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Quote:What BABs said was really just an explanation of why they felt comfortable to make the summoning process hint of magic so much. And I tend to agree with him in this case, as artistic inspiration tends to do a lot to make a powerset cool even if it ends up a LITTLE specific.I don't specifically recall a dev making that explicit distinction - origin of character as opposed to origin of powers - but BaB's statement doesn't address either in any case. The demons might be magical in origin, but it leaves open the question of whether the actual ability the players possess is magical in nature.
I actually keep running into those problems so often that I really DO want to see a dual origin, or a primary/secondary origin setup. I have an example in my own Majik - he's a scientist who, while researching technological means to protect soldiers from magical attacks, discovered a way to replicate magical spells with machines. Is he a Magic character? After all, he's using magical energy and effectively casting spells. Or is he a Technology character? After all, he's suited up in power armour and using science and technology to produce those effects. I ended up solving the problem by claiming he's using magic mostly as a power source, hence he's Technology, but I'd have gone MagiTek if that existed.
I completely agree with you on this subject. I see origins as a meta concept, an in-game mechanic that's meant to represent a much, much broader, abstract gameplay aspect by explicitly simplifying the complexities and abstractions of that concept down to five categories with the implicit agreement that what stands behind it is inherently impossible to standardise. In simpler terms, when you pick an origin, you are practically just picking a word, but you are theoretically putting your own complex, involved, unique story into the category it most closely resembles. It is inherently impossible to do anything with origins because to do that requires that you assume what players "meant" when they picked their origins. And with how broad a concept range origins cover, that is a physical impossibility, not without infringing on people's creative freedom... Which the Origin of Powers and its legacy - the Incarnate system - end up doing.Quote:Because it doesn't have a reconciliation, my preference is to use the interpretation of origin that has the greatest chance of being singular without massive oversimplification. But this is one of the reasons why I think origin ended up being a mess, and Origin of Power was an even greater mess. Instead of admitting that origins were a gameplay simplification, like health bars, Origin of Power tries to make the case that the massive oversimplifcation actually represents something real, like as if a contact tried to explain there's an actual cosmic reason why higher conning things con purple, like their cosmic life force blue-shifts the light emitted from their bodies. You're left wondering why a contact is even talking about critter targeting information when they aren't supposed to be aware of its existence.
You can't base a storyline off an oversimplification of a concept for gameplay purposes. Origins have no explicit meaning. Their meaning is always implicit, requiring the context of description, costume, powerset selection and often further explanation of the thought process that made the character from the player himself/herself. This is like trying to define an in-game storyline and progression system based on a character's hair colour... When not all characters even have hair.
As far as metagame systems go, Jack Emmert's old team seemed to love to give in-story explanations for simple game changes. Unlocking capes was perhaps the first example of this, and while that was relatively positively received, I don't think it's a good idea in general. Some things should be left as meta-game elements without giving them contorted in-universe explanations. I feel the game's storyline would have been far superior if we hadn't tried to explain Powerset Proliferation by involving Dr. Brainstorm messing with the "Origins of Power."
You talk about contacts explaining why high-conning enemies' names are purple, but I have an even better example right out of the game: Contacts who talk about why a Brute who was never able to pick up an axe before is able to now because of a tear in the fabric of reality. That's almost literally the explanation we got. First of all, to ADMIT that your character are unable to pick up an axe and swing it is bad form. That's a gameplay limitation. We don't talk about it in-story. Secondly, to explain it with reality-altering experiments is just stupid and lazy.
The Origin of Powers has been a cancer on the City of Heroes storyline ever since it came out, to the point where I feel we should simply get rid of origins wholesale and just let people write whatever they want in an Origin text box. -
I'll never agree with the notion that all "good" names are taken. What's taken is "obvious" names. I consider running into a reserved name the same way as running into someone with the same costume as me (by pure chance) - I need to do better and think of something new.
That said, I've never been against running the name purge script, even often, provided we don't mess with its settings. I just know that people won't get the few specific names they're after. -
Quote:Actually, it turns out I have a mistyped card name on the other big one, the 560. My benefactor pointed out to me today that while the name said GTX560, the catalogue number said "580" and looking that up through a Gygabit retailer revealed that this was, indeed, a 580 card, and the price even matched what I was given. So that's the model names and numbers sorted.Not sure, but you probably have typo'ed or in-house stocking info for the card and not the EVGA model numbers.
