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Posts
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Joined
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Forgive me if these have been suggested before, I ended up skimming this thread (especially towards the end)...
City Zone Beacon
Originally suggested by: SuperChris
Category: Aux, Transport
Customizable? No
Type: Unlocked, Purchased
Description: A beacon allowing travel to non-hazard zones. Unlocked by gathering all Exploration Badges and History Plaques in a non-hazard zone. Each zone would have its own becaon.
Coalition Base Beacon
Originally suggested by: SuperChris
Category: Aux, Transport
Customizable? No
Type: Unlocked, Purchased
Description: A beacon allowing travel to a Coalition Base. You must have permission to enter the base, yatayata. Unlocked by forming a coaltion. Item ceases working (and is flagged with red or something) if Coalition is broken.
Power Energizer
Originally suggested by: SuperChris
Category: Aux, Medical
Customizable? No.
Type: Unlocked, Purchased (expensive), Crafted (Advanced or Expert table), Destructable
Description: A series of Aux items that provide the benefits of a buff power. Each Power Energizer is subject to all the limits of a given buff, including duration, buff bonus (75% of Defender), recharge, etc. can cannot be improved beyond that point. Low level buffs (anything available before, say 14th level for a defender) are available through an Advanced crafting table. Anything above that requires an Expert Table. Buffs from Power Energizers cannot be stacked on the same person. Power Energizers have 100 Endurance and unbuffable Recovery rate. They have few HP. Suggested buffs: Speed Boost, Clear Mind, Inertial Reduction, Regeneration Aura, Recovery Aura, Insulation Shield, Deflection Shield, etc. etc. -
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Pilcrow wrote:
But, hey, you blappers let me know if I missed the mark.
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For me, playing a blapper is mostly a visual thing. Ever since my first trip through the Hollows fighting Outcasts, I've loved how the punches of the Shockers were charged with electricy. So I rolled an Electric/Electric blaster. Reducing my limited selection of melee attacks (even if the replacement is technically superior) is undesirable.
Now on the other hand, making Lightning Field an enemy based AOE... That's a really good idea. Sign me up for that change.
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Telecommuter wrote:
Extend the Blaster's range.
Increase our Damage when in Melee
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Longer ranges? Heck yes! Even playing at low levels with my Dominator, the ability to immobilize a target then back out range to blast makes things pretty safe. Now, I know that tactic fails at higher levels (Snipers, etc.), but early on, its pretty useful.
Increase melee damage. I suppose that'd be fine. Honestly, I'm pretty happy with my melee damage (especially after taking BU and Aim). I'd actually prefer a modest reduction in recharge time.
The only blaster sets I really feel qualified to comment on are Electricity Blast/Manipulation and AR/Devices. My sugegsted changes are pretty simple and hopefully not too far out in left field:
Electrical Blast
1) Needs better range - at least bring it in line with the range of other primaries.
2) Making the endurance drain/transfer more reliable would go a long way toward making it viable. As it is, only TB and Short Circuit make any significant dent in enemy endurance. With the exception of Short Circuit, I almost never see any endurance return regardless of slotting.
3) If endurance drain is destined to be a useless secondary effect, why not replace it with something else? Some of Electrical Manipulation's power do Sleep effects, why not go that route?
4) I'd love to see Voltaic Sentinel's AI changed so it would attack enemies you're targetting. If you have nothing targetted, it would revert to it current "random" attack pattern.
Electrical Manipulation
1) I really like Pilcrow's idea for Lightning Field
AR
1) Reduce recharge times and endurance costs.
2) Allow AR's "bullet" attacks to score double damage criticals. Allow Beanbag to score critical controls. The fire attacks and M30 grenade would be unchanged.
Devices
1) I like the idea of giving targeting drone +Dmg. The buff should be about the same as Assault. Ultimately, it should be like you're running a combo Assault/Tactics, but without the +Res effects.
2) Fix Time Bomb so it doesn't break stealth to place it. The power is (almost) completely useless as is, especially in PvP. -
And while we're on the subject of Wardens...
What's up with the PBAoE damage toggle (Quills?) of Spines Wardens continuing to run after their held/disoriented/etc.?
That "bug" or whatever you want to call it, cost me a chunk of debt a few nights ago. The debt isn't really what made me mad about the situation though. I had been fighting that [bleep] [bleep]ing [bleep] for five to ten minutes tring to wittle his health down without dying. I hit and run fought that jerk through the entire mission map.
