our base. Alot of times you find a really nice recipe, but you don't have enough cash to get the materials right away. It would be nice to have some place to store those recipes until you're financially able to make it. -
Love inspirations, but wouldn't mind a few improvements/additions:
1- Make Inspirations stackable... say you could stack up to 5 inspirations of the same type in a box... you could reduce the foot print of the inspiration tray.
2- Invention Inspirations... the current workshop buffs are tied to an immediate timer which starts ticking as soon as you make them. It would be nice to have some craftable inspirations or buffs that would sit in your inspiration tray and not activate until you actually click on them and use them...kinda like those holliday ones.
3- Single Origin inspirations: these could be made to give a normal buff to most origins, but a larger buff to AT's of the same Origin as the inspiration. It would be cool if they were craftable and tradable. -
Hmm,
Not sure why you couldn't make a swingline or grapnel that could attach to a wall or ceiling.
Once you establish an anchor point I would think the swinging part would follow without too much difficulity.
The key concept would be to make an object which would colide with a surface and stick. This has already been done in the game with many of the effects: fire, acid arrows, glue patches, ice etc. The player would use standard AOE targeting.
Next would be to establish a vector line from the player character to the sticky point. Again shouldn't be too hard.
Follow this by allowing the player to reel in the vector line: player gets pulled after the line toward the anchor point as the vector line shortens pulling the character off the ground. You could reverse the process allowing them to play out the vector line making it longer... in essence lowering them.
Swinging on the vector line could be accomplished by creating an arc based on the direction and angle of movement of the character. Pressing forward would swing forward. Pressing 'strafe right' or 'strafe left' would swing the character out to the right or left. Hitting jump would release from the swing line (which would disappear) and the character would continue under their current trajectory and drop much the same as characters do now when jumping. The only thing that would be required would be a swinging animation. Half of that is already there with the ninja run jumping animation.
I don't see it working in areas where it would not logically work (over open water, or places without buildings). I.e. I only see it as being useful in areas where there are structures to attach your anchor point to and swing from. Otherwise you should use your other travel powers. I only see this as a situationally useful power... i.e. places like Steel Canyon or other places where there are large structures which will make contiguous swinging locations. Would probably work fine in Oranbega large rooms or some of the bigger indoor rooms in office and Arachnos Maps.
Conceptually:
-netting has already been done.
-Hitting an opponent with a grapnel and dragging them to you would be equivalent to teleport foe. You'd just have to draw the vector line from the player character to the target then move the target toward the character and shorten the vector line. We have a similar idea but reversed with energy blast. I don't know why there would be a problem reversing that.
-Wall crawling... well I've never understood what the problem was here. I think that would be easily enough done. First establish a crawling animation. Use the hover routine and a wall proximity routine with the power so the character does not float away from the wall. Press the crawl toggle, character is checked for proximity to an object. If the character is near an object they jump to it. The hover routine checks for elevation, the proximity routine keeps the character next to the object, the animation makes it look like the character is crawling up /down a wall. The crawl toggle pops off when the character reaches a horizontal surface. -
I filled up almost all my slots on nearly every server but I still only have one lvl 50 character.
Stands up: Hello, My name's Cptn. Courageous (among others) and I'm an Alta-holic... -
Imagine that the Council or Fifth column are making a rockets to the moon in the crater of the volcano on Striga Island. They're in the process of building a death ray on the moon. It's up to a dedicated group of heroes to stop them. This could make for an imaginative TF.
Location 1--speak to your initial contact and go to a bar to talk to another contact about plans of the death ray... apparently it was in the works but never implemented during WWII. The grandson of the origianl inventor has his grandfather's effects and the key to his old lab... he's the contact in the bar. The bad guys nap him right in front of you and escape through a hidden door/trap door.
Location 2--Your group takes the trap door down to the tunnels beneath the bar, you pursue and have a running fight as you attempt to catch up to the kidnappers. They get away with the victim but you find a clue about the location of his grandfather's hidden lab in the process.