I also spoke with my supplier to clear out the confusion and pin down what they can even acquire to sell, and I what everyone seems to be suggesting the most heartily is a Gygabit 580 card. It's a little more expensive than I'd have hoped for and I have some concerns as to whether it will physically fit inside my machine, but my supplier has promised to handle that. And I'm pretty sure that this will more or less end my PC spending for at least a couple of years, and I mean ANYTHING large-scale. The odd mouse or keyboard doesn't really count if I don't need to buy any expensive high-tech hardware, which I probably won't.
So, yeah, thanks for the assist, guys. I really appreciate it
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Quote:I believe it's been said by multiple developers that "origin" stands for the origin of your powers, not necessarily the origin of your character, nor necessarily the nature of his powers. The latest I hear was in regards to Demon Summoning, where I think it was BABs who explained that a character could have acquired the ability to summon demons through magical, technological, scientific or any other means and that would be perfectly acceptable, but what the actual demons are remains the same, at least in regards to powerset thematics. So a technological character who has scanned the Demon Prince dimension and developed a mental override projector which could control demons remotely would still be stuck using magical demons requiring summoning rituals, but his origin could still be Technology. Mostly, this was said to explain the summoning runes.For me personally, the question comes down to something simple: at what point did I believe my character become a hero or villain? Was the addition of the magic sword the moment when the character was "born?" If so, magic origin. If my character was a hero first, and then got a magic sword, natural.
Less broadly, the reason I keep bringing my namesake Samuel Tow is because he's very relevant to the topic of weapons and the borders between origins. When someone asked "well, what if you're both," I instantly knew that that's my case in a nutshell. I made Samuel a Science character, because the source of his greatest power is genetic alteration too complicated to explain here. It allows him to act fast, think fast and perceive the world with inhuman clarity. However, how these powers actually enact with the world, as I have conceived the character, is through the use of a rather large collection of gadgets and weapons, not all of which I've put down in direct narrative. Among them, I have:
*A sword which could cut through any known substance. If I can't think of enough technobabble to explain a material blade, I always have the option of swapping to an energy blade.
*A pair of pistols capable of firing a variety of ammunition that they can swap in real time, including VERY high-calibre rapid-fire rounds. I recall a fictional pistol mentioned as firing ".90 calibre armour-piercing concussive rounds" which could fire in auto bursts. Ouch.
*A "hard light" cape which can be used as a shield against energy weapons and projectiles and directed beyond the physics of real materials.
*An inertial impulse device which allows him to both jump incredibly high and far and also switch directions mid-jump if necessary, as well as land without injury when falling from great heights.
Those, and a few others I may be forgetting. So while the character's most commonly-depicted power is his ability to dodge bullets and close in on enemies before they can react, his arsenal of technology makes him far, far, FAR more dangerous than just speed and reaction time would normally permit. -
Quote:A few points:Because you can make a male character in tighty-whities, or a female character in what amounts to little more than a string bikini, but god help us if they're fully nude (except not really because the game doesn't render naughty bits, so the models are all smooth right 'round the bend and look no different than the scantily-clad characters we can already make).
1. It's already possible to match skin tone to costume colour for rather a few colour choices.
2. Skin doesn't only use unique colours, it's base texture is brown-tinted which means skin colours will never match costume colours even for the exact same colour selection.
3. There are no "naked" characters in this game any more so than a Ken doll is naked, because none of our character models have any primary sexual characteristics. None of the female chests have nipples and neither lower body has reproductive organs. The most you can do is a ken doll appearance that's more that of a genderless alien than a naked person.
4. It's very much possible to exclude a range of colour selection from costume items based on what skin colour the character has selected, though such would obviously require a tech solution to implement.
