Premonitions

Legend
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  1. Quote:
    Originally Posted by Samuel_Tow View Post
    same with "natural human" builds and so forth.
    So martial Arts+Willpower+Fitness+ninja run is just not your bag of tea?
  2. Quote:
    Originally Posted by JohnnyTurbo View Post
    Yeah and just know that future events will be more story-heavy and probably introduce other objectives into the mix. This first one was mainly a beat-down to gauge interest in RPvP as it is.
    This s double good news. I was hoping for something like that.
  3. Don't be silly, you're my favorite character on there!
    *kitty snuggles*
  4. Oh yes, that reminds me, is the Glow effec ts as used in Mutation booster costumes an effects department issue or a costumes department? Because either way I'd like to have that technology, just..... Just all over the damn place. As an option for every pattern we currently have. As a full-body texture option. Just for every possible thing.
  5. 1: I'm going to re-post this and continue o
    2: Also I know we have the system in place to have costume pieces that animate/ FX on movement. So can we have auras attached t the feet and legs as well as "Flying,Jumping,Running, Flying+Jumping, Running+jumping, Running+Flying" auras so people can simulate jet boots and gloves, flying on clouds, lightning, E.t.c.
  6. Got "Mobilize" (with a z this time!) on Union, we'll see if I can get it everywhere else, too.
  7. I am very fond of developing my characters as they go through the game content and level up. It makes the gameplay feel more a part of my Roleplaying experience and keeps me interested.

    I know there's often the tendency to go completely in another direction and sort of breeze through the in-game content.

    Often what someone wants to do isn't necessarily allowed within the confines of the game, certain costume elements, power combination, back-stories, Powers, so Roleplayers are often forced to ignore what's in-game.

    And it is certainly bothersome for your character to have certain powers or to be viewed as strong or imposing or even just use their powers in a unique way, in-concept ..... and be at level one in-game.

    My question is, who here splays through the game and develops their character that way, treating a level fifty as their fully fleshed character, or one at the end of their career, and who here treats their character at level 1 to be the same as their character at 50, changing and growing their character through other methods, or waiting until level fifty to really begin exploring their ideas?

    Put simply:
    Do you RP up to fifty?
    Do you RP irrespective of level?
    Do you get up to fifty and then RP?
  8. Premonitions

    Classic Team Up

    Weekends is the best possible slot for me,I've been wanting to make a Clock-work themed Bots mastermind for a while and I KNOW Mouse, Dog, and Star miss me.... I'll try and think of a name and see how bots treat me. I LOVE masterminds, beeteedubs
  9. Quote:
    Originally Posted by Hyperstrike View Post
    I think this would be better off as a Tier3 power in the Teleport APP.

    Combat Teleport
    Type - Toggle
    Endurance Cost: .25 end/sec
    Basic Description: Essentially this power will, when you trigger an attack, teleport you directly to the enemy who you have highlighted then triggers the attack.

    About the only downside I see to this is it would make combat TERRIBLY choppy for the person running this power.
    I like this, change it to "directly into range for the attack used" and it works for melee and ranged classes
  10. Quote:
    Originally Posted by Deebs View Post
    your welcome , you should totally color him though and I love his costume design and look .
    Just like Mob himself I'm lightning fast!

    *not really, though, took forever and I need to do the mic
  11. Damn whoever kept porting me into swarms of thugs.
  12. WWOOOOwww that's awesome, thanks so much, deebs!
  13. Quote:
    Originally Posted by Cloud_Runner View Post
    This is my highlight...



    I just noticed; did you make that character after you saw my pic of Ripjaw? lol
    nah, of course not, I just saw Ripjaw and knew who I was coming to the party with, we obviously have similar ideas on design, though. Keeping that pic beeteedubs.
  14. Looking through those pictures there is far too much Mobilise on the ground and far too little Aqua-edge V Ripjaw.
  15. OHHH I forgot to compliment Nimbus on his excellent costume so HEEERE I am doing it.
    Tonight Mobilise and Aqua-edge both made a showing and I had a lot of fun
  16. Quote:
    Originally Posted by Cloud_Runner View Post


    The giant, blue behemoth that is Ripjaw slouches on the shoreline of Bloody Bay. He lifts his head and sniffs. "Feeding time is near!" He then dives into the water and disappears into the depths.
    I Love this design, sir and must fight you, even if it's hopeless so
  17. putting my char up cause it's what I do!
    Mobilise: kinetic-Melee/energy aura/super-speed Rapper/bandit/brute

    Aqua-edge Dual-Blades/Electric armor scrapper/caveman/fishman/warrior

  18. Quote:
    Originally Posted by Samuel_Tow View Post
    I do want to say a few words on Assault Rifle and Archery, however. Originally, way back in Beta, "Assault Rifle" was actually a set called Heavy Weapons or some such, and you pulled out a different weapon for every attack, hence why we have an attack called "Sniper Rifle" and the propensity of shotgun ammunition, as well as "Flamethrower." As I hear, the redraw proved too visually annoying (even if it didn't slow the set back in those days, with power animations padded to account for it), so the set was unified into the same one "frankengun" or "omnigun." This is why you'll see a lot of arguments around the forums that "Assault Rifle isn't an assault rifle set!" Because... Well, it isn't. It's a "mish-mash of different weapons that were made to share the same model" set. That's why I don't like to use it as precedent.
    I was speaking of results and not intent. The original intent was a set that used different weapons and was called something else. the end result was a set that used one weapon to different effects and fell under one model.

