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Posts
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Joined
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Thank you for looking over my build, the tips are helpful. I'm going to have a lot to change around and I'll repost when I get the time (shouldn't take me too long).
Quote:Yeah, I wasn't looking at what levels I was taking them at since I was going to level to 50 THEN do the respec so where I placed the powers on Mids wouldn't matter.Your Primary:
Your Henchmen Summons powers are very important and you should take your Spec Ops as soon as it is available. Move Triage Beacon to your level 18 power choice, Hover to level 8, Acid Mortar to level 10, Spec Ops to level 12 and Fly to level 14. Level 16 should be your FFG. I recommend 6 slotting Blood Mandates in all three summons powers the set bonuses are very beneficial for you. Your henchmen need maximum ACC and DAM. They will be at least -4 vs. Incarnate stuff until you get your Tier 3's and 4's slotted.
Quote:...How you got to 50 without taking Tactical Upgrade at level 32 must be a "miraculous story of overcomming 'self-imposed' handicaps and enduring 'self-created' hardships" that would be worthy of novelization and placement on the 'Tear Jerker' Best Sellers List...
Quote:Web Grenade needs more love from you. This power will keep your enemies within the area of your caltrops and acid mortar, and can lock down runners and keep your henchmen from running out of Leadership/Supremacy range in pursuit of them. I recommend 4 Trap of the Hunters including all of the ACC ones from the set.
Quote:Detonator: Mercs wiffle at placing it. The power is almost useless for Mercs. I recommend skipping it..
Thanks for the recommendation but I have to take electric shackles since its a big part of the character concept. Since Hawk-Eye is a security captain I wanted him to have some kind of handcuff like hold or immobilize.
You too and thanks again! -
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Here is my build
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Captain Hawk-Eye: Level 50 Natural Mastermind
Primary Power Set: Mercenaries
Secondary Power Set: Traps
Power Pool: Flight
Power Pool: Leadership
Power Pool: Medicine
Ancillary Pool: Charge Mastery
Villain Profile:
Level 1: Soldiers- (A) Sovereign Right - Resistance Bonus: Level 50
- (3) Damage Increase IO: Level 50
- (3) Damage Increase IO: Level 50
- (5) Healing IO: Level 50
- (5) Healing IO: Level 50
- (7) Achilles' Heel - Chance for Res Debuff: Level 20
- (A) Immobilisation Duration IO: Level 50
- (A) Analyze Weakness - Accuracy/Defense Debuff: Level 50
- (7) Analyze Weakness - Defense Debuff/Endurance/Recharge: Level 50
- (9) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50
- (9) Analyze Weakness - Accuracy/Recharge: Level 50
- (11) Undermined Defenses - Defense Debuff: Level 50
- (11) Undermined Defenses - Defense Debuff/Recharge/Endurance: Level 50
- (A) Apocalypse - Damage: Level 50
- (13) Apocalypse - Accuracy/Damage/Recharge: Level 50
- (15) Apocalypse - Damage/Recharge: Level 50
- (15) Apocalypse - Accuracy/Recharge: Level 50
- (17) Apocalypse - Damage/Endurance: Level 50
- (17) Devastation - Chance of Hold: Level 50
- (A) Endurance Reduction IO: Level 50
- (19) Endurance Reduction IO: Level 50
- (A) Panacea - Endurance/Recharge: Level 50
- (19) Panacea - Hea/Recharge: Level 50
- (21) Panacea - Heal: Level 50
- (21) Panacea - Heal/Endurance: Level 50
- (23) Panacea - Heal/Endurance/Recharge: Level 50
- (A) Flight Speed IO: Level 50
- (A) Flight Speed IO: Level 50
- (A) Achilles' Heel - Chance for Res Debuff: Level 20
- (23) Achilles' Heel - Defense Debuff/Recharge: Level 20
- (25) Analyze Weakness - Accuracy/Recharge: Level 50
- (25) Analyze Weakness - Defense Debuff/Endurance/Recharge: Level 50
- (27) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50
- (27) Analyze Weakness - Defense Debuff: Level 50
- (A) Edict of the Master - Defense Bonus: Level 40
- (29) Achilles' Heel - Chance for Res Debuff: Level 20
- (29) Dark Watcher's Despair - Chance for Recharge Slow: Level 50
- (31) Deflated Ego - Chance for Recovery Debuff: Level 20
- (31) Damage Increase IO: Level 50