Finally I had him down to where I thought I could push back and take him down. I was at full health. He was at about 50% HP. Hit him with Total Focus, disoriented him, kept pounding away. Hit him with TF every time it came up. I burned three respites. I burned four reds. I burned every blue pill I was carrying (and since I rarely need them, that's a lot of blues).
Every time he woke up he blasted straight through my EA shields with his attacks. The guy did not miss. Ever! And the [bleep]ing quills wouldn't stop. There was no where for me to go except out the door, so I stayed a fought him (it was an honor thing at that point).
If he had 10% of his HP left, I'd be amazed. Wack, TF him again. Eight to ten seconds later I drop from the freaking quills.
I was EM/EA, he was a red con boss. I have no idea what his defense set was, but he wasn't taking much damage from my attacks, even when I was built up to 50%-75% fury.
This needs fixed. Its an annoyance with disoriented foes rcoket away from you at light speed, but when their damage auras keep running? That just isn't right.
Oh, and before I forget... There was a level 32 Spines Warden (verrrry purple) waiting for me when I exited the mission! Fortunately one of my buddies happened by as Warden #2 decided to pound me into the ground. -
Oh joy. The Dev Digest is herding Forum Trolls for us.
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What am I missing?
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You're missing the same thing everyone else is missing: a costume option for male bare legs. It doesn't exist.
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The bare legs option for Male and Huge body types has been added to an internal build. It will be coming down the QA path and to a server near you soon.
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Yay!
(wishing) Um, I don't suppose guys will be getting any of the shorts from the females "shorts and shirts" options? -
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When asking a "why can't" question, I would first ask a "why would heroes and villains..." question. Why would heroes and villains form a permanent coalition?
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Here are a few:
Concept (RP)
There are actually several ways you could reasonably justify VG/SG coalitions on an RP level. Suppose the VG/SG is/are...
...a paramilitary organization that operates in both Paragon City (as deputized heroes) and the Rogue Isles (as mercenaries). Their ultimate goal is to disrupt villain organizations by eliminating key leaders and undermining operations.
...rivals. They are constantly sending each other "coded" messages and taunts boasting of their recent exploits.
...turncoats. One of the two groups is secretly working undercover in enemy territory. They may be there to keep tabs on the opposition, launder money, or steal enemy technology.
...two sides of the same coin. Fallen heroes or reformed villains are still friendly with each other on a personal level (they were friends when they were allies). Though they make not approve of each other's current activities, they don't let business get in the way of their old friendships.
...The A-Team. Someone betrayed several members of the group and framed them for some crime the did not commit. The "villains" have fled to the Rogue Isles trying to buy themselves some time before the authorities catch up. The heroes remain in Paragon City attempting to collect the evidence needed to clear their friends' names.
Message channel traffic (QoL)
Suppose you have "rival" SGs and VGs that PvP each other all the time. All the members could waste one of their invaluable Global channel slots just to coordinate and trash talk -or- they could simply do it on their Coalition chat. This would also clear up some of the noise on Arena and Broadcast. -
Hmm. That should be working.
You might check to see if you accidentally bound the same key twice.
Another possibility is that you have two binds on the same line. Make sure there's a line break after each command. I've had that happen before, but I don't recall the error it gave me.
You could always try going through the command menu and manually setting things there. It should overwrite any duplicates. After that, save do a /bindsave.
Other than that... I'm not sure what to suggest, short of copy/pasting the entire keybind file here for folks to looks at. -
Too bad that's a bug. Its a perfect title for a villain (much more so than heroes, IMO).
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Paste this into your keybinds.txt
-OR- through the in-game command line, proceed each one with /bind
-OR- go Menu > Options > Keymapping and set them there.
Q "+turnleft"
W "+forward"
E "+turnright"
A "+left"
S "+backward"
D "+right" -
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rbutton+1 "powexec_altslot 1"
This will activate the second toolbar's first slot. It works. But if I press just 1 by itself, it tries to activate the second toolbar's first slot instead of the first toolbar's first slot.
Example:
I have Transfusion for rbutton+1 in top toolbar (second toolbar)
I have Ice Blast for 1 in the bottom toolbar (first toolbar)
If I press rbutton+1 it uses Transfusion. But if I press just 1, instead of using Ice blast it tries to use Transfusion again.
What gives?
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Well, first off, you're not using a chord key (ALT, CTRL, or SHIFT) in conjunction with the normal key. RBUTTON is on the right mouse button and counts as a normal key.
It sounds like when you hit 1, its ignoring the RBUTTON part because it isn't a chord key, so it tries to activate Tray1Slot1. You'll need to come up with a different combination of keys for it to work.