Location 3 -- The hidden lab: yep the bad guys are there before you are trying to find the old blue prints. A fight ensues and a fire starts. Gotta escape before the place goes up in smoke as equipment blows up like bombs but the way is blocked by lots of bots small and big.
Location 4 -- The security center: team must sneak into the security center of the base on Striga Island and disable the security system.
Location 5 -- The rocket base: a line of huge V2 shaped rocket-ships stand in line. Your job, to sabatage them and keep Agent 13 from taking off... In the event that he does you'll have to pursue him and destroy his ship... so keep one ship in reserve for a flight to the moon.
Location 6-- Zero gravity fight in the hold of a space ship. You must disable it's engines and beat it to the moon base. This could include some cross ship fire through a open door in the side of the hold into the other ship. Possibly crossing over from one ship to the other and fighting there then returning to your own ship. You'd need a temporary costume "space suit".
Location 7 -- Moon Base Zenith/Valkurie You have to cross from the landing pad to the moonbase doors under the fire of turrets. Once inside you have to work your way to fire control and destroy the Death Ray, then blow up the base.
End of task force.
I really liked the last Sky Raider special missions. I think more could be done with it.
Suppose the Sky Raiders had built a fleet of Airships? These massive flying platforms would be aircraft carriers for their sky skiffs. The Airship Zone could be set up like Oroborous (hovering above the Ocean) The sky filled with sky skiffs and wing raiders. The team enters from the back of a helicopter, much like the last mission for Agent G in Faultline but this time the helicopter would be hovering in mid air and player characters would jump out the back high above the sea. [Players would get a jetpack temporary power].
Upon exiting the helicopter the battle would begin. The team would fight off wing raiders, sky skiffs and would have turrets and assault raiders firing at them from the Airship as they try to board. Once aboard they would enter the hold of the Airship find the bridge and defeat the bridge crew, then head for the engine compartment and blow the power plant. Great fun.
I would still like to see some permanent locations and new neighborhoods.
Museum of Natural History
Art Museum
Paragon City Library
Haunted House
A Department Store
A Super Market
High School or Grade School (save the kids from gang members or COT).
An Airport
That's all I have time for now. -
I've really enjoyed the whole Psychochronomicron story arc. I think it's one of the better arcs in the game: Jim Tembler, Penelope Yen, Doc Delilah, and Agent G.
Unfortunately there's a really sticky point in the series. If you level to 20 and level up Penelope Yen will not give you any missions or pass you on to Doc Delilah (who will only deal with you if you are level 20+) If you don't get Doc Delilah you don't get the Oroboros portal power unless you can hitch a ride to Oroboros after level 25...which depends on finding somebody who can open a portal for you.
One of the first things I tried to do with my lvl 20 Praetorian was go to faultline and try to do that series... which it would seem is out of the question due to the level restrictions.
If you do the Dr. Vhazilock arc, you'll probably out level Fautline. If you do the Positron Taskforce all the way through and Synapse TF you can't do Faultline. If you do the bank missions in Steel Canyon to get your Rez Temporary power, you can't complete Faultline if you start the missions at 16 or 17.
I suggest a little more flexibility be built into the system:
1. Let anybody between 16 and 25 start the arcs and work their way through at their own pace.
2. If somebody turns 20 have Penelope Yen send them on to Doc Delilah. That way they can still get the Oroboros portal section of the story arcs. -
Hi,
Would it be possible to make the Praetorian Resistance pistols available for dual pistols and the rifles available for assault rifle? -
There should be the following temporary powers from recipes:
