Sunstormer

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  1. Quote:
    Originally Posted by Major_Glory View Post
    City of Fatties.

    So, I guess they'll be skipping the fitness pool?
    lmao also superspeed, fatties cant run that fast

    Nice idea though /signed from me. Your charecter is amazing by the way, im sure shes pretty on the inside lol

    This would bring out an idea for a whole new powerset too.... Sumowrestling lol.
  2. I wouldnt buy it in all honesty, the carpet power seems nice but the costume pieces wouldnt really interest me much because theres not much really fantastic superhero costumes you can really do with it as far as im concerned.

    It is a nice idea though and some players would probably buy it, i just cant see it being one of the popular ones. I think people would much rather see more animal based parts for example, particularly fishmen and stuff because there limited in game as it is.
  3. It is a great idea, and would also add something else to players leveling up, and stop them rolling new charecters so fast at 50.

    Perhaps it could be something 50s only could work on though? as to add more content to the game at the end?

    It could be linked with a TF to start it at 50 like 'learning your own style' sort of concept so you arent just a carbon copy of every other charecter with the same powers.

    To me the more customisation we get the better and this is definately one of the best ideas ive seen here for a long while.

    If you need proof systems like this work, take a look at Star Wars Galaxies before SOE destroyed it with NGE, they had a very similar system where you picked your powers in tree formats as you leveled, the more points you spent on it the better powers you unlocked. This would basically be a better version of that since you can change animations and stuff too.

    It would take a hell of a lot of effort to balance though I think, I can see it been easily exploitable particularly with the poor amount of testing that seems to be done here by developers before it hits live. I really can see stalkers modifying AS or Sharks already to a long animation time but one hit killing people.

    Interuption time doesnt really matter to them since there hidden anyway, that would be a big factor that would need balancing out.
  4. Ok Im sure this has been mentioned several times already but I know a lot of players want it and Im not quite sure why they havent already made a blaster version yet of swords.

    Going by Warwitchs post as to how she said powersets get picked up I decided to answer her questions...

    Quote:
    treboreleets - How do you determine what Powersets get made and which ones don't? What determines the priority of the sets that do get made? (Example: Why did MM's get Thugs before Demon Summoning?) And what powersets can we expect to see in the future?

    The powersets are determined by a few factors:
    1. This is low-hanging fruit, with little assets from Art
    2. This new powerset can fill that gaping hole, it’s been a long time coming
    3. This is the powerset of X signature character, so it just makes sense to put it in the game
    4. This is something players have been asking for forever and now we have time to “do it right.”
    As for your example, the difference in complexity between a simple thug and a demon (when you see it, you’ll understand why) are vastly different and since thugs were “mostly built” anyway, they were a logical choice because they existed on a rig we currently used and didn’t have any strange technical issues with. Now Demons…whole other story.
    1. Little asset from art needed since there already in game, only power that would probably need changing is parry.

    2. Not really a gaping hole but it is something a lot of people have been asking for, for a very long time, the fact it isnt already there is a bit of a hole.

    3. It is already in the game anyway, it just needs moving over and reworking with numbers slightly but if you need a signature charecter that uses it, Spark Blade does even though hes not in game yet.

    4. Players have been asking for gun/sword charecters forever, by putting swords on blasters you are letting them do that by picking either dual pistols or assault rifle as a primary power.


    Although a lot of players wouldnt see this as a major addition, I know a lot of players would use it simply because of the theme, so many heroes use swords and guns together, CoX you cant unless you buy the temp power revolver.
  5. Ok rather than a full reinstall, theres no possible way it could be anything outside of the piggs file malfunctioning is there?

    Il try it reinstalling just the piggs if there isnt.
  6. Quote:
    Originally Posted by Sailboat View Post
    Could this possibly be the old "supergroup colors overwriting your color choice" issue? Are you in SG mode? What are the SG colors?
    I thought that at first, thats why i tried the new charecter screen where il have no sg anyway and the effect is still there.
  7. hmm ok thanks for that, il try reinstalling tonight i think... sigh.
  8. Quote:
    Originally Posted by Midgardener View Post
    City of Heroes 2: WORLD OF HEROES

    I think that any sequel wields more power if it has some identity of it's own.
    Even better if they called it World of a Hero, then you get the initials Woah lol
  9. Its kinda funny the amount of these threads we get now, theres been at least 3 in the past week

    If you dont want a backpack your forced to stay bane or soldier. Theres no way to remove it once its on, yes it sucks but thats life
  10. Castle already said in the scrapper thread about this that its very unlikely to happen because the time it took to do demon summoning whip with just 3 powers took a very long time to do, and whilst they now know what there up against, it would still take a long time to do the other 7 powers in the set.

