Starhammer

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  1. Quote:
    Originally Posted by Reppu View Post
    Let me stop you all here for a moment: You ARE aware Hold and Immo and other such powers for Controller/Dominators NEED to do damage, right? The Single Targets and the AoE Immo at bare minimum.
    Yes, sorry, my descriptions are very short at the moment. powers doing damage as appropriately comparable to the powers they're based on was assumed. But, this being the internet, I suppose I should have spelled everything out in detail...


    Quote:
    Originally Posted by Reppu View Post
    PS: Also, I'd sooner have Throwing Weapons over Another Gun Set. Seriously, we have five of them now. (AR, BR, DP, Thugs, and SoA).

    PSS: SoA and Traps characters already do what these power sets do, really. Sure, they aren't pure 'Control Sets', but you can already make your 'Natural/Tech' control-esque character.

    The niche is filled already, is all.
    Throwing weapons is a neat idea, though I wonder how well the tech would work, since the chosen weapon would have to function visibly as a power effect rather than an equipped weapon, since animating the weapon being thrown at a target couldn't be modified (without significant difficulty) to accommodate targets at varying ranges.

    As for your other arguments, the fact that we already have 5 other "guns" sets works in favor of this idea, since most of the animations, power effects, weapon costume pieces, and even power functions already exist within the game. Instead of building new from scratch, they can copy/paste a significant percentage of the art resources, then get to tweaking the numbers and balancing.

    Never been overly fond of Traps, and it fails to fill the need for a Controller or Dominator who can be themed with "guns" like Blasters, Defenders, Corruptors, and to a lesser extent, SoA are capable of. As for SoA, yeah, they do *some* of this very well, but not enough to actually fill the Control role when it's really needed. They have a great immob and an ok hold, and decent damage, but they are not Controllers or Dominators. Also, as VEATs, they are locked into redside at least till level 20, and tied to their own storyline. While not insurmountable, this is inappropriate for many characters RP or conceptual purposes.
  2. Sorry if these have already been mentioned in this thread, but a couple simple things I'd like to see are to have the rocket powered hammer from Titan Weapons scaled down and added to War Mace, and similarly scale down the D.U.S.T. Cannon and add it to pistol options. Also, the resistance rifle in Beam Weapons (without the crystals and half moons and stuff) would look wonderful in Assault Rifle, even if the "clip" is odd looking for hard ammo. Also, there's an Arachnos Machine Pistol that looks slightly like an mp5 out there (not the one that VEATs get access to) that really should be available in Dual Pistols, even if it had to be unlocked with Spider Smasher or something.

    On a less simple note, I have always wanted Rotary Assault Weapon for Assault Rifle and Wolf Spiders (and now beam weapons too). Something similar to the M1-L1 Triple-Pulse Rifle from Deep Rising is what I'm thinking of, or perhaps an elongated variant of the Nerf Firefly. Even if rotation is just implied rather than animated (like Longbow/Council/Crey gatlings), it would be good enough (though as Nemesis troops show, animated is certainly possible, since they have brass versions of just the sort of thing I'm asking for). Smaller versions as pistols also please!









    Finally, I'd really like the bottom half of the space corsair "robe" available individually, maybe as a kilt or something. I've long wanted something similar to the command kama worn by some clone troopers in the Star Wars clone wars era. That's the closest I've seen so far, and while the top of the robe is cool, it's a "robe" so it doesn't mix well with all other parts.

    Also related to the Corsair outfit, I'd love a 3rd backpack option that just has the neck ring and not the pack. The ring adds a detail that would help many space suits and armored types, but the pack, cool as it is, doesn't always mesh with other styles.
  3. Agree completely that we need Control and Assault sets that use guns/launchers of some sort. Many of the sets we have could be easily justified as "tech" if you do them from a "power armor" perspective, but I just want to be able to have some Controllers and Dominators in my "Soldiers With Big Guns" groups.