1. Lock Picks: allows you to open locked doors that need a key.
2. Camera: takes a picture as a mission objective. (Go shoot pictures of X)
3. Computer Hackers Kit: again mission objective (Go hack the computers for X group for evidence)
4. Stealth Suit: Allows you to turn invisible for X minutes (toggle).
5. Wire Tap: Mission objective wire tap the offices of X group. Allows you to plant Y bugs.
6. Finger Print Kit: allows you to take evidence from glowies... mission objective.
7. Molotov Cocktail: creates a burn patch.
8. Rebreather: allows you to enter hostile environments like gas or swim under water. (toggle X minutes)
9. Magnetic Boots: allows you to walk up the sides of buildings / ceilings (toggle X minutes)
10. Anti-gravity belt: allows you to hover (toggle for X minutes)
11. Caltrops: allows you to throw out X groups of caltrops which do their regular thing.
12. Thermal Imaging Glasses: allows you to see stealthed characters (Toggle for X minutes).
13. Movement Detector: makes enemy NPC's show up on your map... toggle x minutes & limited range.
14. Holy Water Vial: thrown AOE weapon which only affects undead but does High Damage. -
Quote:No, Banished Pantheon are not anything like what I'm talking about. Banished Pantheon are basically Pacific Island Tiki culture, witch doctors, with resurected WWII zombie soldiers. Very different from Aztec priests, eagle and jaguar knights, etc. who would not be zombies.
The Aztecs...Banished Pantheons aren't close enough, eh?
Those undead pirates....like the ones in Port Oakes?
http://wiki.cohtitan.com/wiki/Spectral_Pirates
Undead Pirates... Hmm, well I had no idea there were Pirate Ghosts in Port Oakes, mainly because I'm a hero not a villian. However I was refering to a zombie crew not a ghost crew... which would be different... and a real pirate ship which would sail into Paragon City IP and Talos not the Rogue Islands. -
1. I was adventuring on Striga Island the other night and thought to myself, "Gosh, what a missed opportunity". I was looking at that volcano in the distance and remembering the Incredibles.... Rocket... Bad Guys....
OK let's spell it out for you. Let's say that instead of constantly running around after council or 5th column in tunnels there was actually a classic rocket ship being built in the volcano of Striga. The Council or 5th column would be building a moon base with a death ray to hold the world hostage. This would make a terrific task force mission. Especially since the last part of the mission could include taking a rocket to the moon and fighting the bad guys there and taking down the death ray.
2. I made some suggestions several years ago about new villian groups for COH. I'm going to take a moment reiterate a few of them.
a. Egyptians: two approaches could be used here, 1) The Young Sherlock Holmes approach where an Egyptian Cult has infiltrated the city and is pulling shenagans... they would make a good rival villian group for the COT's. Or 2) The Egyptian Gods were actually space aliens who have returned and set up a base of opperations in rivalry with the Rikti. For those of you thinking Stargate, I'm actually thinking more Dr. Who and the Osirans.
b. Aztecs: the agents of some lost colony of the Aztecs come to town and start causing trouble...Can give a whole new meaning to Montezuma's Revenge.
c. Undead Pirates: create an infamous pirate captain and crew, have him sail into town, raid paragon city to take his revenge, as he promised 300 years ago.
3. We need some permanant locations with static maps. I.e. the map is always the same when you enter like City Hall.
a. Paragon City Library-- this should have several stories and have stacks with books. This could serve several functions among which are fights over rare books with varous villian groups, someplace to which players go for clues, and reference materials for various back stories. The library might also have stacks on the history of paragon city so that players can go in and read up on COX Lore. Additionally there could be access to underground tunnels.
b. The Paragon City Art Museum-- there's been a need for this for a long time. There are several missions where you have to go stop the Council or 5th column from stealing a painting, and to be perfectly honest the office building, looks like an office building, not an art museum. There could be various wings with different types of Art on several floors. It would be a blast to have a fight in there with a number of breakable objects.
c. The Paragon City Historical Society-- Includes the Museum of Natural History... think Night in the Museum. The possibilities here are endless for the types of adventures you could have.