5. A broader colour selector with custom colour options would be a very good addition to both skin and costume colouring. The game already saves each costume piece with four 24-bit colours attached to it, yet out of those 2^24 colours, we only get to pick 110, and none of those are cream. -
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I have some new information after consulting with my supplier and my benefactor, and I've received the following four offers, which will probably be negotiable if I want to go for it:
1. GTX 560, nVidia GeForce N56GOC, 1Gb GDDR5, 256 bit, 2xFAN, GIGABYTE
2. GIGABYTE nVidia GeForce GTX480, 1536Mb GDDR5, 384 bit, DVI
3. GIGABYTE GTX 560,nVidia GeForce N56GOC, 1536Mb GDDR5, 384 bit, 2xDVI, mini HDMI, 3xFAN
4. nVidia EVGA e-GeForce GTX580 SU, 1536Mb SCC
That's quite literally all the information I'm given on each of those, and I'm not sure I can parse it all. Since my budget is flexible for the moment, I at first thought of just shooting for the 580, but it's actually a cheaper card than the 560 which shows up before it. I don't know what the SU in "GTX580 SU" stands for and I don't know what an "e-GeForce" is, but I fear those may be some of the "catches" I was worried about to begin with, since the 580 is about the same price as the 480 listed above.
At this point I think I'll just go ahead and shoot for a GeForce GTX580, but I want to know what KIND of 580 I should be looking out for, since there seem to be types and types and types. I looked through the links previously in the site, but none of them seem to list what I'm being offered. Maybe it's a local thing? Anyway, I'd really, really appreciate any additional info on those four you guys can give me, as well as any info on whether I should be looking for a fifth option. -
Quote:I intend to upgrade now and not touch it again any time soon. The last time I upgraded was I think either a year or a couple of years ago, and I wasn't planning on upgrading so soon anyway. Yeah, next-gen games are getting fatter and fatter, especially with the Unreal folks releasing ever more unnecessarily-detailed engines, but I feel that I shouldn't need much more processing power in the future if I get something decent now.Now it's a matter of price. The 560 Ti is targeted in the $200-250 market segment. If that's "lower end" as you put it then just remember it's still faster than the card you have. If you have the bucks and don't upgrade frequently then buy the fastest you can afford, whether that's the GTX 570 or the 580.
My GTX 285 runs like room heater on the back. I have my PC away from any walls, so it's essentially blasting hot air in the entire room. If I step on the gas, as it were, and run a taxing game, it can out-perform my air conditioner for heatingQuote:This is no lie! I kept my window open and the heater vent closed all winter with my 480 running. 99C while gaming pumping out the back of my rig.... It'll handle anything that I throw at it though.

I seem to have gotten something of a small, cramped case, so I'll have to speak with the manufacturer to see what can be a good fit in there, but I'll shoot for something powerful, I think, and see if I can't spend the extra money now and save myself more shopping in the future. The rest of my system should be pretty solid for a while more. -
"Introduction" missions that need to die in a fire, or let me skip them:
University introduction
Difficulty contact introduction
PvP introductions
Security Chiefs
Wincott/Temblor/Peebles/Bower introduction
Architect introduction
If I have done these once, then I know what I'm doing. DO NOT make me do them again and again and again. -
Quote:Which is a problem why, exactly? "Cured" Lost give no rewards whatsoever and I'm pretty sure they don't count for Defeat badges. The Lost Curing Want arc shows up at level ten. Even at that point, a hero has the option of going to Kings Row and attacking -5 Lost for just as easy an encounter and just as much boredom.The wand timer is there to keep the hero from dominating the "cure encounters".
The entire mission where you cure the lost is dumb and badly designed. It's a no-rewards mission, it's awkward, it's never, ever fun and it takes far too long. This would be far superior if it were an instance mission with several bosses that dropped to their knees when defeated and became invulnerable to anything but the Lost Curing Wand, providing a legitimate mission and mixing that in with the curing mechaninc. At least it would ensure fair fights. -
Quote:Indeed. It takes all kinds. That's kind of the good thing about how customizable and versatile City of Heroes is. We can all play whatever it is that works for us without necessarily stepping in each other's toes. This isn't really true in almost any other MMO, specifically Fantasy ones, where the breadth of both your powers and your appearance is limited to the scope of the fictional genre, something which is often quite narrow. This is actually a problem with even our competitors, the other super hero MMOs, which focus so much on delivering a specifically pointedly COMIC BOOK experience that they hamper the option to explore other themes to much of an extent. If I don't like comic books as I don't, you can still explore sci-fi, film noir, anime themes, cartoon styles and more here in City of Heroes. In a comic-book-company-licensed MMO, you're kind of doing it wrong.But it does leave more to the imagination. That's good for some people...