    FWIW, my takle on it was Munitions Control and Assault

    MUNITIONS CONTROL
    1) Net Grenade (immob)
    2) Taser (hold)
    3) Wide Area Net Grenade (aoe immob)
    4) Smoke Grenade (aoe -to hit, -perception)
    5) Caltrops (like normal caltrops, but with a 80' range, deployed by launcher)
    6) Sleep Gas Grenade (aoe sleep)
    7) Flash Bang (aoe stun, -perception)
    8) Choking Gas Grenade (aoe hold, + toxic dot)
    9) Gun Drone

    MUNITIONS ASSAULT
    1) Micromunitions (similar to Burst in performance)
    2) Pummel (as arachnos soldier)
    3) Rocket (similar to Slug)
    4) Bayonet (as arachnos soldier)
    5) Targeting Drone (as Blaster Devices)
    6) Flechettes (similar to Buckshot, but with a lethal dot and some -def)
    7) Frag Grenade (as arachnos soldier)
    8) Excessive Force (knockdown, stun, extreme damage over time, and aoe fear) [this is the one power in the list that's not really a ripoff of an existing power, your character knocks down the target and pummels and kicks them mercilessly, like a "when protests go wrong" video. Duration similar to Sands of Mu (except the damage doesn't end long before the animation does). If possible, it should simultaneously spawn an untouchable NPC holding a camera nearby]
    9) Guided Missile (extreme damage sniper attack [smashing/lethal, and minor fire dot], with additional minor aoe smashing + knockdown)

    any powers that would normally be thrown grenades would instead be launched from the grenade/missile launcher weapon the character gets. Both Munitions and Assault would use the same weapons options (like archery/trick arrow) so if you choose both you don't have redraw from primary to secondary or vice versa. Aside from any new weapon options the devs might want to give us for this, it would include existing grenade and missile launchers used by the 5th Column (and others) some assault rifle options (like the vanguard gun) and the D.U.S.T. cannon, because that thing just looks cool (I'd love to see it shrunk down and given as a pistol option as well, but that's another thread).
  4. Starhammer

    Ninja Sprint

    I love Ninja Run, but not just because it's a halfways decent travel power I don't have to dedicate a pool to, I love it for the animation. It looks cool running, it gives shield users a good "shield charge" stance, and then there's that sweet flip in there (very important, because how can ninjas "flip out and kill everything" without being able to flip?).

    Unfortunately, Ninja Run chews up a lot of end, and is mutually exclusive with Combat Jumping (which most of my characters have on either all the time or all the time they're in combat), which is fine because you don't want Ninja Run's performance to stack with other such movement powers considering it's accessibility - however, I'd really like to be able to have that "flipping out" thing going on amidst to fury of combat, even when Combat Jumping is on.

    Therefore, I'd like to request a Ninja Sprint (or maybe Ninja Dash?) power. Many of us already have a bunch of extra Sprint variants cluttering our powers screen, but with the exception of Prestige Power Slide (which is wonderful for some concepts) the effects of the others aren't very distinct or interesting. It would also open up a sprint variant to people who were unable to get Slide, and haven't reached the point where they get all the others yet. Better yet, from a development point of view, it would require no new art or animations, and no performance/balance testing, since the animation would just be Ninja Run, with performance being Sprint. I wouldn't go so far as to claim Synapse could just Copy/Paste some numbers into a new file named Ninja Dash (I'm thinking I like Dash better, because it's different, and also saves 2 characters when I come close to the 255 cap in long keybinds)... or well, maybe he could... but I'm sure you get the idea.

    And of course, same thing could be said for Beast Dash.
  5. Starhammer

    Giant Crocodile

    I agree, we don't want a Crocodog...

    Wait, actually, yes, I do want a crocodog.

    But that's neither here nor there. Yeah, the rig would need to be stretched and flattened, but we're still a lot closer than we were the last time the Sewer Croc GM was discussed.
  6. Starhammer

    Giant Crocodile

    So, we have a four legged rig these days, and with the recent news item about a new record for world's biggest crocodile being captured, I think it's a perfect time to ask once again to get a giant crocodile as a giant monster in the sewers of Paragon.
  7. Just want to say overall, I love the Summer Blockbuster (and I hope we can access it for a week around Christmas too, another time for big movies). There's a few things that I think could be better, but most are minor issues, or just higher bars to aim for the next time.

    In Time Gladiator, the set is beautiful, especially the Host's Box in the cutscene. Unfortunately, The crowd looks really sparse. This is a blockbuster, and our fights are kinda a big deal. We shouldn't have to risk our lives for a Tuesday Afternoon matinee audience

    It also seems odd that the mecha team has no badge (or at least none that is known, but everybody says there's none, so it's tough to look for one). If there really isn't one, there should be. If there is, it'd be nice to get a hint of how to find it, or at least get confirmation that we need to keep looking for it....

    I look forward to the Coliseum making it's way into AE and PvP arenas.

    As for Casino Heist, I love that we have some missions with non-combat oriented mechanics. It's truly a wonderful change of pace. I'd like to see more of this, but maybe with a little more wiggle room for personal choice in how we go about certain parts, such as dialogue options. Having to choose a particular way every time we repeat, just in case we're with a new teammate who might be missing the badge can stifle the fun a bit.

