Rhinoxx

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  1. I concur on this - the mastermind binds are a godsend - it has made it sooooo much easier to control the various henchmen and actually make them do what i want ... well, most of the time, except for Robot#2 who seems to want to engage the enemy in fisticuffs at the earliest possible convenience
  2. Anyone have an idea on a keybind that will get all henchmen to attack a team target i.e. whatever target the teammate I currently have targeted is fighting?
    I have tried the various keybinds found in this thread, but when I try to use team-target, the henchies just say "invalid target!" and start attacking random targets.
  3. Fire/Ice was definately the Dreck engine - i can testify to that
  4. Rhinoxx

    Toys

    [ QUOTE ]
    [ QUOTE ]
    (imagine more but weaker minions)

    [/ QUOTE ]Not going to happen as the current pets already cause performance issues.

    [/ QUOTE ]

    Which is probably caused by all the effects those minions (not pets - different class ) have available - I was thinking something less complicated in size with Rikti monkeys, and in the pre-I4 days, my tank could gather 50-70+ of those in one place (and dont even get me started on Freakshow) without lag

    Most of the new pets are pretty heavy on the particle effects, and that is probably adding lagg as well as CoV not appearing very optimized yet.
  5. [ QUOTE ]
    If you look at my post, I have there a combined binds file of the "Robotics key binds" and Kaihi's (SP?) numeric binds into one file, and for all MM primaries. I did change the robotics binds a bit to suit my preferenses but it should be easy to change them back if you want.

    [/ QUOTE ]

    ah - so you have - i am obviously just blind here
  6. Rhinoxx

    Toys

    Many a demented toymaker has made appearances as super villains in comics over the years, so this could actually be a bit of fun

    They should probably go with something a bit darker - like Tim Burton-esque toys, or just keep it a very dark tone of colour - could be rather creepy and would make for an excellent horde (imagine more but weaker minions) options, where you flood the enemy in exploding teddy bears, marching toy soldiers and the like
  7. Anyone know if a set for Necromancy similar to "Robotics Control Binds (UK)" has been made? A friend of mine just started a Necromancy MM, and I thought it would be nice for him to have those excellent keybinds for total control
  8. [ QUOTE ]
    Don't be scared of Energy Transfer's HP hit, it is minimal, as is its End cost and animation time, therefore making it an awesome power.

    [/ QUOTE ]

    Just got to 32 last night - cant wait to hit 33, so I can smack a couple of enhancers in that power
  9. Rhinoxx

    MY OWN MM CLASS

    heh - the ultimate ape henchman could be like the Kriefaffen from Hellboy - linkage
  10. ok then, made some minor changes since the last posting
    Took Barrage a little earlier, and it now does a fine job of working up the anger-bar on auto-fire, plus after the latest adjustments to DP, it made sense to dump some Heals into that.
    Other than that, it has just been tweaked to my last-man-standing play-style


    Name: Stomparr v2
    Level: 40
    Archetype: Brute
    Primary: Energy Melee
    Secondary: Invulnerability
    ---------------------------------------------
    01) --> Energy Punch==> Acc(1) Dmg(5) Dmg(15) EndRdx(19) Dmg(37)
    01) --> Resist Physical Damage==> DmgRes(1) DmgRes(3) DmgRes(40)
    02) --> Bone Smasher==> Acc(2) Dmg(3) Dmg(9) EndRdx(19) Dmg(34)
    04) --> Temp Invulnerability==> EndRdx(4) DmgRes(5) DmgRes(7) DmgRes(27)
    06) --> Hasten==> DefBuf(6) Rechg(7) Rechg(13) Rechg(15)
    08) --> Dull Pain==> Rechg(8) Rechg(9) Rechg(23) Heal(31) Heal(36)
    10) --> Whirling Hands==> Acc(10) Dmg(11) Dmg(11) EndRdx(21) Dmg(37)
    12) --> Combat Jumping==> EndRdx(12) DefBuf(13)
    14) --> Super Jump==> Jump(14)
    16) --> Unyielding==> EndRdx(16) DmgRes(17) DmgRes(17) DmgRes(25)
    18) --> Swift==> Run(18)
    20) --> Health==> Heal(20) Heal(21)
    22) --> Stamina==> EndMod(22) EndMod(23) EndMod(31)
    24) --> Total Focus==> Acc(24) Dmg(25) Dmg(27) Dmg(34) Dmg(40)
    26) --> Kick==> Acc(26) Dmg(37)
    28) --> Barrage==> Acc(28) Dmg(29) Dmg(29) EndRdx(33) Dmg(40)
    30) --> Invincibility==> TH_Buf(30) TH_Buf(31)
    32) --> Energy Transfer==> Acc(32) Dmg(33) Dmg(33) Dmg(34)
    35) --> Build Up==> Rechg(35) Rechg(36) Rechg(36)
    38) --> Unstoppable==> DmgRes(38) DmgRes(39) DmgRes(39) Rechg(39)
  11. Rhinoxx