    He did add though, hes not saying it wont happen, its just unlikely.

    Its not the first time a devs said its not going to happen and it actually does though, look at power customisation, the devs swore blind for months that it wasnt possible to do with the current engine (or something similar) and yet there were mods for it already out to colour energy powers, now its released to everyone.

    Unlikely definately doesnt mean never, but i wouldnt hold my breath anytime soon.
  11. Ive just checked something else too, tech sword is also not letting me colour the 2nd colour either and neither is geode shield.

    Its strange how some details work and others dont. Please let me know if any of you also have this issue, if not il have to check my files.

    Tried file verification, and that picked up nothing.
  12. Ok I have a few screenies here to explain better.

    http://img502.imageshack.us/img502/513/sceen3.jpg

    http://img297.imageshack.us/img297/6030/sceen2.jpg

    http://img357.imageshack.us/img357/392/sceen1.jpg

    After checking a bit more, Round, Tech, Tribal and Targe are the ones affected and all emblems are ignoring 2nd colours. Everything else works fine.
  13. Im trying to customise my shield scrapper at the tailor and when i try to change a detail or anything, i get no change at all, it stays the same colour.

    Its acting like the second colour isnt working from what i can tell, since tech shields refuse to show the glowing part in any other colour than the main one, the rest of the shields are staying the same design or only one colour can be changed.

    This a known bug or is something wrong with my files? Ive tried making a new charecter to see if it still does it and it does.
  14. Quote:
    Originally Posted by Golden Girl View Post
    There is a work around for that 3rd mission - pulling the generals to the first bridge usually helps reduce the lag - like a lot.
    Its not always that simple though, particularly with the mobs running around on patrol. Im putting it down to the fact theres so many mobs and a built up area why the lags occuring in the first place.

    Wonder out of curiosity if it could be anything to do with the big robot further back... Perhaps the draw distance is capturing the robot as you move back and forth in the area trying to draw it all in and in fact its nothing to do with the so called 'lag alley' at all.
  15. Quote:
    Originally Posted by ConFlict View Post
    Drop leaping or fighting before you drop ss. You need ss to really negate movement slows.
    Ok, if i dropped leaping, would temp powers help still to catch jumpers/fliers etc?
    I dont really have a -fly -jump power since i took body mastery, and with the total endurence usage i would probably still need it even after sets with DR coming into play that was my issue with that and thats why I took jump.
    Ive changed it now though, i do need tough and weave i think to stop me falling flat on my face.
  16. Ok I came up with a build focussed on ranged defence, thoughts/suggestions?
    I really dont like the fact theres no super speed there, but i really couldnt think of a way to get it in without gimping myself, chose phase over it because for melee it seems more or less nessessary, bad move?