    It would also be extremely cool if selecting our role gave us an OPTIONAL disguise temp power to look like the "movie star" playing the part.

    Finally, the biggest letdown of the event, the fairly typical mob+boss fights in Casino Heist don't seem to really fit the theme of the story. I can't say how at the moment, but I'd really like to see the climax be something a little more dramatic and fitting than just "do the cool stuff, then beat somebody up".

    As for the reward, I love the proc. I'm a little sad that it's unique, which means I can't use a bunch of them to make my energy/energy blaster into something tanks want to play alongside. I'm also a little disappointed that it needs to be slotted into a damage power. Super Strength has that awesome AOE KB+Stun that I never bother to take because of the scatter, and if I could slot this into it, I'd probably change a lot of builds.

    Now this I have an idea for how I would choose to fix the shortcoming in one fell swoop. I'd allow the set to be combined with Catalysts to make Superior variants, and aside from all the standard scaling up, the big change I'd make is to the proc. It would still add the 20% chance for knockdown, and still have to be slotted in damage, and still be unique... but the "convert KB to KD function" would become global instead of power specific. That would allow us to have the option of applying it across the board to characters with a lot of KB powers that annoy melee types, or even fix unwanted KB in non-damage powers... all of which without being required to do so by a fundamental change in the game, so people who like their KB could keep it.

    Even if my (wonderful [ouch, must remember not to sprain shoulder when patting self on back]) idea were not implemented, for those who consider the proc to be an insufficient answer to a long-standing problem, consider this - this proc may just be a "proof of concept" test that they could alter at a later date more easily than making multiple changes to core functionality, if they should develop another way to do this more comprehensively. If they build a "fix it" button and give it to everyone, then they could just change the outdated proc to something more relevant.
  8. I'm tremendously in favor of this. I find it completely unreasonable that other players should want to limit my SG membership based on what they consider appropriate for their roleplaying purposes. If you don't want cross faction members, fine, don't invite them. That's an in character thing, and it should be left in character. Supergroup and base functionality should be a tool that can be utilized by anybody however. It's the same as the Influence/Infamy/Information split. We merged the auction houses, and what do you know? the world did not come to an end. There's no justifiable reason that guild functionality can't share the same cosmopolitan functionality, if/when they ever get around to overhauling the mess it is now.
  9. Quote:
    Originally Posted by StormSurvivor View Post
    Honestly, this sounds like a great idea for the outdated info terminals. ... and a redside equivalent I've yet to think of.
    LOVE this idea!
  10. Quote:
    Originally Posted by Zwillinger View Post
    This change is indeed intended and was an inadvertently missed note. We'll correct it ASAP.

    For those concerned, there should be a confirmation window that notifies you that claiming this from your mail will activate the booster. I do understand concerns about changing the way this works, however the fact that you had to search through your mail, claim it, then search through your powers list and drag it to your bar, AND THEN activate it was determined to be a suboptimal user experience.

    If you previously claimed boosters, they will still be in your powers and able to be activated in the legacy manner.

    Thanks!

    -Z
    It would be REALLY nice if we had a command that would claim an item from mail (designated by item name as a variable in the command) for things like this and other fairly generic items that must be claimed from in game email. Then when we find ourselves claiming a type of item repeatedly, we could build a macro or keybind to the effect of

    /claim_character_item XP Booster (or Windfall, or Reward Merits, or Double Inspirations, or whatever)

    or more advanced binders could try something like

    [key] +up$$+down$$claimcharacteritem xp booster$$dialogyes

    On a similar note, I'm not sure if this is already incorporated, but is there a timer or other safety measure in place to guarantee that you cannot claim a self-activating non-stacking item?
  11. Quote:
    Originally Posted by Freitag View Post
    Character Creation Costume Filtering
    • Added check box to costume and tailor screens to show only free and previously purchased costume pieces.
    Could we get a checkbox or some other tool that would help us to find costume pieces we haven't already purchased (other than just randomly running across them in the creator, or getting lucky and noticing when a new piece shows up in the store)?
  12. The show had its faults, but it was a fun ride. I'm actually far more disappointed that so many people seem so gleefully happy to see it gone, along with any other show that isn't their perfect cup of tea. Folks just have their expectations set too high for TV and movies these days. It's just video entertainment, and there's been bad stuff on for as long as there's been TV and movies.