    suicidal minions

    It's probably been retrofitted with a Leroy Jenkins module
  12. I have actually begun to use knockback as a tactical advantage - since introduction of ragdoll physics, opponents are both tossed further away and depending on where they land, they take a little while extra to get up and attack again. Those seconds gained can mean quite a bit to my Brute when I am engaging a larger crowd.

    Love playing my Brute - its almost like being a Tanker again
  13. Rhinoxx

    suicidal minions

    Heh - I have one particular robots which runs off to close in for melee at the first given opportunity as well - always the same too
    Perhaps there is some sort of suicide protocol built into them?
  14. Rhinoxx

    is it just me...

    I just created a Dominator this weekend, and it was a very pleasing experience - definately one Ill keep as a regular alt and start playing a bit more when I get my Brute to level 40

    I went for a pure psychic powered toon, and at least it worked pretty well up to level 8 - and the whole Domination super-buff of doom makes it all feel fresh.
    On the downside it made playing my CoH Controller seem pretty drab and depressing
  15. Been out putting the boot to more Longbows - I love the way people are flying around now with ragdoll physics, and if you need a reason to take Kick from the Fighting powerpool, do it for the privillege of booting opponents several yards away

    Kick and Kick again
  16. [ QUOTE ]
    taking Barrage so late? Its a nice fast attack great for building fury i took it straight off.

    [/ QUOTE ]
    It's a matter of playstyle - i like to hit with the big punches straight away

    I usually go with Brawl - Energy Punch for a couple of guys to build up, use Whirling Hands on groups and Bone Smasher and Total Focus on opponents that need to go down fast ... or just for the sheer theatrics of it.
  17. Got my Brute up to level 26 now, and he's doing pretty good with my Energy/Invincibility build, so I thought I would share Hands out decent damage, can take a beating and not go down, and those pesky holds are yet to get me!
    I might get rid of CJ once I get around to doing a respec TF, but then again, things might change after 41