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Hack
    • (A) Mako's Bite - Accuracy/Damage
    • (3) Mako's Bite - Damage/Endurance
    • (3) Mako's Bite - Damage/Recharge
    • (5) Mako's Bite - Accuracy/Endurance/Recharge
    • (5) Mako's Bite - Chance of Damage(Lethal)
    • (7) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    Level 1: Deflection
    • (A) Red Fortune - Defense/Endurance
    • (7) Red Fortune - Defense/Recharge
    • (9) Red Fortune - Defense
    • (9) Red Fortune - Endurance/Recharge
    • (11) Red Fortune - Endurance
    • (11) Red Fortune - Defense/Endurance/Recharge
    Level 2: Battle Agility
    • (A) Luck of the Gambler - Defense
    • (13) Luck of the Gambler - Defense/Endurance
    • (13) Luck of the Gambler - Recharge Speed
    • (15) Luck of the Gambler - Defense/Endurance/Recharge
    Level 4: True Grit
    • (A) Numina's Convalescence - Heal/Endurance
    • (15) Numina's Convalescence - Endurance/Recharge
    • (17) Numina's Convalescence - Heal/Recharge
    • (17) Numina's Convalescence - Heal/Endurance/Recharge
    • (19) Numina's Convalescence - Heal
    • (19) Numina's Convalescence - +Regeneration/+Recovery
    Level 6: Build Up
    • (A) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    Level 8: Swift
    • (A) HamiO:Microfilament Exposure
    • (27) HamiO:Microfilament Exposure
    Level 10: Combat Jumping
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (25) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (27) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 12: Active Defense
    • (A) Recharge Reduction IO
    • (25) Recharge Reduction IO
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (29) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (42) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Health
    • (A) Numina's Convalescence - Heal
    • (29) Numina's Convalescence - Heal/Endurance
    • (31) Numina's Convalescence - Heal/Recharge
    Level 18: Kick
    • (A) Kinetic Crash - Accuracy/Damage/Knockback
    • (40) Kinetic Crash - Accuracy/Knockback
    Level 20: Stamina
    • (A) Performance Shifter - EndMod
    • (31) Performance Shifter - EndMod/Recharge
    • (31) Performance Shifter - EndMod/Accuracy
    Level 22: Tough
    • (A) Steadfast Protection - Resistance/Endurance
    • (23) Steadfast Protection - Resistance/+Def 3%
    • (23) Steadfast Protection - Knockback Protection
    Level 24: Weave
    • (A) Luck of the Gambler - Defense/Endurance
    • (34) Luck of the Gambler - Defense/Endurance/Recharge
    • (34) Luck of the Gambler - Defense
    • (34) Luck of the Gambler - Recharge Speed
    Level 26: Disembowel
    • (A) Mako's Bite - Accuracy/Damage
    • (36) Mako's Bite - Damage/Endurance
    • (36) Mako's Bite - Damage/Recharge
    • (36) Mako's Bite - Accuracy/Endurance/Recharge
    • (37) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (37) Mako's Bite - Chance of Damage(Lethal)
    Level 28: Grant Cover
    • (A) Luck of the Gambler - Defense/Endurance
    • (37) Luck of the Gambler - Defense
    • (39) Luck of the Gambler - Defense/Endurance/Recharge
    • (39) Luck of the Gambler - Recharge Speed
    Level 30: Stealth
    • (A) Gift of the Ancients - Run Speed +7.5%
    • (33) HamiO:Cytoskeleton Exposure
    Level 32: Head Splitter
    • (A) Obliteration - Damage
    • (33) Obliteration - Accuracy/Recharge
    • (33) Obliteration - Damage/Recharge
    • (40) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (43) Obliteration - Accuracy/Damage/Recharge
    • (46) Obliteration - Chance for Smashing Damage
    Level 35: Invisibility
    • (A) Gift of the Ancients - Run Speed +7.5%
    Level 38: Phase Shift
    • (A) Recharge Reduction IO
    • (39) Recharge Reduction IO
    • (40) Recharge Reduction IO
    Level 41: Phalanx Fighting
    • (A) Red Fortune - Defense
    • (42) Red Fortune - Defense/Endurance
    • (42) Red Fortune - Endurance
    • (43) Red Fortune - Defense/Recharge
    • (43) Red Fortune - Endurance/Recharge
    • (50) Red Fortune - Defense/Endurance/Recharge
    Level 44: Focused Accuracy
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (46) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 47: Physical Perfection
    • (A) Performance Shifter - EndMod
    • (48) Performance Shifter - EndMod/Recharge
    • (48) Performance Shifter - EndMod/Accuracy/Recharge
    • (48) Performance Shifter - Accuracy/Recharge
    • (50) Performance Shifter - EndMod/Accuracy
    • (50) Performance Shifter - Chance for +End
    Level 49: Against All Odds
    • (A) Endurance Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Celerity - +Stealth
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Critical Hit
    Level 4: Ninja Run




  17. Quote:
    Originally Posted by ConFlict View Post
    Quite a few. Starblade- on freedom does fairly well. There are a few others but the name elude me atm.
    Ok thank you, il message him in game thats all and ask for build advice.