Not that I don't have some weird unimaginable concepts, myself, though. I've found I'm not a very "visual" person, so to speak, and most of my characters start as abstract ideas of fairly vague concepts until I sit down at the editor and use that to give physical form to those abstract ideas. I quite enjoy my de facto literal goddess character despite having no clear idea as to what her powers should be, beyond the general description of "energy." Again, it takes all kinds, and that's a good thing. -
I'll go one step further and postulate that the creative cosmetic freedom that City of Heroes gives us is a large part of the game's appeal. As Moo has demonstrated, people DO care about what they look like - a lot - even if different people care to different extents. As such, I really want to see a larger focus on cosmetic updates to the system than what we have now. It's been ages since we got any meaningful power customization, and that's counting the half-hearted effort that were the Blast set custom animations.
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Quote:Hahaha! Yeah, that's kind of sort of like what I'd want for a "bare hands" JudgementFrom what I can gather, Sam wants something like this for a Judgment power, where it's just raw kickassitude. And y'know what? I think he has the right idea.
And, yes, that's pretty muck kicking *** in its pure form, no energies or weapons involved. Just FALCON PUNCH!
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Quote:That's another thing that people seem to ignore - it's much easier to feel super with something we can envision, imitate and imagine than it is with something as abstract as "fiery melee." I can describe what it is - melee that uses fiery attacks - but I can't "feel" what it is because it's too abstract of a concept.But having trained for a couple of years using melee weapons and martial fighting, I know what it feels like to punch something hard. I know I can't just swing a sword and slice through something metal. By extension, it feels a bit more super when my Kat/SR can easily fend off a hoard of energy pistol toting aliens and come out with but a scratch while standing over a heap of carcases.
Not that it feels less super to do such a thing by using fists of darkness, but I don't really comprehend what it *does* feel like. And I doubt I ever will.
By contrast, I have a small collection of toy guns that I've been putting together since I was a kid. They're the kinds of toys that shoot those small plastic pellets, and my prized possession is a Nerf Maverick Rev-6 which... Is a Nerf gun
But even then, it's far easier to imagine using that in a visceral way than it is to imagine punching people with darkness, say.
That's kind of my problem with a lot of melee sets, especially Dark Melee - they do a lot of damage, but don't "feel" like they hit very hard, leaving me to assume that the element in question is somehow doing a lot of the damage. Midnight Grasp is probably the worst offender - one of the stronger melee attacks, and it's just a cast.
While I try to make weird character concepts, I prefer to stick to more grounded kinds of super powers, at least visually speaking. Guns, swords, fists, that sort of thing. Things that are easier to imagine. -
Quote:See, I was like this, myself. I still firmly believe that the game is well playable without Fitness. However, the game is more fun with it, I discovered this VERY fast after it became inherent. Easier to build, easier to play, easier to kill stuff with.I never had to take Swift/Hurdle, Health OR Stamina in the game I'm playing.
This is also one reason I stopped playing Blasters. Before, my Scrappers and Brutes had to rest a lot because they ran out of endurance and I lost a whole lot of fights because I didn't have the energy to go on, while my Blasters rested a lot because they kept getting killed... Well, Stamina solved the Scrappers' and Brutes' problems but did jack squat for the Blaster, which just made them perform that much worse by comparison.
What inherent Fitness does is let us play more and work less when making a build.
I've never been entirely happy with Epics. For one, the final two power picks are scrunched together at 47 and 49, giving you just six slots between them, when for the previous 20-ish levels you've been getting a power and then a full six slots for it. What this means is that your final power pick, instead of being awesome cool, must be something unimportant, so that you can have the slots necessary to slot up your 47 power, which is the earliest you can take your final Epic power. And if that's something like Long Range Missile Rocket that really really benefits from having six slots, it means you want a 49 power that you don't need to slot almost at all.