    I think it has a lot to do with on-demand programming availability... Now that people can choose what to watch and when, everyone seems to get the idea that any show that doesn't fulfill their every desire is just worthless and should never have been made... Kinda the way a lot of folks can't stand the idea of devs "wasting time" working on any content for the game that isn't specifically geared toward their personal agenda.

    Everyone should just take a step back and allow themselves to be filled with wonder that there are amazing stories being told in a magic box, and if that's not good enough to keep them interested, then they should just go outside and play with other people...
  13. I wouldn't even mind burning a full respec on the simple changes, like just changing slots, or even just moving a couple slots... I have tons of them sitting around on every character... I just the process streamlined. There's been times I went in to respec a character just to move a couple slots around, and if I didn't write everything down beforehand, by the time I got to the slotting I forgot one or two specific changes I intended to make to accommodate a set bonus or something Then I had to do it all over again.
  14. Starhammer

    Ancient Japan!

    As a lifelong gamer, I've learned a lot of bits and pieces of other languages, and "kami" has been a part of many Japanese character names. I had to look up Jima though, but it was pretty obvious when I started seeing Iwo Jima pop up. (I probably know more Japanese than any other non-English language, except maybe Mandalorian, mostly from preferring to watch my anime in Japanese audio with English subtitles. It's not perfect, but it's a good starting point. I couldn't even come close to holding a conversation in Japanese though, or probably even asking an intelligible question.)

    Also, thanks for the praise, it's nice to have my imagination appreciated
  15. I wish I could just move a few enhancement slots without going through the whole process.
  16. Starhammer

    Ancient Japan!

    I love this idea... The Original Post (as it currently appears, as it seems to have been updated repeatedly to account for good suggestions) details an excellent zone that I would love to see and play in. I forget if the OP was updated to include the jungle and dinosaurs bit, but that should be there too.

    I've been wanting to see some Asian culture in this game that's more extensive than a few underused oriental contacts, and that period of a few months many years ago where this seemed like City of Ninjas. I'm all in favor of a "Chinatown" or something similar being added to Skyway or maybe IP, but the Ancient Feudal Medieval Japan-inspired custom Island is great, just so long as it actually has a lot of stuff going on in it, as opposed to being nothing more than a home for a TF and two sides of a story arc.

    IIRC it was mentioned that Official Propaganda aside, there were some areas outside of Praetoria that were not infested with Devouring Earth, and one of these was Tokyo. So how I'd like to see this go down is to accept that "some part of Japan or a nearby island" is successfully fending off hostilities from Hamidon and Praetorian forces, for now at least, and protecting some powersource that's keeping Tokyo safe. They're holding up under the relentless onslaught (of level 30-40 content) by drawing upon resources from both the past and future, using multi-origin time-portals to reach two other distinct periods of temporal significance, both in the Feudal past and a cybertropolis of the future.

    There would also be a Primal Earth version of the zone set in the contemporary timeline. Here we will find that Rose Star has opened a rift to Praetoria during an attempt to damage Emperor Cole's war efforts through infiltration and subterfuge, against the wishes of W.I.S.D.O.M.'s team leader Foreshadow. (Oh wow, there are Asians in City of Heroes) She and Spark Blade failed to check in however, and Foreshadow went after them... Now he's missing, and Mirror Spirit seeks your help in finding her lost team.

    Story arc ensues. Foreshadow is dead, but that's ok, because in the futuristic zone, he's been reborn as a bad guy, and he's running the Syndicate. Spark Blade is stuck in the past, acting as Genbu's primary Lieutenant, based on Genbu's promise (lie) to help him find and save Rose Star, who he lost track of during a great battle between the Four Lords of Kamijima. She actually ended up back in Modern Praetoria, and got captured by Cole's forces... but instead of killing her, Cole intends to brainwash her, remaking her in his image, thinking that she'll be a superior heir compared to his granddaughter, Praetor Duncan.

    All 4 versions of the zone use (approximately) the same geometry, even if the appearance is drastically different. This is done via phasing technology, so as players advance through storylines associated with the zone, they end up in the time/dimension they need to be in (preventing the need to zone back and forth repeatedly). It also opens up options to alter the potential outcome of the storyline, and the fate of the zone, based on the choices players make during the storyline, leaving the potential for

    1) Feudal Kamijima to end up in the hands of any of the Four Lords, or remain at war,

    2) The potential for Praetorian Spirit Island to continue resisting or fall to Praetorian leadership, or even be destroyed by the Hamidon,

    3) For Cybertropolis to be the future world capital, or to never have existed at all, being nothing but overgrown ruins populated by Devouring Earth monsters and a few hard pressed surviving tribes fighting for their survival.