4. We need more types of locations for regular missions. The standard fare of: office building, ruined office building, warehouse, old warehouse, freighter interior, tunnel 1, tunnel 2, Hi Tech, Bank, Police Station and Oroborus are getting a little worn after 6 years. I understand that we'll be getting some new content with I-18. I'm hoping that will include some new scenery.
If not here's some suggestions:
a. Department stores.
b. Supermarkets
c. Athletic Clubs: gym, pool, courts (tennis, basketball, racketball), locker rooms
d. Book Store
e. Car Dealership
f. Train Yard
g. Amusement Park
h. Night Club (that looks like a night club not a converted warehouse)
i. Restaurant / Cafe'
5. There needs to be more than just Paragrine Island for the 45+ characters. It seems that once you get up into your mid 40's Paragrine Island and the Portal Corporation is the only thing happening. Maybe 'Going Rogue' will change that. But if not, then there needs to be more zones for 40+ characters.
OK that's my two cents. Thanks for reading. -
I don't know what's going on with the link those guys are providing for custom weapons requests. Anyway this is the "Official: Custom Weapon Request Thread". So...
1. More pistol art please: Colt 1911's, Broomhandle Mausers, Lugers, and Buck Rodgers style rocket pistols please.
2. Crystal (tintable), Lava, and Stone blades for swords.
3. Tintable Auras for weapons like swords, maces and axes: radiant, glow, smoke, sparkle.
4. Greater Fire Sword needs a new option. The huge phallic arrow tip design just doesn't look right to me. I wish that we could have all our fire swords look the same if we choose, and I really liked the look of War Witch's straight fire sword in the comic series.
5. I'd like to see some more weapons power sets. Pehaps a new archtype: Avenger, which would combined ranged and melee sets: Staff & Thrown (similar to Gambit), Bow & Sword, Pistols & Sword, Fists & Thrown, Dual Blades & Thrown... etc.
6. How about some more invention weapons: Photonic Blaster-- Buck Rodgers type rocket pistol.
just a few thoughts. -
Quote:What does Boxing (that name is taken, I believe) and Kicking have to do with grenades?
The purpose of a secondary power set is to suplement the primary power set with useful powers. Most elemental and energy powers have melee powers incorporated into the their corresponding secondary power sets. Most of the blaster secondary powers have melee powers in their list because blasters are damage dealers and things can get up close and personal.
So in essence the boxing and round house kick are obviously not grenades but fit into a blaster secondary as melee powers to cover gaps in the power set, as there are no obvious 'grenade' melee powers.
I would, infact, put such powers into any secondary power set. -
Here's a secondary power set proposal for blasters, it's a combination of melee and AOE effects.
1. Adhesive Grenade (creates a small glue patch imobilizes within the area)
2. Boxing (two punches: melee damage with knock down or stun)
3. Flash Bang (short stun + longer reduced accuracy, no damage)
4. Round house kick (spin kick melee damage)
5. Build up (plus damage + accuracy)
6. Concussion Grenade (minor damage + knock back)
7. Molotov Cocktail (minor fire damage DOT + burn patch)
8. Liquid Nitrogen Grenade (freezes target+ slows attack rate after thaw + small Ice Patch around them, no damage).
9. Lighting Grenade (high eletrical damage + drain endurance + short stun / double damage vs. robots).
Here's another: thrown weapons
1. Bolas (imobilizes)
2. Rock (sleeps foe)
3. Caltrops
4. Build-up
5. Sha Ken (cone)
6. Curari dart (hold)
7. Fragmentation Grenade (high damage + knock back)
8. Stun grenade (big AOE stun)
9. TNT (stick of dynamite: big AOE High damage + minor DOT) -
Hi,
I've been in COH since Beta. COH has made great strides in a number of areas, but one area could stand a complete overhaul: Task Forces.
Task Forces are long and drawn out affairs where a big team spends hours and hours on a series of missions. Well enough. However, too many task force missions look exactly like every other mission in the task force mission grouping... especially the council based ones.
I'm going to be honest here, and I'm not being petty. Repeated locations that all look the same get boring...fast.
