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Posts
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Joined
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Zwilly said ours was to be repurposed for internal use, so expect it to stop working eventually.
I instaleld the NA one last night and got on it with 0 issues, I believe we cannot transfer characters atm, hopefully an infrastructure issue they can readily fix. -
Going on gender parity for costume parts, I would like to see that female shoulders only park thingy be available to male characters...
what???
see School of Rock
Not exactly steampunk, but still, if the part can fit a purpose outside of what it was intended, and I'm sure i'm not the only one that could use it on male characters then why not?
Colour Issues: With the male jackets I can't seem to be able to get second colours to work on them at all, even when theres an obvious place for them. Also there seems to be a case of "black is too black" and details are lost on some parts on the darkest settings
(although that may be a case of 'new install of test server and hadnt changed gamma yet)
I also think the whole pack is a prime example why we need to get the tech in place for 3 colour options where appropriate, and for auras, 2 colour options. Clunker oil looks good on black, clunker cogs and sprockets look good on brown... swap those colours around and you have 'meh' or diarrhea... -
I would quite like a 'fixed state wing' more like a glider type thing, with a steamboy esque booster in the middle. That would have been my ideal steampunk backpiece, though the wings are lovely.
A seperate slider for the packback's scale size would be nice. It seems to scale in size with the chest slider and the physique slider. So if you want a bigger backpack, you have to go all chunky and huge chested... nice tech to do that however! -
I like the new male faces, and one of the female faces, the other one looks quite off to me, I dont have time to boot up game, its the one with the beauty spot that looks good.
But I do agree, they are a bit creepy and 'lifeless doll' although I just think its because theres alot more detail than we've had before. -
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Thats a shame, the Devs are clearly working on Animated Fat, and using him as a model, didn't you hear?
after that its only a few small steps to animated chest movement from breathing, animated runny noses for flu season, then animated eyebrows... then maybe animated chest hair, if that all works, then maybe, just maybe... animated hair.
of course if you're not behind this guy, they will probably just sack the whole project. -
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its there to stop teams pulling him out of the facility and away from the ambushes that spawn, I believe the jumping around was also added for the same purpose, so he spends even amounts of his health near all the doors, to encourage you to close them all.
Why, if as you say, nobody was on the outside he decided to do that is anybodies guess, maybe his target was a flyer and he decided he had more of a chance of getting him by jumping up there. -
I was initially looking for / expecting some poorly photoshopped in Jabba placement, and not some clear monument to our sluggish overlord.
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There used to be the Developers Debuggerific colour choice for transparency.
if was picking some green/purple combination that made the whole part all transparent, but alas they removed it. I've alwyas fancied doing something like this concept with characters, so would definately support it.
I dont think PvP would be an issue either, for the above reasons, but if it was, make the transparency not work in PvP. -
Fire/Earth would give you two damage auras to rock reactive interface, giving it the quickest time to cap. Also Fire has the most number of pets, again, speeding up how you reach it's useful cap.
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Quote:Do you mean the underwater Ice Fortress that was in the swimming pool aboards the Space Station of Unicorn Steeds... or the other one?And they have to bring back the underwater Ice Fortress from CoH 5, that they might have in that version of the game (I'm employing a bit of guesswork here). I don't know what that wasn't in CoH 6. I mean going to be in CoH 6. When they make it. You know, don't they respect their future customers?
Either way, i'm glad they are finally giving into our demands of Full Neural Integration, it's something we will have been asking for since CoH5 -
And this may or not be a case of you're sarcasm detectors malfunctioning.
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Quote:eeeeeeer Zwilly practically confirmed it in Robot's other thread on the matter.... duuuuh :PWhere exactly - specifically - has it been stated that they are working on City of Heroes 2? Where exactly, in written words, in a press release, or announcement, have they stated they are working on, creating, City of Heroes2? Please post references and examples. Thank you.
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Come to Union. I've never been on a trial that brough the AVs together...
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I barely labour myself to watch Matt Smith/Moffat combo of bordeom, why I would seek out spoilers I have no idea!
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I'd definately be interested since i'm experimenting with Freedom as my "Home away from Home" to play on when Union is quiet.
currently my highest level hero is nothing to write home about on Freedom -
Quote:No problem.Thanks for the feedback, you've all given me stuff to think about.This is really nice to know too, thanks! Would you mind sharing your build?
I've recently messed with in minds, so here is the work in progress of it.
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
I always found endurance to be a problem.
Now i've overkilled that on live with having the Endurance based Alpha, and also the Endurance Based Destiny power. however this build has 3 free slots, to play with as is to play with.
Although probably I will put those in corruption / crack whip and keep my incarnate stuff as is, although I wouldn't blame anyone for switching in any other alpha, since I think the Destiny power more than covers it. O rlikewise factoring in the Destiny or defence/res buff too. -
My Demons/Dark is softcapped, and I think its great.
I can tankermind most AVs and most situations, including itrials. -
Quote:It was confirmed during last nights UStream chat that currently it is WAI. Whether they change their minds and say they no longer want it to do that, who knows, but its not a bug they are aiming at squashing straight away.Public service announcement: don't expect that to stay in game forever. I think there's widespread expectation that the proc will get changed to the "one roll every 10 seconds" like other procs. Currently it turns every rain power into a nuke, which while totally awesome, is also absurdly overpowered.
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Only my main and one other character I can ever think of has had their name pre-ordained before settling on power choices or costume.
One or two have been named from power choices rather than costume or concept.
Most of the rest I still follow Powers>Costume> 5 hours picking a name.
it can be very inconveniant if i'm starting new alts with a friend or something. -
Quote:1) totally wanna hide from Zombies with you, you're cold hearted, almost callous approach to ensuring infection risks are kept low is just what I want!All zombie homes should have a roof access. Along with a retractable ladder that's only accessible from said roof or from a hidden access panel that requires either palm or retinal scan to activate.
The escape tunnel should exit at least a half-mile from the home's location. Preferably in a wooded area. The exit tunnel should be collapsable and/or have a series of walls that raise from the flooring to maximize time from people following. Gates will open only with combined motion and thermal signatures. Motion without thermal signature will not permit the gate to open.
Which is why any and all occupants will be required to disrobe and be examined by at least two other members of the party to prevent hiding of any potential bite marks after any close encounters. Any signs of injuries will be followed by a minimum 48 hour isolation in a secured room.
However the escape tunnel should exit atleast 1/2 a mile away from the house, preferably onto a sheer faced rock or cliff. Something safe enough for humans to traverse, but impossible for zombies to be camping the exit with any risk of infection.
Also one of those pictures makes it look like theres a normal door at the side of that thing, so its a weak point, and I bet they do take forever to close, and probably have some wretched safety sensor that would stop them splatting zombies. -
I've always fancied a scrapper secondary set that was teleportation.
The tech exists (see Dimension Shift) for the game to copy you're costume across graphical entities in some form. And it would be a very graphically intensive defence set, but then I think that owuld be a good thing.
While I definately would enjoy a secondary that involved teleportation, I an APP or something that did the job well would be equally as awesome. -
There are 2 sets of recipes for each level of Alpha,
one set that uses Shard components and one set that uses Threads.
You can take you're pick and intercraft up tiers.
So I did;
T1 Threads, T2 Threads, T3 Shards, T4 Shards -
There is also Union Badgehunters, but its a shadow od its former self, although occasionally theres the odd person advertising on there that forgets to advertise on sals / taskforce.