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Posts
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A single -KB proc should take care of around 90% knockback powers you'll run into.
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I've resorted to using a macro along the lines of "tell $target, Passing you the star to fix the team window bug. Mind passing it back?$$make_leader $target"
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Yeah, same issue here. I can send it as long as the name, global or otherwise, only has one word, but otherwise the email simply ends up... somewhere.
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Quote:Too complicated. He just needs a giant magnet.You know, I'm not even sure I'd agree with that. There's an old humor piece floating around (Superman Needs an Agent) arguing that Superman should spend at least sometime doing commercial endeavors (such as lifting satellites into orbit) since the money he makes could be more effectively used to fight crime/poverty/etc. than him trying to to do it all personally.
But on the whole HC/Crey connection, it seems to me that there's potential for a great story there. Factions within Hero Corps, Crey subversion, internal investigations... I'm partial to the idea that Hero Corps is a "good guy" corporation that's in the process of being taken over by Crey as a puppet company. -
You're right, the word I should have used was defended against, since I can only think of Carnies in that regard, as robots of all kind tend to resist psi heavily. Still, I don't see my corruptor shooting ghost wizard bullets.
Actually, on second thought, that would be kinda cool. -
Quote:That, or increase the fraction of special ammo, as well as implementing ammo to cover all damage types, like ionized rounds for energy, soft rounds for smashing, dimensional rounds for dark and so on. Psionic would probably be a bad idea, though, since it's extra-unresisted by almost everything.Dual Pistols underperforms because it can do a lot of things but none of them well. Adding more ammo types won't help that.
One third fire/ice/toxic damage isn't going to cut it for most mobs with weaknesses to any of those either. Ostensibly, the "strength" of dual pistols is versatility, but we don't have nearly enough options to support that, and the options we do have don't have significant enough effect to differentiate them from each other. -
Added:
Replace Cosmic Balance's buff from EATs into a recharge buff or something similarly useful. Recharge debuff resistance, which is the buff it currently gives, has a remarkably narrow niche compared to other broad-application buffs the inherent grants {damage, resistance and status protection}.
In the difficulty options, in addition to enemy level shift and size, add an option to adjust ambush sizes. In addition to providing more gameplay customizability, it would likely also reduce complaints about ambush-happy content such as Praetorian arcs.
In the buff status display, add an option where right-clicking an icon would, in addition to "hide autopowers", stacking, etc, provide an option to hide visual effects from that power. This would probably reduce complaints about effects-intensive buffs, such as flame and ice armor, obscuring character costumes.
Add an option to either hide the team window while solo or lock/hide the comment field. As it is, it's remarkably easy to click on the text field in the middle of combat, leading to a variation of postmortem "123123sssdddwww" chat messages.
Modified Chat section, point 2: Implement a serverwide teaming channel and add it either to the default chat tab or a separate one on character creation, as is done for Help. Cannibalize the Architect Chat channel if necessary. This is going to become a major issue once CoH: Freedom hits, as an absence of an "official" teaming channel will leave Help channel as the only possible option for Freem players to solicit teams in. -
Quote:Or an option that turns Knockdown into Knockup?Back then I thought up a few options. We have a +KB enhancement, how bought a -KB enhancer? For instance, I'd love to be able to slot -KB into Torrent and Explosive Blast since they aren't that reliable.
Other ideas included creating an enhancement that turns KB into KD and vice versa. -
Well, being one of them, the complaint is more that it sends some of them flying, but not others.
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How about a much, much simpler solution?
At Lv2, grant an inherent toggle power that gives you -100 to knockback. No cost, no recharge, no animation time and so on. Don't want knockback? Turn it on. Want it? Turn it off.
For a more complicated version, how about a mechanic that has an XX% chance to do knockback on all affected mobs? -
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Like I said, player-driven. I doubt we'll ever get any kind of "official" sanction, but imagine if you could copy a bunch of MP3s/OGGs/WTVs into the game folder and hear the mission briefing narrated to you by some other player who recorded it.
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Is there any more information how that will work? Especially from the technical perspective?
Because if they're planning to implement a way to link in-game dialogue with sound file resources, I'm imagining a giant player-driven voice acting supplementation.
And it looks glorious. -
Well, there's a sucker born every minute, and I don't want to be late.
I wager one thousand Lv50 damage IOs that Statesprat bites it.
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Meh, I'm not gonna blow up the whole world over it, but it's still kinda annoyin'.
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If memory serves, right-clicking a game in the launcher will give you the option to create a desktop shortcut. Combined with auto-close-on-startup, you can start playing in a single click. Well, two... stupid EULA-every-login...
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Can you tell me how often it pulses, then, and how long each "hit" lasts? I'm not planning to use it as a damage power, or a set mule; with an AR primary, the only time I spend in melee range is when I need to pop a Drain Psyche.
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For what it's worth, had it happen twice, both times while "switching screens" - once while entering the tailor mode and once while clicking to train.
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Well, to be fair, a lot of TFs don't need an eight-man team either. Thanks for the link, though.
Also, on a tangent, will a base-based pillar work for starting a flashback, even if not all team members happen to be Lv25 or higher? -
I don't think it should be an issue. Given the context, the "don't sell power" argument seems to refer more to shortcuts, rather than earned rewards. Thus, while Freems would not be able to attain incarnate abilities, Vreems will still need to work their way into them. Thus the difference still seems to focus on gating content, rather than power.
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Namely, is it worth taking? From what I can look up, it pulses once every four seconds for a duration of one second - if that's true, then even triple-slotted with confuse enhancements, it'll be impossible to keep anything mezzed, and the long pulse interval makes it sound too unreliable to use defensively either. So, I'm curious whether my numbers are wrong, my tactics are, or should I just spec out of it?
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How do they compare? I've been thinking about starting up regular flashback PUGs for the hell of it, but considering the... convenience issues surrounding flashback mode, I'm worried whether or not any prospective teammates would find it a worthwhile exercise.
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From what I can tell, CoH chat input supports Unicode characters, though if you use them in /beginchat, it tends to bug out the input field.