McNum

Legend
  • Posts

    850
  • Joined

  1. I do hope they don't go overboard in the adult and internet references. Sure, a Benny Hill chase is always fun, and yeah, having the man playing Q do the voice for Discord was amazing, but honestly, I still kind of want it to be the six little ponies (and Spike) doing their little pony things. The character episodes really are when the show shines. Especially for Rarity. Why is she so awesome these last few episodes?

    I do like the Derpy Hooves cameos. Looks like there's one in each episode this season. I think that is their small wink to the internet community. "Where's Derpy?" She's also in the new opening, check the back of the train.

    I think my favorite is Twilight Sparkle, although Fluttershy and Pinkie Pie are close.
  2. Heh, it is a good show, isn't it? I'm not sure why I started watching it either. I think it's the dissonance between "My Little Pony" and "but it's actually good!" that got me. Then Fluttershy happened... Mortals are not equipped to handle that kind of adorableness. Then she told off a dragon and snapped a bear's neck. (Not in the same episode, mind you.)

    A big part of why I keep watching, though, is all the mad fan-stuff the show spawns. And I'm referring to the clean stuff here. Not the... other stuff.

    But it's always fun to see someone who's just started to watch and like the show. They usually do go a bit overboard in sharing ponies everywhere. But it's all in good fun.
  3. McNum

    Hey Y'all

    Quote:
    Originally Posted by Angry_Citizen View Post
    I take the anti-pony side, and will be charging up my evil anti-pony orbital laser generator. Ponies are soft, cuddly, and taste good with BBQ sauce, and therefore must be fried.
    Just a fair warning, they've weaponized the power of friendship. Literally. You probably don't want to mess with them. There are easier sources of BBQ meat around.

    I do remember you, though. The Eye of Sauron is hard to forget, and I distinctly remember thinking to myself "Well, the post matches the name alright...", so take that as you will.

    Also, Firefox spellchecker, I am disappointed... "Sauron" is not in the dictionary.
  4. McNum

    Comic Relief

    Quote:
    Originally Posted by Shadow_Kitty View Post
    I want a chainsaw for my scrappers. Not a chain sword or any such silliness, just a plain ol' chainsaw.
    For Dual Blades, too, of course. Dualwielded chainsaws!
  5. The reason you want level shifts for this can be summed up like this: Multiple level 54+1 AVs. They hurt when you're plain level 50, they also hurt when you're 50+3, but not as much. Try to be at least +2, I'd say.
  6. McNum

    Comic Relief

    Quote:
    Originally Posted by Noble Savage View Post
    I think that'd be pretty sweet actually.
    An electric guitar for Battleaxe and an acoustic guitar for Mace. Kabong!
  7. Quote:
    Originally Posted by Kierthos View Post
    I believe those are Celestials.
    I thought they were iSentinels.

    But then why would they be on the X-Men's side?
  8. McNum

    Comic Relief

    Candy cane weapons for Christmas!

    It's a versatile weapon, it can be used a lot of places:
    - Candy cane sword (Two for the dual wielders!)
    - Candy cane mace
    - Candy cane titan weapon (So... much CANDY!)
    - Candy cane assault rifle (Hold the cane end and shoot from the other)
    - Candy cane beam rifle
    - Two small candy cane pistols
    - Candytana

    The only weapon I can't really see as a candy cane is battleaxe.
  9. Quote:
    Originally Posted by Zwillinger View Post
    Thanks everyone. I love seeing these suggestions.
    There's something to be said about having customers who voluntarily gives up what you could do to get more money from them, isn't there? And not even in a "We want this!" way, but in a "Well, if you wanted to sell the same thing to me over and over, I'd probably fall for..." way.
  10. Quote:
    Originally Posted by Sermon View Post
    I would prefer it as a per character purchase (on the part of the summoning character, not the summoned character). For most players, that would be a fairly highly repeatable prospect.

    Also, it would have the flavor of having an real, in-game sidekick.
    I figure it'd work as the Signature Summon does. You claim it, and you get a dialog box where you choose what character this is supposed to summon. Pick and you get a temporary power doing just that.

    There are some bad edge cases, though. Like what happens if you pick a character and then delete it before you use the summoning power? I'd have the power just fail if that was to happen, but it's one of those things that could be bad.