- (31) Damage Increase IO: Level 50
- (A) Red Fortune - Defense: Level 50
- (33) Red Fortune - Defense/Endurance: Level 50
- (33) Red Fortune - Defense/Endurance/Recharge: Level 50
- (33) Red Fortune - Defense/Recharge: Level 50
- (A) Ragnarok - Chance for Knockdown: Level 50
- (34) Ragnarok - Damage: Level 50
- (34) Ragnarok - Damage/Recharge: Level 50
- (34) Ragnarok - Accuracy/Damage/Recharge: Level 50
- (36) Ragnarok - Accuracy/Recharge: Level 50
- (A) Lockdown - Recharge/Hold: Level 50
- (36) Lockdown - Endurance/Recharge/Hold: Level 50
- (36) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 50
- (A) Endurance Reduction IO: Level 50
- (A) Soulbound Allegiance - Chance for Build Up: Level 50
- (37) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50
- (37) Soulbound Allegiance - Damage/Recharge: Level 50
- (37) Soulbound Allegiance - Damage: Level 50
- (39) Soulbound Allegiance - Accuracy/Recharge: Level 50
- (39) Soulbound Allegiance - Damage/Endurance: Level 50
- (A) Numina's Convalescence - Heal/Recharge: Level 50
- (39) Numina's Convalescence - Endurance/Recharge: Level 50
- (40) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
- (40) Numina's Convalescence - Heal/Endurance: Level 50
- (40) Numina's Convalescence - Heal: Level 50
- (50) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (A) Recharge Reduction IO: Level 50
- (A) Red Fortune - Defense: Level 50
- (42) Red Fortune - Defense/Recharge: Level 50
- (42) Red Fortune - Defense/Endurance: Level 50
- (42) Red Fortune - Defense/Endurance/Recharge: Level 50
- (A) Adjusted Targeting - To Hit Buff: Level 50
- (43) Adjusted Targeting - To Hit Buff/Endurance: Level 50
- (A) Deflated Ego - To Hit Debuff: Level 20
- (43) Deflated Ego - To Hit Debuff/Recharge: Level 20
- (43) Deflated Ego - Chance for Recovery Debuff: Level 20
- (45) Dampened Spirits - To Hit Debuff: Level 50
- (45) Dampened Spirits - To Hit Debuff/Recharge: Level 50
- (A) Fury of the Gladiator - Chance for Res Debuff: Level 50
- (45) Fury of the Gladiator - Damage/Recharge: Level 50
- (46) Fury of the Gladiator - Damage/Endurance/Recharge: Level 50
- (46) Fury of the Gladiator - Accuracy/Damage/End/Rech: Level 50
- (A) Devastation - Damage/Recharge: Level 50
- (46) Devastation - Accuracy/Damage/Recharge: Level 50
- (48) Devastation - Accuracy/Damage/Endurance/Recharge: Level 50
- (48) Devastation - Damage/Endurance: Level 50
- (48) Lockdown - Recharge/Hold: Level 50
- (50) Lockdown - Endurance/Recharge/Hold: Level 50
- (A) Endurance Reduction IO: Level 50
- (50) Endurance Reduction IO: Level 50
- (A) Energy Manipulator - Chance to Stun: Level 20
Level 50: Diamagnetic Radial Flawless Interface
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Level 1: Brawl- (A) Empty
- (A) Empty
Level 2: Rest- (A) Empty
Level 2: Swift- (A) Run Speed IO: Level 50
- (A) Healing IO: Level 50
- (A) Jumping IO: Level 50
- (A) Endurance Modification IO: Level 50
- (13) Endurance Modification IO: Level 50
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Thanks for the answer, although now I'm stuck trying to figure out what to give my MErcs/Traps/Charge MM for his 49th power. Any suggestions? Also, I can't spare any extra slots, I've got my build set up to maximize damage and I don't want to disrupt the 50% extra I'm getting in set bonuses.
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Is it possible to take Resuscitate to rez your minions (I have mercenaries)? Probably a waste of a power but I'd like to know.
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So after browsing the Improving Mercenaries thread (http://boards.cityofheroes.com/showthread.php?t=183743) I looked at some of the ideas being tossed around. The one that struck me the most was the idea of using DP's ammo change as a replacement to that god awful power Serum. I can't remember who made the original suggestion (whoever did feel free to chime in), but I thought I would refind the idea a little bit.
The Power
Ammo Upgrade - Ranged, Enhance Mercenary HenchmenYou give one of your mercenary henchmen access to potent and exotic ammo and a little extra protection. Your soldiers will gain armor piercing ammo, medics will gain chemical ammo, Spec Ops cryo ammo, and the Commando incendiary ammo.
