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Posts
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Personally I hope when they do customisation for power pools they add the ninja/beast run animations as alternates for super speed, super jump and combat jumping.
To answer your question though: Same reason super jump turns combat jumping off. They don't want you having full mobility and full defense at the same time, I suppose. Especially they don't what you having full mobility in combat, which is why travel suppression exists. -
Quote:Even before getting into discussions of intellectual property or possible exploits, this strikes me as a very good point. Anyone remember the bug a while back that removed the 30 second timer on costume changes? Turns out that's there for a good reason - to limit the amount of costume data being transferred at any given time, so the game doesn't crash trying to handle it all. Cause that's what happened, if I remember rightly.
Besides, all players would have to have the assets for anyone to see them. Otherwise you would have the appearance of a broken model, as the game doesn't have a default skin or pieces if you're missing things.
Now imagine that instead of a few kilobytes identifying which piece you're using in any given slot, the game now has to transfer multiple megabytes of data containing the piece itself. Even accounting for some form of storage system so you only need to get it once, that's going to put a huge strain on the system. And what does it display during the few seconds to a few minutes that you don't have it? Reminds me of playing the original Unreal Tournament online, or trying to. Every server you'd join you'd sit there for half an hour while it downloaded the map and any mods in use, really killed any desire to play the game. Of course in the modern age of internet connections that aren't quite so slow it'd be far faster, but the principle remains the same. -
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Cause if it was, it would have no fewer than six extra legs folded away somewhere. And the visible ingame model only has two, so unless the others are inside....
That and the various components of it are the wrong size. If you look closely at the Zeus and Hercules titans, things like the legs are the exact same size between the two. And the torso is as well, it's visibly two titans of the exact size and design of the Hercules hooked together into one larger titan. -
I was going to go with Hades personally, but Hyperion works as well.
[quote]As it is, there is nothing in lore to suggest Malta has any 'in-between' stage Titans. The reason the Kronos looks the way it does is highly likely to be purely for metagame reasons, i.e. it was cheaper/faster resources wise.[quote]
Perhaps worth noting, there's nothing in lore that I know of that specifically says the Kronos isn't made up of two smaller titans the same as the Zeus is. We've just never seen the smaller once since they don't currently exist ingame. I think they should, is all. Might've been just because it was easier to make the model in the first place, but I think they should run with it now that they've done it. -
Just something that occured to me this afternoon while beating up a Kronos titan. The Zeus titans are made of two Hercules titans combined. The Kronos in turn uses the same model as the Zeus, just scaled up and grey. It has the same extra legs folded away on the back that the Zeus has, thus one can only assume that it too is made of two smaller titans combined together.
Why haven't we seen those ones? Seems like a cool thing to put in as a Malta EB. Alternately, if the events of the DA personal story mission which I won't spoil go ahead, perhaps they could be the boss of an incarnate trial? Two smaller bosses which combine into one when they hit 50% or some such. I think it'd be cool. -
Quote:See also: Titan Weapons, Super Strength. Both of which will do more damage than a blaster, I believe. Or at least if not, not less by enough to outweigh the fact that ATs with those are inherently more surivivable than any blaster will ever be.Blasters have lack of damage listed as a problem?!
Damage is not what Blasters need help with, not by a long shot.
Blasters are the all damage all the time AT. If anything vastly more survivable is even close to comparable damage, something is wrong. -
Nothing major, just a couple of things that jumped out at me when I was doing one of these a couple of hours ago.
Firstly: One of the missions, I think the fourth, states in the little text popup you get when entering the mission that this base mimics the layout of the last three exactly. Which would be fine, if it did. I don't think I've ever seen it match the layout of any of the first three missions, as they're all random. Be nice if they could either set those missions to always use the same map so that popup wouldn't be lying, or simply change the popup to something that isn't blatantly untrue.
Secondly: The one hunt mission where you have to kill Council in Independence Port specifically. Would it be possible to update the nav bar text for this to say 'Question Council soldiers in Independence Port' instead of just 'Question Council soldiers'? Every time I do the TF, there's always someone who doesn't know about that one and runs off to boomtown or wherever to fight lower level ones. Then gets confused when they don't count. -
Personally I think they should make them dual purpose like the new Assassin Strike is. If you fire it at greater than the range of a normal blast power (80 ft), they work as they do now perhaps with a slight damage increase over current values. While if you fire them from closer, they have a short uninterruptible animation and less damage.
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Quote:Likely, if such a system were ever implemented they'd attach the same restriction there is on custom AE mobs where they have to have one 'damage' set. That being melee, range, assault, pets or control.The flipside to the GOD characters mentioned above is that with a system like this you could also end up with a character that is pretty much useless. Imagine a Sonic Resonance/Willpower character. They'd be survivable to a degree, but would have absolutely zero attacks. How would they solo? The Devs have a basic functional rule in this game that everybody should be able to solo to some degree. These characters wouldn't be able to.
Really though, this is something that'd be CoH 2, if they could do it at all. The game as it is currently simply wouldn't support the addition of something like this. Starting from a completely blank slate though, it could be done. Balancing it would be a nightmare and a full-time job, but it could be done. -
Quote:See, that's a stance I wish they'd get rid of. Some of those older ideas that didn't make it had merit, but couldn't be done at the time for whatever reason. And some of them that did make it could really use some additions. See: Mission Architect, Supergroup bases, the Shadow Shard as a whole.