By default, you have the following binds:
<font class="small">Code:[/color]<hr /><pre>
1 execute tray1 slot1
ALT+1 execute alt tray1 slot1
CTRL+1 execute alt tray2 slot1
SHIFT+1 select teammate 1
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did all that and it disnt work, lol, or I wasnt doing it right which is probably it.
I inputed all the txt files into the folder Bind in C Dir then did all that.
Then did... numpad1 /bind numpad0 "bind_load_file c:\keybinds\powerboost.txt" ...this and it did not work. How would you get the game to load the files and execute the first one, which by then I guess it would execute the second then the third.
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Using multiple files can be, er, difficult because its easy for things to get out of synch... and one wrong letter here or there and the whole thing gets broken. Also, make sure you have your file extensions are set to visible. That "feature" causes lots of problems when working with rolling binds like this.
powerboost.txt
NUMPAD0 "powexecname Power Boost$$bindloadfile c:/bind/aim.txt"
aim.txt
NUMPAD0 "powexecname Aim$$bindloadfile c:/bind/buildup.txt"
buildup.txt
NUMPAD0 "powexecname Build Up$$bindloadfile c:/bind/powerboost.txt"
Once those are setup, type into your in-game command line:
/bindloadfile c:/bind/powerboost.txt
If you have more problems, check to see what error messages are popping up. -
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I have it like so...
/bind numpad0 "powexec Stealth$$powexec Power Boost$$powexec Build Up$$powexec Aim"
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They specifically set it up so that you can't do that. One power execution per keystroke. You can fudge it a bit if you're dealing with both toggles and click powers. Something like this should work (I haven't tested this, BTW):
/bind numpad0 "powexectoggleon Stealth$$powexecname Power Boost"
To fire off power boost, aim, and build up quickly using one key, you'd need three bind files. Each file executes a power, rewrites the keybind with the next file, and so on. You just need to wait for the power to begin executing between keystrokes.
Note: you don't need to include /bind in the .txt files.
powerboost.txt
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<key> powexecname Power Boost$$bindloadfile <path>aim.txt
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aim.txt
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<key> powexecname Aim$$bindloadfile <path>buildup.txt
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buildup.txt
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<key> powexecname Build Up$$bindloadfile <path>powerboost.txt
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<key> is the key you want to use.
<path> is the path where you locally store your bind files. For instance, mine is "c:/bind/", so in my bind file it would look like:
bindloadfile c:/bind/aim.txt -
_Castle_ (and all the renames), this "missed" patch notes thing is getting old. How many months has it been since Statesman said this problem needed to change? Why are we still seeing things missed on every single patch? We spin our wheels for a week or more trying to figure out if something is a bug or a "fix." Why?
I don't think this is intentional. I'm sure it generates more fallout than simply putting the correct bullet point on the patches notes would. Come on folks, what's the problem?
Frustrated,
SuperChris -
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Hover: We might buff it some, at some point. However, it should never be an effective travel power.
Flight: I'll talk to geko about it. No promises. (I got spoiled by the Holiday Jet Pack, too!)
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That's cool. While I'm at it, I'll throw my (many) thoughts on movement pools into the mix:
Fly needs a modest decrease in endurance cost and/or a bump to its base speed.
Hover is just too slow. If it were about 50% faster (whatever the unenhanced speed buff of AM or SB is) it would be a viable combat power. It should never be a viable travel power, IMO, but it shouldn't make me feel like a meth junkie needing a fix when I forget to toggle Fly back on. Adding some minor resistance to a soft status effect would be nice... maybe knockback and/or immobilize?
Group Flight has several issues.
1) -Acc penalty instead of suppression. This is mostly just annoying for my characters, but its a big deal for Masterminds and their pets, I guess. Personally, I think it needs be brought in line with the other powers.
2) Flight Speed enhancements don't seem to affect your "passengers," which causes people to drop if they spend too long outside the effect. Granted, an observant person will pay attention to these things, but still... I've been on the falling end of things, and it was very unfortunate (landed right next to a group of +5 Freakshow - oops)/
3) Excessive endurance cost. I can see it being a bit higher than Fly, but at least with Fly I don't need to slot for endurance reduction if I don't want too.