The power essentially functions as a T1.5 equip henchman. It is a single target upgrade on a two minute timer (can be reduced). It adds a minor 10% extra lethal and smashing resistance (the visual effect is a pair of sholder pads on all types of henchmen similar to the ones on Malta Tac Ops.) and a new gun.
Soldiers - All Soldier burst attacks (excluding full auto for obvious reasons) can hit one extra target, functioning like Piercing Rounds. The soldiers gain a Council Assault Rifle as their weapon.
Medic - the Medic gains chemical rounds that change his burst and heavy burst to 80 Lethal/20 Toxic. the Rounds have a chance to lower the enemy's damage. The medic gains the modified CAR that SWAT Equalizers have.
Spec Ops - Spec Ops snipe, burst, and heavy burst all become 80/20 lethal and cold. The attacks have the regular cold debuff associated with cryo ammo. Spec Ops gain the sniper rifle version of the CAR (you can see it on display in the Quartermaster's counter in the DPO).
Commando - Burst, Full Auto, and Slug now deal 75/25 lethal and fire and have a chance to set the enemy on fire. The commando's weapon stays the same since I couldn't find an existing gun similar to it in game to use.
Overall
This change would allow mercenaries to be a much more flexible powerset and focus on quality over quantity. Giving a third upgrade power helps the powerset to be unique compared to other powersets.
The reasoning for the low secondary damage numbers is that Mercs is a lethal set, I wanted to keep the powerset focused on that with the secondary damage types making up for the fact lethal damage is on of the most heavily resisted damage types in the game. The reason behind the two minute timer and single target upgrade is to force the player to choose what damage types and debuffs they need the most. It keeps the ability from being used to instantly equip your entire squad with powerful debuffs. That being said, you CAN equip the entire squad and if you play your build right, say lots of recharge reduction + Hasten, you could equip the squad fairly quickly.
The extra smashing/lethal protection gives your merc pets a little more protection, since they tend to be a bit squishy (at least from what I've seen).
EDIT: Just realized I put this in the wrong forum section... +1 stupid for me! If one of the Mods could move this to the suggestion thread that would be great. -
Captain Hawk-Eye
Mercs/Traps
His story isn't fully developed yet but he is a former CIA operative working as a security captain for hire. He has his own security division supplied by Portacio Ind. He does a lot of spy work (ala Burn Notice) and most of what he does centers around fighting Crey. -
So on the car ride home from work last night I started thinking about some events that NPCs could do around the street to create the feeling of an active city instead of seeing a bunch of Rikti or DE standing around in the open muttering to themselves. Basicly these would be a few brief events associated with certain enemy groups. Most of these would never be able to be done in CoH and would need to be in CoH 2 but as it stands thats not the point of this thread. I'm asking YOU to come up with any awsome ideas for random street events.
With out further ado, here are mine...
Malta Operatives
How a Spy Car Shops
As you walk around Peregrine Island, occasionaly you will see limos drive around. Every so often a group of Malta will HALO drop onto the limo and hijack it. Two Tac Ops will bust through skylights on the limo, stopping it, while they're friends land nearby. After a little bit the limo will start to casually drive off. If a player attacks, the limo will speed off while the remaining Malta will atempt to hold off the player.
Special Delivery
Every so often you might notice a taxi or black 4-door car with a blinking light in the passenger seat. If the player gets close, the car will start beeping and explode. After which several Malta will come out of hiding to ambush the player.
In and Out
If you leave a few groups of Nemesis standing around alone, sometimes a Malta Blackhawk will land near the troops and drop off a squad who begins to fight with the Nemesis troops on guard.
Council
Display of Force or Compensating?
In Steel Canyon, the Council will put on Military Parades in the middle of the street. Lot's of troops and even vehicles (like BRDMs painted council colors) will be there. The parade will march for a bit but it won't stay organized for long. After a distance is reached PPD SWAT will show up and all hell breaks loose.
Fighting the 5th
An upgrade to the random battles between Council and the 5th Column, there are three possible battles to find. The first is several Council troops, a few with rocket launchers, attempting to take down a modern looking Panzerschreck with a troop escort. Second, a group of 5th and Council fighting and both sides call in ambushes. The 5th call in a troop carrier while the Council calls a helicopter with a sniper.
Nemesis
It's a Trap!