    Quote:
    I fully believe you can make a weapon set awesome without deviating from what that weapon set actually does. To sidestep the issue for a moment, you can make a sword set awesome even without including attacks where you shoot things out of the sword or where you teleport with it, or where you imbue your sword with different elements.
    Melee weapons are different from ranged weapons

    Quote:
    Dual Blades, I believe, proved that - make a set with effects and animations which convey the superhuman nature of the character, then put in a mechanic which revolves around cutting and stabbing things with your swords.
    they also made a set which was unique from it's predecessors in it's category and felt more superhuman than the others. And, again ranged weapons=/=melee weapons

    Quote:
    You don't really need special conditions for a set to be awesome. You just need to approach it with enough visual flair to where the set stands on its own and isn't just a palette swap with another set.
    Quote:
    Dual Pistols has that, in spades, both with its amazing animations and with its actual internal set structure. JUST Piercing Rounds is enough of an innovation to change how a Blast set plays, and its "nuke" is one of a kind, and awesome to boot. To me, the set would have been perfectly cool and perfectly unique even without Swap Ammo. In fact, I feel that the set came out WEAKER because of it.
    Swap ammo would be fine with better numbers
  19. I really do think they just need to up the damge type/debuffs to a level that can be "felt" Currently I switch ammo in order to try and get the best results, Chem>Cryo>Fire>more fire/standard but I know that's not giving me much in the end.
  20. Quote:
    Originally Posted by Samuel_Tow View Post
    You know, it's probably an unpopular opinion to have, but I never understood why "pistols" equates "debuffs." I'm not saying it's impossible or stupid, but these are not two tasty tastes that taste tasty together, not intrinsically. A pistol is "a gun that makes holes," to quote Weatly. This is kind of like that suggestion for an "Electrical Hammer" in ye olde powerset poll. Thor aside, what does "hammer" have to do with "electrical?"

    To me, the way they went about implementing Dual Pistols is kind of like implementing a whip sword. Yeah, I'm sure it could exist in reality and yeah, I've seen it in more than a few games, but it's an awfully bizarre and specific thing to implement in place of either a whip or a sword, when generic powers are typically better for character creation than highly specific ones. And "Not JUST pistols!" is more specific than it needed to be.
    I think of it like this.

    Archery and Assault Rifle had something of a problem, they needed to be a set about "shoot weapon" but you can't necessarily make a set full of "shoot weapon" because you'd get, maybe three attacks from that. In addition, it begs the "what makes you so special you think you can take on Recluse/Statesman" question when all you do is "shoot weapon" So assault rifle became every type of heavy gun in existence and Archery got a healthy dose of fancy arrows.

    This sets a precedent of ranged weapons being made of more than "shoot weapon" so when dual pistols comes up they have an ample opportunity to make a "just shoot the damn weapon" set in the form of the unique animations and the fact you have two weapons that can be fired in different combinations. An individual's hatred for the visual style of Dual Pistols aside(I love it ;p), It'd be hard to disagree that it's comprised entirely of powers involving "shoot weapon" versus archery and Assault rifle which have plenty of "Shoot special weapon" in them.

    But, type of weapon aside, it makes Dual Pistols look "boring" compared to exploding/fire/hammer-space thousand arrows and sniper rifle/shotgun/assault rifle/flamethrower Franken-guns to just have normal gunning and makes it not stand out from the other "blast" sets. Dual pistols also needed a unique mechanic, since that's the (awesome) new trend in power-set development. Swap Ammo allows dual pistols to be more than just "shoot gun" without making you have to use pistols, laser guns, air-tazers, and mini-crossbows.

    that's how I look at it.
    Edit: also, this
    Quote:
    Originally Posted by Leo G
    I think you're looking at it wrong. Pistols =/= debuff and the way it's implemented doesn't say it is either. For our game, Pistols = variety of clips. That's their gimmick, so to speak.
  21. Premonitions

    DING! Seven!

    Happy seventh anniversary everyone!
  22. Quote:
    Originally Posted by Lothic View Post
    Sometimes the Devs come off as so disconnected from the playerbase I sometimes get the weird feeling they are literally working on a -different- game than the one we're playing. I know that's not the case, but they keep raising my doubts with situations like this.
    That's pretty much just Jay.