The Devs have told us that they'd rather work on new ideas that they have than old ideas someone had at one time in the distant past, even if the person that had the idea is still there.
This one to me sounds like it could be a good thing, IF (big if) done right. It'd add more depth to the game, rather than everything being 'go here, kill this' like it is now. -
Quote:I think my personal favorite is a bug in I14 beta where the architect somehow made it impossible to level up at a trainer. I don't know the specifics cause I only heard about it second hand, but still.There are quite a few bugs I wonder "WTH?!" about.
This game has more of them than any other game I have played, but I think most of that is because they don't have as thorough patch notes. It was probably a stealth change we "didn't need to know about" that we now know a little about or need to know about now because it messed something up. LOL
More on topic: I'm getting this bug too. -
Count me in as another one experiencing this problem.
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Quote:Unlikely. As I understand it, as seen by the game those are actually two seperate powers, and the game decides which to activate when you hit the button based on certain other conditions. Each of these two seperate powers has its own sound effect. To make one power call a different sound effect based not on built in variables but on user selection is a rather different matter entirely.Not as part of the customization no, but Titan Weapons and Water Blast's Water Jet must already have the tech required to have alternate sounds because they all have two animations (One shorter) which necessitates calling up an alternate set of sound files so that the sfx match up with the animation.
The groundwork for sound customization could well already be in place.
(I'm not saying it'd be easy, of course. I wouldn't know even if I could look at the game's code... cause that's all Greek to me anyhow.) -
Quote:You can still do that now, it's just harder because enemies start getting direct tohit buffs at +5 and higher, whereas before one of the patches mentioned (I forget which one off the top of my head) I believe they continued to only gain more accuracy, which is far less effective against high defense.
(and defense was handled differently too so you could reduce anything to a 5% chance to hit with enough defense, unless I misremember...). -
Allow me to point you to Phase Shift and Hibernate, which have worked exactly as Hybrid does since before incarnates were even mentioned. I know, it's a small point. But there IS precedent for this, is all I'm saying.
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Alternately, keep the mechanic but add an extra thing to it where the death patches appear randomly but only on targets not in melee range of the AV. Just to make it more evenly annoy people.
Really, a lot of the problem with it as it is is they flat out spawn randomly. Which is fine, but when half the league is melee and all clustered together in one spot, the chance of a damage patch not appearing there is so tiny as to be functionally impossible. Assuming it uses player positions as possible spots to drop one, which I'm pretty sure it does.
Also worth noting:
- Several melee sets and all epic pools for melee ATs have ranged powers, so you're not completely useless when forced away from the AV.
- In the Apex TF, Battle Maiden can be pulled out of the damage patches easily if not immobilised. Taunt powers have a -range effect specifically for this reason, to stop targets just standing there and using ranged attacks and instead force them to actually come to you. I'd imagine the same would apply to most of the others, too.
- In the Marauder fight in Lambda, there's an orbital bombardment that specifically hits targets more than a certain distance away from him, IE: all the ranged players. That does next to no damage, though, especially compared to Nova Fist. It does happen constantly, though.
Personally I think that last one needs to be used both more often and more effectively. We need more things that we have to hug the boss to avoid, so every fight isn't just 'everyone out of the death patches, sucks to be you if you're melee'. -
I could get behind both the simple line around the edge and the emblem patterns, though as you say a lot of the emblems look a little bad if you put them all in one colour, as the other has to be used for the base colour of the cape.
Amusingly if you look in a saved costume file (They're just plain text) there's actually four colours listed for every single costume part, of which two aren't used. The only thing that uses them is capes, and other stuff that's like capes like the bolero and trench coats. Which use two for one side's colours and two for the other side. Everything else just uses two and leaves the other two blank. I can't help but wonder if that's just them not wanting to code a specific exception for outputting colours on a cape as opposed to everything else, or if the whole system actually has two colour slots, as such, that it's not using on most costume parts. -
I don't think I ever heard the old CoV theme. Anyone know if I can find it anywhere without resorting to pigg diving?
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All it would take would be making the waves use the same code as almost every ambush in the game and just spawn some amount of time after the last one dies rather than on static several minute timers even if you murder them all in ten seconds. Just make the next one pop up for example thirty seconds after the last mob in the previous one dies.
And to those who would say what about the people who really need the respec cause they managed to gimp their characters that badly (In itself something you almost need to be deliberately trying to do, in this game), I would point out that's still longer than most ambush timers by quite a lot, normal ones in other missions are more like 5-10 seconds between waves. -
Water/Ice blaster and Plant/Nature controller, for me. Might also reroll my SJ/Regen shapeshifter character as bio armor instead depending on how the set looks.
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Not entirely sure this is the right forum for this, but as the title says the server status page on the main CoH website is apparently broken. For the last hour at the time of this post, the servers have been down for maintenance. But the status page has listed them all as up the whole time. I'm just thinking it probably shouldn't be doing that when they're not actually up at all.
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Can we get an option to keep the one that's there? Or at the very least, can we get something that I'll actually be able to see, rather than most of it disappearing off the side of the page?
Of the two I like option 1 better, but I'd much rather stick with what we have. The game has too much Penny lately. I like her as a character but it's starting to get annoying having her shoehorned in everywhere for no good reason.