Sometimes when you see some of Nemesis's troops harassing a citizen, the citizen will be an automoton. When you rescue the citizen, it will either attack you, explode, or taser you and shut down. You will get ambushed shortly afterwards.
It's Also Trap!
In alleyways, you can see a bunch of Nemesis hanging around a broken Warhulk. When you get close the Warhulk will power up and say "FOOOOLED YOU!" -
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So I'm a little confused. I have a an AR/Dev/Muni Blaster whom I picked smoke grenade and cloak so I could use timebomb effectively. Ever since I got to level 49 though, it now draws aggro on npcs when before they wouldn't even bat an eye. Even when I'm cloaked they start shooting. Did I miss an update or does this normally happen?
If it keeps drawing aggro I'll probably wind up using it only in teams now if I don't respect it out of my build. -
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So with Freedom coming out now and VIPs getting some cool bonuses like Paragon Points, how about giving VIPs the Party and Wedding packs for free? If not free at least a reduced rate. Thoughts?
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I've had this mercs/traps mastermind sitting around for a while and I decided to dig him up and plan out his build in Mids. He's only level 29 right now so I haven't even got to the tactical upgrade. I know almost nothing in regards to slotting masterminds. Can anyone give me some advice on my build?
NOTES- I have no idea how to slot Spec Ops other than the defense boost and Achilles.
- I'm trying to keep Burst and Slug.
- I don't really want Provoke like i've seen some masterminds taking. I'd rather take Aid Other and boost my medic's healing. I find it a lot more fun managing my pet's health oddly.
- What happens when you slot a pet for recharge? Does it only improve the recharge on the summon or does it improve the pet's recharge on their abilities?
- Does the commando's chance for build affect his damage or mine?
- I got a lot of sets for DamageBuff (All). Is this a good way to help even out Mercs low damage?
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Captain Hawk-Eye: Level 50 Natural Mastermind
Primary Power Set: Mercenaries
Secondary Power Set: Traps
Power Pool: Flight
Power Pool: Leadership
Power Pool: Medicine
Ancillary Pool: Field Mastery
Villain Profile:
Level 1: Soldiers- (A) Sovereign Right - Resistance Bonus: Level 50
- (3) Damage Increase IO: Level 50
- (3) Achilles' Heel - Chance for Res Debuff: Level 20
- (5) Damage Increase IO: Level 50
- (5) Healing IO: Level 50
- (7) Healing IO: Level 50
- (A) Immobilisation Duration IO: Level 50
- (A) Analyze Weakness - Accuracy/Defense Debuff: Level 50
- (7) Analyze Weakness - Defense Debuff/Endurance/Recharge: Level 50
- (9) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50
- (9) Analyze Weakness - Accuracy/Recharge: Level 50
- (11) Undermined Defenses - Defense Debuff: Level 50
- (11) Undermined Defenses - Defense Debuff/Recharge/Endurance: Level 50
- (A) Apocalypse - Damage: Level 50
- (13) Apocalypse - Accuracy/Damage/Recharge: Level 50
- (13) Apocalypse - Damage/Recharge: Level 50
- (15) Apocalypse - Accuracy/Recharge: Level 50
- (15) Apocalypse - Damage/Endurance: Level 50
- (21) Explosive Strike - Chance for Smashing Damage: Level 20
- (A) Endurance Reduction IO: Level 50
- (40) Endurance Reduction IO: Level 50
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (25) Numina's Convalescence - Heal: Level 50
- (27) Numina's Convalescence - Heal/Recharge: Level 50
- (27) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
- (45) Numina's Convalescence - Endurance/Recharge: Level 50
- (45) Numina's Convalescence - Heal/Endurance: Level 50
- (A) Flight Speed IO: Level 50
- (A) Flight Speed IO: Level 50
- (A) Achilles' Heel - Defense Debuff: Level 20
- (29) Achilles' Heel - Chance for Res Debuff: Level 20
- (29) Analyze Weakness - Accuracy/Recharge: Level 50
- (31) Analyze Weakness - Defense Debuff/Endurance/Recharge: Level 50
- (31) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50
- (31) Analyze Weakness - Defense Debuff: Level 50
- (A) Edict of the Master - Defense Bonus: Level 40
- (17) Achilles' Heel - Chance for Res Debuff: Level 20
- (17) Achilles' Heel - Defense Debuff/Recharge: Level 20
- (19) Empty
- (19) Empty
- (21) Empty
- (A) Red Fortune - Defense: Level 50
- (23) Red Fortune - Endurance: Level 50
- (33) Red Fortune - Defense/Endurance: Level 50