    4) Primal Kamijima could remain at relative peace, or the rift to Praetoria could shatter, leaving the island to be overrun by warring factions between the past, present, and future.

    and 5) Any member of W.I.S.D.O.M. could end up dead or of different alignment by the end of it all.
  17. I like parts of the concept. For Munitions control, I'd rather see it use weapons. We already have plenty of cast control sets, but nothing using weapons. And there's some cool rocket/Grenade launchers in the game (even if they could stand to get a graphics upgrade) that we can't use.

    For the Assault, I'd suggest sticking with Munitions rather than Power Armor, because the idea of Power Armor, at least in CoH, is better covered with costuming than powersets. But if you made Munitions Assault, with some re-purposed AR attacks, the SoA Pummel, and maybe something new to be set specific, I'd be all over it.

    Trick Arrow/Archery Assault would be nice too.
  18. I do like the idea of the two power snipe... Power 1 being the "focus" part, where you click and it puts you in your "about to snipe" stance, and adds 1 stack to a "Sniping" status, similar to Street Justice, with a maximum of X stacks. When the Snipe attack activates, it has damage/acc/range/etc based on how many stacks of Sniping you have. Taking damage or moving automatically dumps all Sniping stacks to 0. As for the Interrupt issue, just have the Sniping sub power read all Interrupt modifiers as Recharge modifiers instead, allowing existing interrupt modifiers to retain their usefulness. Invisible math can be your friend. So can keybinds.

    snipe1.txt
    JOY4 "powexec_abort$$forward 0$$powexec_auto Sniping$$powexec_name Aim$$bind_load_file C:\snipe2.txt"

    snipe2.txt
    JOY4 "+down$$-down$$powexec_abort$$powexec_name Sniper Attack$$bind_load_file C:\snipe1.txt"
  19. Quote:
    Originally Posted by Rodion View Post
    There is one instance where a prompt might help, and the game doesn't provide one.

    When I'm a rogue running in Paragon City (or Hero in the Rogue Isles), the Ouroboros portal will send me to Villain (Hero) Ouroboros. Most of the time this is not what I want, as Ouro is used as a way station to zone for missions. (I believe the mission teleporter also provides no prompt in similar cases.)

    Since going to Ouro in this case by mistake will wind up making me spend several minutes correcting your error, a prompt here would make the most sense, but one is not provided.

    Which only serves to points out how useless the prompt for going from Pocket D to another zone is in comparison.
    Combined Orouboros would also fix that...
  20. I also wish there was a way to change out vetreward selections... Aside from the obvious reasons as mentioned above, it would also open up the possibility to add new choices to the selection without snubbing people who made their choices long ago. Nemesis Staff and Blackwand are cool and all, but on some characters I'd happily forsake them in favor of the minigun and heavy pistol offered in on of the Praetorian arcs. Same with the Croatoa temp powers, or the dark melee attack+heal you can get in one of the Talos/IP arcs.

    So many characters could be "rounded out" vastly better if I could give them a Heavy Pistol or Iron Blade as a vetreward, closing up a logic gap in their "gear" like any toon with a police/military theme, or my Shield/Super Strength gladiator. The Croatoa one's aren't too bad to maintain, since they last for 3 days of in game time, but even if I ever could O-zone back to the Imperial City Syndicate arc, that would be a real pain just for another 15 charges with the pistol.

    Being able to do this via the rewards process would also free up the perceived need for a lot of requested power pools.
  21. Is there a way we could (or at least have the option to) prevent the chatboxes from being cleared when we switch toons? Maybe at least for global channels?
  22. I'd really like if base storage use an interface similar to the auction house. Rather than limit a particular box/crate/shelf/whatever to holding 100 items, let it hold vastly more, use an AH interface so you can search for items by type/name, and have checkboxes for whether other members of the SG can access the stuff you have stored (In my case, I just fill a SG with alts and use the base for global storage anyway). I know rent is partly calculated on how many functional items are in the base, but when/if they ever get around to updating bases, they could alter it to modify rent based on how many items are stored rather than how many storage containers there are. (Or they could just ditch base rent altogether... just sayin...)
  23. I love the idea. I like when there's story content to go along with powers/powersets/power pools.


    PS: Invisible Falcon isn't dead, he's just Invisible
  24. I love the idea... hence, it'll probably never happen, and be of little interest (or actively disliked) by anybody who matters in the decision making process.
  25. Yes please, couldn't agree more!