    Overall, though, this is the power I'd buy most often, I think. Sure, teaming up with the Phalanx is cool and all, but teaming up with my own character? So awesome!
  11. Quote:
    Originally Posted by Bright View Post
    Indeed.
    I can't speak for everybody, but I know I'd end up buying a lot of those if they offered them.
    I'd keep a couple of these powers handy at all times, too. My Bubbler would love my Blaster along and and the same goes the other way around. And everyone loves a Trick Archer.

    But yeah, this will be a server resource drain as it has to access the character database and pull out a Doppelganger version of a stored character. Which is why it's a good idea for a repeatable purchase. You might be a drain when you summon it, but you're paying up front to do it. It'd be funny if everyone summoned an alt during a Mothership Raid, though.
  12. Summon Alt
    When used, it summons one Doppelganger-style copy of any of your characters of the same red/blue/gold alignment from the same server as an ally. They will wear the costume you see them in on the character select screen, and have the powers you chose. Yeah, it's the signature character summon, but with one of your characters. Claim the power and you choose right there who to call. You KNOW you want to see a superhero teamup of all your favorite characters.

    Debt Immunity (60 minutes)
    Going to do something dangerous/stupid? Take on an enemy you know might be beatable, but is going to be tough? Take your debt immunity shot first! Yeah, debt isn't much issue anymore, but if you're trying to solo AVs, or going on a Mothership Raid at a level less than 50, you might want this.

    That's all I could think of right now.
  13. Quote:
    Originally Posted by SinisterDirge View Post
    Couldn't agree more. If there is one thing I have learned, it's that there should be more pants on the heads of people walking around.

    If I see a free player even considering the idea, I would happily give them the 25 million to cap them.
    Now there's a fun counter-spam. Outbid them with free inf.

    Gotta need deep pockets to pull it off, but it'd be hilarious.

    Personally, I'm paranoid with my CC info online because I KNOW people are out to get it. (Hmm, is it paranoia if people ARE out to get you?) I'd never, ever, hand over my card info to anyone on an unsecured connection and even then I know that the "secure" databases get cracked occasionally, but in those cases, my bank has me covered.

    PL service is also really dumb as you'll be handing over your game password. Most people have a common password, and if you hand over yours to the crooks, they'll try it everywhere they might think you could be a customer. Which is why having a common password is a bad idea. If the crooks get you, they get ONE, and only one.

    And yeah, I use the word crooks, because that's what they are. It's not about violating the spirit of the game, it's about not funding the mafia or whoever is sitting on the good end of these kinds of scams. Let's not make it easier for them than it has to be.
  14. Quote:
    Originally Posted by Baltar View Post
    Faster-than-light neutrinos are confirmed.

    http://cosmiclog.msnbc.msn.com/_news...inos-confirmed
    Mostly confirmed. A higher accuracy measurement still sees the neutrinos as faster than light, and for the time being, it's the best explanation, but it still needs an outside confirmation.

    Still, superluminal neutrinos? The possibility is looking better and better.
  15. I like my villains to have some parts to them that are somewhat easy to identify with, even if you, like me, usually hand out on the good side of the street. The Evil Virtues AzureSkyCiel mentioned is a good way to look at it, but I usually look to motivation to find the hook that makes the villain effective.

    To infect this thread even more, I dislike the Generic Doomsday Villain type bad guy. Oh, sure, it's fun to beat down these guys when playing Heroes, nothing like saving the world from an unrepentant scumbag out to destroy it after all. Then you go home, throw a party and eat cake. Yay. But for playing one of these? *yawn* Destroying the world is just so... old. Oh, sure, it'd be fun to make a Saturday Morning Cartoon style villain, but that'd be his hook, then, not that he's out to destroy the world.

    A good player villain has a reason to be. Maybe it's revenge, it's a good catch-all since it gives a target, maybe it's professionalism, maybe greed, maybe it's a unique backstory, like a mis-summoned demon who just wants to get back home, no matter who it has to to go through, and so on and so forth. The point is, that the ever-present carrot redside is the promise of nonspecific generic "Power". But power without purpose is useless. Same goes with player villain. A villain without a purpose might as well not exist.

    Heroes have it easy here. "To save the day!" covers a lot of basic Hero types, maybe they focus on a specific part of the day to save, but really, coming up ith a Hero motivation is easy. Coming up with a good one for a Villain, though, is hard. But that makes those few great villains that really stick with you all the more special.
  16. Because Steam has changed their terms for developers as Valve began allowing F2P games on the service. The rule is that if you wish to sell DLC for the Steam version of the game, it has to be sold through Steam. Which makes sense, since otherwise Valve would be giving up bandwidth for free.