    ---------------------------------------------
    Exported from Ver: 1.6.9.0 of the CoH_CoV Character Builder - (http://home.comcast.net/~SherkSilver/index.html)
    ---------------------------------------------
    Name: Stomparr v2
    Level: 41
    Archetype: Brute
    Primary: Energy Melee
    Secondary: Invulnerability
    ---------------------------------------------
    01) --> Energy Punch==> Acc(1) Dmg(5) Dmg(15) EndRdx(19) Dmg(37)
    01) --> Resist Physical Damage==> DmgRes(1) DmgRes(3)
    02) --> Bone Smasher==> Acc(2) Dmg(3) Dmg(9) EndRdx(19) Dmg(37)
    04) --> Temp Invulnerability==> EndRdx(4) DmgRes(5) DmgRes(7) DmgRes(27)
    06) --> Hasten==> Rechg(6) Rechg(7) Rechg(13) Rechg(15)
    08) --> Dull Pain==> Rechg(8) Rechg(9) Rechg(23)
    10) --> Whirling Hands==> Acc(10) Dmg(11) Dmg(11) EndRdx(21) Dmg(40)
    12) --> Combat Jumping==> EndRdx(12) DefBuf(13)
    14) --> Super Jump==> Jump(14) Jump(34)
    16) --> Unyielding==> EndRdx(16) DmgRes(17) DmgRes(17) DmgRes(25)
    18) --> Swift==> Run(18)
    20) --> Health==> Heal(20) Heal(21)
    22) --> Stamina==> EndMod(22) EndMod(23) EndMod(33)
    24) --> Total Focus==> Acc(24) EndRdx(25) Dmg(27) Dmg(34) Dmg(40)
    26) --> Kick==> Acc(26)
    28) --> Invincibility==> EndRdx(28) TH_Buf(29) TH_Buf(29) DefBuf(34)
    30) --> Tough==> EndRdx(30) DmgRes(31) DmgRes(31) DmgRes(31)
    32) --> Energy Transfer==> Acc(32) Dmg(33) Dmg(33) Dmg(36)
    35) --> Barrage==> Acc(35) Dmg(36) Dmg(36) Dmg(37) EndRdx(40)
    38) --> Unstoppable==> DmgRes(38) DmgRes(39) DmgRes(39) EndRdx(39)
    ---------------------------------------------
    01) --> Sprint==> Run(1)
    01) --> Brawl==> Acc(1)
    01) --> Fury==> Empty(1)
    02) --> Rest==>
    ---------------------------------------------
  18. [ QUOTE ]
    all I get is connection refused.

    [/ QUOTE ]

    Apparently my webhost is having some problems at the moment - it should be back up shortly
    Oh - and I forgot to process the picture, so its 705kb - ill just resize it
  19. Looked around for a thread to post screenshots in, but I havent been able to find a unified place for that - so here goes:

    Just got this screenie last night - it's at the end of a Whirling Hands animation, but for all the world, it looks like some unlucky Longbow agent is about to get a boot where it hurts
    Stomparr kicking Longbow
  20. I use the following:

    Starting Superjump:
    /bind j "powexectoggleon Super Jump$$up 1$$autorun 1"

    Stop jumping (for lands):
    /bind k "powexectoggleon Super Jump$$up 0$$autorun 0"

    switch between SJ/CJ
    /bind l"powexectoggleon Combat Jumping$$powexectoggleon Super Jump"

    This gives me the option op using J for instant forward superjump, K for stopping forward motion but keeping SJ active for landing and lessen the impact and L to switch between SJ and CJ (for defense).
    Any keys will of course do, but JKL are the easiest to use for me - and you can actually just copy&paste the bind directly into the prompt inside CoH.

    Mind you this has been made for my tanker, so I have CJ running for that extra defense bonus
  21. [ QUOTE ]
    from my personal experience....
    SJ, it's ok. it's got the benifits of flight and SS and the first power from the pool has a -knockdown attack, which can be helpful.
    The problem is it doesn't have the -agro abilities like SS and flight so you will get attacked while traveling. Also you have to constantly hold and press the "jump" button when ever you want to travel which can get annoying


    [/ QUOTE ]

    Actually you just need a good set of keybinds for this - it will make SJ 100% more enjoyable - ill see if I can remember to post them when I get home.

    But Flight is great - you haven't really seen Paragon City till you've seen it from the skies - and superheroes fly, everyone knows that
    Just need to 3-slot it to get decent speed - but that's no problem since we have plenty of spare slots lying around after ED.
  22. I went with EN/INV and I have never looked back
    My Brute is now level 24 and i'd say he's doing pretty damned well - of course, I havent teamed much with other brutes so there may very well be more powerful builds than what I went with, but I can take loads of punishment and dish it out as well.
    Overall, it feels just like being a tanker again - almost brings a tear to my eye
  23. Pyro Omega 50 Fire/Ice Tanker
  24. [ QUOTE ]
    Hey fellow Liberty veteran. I too have just moved over. Tough having no inf isn't it?

    [/ QUOTE ]

    Oh yeah - kinda sucky - just wish I had known that enhancements was moved - that way I could have stocked all of my toons with 50 SOs for selling

    and thank you all for the warm welcome.