Also, when Epics moved to 5 powers, that was a bit irritating since we still only have 4 power picks from when they open up. Opening them up earlier would rectify that, in my eyes, but it's too late in the game, metaphorically speaking, for that kind of change to happen. -
Quote:I think I may consider going one generation older and shooting for a very high-end 400 card. I spotted a few 480 cards that seemed to perform exceptionally and didn't lag TOO far behind the 580 cards the sites had to compare with. Would that be a wise decision? I don't think I can afford the "latest greatest" at any rate, and I'd rather have yesterday's greatest than today's mid rangeIf you're going to go with a generation older, and get a 460, make sure you get a 460, not the 460 SE. The difference between the two is more or less the same as the difference between the Ti and non-TI 560s.
And yes, the *80's of one generation DO run faster than the *60's of the next generation. Their clock speeds are usually comparable and they usually have more execution units. So they work better in parallel.
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I'm with the clawed one in this case. The inability to strip an entire build of enhancements in a respec is something that's largely undesirable to the development team, now more than it ever was. The health of the Market depends on both supply and demand. Allowing people to hoard and reuse their own enhancements does colossal damage to that equilibrium.
Personally, I wish the respec process didn't allow us to keep ANY enhancements whatsoever, even the 10 we keep now. All allowing us to do this does is make people ask for more. -
Quote:This is what I tend to refer to as the last big thing left in customization. It's probably a little bit more complex than adding extra animations to shared powers to account for different activation sequences and different weapons, but I agree with you - this would be big. Even if we don't get any extra weapons to choose from this would give us SO MANY new Blast sets at least in appearance that it may well double the blasting characters in the game. Ice Rifle powerset, Flamethrower powerset, Energy Rifle powerset, the sky's the limit. And the kicker is that these really wouldn't require all that many new animations. How many ways are there to shoot a rifle, really? Assault Rifle already has enough animations within it to handle most existing blast sets anyway, and it should be simple enough to have one animations where you raise the rifle above your head, collect an energy/fire/radiation/etc. ball at the end of the barrel, have it expand and explode and enact a nuke that way.It would be a lot of work, but I've always thought it would make more sense to simply let the various blast powers emanate from rifles. (eg. do it for all blast sets, so you could make your radiation rifle and fire rifle and dark rifle...) rather than making a separate powerset that duplicates two others.
I would be hesitant to extend this to melee weapons, however, since that would be a LOOOT more work and be of much more dubious quality in the end, anyway. Though, I must admit, having a set that's all fire swords, ice swords or stone hammers might be fun. -
Quote:That's kind of what I mean. I don't so much mind that Mids' condenses some things, like displaying healing in percentages rather than raw hit points, since I at least know how those work. However, let me refer you back to my previous example of World of Confusion. When viewed as a constant effect, World of Confusion seems to be doing a constant low-grade confuse. However, it doesn't. The power has a tick time of four seconds, but the fear only lasts 1.5 seconds, meaning that even with 100% Fear duration enhancement, it still wouldn't be a permanent effect. The game can't tell you this, I'm fairly confident that Mids' doesn't have the interface to tell you this, but this is a crucial element of the power's usage. The confuse effect isn't nearly as consistent as the numbers make it seem.Then there's the fact that CoD has a very generic interface it uses to show all powersets and powers, something that Mids currently lacks. I really want to add a full-on Power Browser that supports linking to pets and other powers, like CoD does, but that's lower on my list than Exemp and PvP DR support (and just slightly above Mono support).
Or take Detonator, for instance. All Mids' can tell me about it is that it does "GrantPower Bomb to Target" and "GrantPower Time Bomb to Targer". The who of the what now? I don't really blame Mids' for this, though, as that particular power is so contorted I'm not sure what it would take to list it. It grants a temp power to a henchman, and which power it grants depends on the henchman type, and what damage it does depends on the henchman class. If it's a "non-thinking" henchman, he gets a self-destruct power, activates it and explodes. If it's a "thinking" henchman, he gets a SUMMON, which he activates, summoning ANOTHER entity with its own unique stats and powers, and what the damage THAT does depends on I cannot say.
