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Posts
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Joined
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I liked my DM/WP scrapper better when I got soul drain down to a 32-33 second recharge. That required Hasten.
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Concerning the triple helix; how would you make an icon for mutations to make it obvious?
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I don't know if an exploit that makes you less effective should count as an exploit.
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The icon should have a DNA triple helix on it.
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Quote:I think they were changed in order to improve frame rates when stacking effects. Invulnerability went through the same process. It seemed to make a world of difference at the time. Maybe they could pull out the old effects and see if they can make something similar but not quite as demanding.I suppose maybe they were changed because they were very prominent and may have gotten 'in the way' a bit too much for some folks who played with the set. But making them an option would solve that, now that we have things in the game like alternate animation choices.
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We do have a ghost ship invading land...
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As far as I could tell their cheast-beating animation never actually did anything before. It's likely that they have been fixed and now work properly.
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I might as well make these requests official:
I would like to see the Striga, Kings Row and Siren's Call maps from the Mender Silos TF in the MA, please. I think we could use many more outdoor maps. These awesome maps are hidden away in a very obscure TF and never seen anywhere else. They deserve better. -
Or you could put the recipes you plan to build in storage, click on them, click "Find", click the link that says "find salvage for this recipe" or something like that, and get all the salvage you need that way. Much faster than the old way. All we need now is to be able to do the same without removing the recipes from our inventory.
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Some silly hand movement, I'm sure.
I don't get why we need animations for the defensive toggles at all. Superman doesn't stand around flexing for two minutes before he takes a bus to the head. Does he? I hope not.
Huh. Some people like the flexing?
Since they think I'm not helping how about this: alternate animation that lets me remove the starting animation for defensive toggles. That suits my characters best, most of the time. -
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The time-consuming part of introducing alternative animations is to make the animations. Adding menus for selecting them is not the problem.
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Quote:That's fine but at just 1 minute 27 seconds they would have to make the animation a bit longer to fit the casting time of Rain of Arrows.You might as well add this as a replacement for Archery's nuke, considering the power levels involved.
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Quote:Precisely. If you don't know it's there, you may well miss there's anything to be know.
(snip)
Yeah, it's kind of like that.
That sounds pretty cool to me. Someone made some heavy references in a CoX story - stop the presses! This happens all the time and it's fun for the people who get it, and obviously it doesn't matter to those who don't. I don't see a reason to be upset. -
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Something I've done on one of my characters is that I gave him long hair and then I put on one of the single-shoulder capes, one with a ragged edge. From the front he looks like he's got really long hair that waves dramatically in the wind. Very bishy. I'll add an image of this later.
It would perhaps be possible to make comparatively easy animated hair with a similar setup if we had art and costume pieces that were actually meant for this purpose. A narrow "cape" that looks like hair, centered on the back, instead of offset to one side, for example. A hairstyle or three which will merge with this cape almost seamlessly.
The wedding veil hairstyle could probably work on its own if we could just get different types of "veils" that looked like hair, attached to the right place on the head. In this case clipping might actually be a good thing, if the "veil" is attached to a point inside the head and exits somewhere at the neck, the hair will seem to merge with the veil no matter how it flaps about. Probably. -
It actually is for a good reason. The combat stance has the left foot forward, so the animations didn't work for right handed attacks, because it meant having to change the basic combat stance animation to a right foot forward stance instead. That was too much work for just one powerset.
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Something I just recently noticed:
Alternate animations for Assault Rifle. I want the popout guns that the PPD hard-suits use sometimes. The guns that pop out of their arms and back. Those things are awesome. If we could have something similar, heck, for all kinds of powers (but Assault Rifle could use something special to spice it up), we wouldn't need a special Power Armor powerset. -
*waves* The server must have been so surprised that someone was playing a SF that it simply up and died.
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Maybe you should try not to quote 200 lines including pictures to make your candidate for the most stupid post of the year. Granted, quoting it all makes your post take the lead by a good margin, so you probably don't have to make any more posts for a while. See you at the awards ceremony!
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Oh yeah, that's right. I didn't think about that.