- (37) Red Fortune - Defense/Endurance/Recharge: Level 50
- (43) Red Fortune - Defense/Recharge: Level 50
- (A) Ragnarok - Chance for Knockdown: Level 50
- (37) Ragnarok - Damage: Level 50
- (39) Ragnarok - Damage/Recharge: Level 50
- (43) Ragnarok - Accuracy/Damage/Recharge: Level 50
- (43) Ragnarok - Accuracy/Recharge: Level 50
- (A) Gladiator's Net - Recharge/Hold: Level 50
- (23) Gladiator's Net - Accuracy/Recharge: Level 50
- (25) Lockdown - Recharge/Hold: Level 50
- (46) Lockdown - Endurance/Recharge/Hold: Level 50
- (46) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 50
- (A) Endurance Reduction IO: Level 50
- (A) Soulbound Allegiance - Chance for Build Up: Level 50
- (33) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50
- (33) Soulbound Allegiance - Damage/Recharge: Level 50
- (34) Soulbound Allegiance - Damage: Level 50
- (34) Soulbound Allegiance - Accuracy/Recharge: Level 50
- (34) Soulbound Allegiance - Damage/Endurance: Level 50
- (A) Panacea - +Hit Points/Endurance: Level 50
- (36) Panacea - Heal: Level 50
- (36) Panacea - Hea/Recharge: Level 50
- (36) Panacea - Heal/Endurance/Recharge: Level 50
- (48) Panacea - Endurance/Recharge: Level 50
- (A) Recharge Reduction IO: Level 50
- (A) Karma - Defense/Endurance: Level 30
- (37) Karma - Defense/Recharge: Level 30
- (50) Karma - Knockback Protection: Level 30
- (A) Adjusted Targeting - To Hit Buff: Level 50
- (39) Adjusted Targeting - To Hit Buff/Endurance: Level 50
- (39) Adjusted Targeting - Endurance/Recharge: Level 50
- (40) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 50
- (A) Absolute Amazement - Chance for ToHit Debuff: Level 50
- (40) Absolute Amazement - Stun: Level 50
- (42) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
- (42) Absolute Amazement - Stun/Recharge: Level 50
- (A) Fury of the Gladiator - Chance for Res Debuff: Level 50
- (42) Fury of the Gladiator - Damage/Recharge: Level 50
- (48) Fury of the Gladiator - Damage/Endurance/Recharge: Level 50
- (48) Fury of the Gladiator - Accuracy/Damage/End/Rech: Level 50
- (A) Endurance Reduction IO: Level 50
- (46) Endurance Reduction IO: Level 50
- (A) Energy Manipulator - Chance to Stun: Level 20
- (50) Damage Increase IO: Level 50
- (A) Resist Damage IO: Level 50
- (50) Resist Damage IO: Level 50
Level 1: Brawl- (A) Empty
- (A) Empty
Level 2: Rest- (A) Empty
Level 2: Swift- (A) Run Speed IO: Level 50
- (A) Healing IO: Level 50
- (A) Jumping IO: Level 50
- (A) Endurance Modification IO: Level 50
- (45) Endurance Modification IO: Level 50
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Quote:Probably the best idea suggested here. This would fit with a character like mine (The Sentinel F13) who I had originally intended to RP as less of an AR character and more using weapons in general. Getting access to the utility belt would allow him to to use temps as those extra guns.Lol, I actually read this thread. The arguments brought up are pretty lame, IMO. We don't need 'itemization/lewt' when we already do? These powers aren't *MY* powers? It just blows my mind how people so adamantly bark about their own opinion and the set that opinion of theirs as some sort of rule that the game must abide by...like others don't have opinions or play the same game...
Anyway, OP, I'll just say that I don't like your first idea. We already have temp powers and a system for creating them. Why not just 'enhance' that system to make said temp powers more usable?
Something like that. I had an idea for a 'Utility Belt' pool that basically did something like the above. Personally, I'd probably break up the powers in another way with different restrictions:
tier 1: Passive +ToHit and ToHit debuff resistance (a passive power that's useful for anyone but more importantly, it makes using temp powers a bit easier to use)
tier 2: Inspired, a long recharging click that lets you 'use' an inspiration but does not burn it
tier 3: Utility Belt 3 or 4 'slots' that allow you to permanently choose to fill with temp powers and they won't be burned away. But their recharge and endurance cost would depend on the belt, not the power. The fast recharge/cheapy endurance cost of something like a Malta Cryo pistol or Eldritch rune of power that comes with the temporary version would be replaced by the set recharge and cost of the slot you put it in.
tier 4: Re-equip, since whatever you put in the slot is permanent and only changeable through respec, this long recharging click lets you delete a power from your slots on the fly so you can replace it with another.