But these are the kinds of powers where an interface like City of Data really helps. It's not trying to give me a reader's digest of only the relevant bits, it just gives me raw power stats so I know what the power is actually doing, rather than what the designers want me to think it's doing. I've personally never seen a problem with letting players know how the game works. I don't need to know how to min-max it and play the system, far from it, but I should at least know what my powers do and what my modifications to them accomplish.
Easy example: Why can I slot Resurgeance for endurance reduction? The power costs no endurance and is used when I'm dead and don't have endurance anyway. But I can slot it for endurance, and its cost goes from 0 to +42.4%. Huh? What did that accomplish?
I generally use Mids' Hero and Villain Designer when I want to make entire builds. But if I need to figure out what a power actually does, City of Data is the place to look. Mids' is the game, City of Data is the user manual. If you can put both of those together, then I may never need to access the Internet ever again
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Quote:Personally, I feel that using only a single blade for Dual Blades (say, the right-handed one) would be a good compromise, but I'm not sure if would be necessary. Once a long time ago BABs told us that powers could be coded to play different animations based on the "stance" you are in, so normal Brawl is a punch, Brawl with a bow in hand is a kick, Brawl with a shield is a shield bash and so forth. As such, I can actually see such a "Slashing Judgement" have always the same effect - an extending character-centric shockwave, while at the same time playing an animation unique to the powerset with which it is used, or an empty hand animation if you want to go for a "cutting wind" sort of hand gesture magic.Slashing I think being a good example as you have to decide how to manage Dual Blades. Do you have the 'Sword' epic judgement be just a single blade? And then the stylistic issue of the difference between Broadsword and Katana. Although thinking, I suspect that 'Swords' are the only ones where that is really a problem. Although bare hands/unarmed would also be a bit awkward since, for instance, Super Strength and Martials Arts are very different styles.
And, yes, I'm including the possibility of cutting with a mace. Doesn't make sense to restrict Incarnate powers from certain powersets. This also allows Mace users and weapon users in general to put away their weapon prior to using their Judgement to get the default animation if, for instance, a Warhammer user doesn't want to cut with the flat of his hammer.
The animations themselves don't need to be very complex, either. In fact, something akin to Golden Dragonfly for an AoE, but slowed down a tad, would be sufficient. Axe, Mace, Sword and anything else right-handed can share the same animations, Katana can use its own Golden Dragonfly and Dual Blades can use that... Thing, the AoE in the set, I forget what it's called. The one for the Sweep combo. Of course, slowed down and with more camera shake.
Or if you want to go a different route, you can make it a much longer 90 degree cone that's some sort of forward horizontal slash, though even then Axe, Sword and Mace can use the Pendulum/Slice/Crowd Control animation, Katana can use the, um... Flashing Steel animation? And Dual Blades can use the Sweeping Strike one. With flashier effects and more camera shake, of course.
And in both instances, this would require something of a bare-hands casting animation, too, perhaps something akin to Whirlwind for the AoE and, um... Something from Kinetic Melee for the cone one.
Oh, I agree with you - I'd like to see an entire Energy Rifle powerset for Blasters, Defenders and Corruptors, and I really would like to see more weapons added to Mastermind Pulse Rifle customization. I mean, at least the Vanguard Redding Rail Rifle makes sense to be there, as do the Nemesis ones and a few others. Rifle customization in general is very lacking, comprised mostly of age-old props ripped right out of the game and never updated... Pretty much at all, sans this one Steampunk rifle.Quote:And I do agree to a large extent, but I've also had my motivation killed off significantly because my favorite weapon set doesn't feel like it gets that much attention [Energy Rifle] for just that reason (single powerset in a single AT). I will say I was extremely pleasantly surprised to find that the steampunk rifle was enabled for Energy Rifle.