    But since City of Heroes: Freedom uses the Paragon Store with the Paragon Points, it sidesteps Steam altogether when selling DLC. Thus, it does not obey the F2P terms of Steam. Now CoH could get on Steam if there was a Steamworks version, but that'd mean to allow Valve to take a piece of the pie when selling stuff, and it'd have to be done through the Steam Wallet and built in DLC browser. In other words, it's very unlikely that it'll happen.

    While I cannot mention other games here, CoH is not the only game to fall for these new terms.
  17. Quote:
    Originally Posted by Feycat View Post
    That's basically how I feel about her. I'm willing to give a nod to the possibility that Miss Liberty was killed, not to discredit Manticore and make States snap, but to give Ms Liberty a Heel Face Turn that may very well end with her being the one who dies (because the rest of the Phalanx has to take her down) or in fact the weapon that ends up killing one of the others. If you ask me, she doesn't have that far to turn.
    She does strike me as the kind of Hero that's just a Vigilante Morality Mission away from taking a walk on the redder side. And this arc? Well there's her motivation, isn't it?

    If Statesman doesn't get there first, of course. A good reason for the player villain NOT to do it, is that whoever does might end up with a concave face with a red star spangled fist in it.
  18. Quote:
    Originally Posted by Socorro View Post
    So, all KBers must simply pick Hover and Fly and this whole issue is resolved....?

    /teensy bit of sarcasm
    Nah, but a power like Hover does make it easier to aim, allowing for a bit more finesse.
  19. Quote:
    Originally Posted by Vitality View Post
    I did not know that...since I do not use Hover or Fly while in combat.


    So...basically...you're saying that using Hover or Fly while in combat...will take care of this whole KB issue that this whole entire thread is about?
    Not entirely, but using Hover, you can angle your shots to change the distance and direction of the knocked back target. With a little practice, you can deliver the target exactly where you want it to be, and if you just want to pummel a boss into the ground to keep it from standing, just hover directly above it and spam your knockback. It'll get spiked into the ground.

    It's the difference between learning how to use knockback right and being indirectly forced to turn it off. I prefer the former, because proper knockback is fun. It's also fun to use Hover to angle yourself below an enemy on a rooftop and knock them in a high arc off the building. It's raining snipers!
  20. Okay, let me clear up on why Force Bolt NEEDS to be knockback. The entire purpose of that power is a near instant recharge "YOU! Over there! NOW!" power. It's a positioning tool, a fairly good one at that, and making it knockdown would make it useless. It's not that second that the enemy is flopping around that's worth it, it's that the enemy is now ten feet that-a-way that's worth it. It's a beautiful single purpose power that does exactly what it needs to, when you need it to. It even works on flying enemies.

    If there's a toggle to disable knockback, there'll be an even bigger social stigma to knockback, and frankly I'm tired of that as it is. If the option exists, it might as well BE an option to turn off someone else's knockback, and that means losing more than one of my powers just because someone else can't handle to see all the enemies bunched up in a tight little group for maximum AoE all the time. Trust me, if that minion goes flying, you don't need to chase, I got it. I mean, it's not like anything that's an actual threat is even able to be knocked around. Stupid AV immunity...

    And as for what I gain from choosing to disable status protection in melee characters? To stop them wasting endurance on that since I can do that part for them, obviously. Well, it's a justification after the fact, of course, since that is a basically vindictive idea, like most of these "Disable knockback!" ideas are. But to be honest, there are a few powers that genuinely do annoy me, but I'd never call on those to have their most useful parts removed. (Although if someone were to remove the growls from the Demons or that sound from Hasten, go right ahead.)

    Do some people abuse knockback? Of course. I'll happily admit that occasionally, I knock someone a bit too far, or not far enough, but that's a problem that's easily solved. Besides, if I wanted to annoy the melee people, I got Force Bubble. If I have to lose knockback so I can't get enemies off me, I'll just have to use that instead. Might be a bit overkill, though.

    So I oppose any and all of these vindictive attempts to make a way to indirectly force people to disable their own knockback in the game, as this thread shows, this is NOT something I want to have to deal with in the game. It is possibly, and fairly easy too, to use knockback in a sane way in this game, you know. Do I wish knockback was better? Of course! It's tricky to aim and it really only works as a short duration Hold, so giving something extra would be nice, but an option to disable it isn't it.