    Just two more quick questions, im guessing against all odds would be one of those powers you skip in pvp because of detoggling? And how about One with the Shield? worth skipping or taking?
  18. Ok thanks, but have you actually seen anyone play a Shield scrapper that wasnt dead in 5 seconds flat in a zone?

    Im trying to decide whether its actually worth spending a few billion on a pvp build for it, or if it would be pointless to even try. Playing melee is gimped as it is in pvp, playing shield just makes it even more gimped, Im just curious about if theres a way to counter its gimpedness
  19. Quote:
    Originally Posted by Hazygreys View Post
    since most farms make use of all the ally slots, usually around 30, why not make it like 3 or 4 allies are ok, after that we see diminishing returns.
    That technically wouldnt be a bad idea, if they sorted it so you couldnt just place 4 allies in one then 4 different allies underneath to get full exp.

    I dont think that would help the farmers too much yet keeps solo players happy.
  20. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Not going to happen. People who want to farm will farm (and IMHO there is nothing wrong with that). What the devs are doing is pruning back the exploitative farming methods not attempting to eliminate farming entirely.
    Dont get me wrong, Im not against farming completly, i can see its benefits just like everyone else, however level 1 new players to 50 in less than a week is just too sad.

    Im getting tired of being asked random questions from noobs now at level 40+ asking simple questions like:
    'Whats slotting mean and is it good?'
    'Whats FS mean? I got told to use it but i have no idea what it is'
    'Whar cn get cape plz?' (spelling copied exactly as sent)
    'Whats an insp?'
    'Whats a TF?'

    This list goes on and on but im getting tired of hearing these things regularly from high level players. These are things you should learn under level 20, or in the case of FS, 38 max not level 50. Its players like that, that run into mobs and get the entire team killed once they realise theres no buffbots to help them.
  21. Quote:
    Originally Posted by Hazygreys View Post
    Once again it's the devs jumping the gun to fix some farming, meanwhile it effects everyone that had missions in AE with allies. GG devs, maybe one day you can learn to fix one thing without breaking three other things.

    Excuse me but do you have any other way around it? If so post it and maybe they would revise it :P

    Till then Im really thankful they got around to hitting them hard with the nerf stick. Even better if they do the proposed idea of removing exp completly from AE in i17 like has been circulating in rumors for the past week or so.

    The amount of doom comments in game is kind of comical now 'oh noes AE nerfed how canz we lvl now?' amidst the collection of high level noobs finally having to learn what slotting is to survive. Lets hope they finally venture out of the dark depths of AE into the actual game before it was a low level farmers paradise

    (yes i do know people will probably still go back to BM and freak farms etc, but at least the level 1s will have a harder time now and might actually have to play the game to get past level 1)
  22. Im actually glad the AE farmers are pretty much back to square one now, where they actually have to do something other than stand in Cap or Atlas spamming 'lfAE team' then watch buffbots do all the hard work in the missions.

    Thank you very much for the fix, lets just hope the farmers dont find a way around this one and actually go back to old skool teaming where you actually play the game instead of repeating the same mission a billion times over
  23. No problems here either, I just hope they fixed the random in game lag and crashes that the last patch caused -.-
  24. Quote:
    Originally Posted by Golden Girl View Post
    Yes - you've learned that Maelstrom/Spark Blade/Foreshawdow taking a shower is the next drawing you have to do.
    If you want to save time, you could draw them showering together - that way you'd please some of the boys too.

    I approve

    David if you ever did get an in game charecter, perhaps you could be the one to bring Spark Blade in? That way your unique seen as hes not in any zone currently
  25. Quote:
    Originally Posted by Shadow State View Post
    It's a picture of the model used in the City of Hero Trailer made for the Korean release.
    Ahh ok, so are they actually in the korean version or just used for advertising purposes? Its also pretty funny that for an advertising trailer theres like one of those powers actually in game, its just a shame that those powers used there look so good.

    Mirror spirits teleportation power, the res that stunned the other player.

    Of course spark blades amazing but i knew that already gun/sword combo yes please

    Statesmen getting held? Bad tanker, whats he doing without unyielding on? ^^

    Still, after seeing the butt kickery there... Im kinda tempted to make a martial arts charecter now.