That's kind of what I mean - it feels like cosmetic customizations is all but forgotten these days, especially for a few particular sets like Assault Rifle, Claws, War Mace, Archery and a few others I'm forgetting. About the only set that has enough options right now is Broadsword, with Dual Blades trailing shortly behind. Everything else can use more options. -
Quote:I think the disconnect is that you draw a distinction between "guns" and "super powers" whereas I see guns AS a super power. When I mention "skilled with guns," I suspect you more picture someone like Solid Snake or Duke Nukem or Sin's Blade, who is more or less a guy with a gun. I, however, tend to imagine people more like Devil May Cry's Dante or Advent Rising's Gideon Wyatt, those whose use of guns is superhuman, supernatural and entirely unique to them. Their guns aren't always normal, and are sometimes even magical, such as Devil May Cry's Nero's Blue Rose (even if the pistol itself sucks). I could go one even further and bring up the absurdity that is Equilibrium for super-human nonsense.In some ways that's what I mean too, but in a more extensive sense. A gun is the great equalizer: It makes the distinction between a warrior trained from birth and one drafted a month ago almost academic. It in a way is the *opposite* narrative of he Superpowered Individual.
My point is that "the gun" is only an equaliser if the sum total of a character's power is "has gun, will shoot." The scenario I described above, however, requires rather more than just that. It requires improbably aiming skills enough to hit a fast-moving target in a high-wind environment one-handed, upside-down and in free-fall. It also implicitly requires that you possess the ability to survive jumping out of a helicopter in flight and surviving the landing. If you treat the gun as "a gun," then I can see how that might be demeaning. But when I make a character with a gun, that's a super-human character whose super powers just happen to express themselves through a tool in the form of a gun.
Actually going back to Advent Rising, what that game taught me was that you very much CAN utterly obliterate an entire platoon of enemies with just a couple of the right handguns and the right aiming skills and the right bullet time. That game more than any other has taught me how cool dual-wielded pistols can be in the right hands. In fact, pistol play in Advent Rising is - I dare say - superior to what we get in City of Heroes simply because our pistols don't feel nearly as immediately lethal or nearly as fast. -
From all accounts I've been able to find, the 60 cards are more towards the lower end and the 70 and 80 cards are more towards the upper end. I happen to have a dealer I can trust to deliver quality and put up with customer whims, so I'll have to consult the guy in charge there, as well, but from what I'm hearing so far, I should be shooting for a 400 or 500 card that's 60 or up.
Also, the comparison site proves what I'd feared - the 80s of even the previous generation are faster than the 60s of the next one, as a 480 scores significantly higher than a 560Ti. And it also proves that the 400 cards do run much hotter. Thanks for the help. I have something to work with, which I needed by the end of the day
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Quote:To each his own, I suppose. I tend to subscribe to the "Good, bad, I'm the guy with the gun!" view of firearms, in that they're less a tool for war and more an instrument of personal empowerment. If you have an unrealistically powerful gun, an unrealistic ability to use it and an unrealistic ability to obtain unlimited ammunition, it transcends the role as a mere infantry sidearm and becomes something else entirely. But again - to each his own.I really don't find guns very exciting in an individual context, guns only become interesting in a cooperative, organized, collective sense to me. (With volleys and such) guns are just not very aesthethically interesting as a symbol of individual power, they only become so when you move into the industrialization of war aspet, the synchronization and mass-production aspects of modern war.
I personally feel that Incarnate powers should have been made much more diverse to begin with, possibly as extra powers in your own powersets, or at most in the same vein as Epics. But then, this is a major source of disconnect between what I want and what Incarnates provide. I wanted a system which extends what I can already do, whereas what I got was a system of brand new unrelated abilities, "the power of the gods." However, because the power of the gods is so poorly defined that it could be anything, it bugs me that it can't be swinging a sword or shooting a gun. After all, I want to be an Incarnate of Bloodgun, the god of gunsQuote:It's a lot more work (relative to the gain that is) to make a minor special exception (like a weapon-using set, that may I remind you, would fit only to a single powerset and cause redraw issues with the others) than to create a new generic system. 
More seriously, Incarnates are driven wholly and entirely by meta-game numbers, with visuals tacked on after the fact just to differentiate the gameplay effects. When it comes to Judgement powers, for instance, I'm not really looking for one that has an effect unique to swinging a sword, I just want one that much more easily makes sense for my sword user. Or my Axe user. Or my Dual Blades user. Or my Super Strength girl. Or my Rifle Mastermind.
I just want to see my Incarnate powers be more directly relevant to my character's powers. I want a more physical god, one who comes to Earth to throw down, to kick *** and chew bubble gum, as it were. Not all gods fight with fire and lightning from the sky. Some do prefer to punch things really, really hard. -