    I'll give you that "Chance for knockback" is annoying, though. Especially on AoEs. Give me 100% with a shorter distance to compensate and I'd be much happier with Energy Blast. Fire Blast doesn't have "Chance to DoT", why does Energy Blast have to only have its secondary fire off occasionally?
  21. Quote:
    Originally Posted by EvilGeko View Post
    I expected that answer. Next question. Is that any different than if you used Explosive Blast in the same situation?

    See, getting more aggro than you can handle is a problem for all characters. KB is not. Personally, if Explosive Blast wasn't a proc and instead a guaranteed chance, it would be better.
    Yes, because Explosive Blast would knock back some of the enemies, causing the retaliation to be staggered and delayed, allowing the teammates to get their attacks off before the enemies get a chance to fire back.

    Thus, tossing in Explosive Blast as an opener, while still not a good idea, is still a better option than Fireball. I'd suggest Energy Torrent, though. Easier to aim, and more reliable knockback. Or Power Burst on a Boss, but you need to get closer to do that, and by that time, the rest of the team should already have taken a shot.

    I also expected that reply.
    Quote:
    Originally Posted by EvilGeko View Post
    Which power?

    So for example, which powers would you ask your teammates in this team not to use:

    1. You
    2. Will/Dual Blades Tanker
    3. Kin/Energy Scrapper
    4. Plant/Psi Dominator
    5. Illusion/FF Controller
    6. Cold/Ice Defender
    7. Fire/Pain Corruptor
    8. SS/Regen Brute

    I actually have each of these characters so I'm curious. I might even agree with you.
    For all the Melee types, I'd pick their status protection. Not because it annoys me, but if they want to take my Force Bolt away, they lose their most precious power, too. Force Bolt is what keeps me alive when a rogue enemy decides that it'd much rather beat up the Forcefield Defender than the Brute. They get a trip back to Brute-land for that effort. I don't need to kill the enemy doing that, I just have to make sure that it lands somewhere unsafe. You know, actual aimed knockback. I'm not the type to rush into a spawn and knock them all who knows where, even if the secondary is Energy. I try to aim for the enemy between me and the Tanker, if we have one.

    This is not being fair, mind you, it's about me being as big a nuisance to them as they are to me. One might also call it "making a point", although that comes second. I'm just getting sick and tired of knockback being the Devil, when frankly, it's not. It's also not the tool for every problem, of course, but it's handy to have, and I miss it when I play a character who doesn't have any knockback. If I could have one power on all my characters, it'd be Force Bolt. No, the Nemesis Staff doesn't count, it recharges too slow.

    If I were to actually be reasonable, there are a few powers there that I could see not wanting. Like for the coming TPN trial, any uncontolled pets, like the Illusions and Plants pets should really stay in the power tray for some parts. Since destroying cameras and scaring civilians can cause the trial to fail. But the same goes for any lasting AoEs, really. No Rain of Fire, no Sleet, no Blizzard, no PBAoE attacks unless you REALLY check your targets first, and so on. Carrion Creepers are right out. But that's mission specific, and there aren't really that many missions where "blasting everything with AoEs" isn't the best solution. There are also very few missions where you want Force Bubble or Detention Field, but in those few there are, it's one of the best tools in the game. Like a Force Bubble to block the exploding zombies in the Sutter TF, or using Detention Field to lock away the Abomination in the Halloween trial when hunting zombies, or caging a tower in the STF, to make life easier for the Taker holding Recluse's attention while we take out another tower. Very situational, mind you.

    This is also part of a problem for knockback and CoH. It's a little of a relic from the original design where we'd fight three minions. With fewer targets, knockback is much more useful, after all. Which is why it annoys me that AVs are just so immune to knockback. I've tried doing the math on getting Force Bolt up to silly magnitude to actually beat that, but I can't make it work, sadly. I would SO overslot Force Bolt for knockback if I could get it to AV knock level. I would make an IO build with the sole intention of beating the knockback resistance on just one single AV. Just to show it'd be possible. But I don't think it is...

    I do know how it is to want to get rid of some part of the game, as I was one of those guys when it came to Sonic Resonance back when it had the headsplitting animation. But medical reasons is a fair excuse in my book. DPS and scatter? Not so much.