I'm going to propose here that each Task Force be unique. Not only unique in that they are different from each other, but each mission should be different from the next. Additionally the locations and scenery for each Task Force should be unique from everything else done in COH. To be specific each location in a mission should be unique from every other location in the mission. Those locations should be different from any regular mission.
The Task Force missions should be fun, interesting, and special; not something that have to be endured.
Each Task Force should have some special point with an end mission location with a special map. -
You just have to wonder about the love affair that the developers seem to have with separating Inv/SS tanks from their endurance. It's like they are on a holy crusade to make sure we lose our toggles and die at some point if we reach our full potential.
I would like an explaination of the why. Why do Inv/SS tankers need two powers (Unstoppable, and now Rage) which deprive them of all their endurance when they expire?
Super Strength Powers--
Jab--hideously underpowered which even 6 slotting doesn't help significantly, and unconvincing animation. I wouldn't have even take this power if I had a choice, which I didn't. Even Boxing is better.
Punch--a poor cousin of Air Superiority (which does the same damage and has more reliable knockdown including knocking things out of the sky which Punch will not do). Moreover the animation for punch is not even a punch it's a single handed smash.
Haymaker--decent damage, but the animation doesn't look anything like a real haymaker, it looks exactly like Air Superiority. What's with that?
Handclap-- The cousin of Thunderclap which I just respec'd out of my Storm Defender because it was only marginally useful some of the time, and had a tendancy to get him killed. Something I can leave out of my powers witout missing it at all.
Knock Out Blow--Finally a power that makes me feel like I have super strength.
Rage-- OK I like what rage does in terms of making my other powers seem like super strength. I don't like the down sides--either the stun, or the loss of endurance. I could live with the stun with mobile UY. But why the drop of endurance which drops my toggles with an additional endurance expense up front?
Hurl-- range is way too short should be the range of the outcast Bricks in Steel Canyon. The damage should be equivalent to haymaker.
Honestly we're super strong and too weak to throw rocks more than a few feet?. Why can lava MOB's from the Hollows throw huge rocks blaster distances for huge damage and my high level "super strong" hero can't heft a rock the same size for more than a few feet and it does weak Moderate damage?
Things that make you say hmmmm.
Foot Stomp-- the only AOE in the set that does damage, a good power, but costly in endurance.
Why did most of us take SS? Because it was the fist fighting power. We wanted to be the strong guy. True, energy melee is a fist fighting power, but it's energy and your hands glow. In a way I wish I'd taken EM instead of SS. However, I imagine they are going to be the next ones hit with the redesign from hell bat.
Frankly this game is turning into a nightmare with regards to my Invuln/SS tanker. It just makes me feel bad what's going on here. I am so dissappointed at this point in the direction the developers are taking Inv/SS tanks and especially the way in which they are doing this.
Alternative suggestions?
1) Switch Boxing and Jab-- make the SS one do more stuns.
2) Get rid of Hand Clap and replace it with an attack that does some damage and does an AOE knockdown/stun around the target.
3) Change the animation on Haymaker to look more like KO blow with a smaller faster wind up.
4) Don't drop our endurance to zero when we use rage. One drop to zero is enough in the tanker line.
5) Up the damage and range of Hurl and make it a power people want instead of one people aviod.
Fun things that it would have been nice to have in this power set:
Throw Rock: Minor damage + knockback/knockdown + stun/sleep equivalent to bean bag. (think Mr. Incredible knocking out the guard with a rock).
Bash: pull up and fencepost, parking meter, street sign and whack the bad guys up oneside and down the other (three or four hits--similar in damage to shawdow maul).
Knockback with AOE knockdown: when you knock a foe back into a group of foes there would be an AOE knockdown around his point of impact.
If anybody should have a chance of knocking down an arch villian, shouldn't it be a super strength tank? In the comix they are always knocking back/down arch villians...even if they have to soften them up first before they do.