My similar idea basically tries not to penalize any build for this utility. With 2 power slots, you can get 3 actual powers. With 3 powers, you get more flexibility with a wide array of extra powers and it'd be up to the player if such flexibility is worth 2-3 power choices.
In response to the OP saying these powers would change your appearance, if you want something like that go play WoW. The costume creater follows the same rules as Saints Row 2, you can be as ridculous as you want without any consequences on the game. Clowns who use devices and throw fire? Check. 8ft tall robot throwing radiation and forcefields? Check. When you said you wanted a middle ground, there is no middle ground. -
Great, now I get to play Raid Mission Lottery for a couple hours. Oh well, thanks for the answer!
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Lately I have been doing a lot of safeguard missions back-to-back in order to get all of the temp powers from the raid side mission. However, the last couple side missions I have done didn't give me any temp powers. Can someone explain this?
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I have to admit, I was disappointed when I got Cryo Freeze Ray and LRM from the Munitions pool. I was expecting to get a crey cryo rifle and a 5th column Launcher. Maybe have an option for these?
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Thanks for the answers. I didn't have to rewrite my char's lore as much as I thought I would!
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Quote:I did read that. The descriptions they provided of the organiztion was kinda vague though. Didn't really answer my question.Don't know if you've seen it but there's some background on the official page on Malta ( click on the Top Secret Folder for their background ): http://www.cityofheroes.com/game_inf...ary/malta.html
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I have a character who's lore is heavily involved in Malta's history. His lore is directly affected by the policies and technology of Malta and when they were developed.
What I'm asking is, does anyone know what Malta's EXACT goals were both before and after Roger Vrabel's death? Did the devs ever say anything on it?
Also, when were Sappers and Titans created? Theres probably not an exact date but the general time is good enough. -
Thanks for the advice, thats gunna go a long way to helping me!
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Quote:If that is the case, then as a substitute would it be possible to simply allow the player to recolour the muzzle flash or add colourable tracer rounds?This argument doesn't work. Each power has an activation sequence that is hard-coded into the power, and that activation sequence determines which costume set is accessible in the costume editor. Power Customization CANNOT affect activation sequences at this time. There is not and has never been precedent for this.
Assault Rifle powers will always call for a costume piece in the Assault Rifle category. You cannot customize this on the fly. You can possibly add custom animations, but these animations will still be required to spawn a costume piece from the Assault Rifle category. This is no more mutable than it is to tell a power which pet to spawn. This isn't doable in the current game.
Powers in City of Heroes are hard-coded to call a specific visual effects script which determines what animation is played, what effects are displayed and what props are summoned. Weapons are customizable by altering the FX script to "enable" a costume piece instead of spawn a static prop, and then giving the player the ability to customize this costume piece within a very rigid set of boundaries. Colour and animation customizations work by altering this script, as I understand it, to read off player-mutable variables for its colours and settings. But at the end of the day, the powers system still reads from ONE script, and that one script has one activation sequence hard-coded into it. There is no evidence to suggest that the current game system is even capable of customizing this without new tech.
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All of that said, I support the spirit of the idea on a larger scale. The ability to customize weapon powers into non-weapon powers, or powers using different classes of weapons, as well as customizing non-weapon powers to use weapons instead, is just about the final frontier of new tech for the character editor, beyond which there isn't much left to ask for. I want this to be INTRODUCED, however, and see no point in arguing that it already exists when it doesn't. Not yet. -
Quote:Best idea I have seen so far. You could stop by the natural store for things like shotguns, frag grenades, and sledgehammers. Technology could have things EMP Gloves and grenades, and plasmatic tasers. Long bows and claymores for magic, and I'm not sure what you could do for mutant and science.Honestly, I like to see these temp power recipes not be drops at all, but purchasable at the stores around town, for example, the military surplus store. The store could sell already made items for more than the recipes. I wish I knew why the devs insist on not using the locations that were built into the game environment over 7 years ago and insist that such things be random drops. A punisher like character should be able to drop by the local surplus store and buy what he needs.
EDIT: In essence, this would be similar to walking into an arena and buying a power at the front desk. Aleibt your not restricted to only using them in the Arena.