    I've been thinking of making a Storm/Energy Defender, just to show how it's done properly, but I'm thinking Storm/Ice now. Better theme. An Ice/Storm Controller is just sidestepping the point as you can lock the enemies down and prevent knockback with that.
  22. Quote:
    Originally Posted by EvilGeko View Post
    Question for you. When, if ever, does a person using Fireball have to 'learn to use it'?
    When the Blaster first tosses a Fireball at an 8 man +3 spawn before anyone else gets aggro. That would be an improper use of Fireball. Especially if the enemies retaliate with AoEs and you're standing in the middle of the team.

    If anything is to change with knockback, it should be making all the chance for knockback guaranteed. Knockback is one of the most powerful positioning tools in the game, when you can rely on it. I would not hesitate to call Force Bolt one of the most powerful powers in the game, and all it does is hit an enemy to move them where you're aiming.

    It's how the world reacts to knockback that's the problem. Where are the environmental hazards? We've got lava, and in lava maps, knockback reigns supreme. But why not have electrified walls, spikes, acid vats (that the Skull chemical vats are covered is such a tease), bottomless pits and so on? Further, in situations where knockback would be awesome, like single tough targets, the target is usually completely immune to knocks. I get why Statesman is, he's an Invul Tanker, but I don't see why I can't knock Ghost Widow or Manticore around. They don't have any KB resist powers, except for the AV status.

    I'd love if one of the next incarnate trials had parts where low damage knockback would be perfect. Like moving civilians out of the way, or tossing high resist enemies away from something they need to stay close to.

    Now if you wanted to add an effect to ragdolling, you could strip the enemy of any resistance and defense buffs above the base of what their rank allows. Can't very well dodge when you're ragdolling around, can you?

    Of course, I'm wholly opposed to having ANY kind of "disable knockback" option in the game. For reasons this thread easily demonstrates. If I have to turn off my knockback, I get to pick a power YOU can't use while you're teamed with me. Deal? Thought not.
  23. McNum

    A smile for you!

    - Knocking an enemy around and seeing them flail aimlessly. Into lava.
    - Assassin's Blade *SPLORTCH* Love that sound.
    - Getting a costume right.
    - Winning a fight with barely any HP or End left. That's when you know the fight was GOOD.
  24. I'd like the Avatar to keep its confuse, but make it a desperation move. Like how pre-GR Nightstar would Nova at 10% HP, have the Avatar keep its confuse in reserve like that, too. Hit 10% HP? Eat Mag 20 Confuse! But not before. Or do the Anti-Matter thing at trigger it at 75%, 50%, and 25% HP. So you know when it's coming and can prepare. Even if preparing means taking a break until it wears off.

    Also the reward changes in beta are looking... good. Two salvage rolls with one being between a Rare or a Very Rare? That'll help a lot.
  25. Quote:
    Originally Posted by Coyote_Seven View Post
    You forgot the part where Luke is an NPC ally, and you have to make sure his health never gets below 50% or else you lose the trial. And he has a penchant for aggroing everything in sight.
    And suddenly, I know how Wedge feels. Stupid Luke kid getting himself in trouble all the time. At least he wasn't mission critical in the Hoth trial.

    I'd like for the taking down Cole to be twofold, actually. I do want to big showdown at Tyrant's Tower, preferably on that big shiny gold star right in the middle of the plaza. I also want this to be a right slobberknocker, with few gimmicks, just a powerful single foe that we have to beat the Well out of. Give him a big battle aura so he's easy to spot in the crowd, though.

    But for Cole's final fate, I'd love a single player mission. It'd be pretty much a lore mission, as we'd already done the big fight, but I would like at least an opportunity to hear his motive rant. Without having to stall the league every single time he does it. Basically a mission where you deal with Cole in the way you prefer and... unlock the next set of Incarnate slots. Remember, Cole has the power to do that, and it'd be a good way to end the Praetorian arc.

    Although, my favorite idea for the Tyrant's Tower trial would have the fight rudely interrupted by Praetorian Hamidon. Because all those huge buildings and a big open plaza? That's a perfect spot to fight a gigantic tentacled monstrosity. That an the only thing that could possibly smack Tyrant across the face with a clue-by-four is the appearance of Praetorian Hamidon IN Nova Praetoria. He's a Tyrant, but there's no way he'd let Hami get away with that. Yeah, the teaming up with the villain to take on something larger has been done, but if we want Praetoria to end up useful for the further story, we need Hamidon out of the picture, and Tyrant either redeeming himself through sacrifice, or otherwise defeated. I'd like to keep him around, though. I like his brand of villainy, the whole doing evil for a perceived good reason (and Hamidon is a pretty good reason) it'd be shame to waste it.