In reference to someone else's comment about Leaping, the reason that pool gets used sooooo much is its versatility. Combat Jumping is just better that Hover in most circumstances. Jump Kick is lame, but easy to skip (kinda like how Hover is frequently skipped in favor of AS). Super Jump is faster than Fly and allows you to get almost anywhere. SJ is also good for PvP since its much harder to suppress/nullify than Flight. Then we get to the real culprit, Acrobatics. Nevermind that SJ is a great travel power, Acrobatics prevents the bane of Dark Armor and Fire Armor melee toons, knockback. That's not even mentioning everyone else with PBAoE and short range powers that don't have some kind of status protection...
As for the Teleport pool, Teleport and Group Teleport are the only ones that really need looked at. Both are extremely endurance hungry, and Group Teleport really should allow you to "prompt for teleport" (maybe a prompt automatically prevents toon from being group TP'd). Otherwise, that pool is just fine.
Lastly there's Speed. Hasten was always horribly overrated, but its still handy for toons that feel the need to spam heals/buffs/controls or with powers that take an absurdly long time to recharge. Flurry as always been very so-so; good for managing endurance, but that's about it. Super Speed is a fun power, though suppression killed many a speedster concept character. And finally there's Whirlwind, which is just and odd power. Incredibly fun, but odd...
While I'm thinking about it, has anyone noticed Whirlwind doing knockBACK instead of knockUP in PvE? I ask because the other night, one of my SG-mates (a kinetic/electric meleefender) was reporting that Whirlwind was knocking enemies away from him, rather than juggling them. He was very upset about it, actually. It was his best tactic for fighting bosses. Unfortunately, I don't have anyone with Whirlwind or a banked respec to test out this claim.
Well, that was wordier than I originally indended... oh well. -
Pistols? Did you say something about Pistols? And Electric Melee? Hmm?
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Well, you know... January isn't over yet. Of course _Castle_, you could always soothe our wrathful natures by giving us some facts about what is coming in I7.
:chirping crickets:
What? I can be wrathful. I play a stormie... we do damage, okay? -
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Believe it or not, on test it was originally 12.5%! And I think that was for both tanks and scrappers.
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I remember.... *shutters*
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Yeah, when that change was on Test, I tried to make a bind that would toggle UY on and then immediately release me to the hospital, but the timing never quite worked... I had to hit the button twice in a row. Would have been a great substitute for teleport though...
</sarcasm> -
Uh, yes, forum games... Okay. From my "Brute Mix" (currently loaded up on my MEGG):
1. Red Right Hand - Nick Cave & The Bad Seeds
2. Clint Eastwood - Gorillaz
3. Closer - Joy Division
4. Hypnotize - Notorious B.I.G.
5. Hurt - Johnny Cash
6. Refuse/Resist - Sepultura
7. Push Things Forward - The Streetz
8. Bela Lugosi's Dead - Bauhaus
9. Sabotage - Beastie Boys
10. Army Of Me - Bjork -
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Defense powers will now work equally well against critters, regardless of their rank or level.
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Does this include all +Def powers, including Force Fields, Pools, etc.?
Will it affect +Res powers? (I assume not)
Will it affect -ToHit powers? -
These will also select pets. Don't know if that will me a problem for you. It'd be nice if there was a 'notpet' parameter...
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<key> "target_custom_next friend"
<key> "target_custom_prev friend"
<key> "target_custom_near friend"
<key> "target_custom_far friend"
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On the other hand, if you're playing a master mind, the following is quite helpful and keeps you from needing to click on the pet window.
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<key> "target_custom_next mypet"
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I had the forethought to seek out the helicopters on Test last night. This morning I parked my toons near those locations in preparation. Now if I can just get my toddler to go to bed early tonight...
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I have a vague recollection of the Fury meter being bugged during Beta. Does anyone else remember this?
Personally, I know I've never gotten the graphic above the ~90% mark.
Maybe you could try clicking on your health/endurance/xp/fury window to see what the numbers are? I keep meaning to do that, but... eh, my memory often fails me... especially when SMASH!ing things. -
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Can someone help me with this please? Very frustrated at this point. The same bind works with a single part channel name, but not with names that have two parts.
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This is an really odd one and broke my brain for quite a long time. The syntax for a multiple word global channel needs to be in quotes... Try this:
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/bind k beginchat /send "Rogue Rangers" ($name)
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i'm really a beginner with binds. I only want to use them to say a few words to my team in frequent occasions. So does :
/bind F5 /t "ouch it hurts" work, for example?
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It would actually be: /bind F5 "group ouch it hurts". Don't forget to remap your inspiration use binds if you decide to remap F1-F5.
And honestly... you'd be better off editing your keybinds file directly than entering things through the command line.