Twigman

Cohort
  • Posts

    553
  • Joined

  1. Twigman

    Rage Defense

    Quote:
    Originally Posted by Techbot Alpha View Post
    This means death. Crushing, painful, agonising and un-fun death. Fighting Mu, Clockwork or Carnies? Bye bye Endurance. Fighting CoT? Bye bye To-Hit.

    I...honestly don't see anything here that Invul or Willpower couldn't do already and do *better*.
    I have a couple ideas to counter these problems

    1) Let's make drops that when you click them they give you a boost to different things ... like tohit , end, health, res, def. I think I'll call them inspirations XD

    2) Maybe they should allow you to have multiple sets for fighting different things. We could make one build for def, one for HP/regen, and one for a big buff to ACC

    All wishful thinking I guess, the Devs would never make those possible

    [Being sarcastice in case the reader didn't notice]
  2. Quote:
    Originally Posted by Aggelakis View Post
    If there was a way to easily implement Enhancement Boosters without the combine screen, sure.

    If it takes six months to figure out a way to implement Enhancement Boosters without the combine screen, I'd rather them work on something more important than a minor QOL.
    The enhancement boosters are the only reason I want it changed

    I just go do about 5 AE missions to get the tickets required to get all my enhancments at the highest LVL ... then forget about it for the next 2 LVLs I'm sure there's a farmer in there too that would let you go along for the ride assuming all you wanted was one or 2 runs for tickets. :P

    They should allow you to send AE tickets to yourself in email. I would just get my 50 and transfere tickets to my lowbie so I could buy enhancments. More useful then influence at that LVL ... LOL
  3. Twigman

    Power tweaks.

    They should make the rage crash take your entire enduance bar ... it would still be able to be reduced by end reduction enhancement to at lowest half. That way you have to be aware of it. right now it's too easy of a power to use. That or make the other similar buffs able to last twice the current time
  4. Twigman

    Spine Defense

    Quote:
    Originally Posted by Necrotech_Master View Post
    the concept of the set is sound but i think your numbers need to be balanced some, -50% tohit is massive, the only thing that i know which can do that much at once is powerboosted blackstar (dark blast nuke), powerboosted darkest night may also be able to reach that for short duration
    It's high ... but let me clarify how it works [updated post]

    It also has a HUGE hole in the power ... no ranged buff/debuff effects.
  5. Twigman

    Spine Defense

    Quote:
    Originally Posted by Necrotech_Master View Post
    i dont really see much issue with it, the current spine melee set can have multiple types of spines for the animations (although adds lot of redraw)

    the easiest way to make it compatible with spine melee would be to just have different animations on the powers than the spine melee set
    Agreed ... not all that complicated


    I'm surprised move of the vet players don't want this, most of them don't take the tier 9 ability anyway, This would be similar to having SS rage on a armor set.
  6. Quote:
    Originally Posted by Noyjitat View Post
    Plenty of nice praetorian models ingame to use for gundrones/forcefield generators. Really wondering why those haven't been added for player use yet. On another note am I the only one that wishes traps had gundrone instead of time bomb? Bout time they make time bomb more useful on both traps and devices or that simply remove it and replace it with something else. I think making it a remote bomb would be a good step but atleast replacing it on traps with gundrone would be simpler for traps anyway.
    They should make it more like the arachnos soldier bomb ...
  7. How does the SR resistance work, what is the cap resistance and how is it increased?
  8. Twigman

    Gravity Aromor

    Quote:
    Originally Posted by Aett_Thorn View Post
    The "pulling in" part of your idea is what we've been told would need an engine rewrite. The positional resistance would just need a massive rebalancing of every power in the game.
    First: Post has been updated set with corrected resistance

    Second: Post has been updated with explaination on how to achieve effects with current powers at CoX disposal
  9. Twigman

    Rage Defense

    Build info has been updated
  10. I like the concept ... like tsoo inkmen. katana/kin

    but ... do you mean more like a MM/ katana? Please elaborat a little
  11. Twigman

    Gravity Aromor

    wait ... what about still having a KB or repel that faces in from a surrounding ring? would that work?
    when the opponent reaches the center, the opposing KB/repels would work against each other.

    it would be complex coding, but not recoding ... right?
  12. Twigman

    Gravity Aromor

    Quote:
    Originally Posted by Aett_Thorn View Post
    No, it means a fundamental change to the very basic coding of the game (i.e., the system that runs the game). So much so that doing so means a lot more work than you'd think, and if they were going to get down to that level of coding, they might as well work on a whole new game.
    Thanks for clearing that up [sad face] I'll miss you grav armor idea.
  13. Twigman

    Rage Defense

    Quote:
    Originally Posted by Necrotech_Master View Post
    firstly the set would be ridiculously easy to kill as soon as the tier 9 was popped, 100 hp is nothing, most lvl 50 minions can hit for that much, even with capped resist and regen a AV can hit you for 10x that, 2 shots and you would be dead even with capped resist

    secondly if your going for a hulk type of theme just make super strength/wp or super strength/regen and you get the same effect
    Recommended changes are welcome ... also, you can still slot for defence still if you like.

    I'll make the wording correction in the build ...
  14. Twigman

    Rage Defense

    I don't know coding ... will this set cause a problem?
  15. Twigman

    Gravity Aromor

    Quote:
    Originally Posted by ArcticFahx View Post
    I don't think you grasped the meaning of my words. The ability to do reverse KB or reverse Repel would require a whole new engine. And the devs have stated that if they do an engine overhaul, they may as well do CoH 2.
    So, "reversing" them and creating a new effect would require the same coding? IE: every power set, all enhancements that affect it? Is that what you mean?
  16. Twigman

    Gravity Aromor

    Quote:
    Originally Posted by ArcticFahx View Post
    Also, these two are completely impossible within the engine as it is, according to Castle himself. It is impossible to create "reverse KB" or "reverse Repel".
    Then make one ... they should've planned for this type of power set from the beginning. I would take it for a fire/kin any day
    I could just see a mob trying to run away from hot feet and going nowhere.XD

    Side note, I sould gladly pay 5000 points for this set or a grav defender set that had this power.

    imagin placing the grav aura on the tank in a mission ... talk about herding. LOL
  17. Twigman

    Gravity Aromor

    Quote:
    Originally Posted by ZephyrWind View Post
    And I thought this was going to be a post about the smell of gravity, read by someone with a Boston accent
    sadly, I can't edit the title
  18. Twigman

    Power Weapons...

    Quote:
    Originally Posted by BrandX View Post
    No joke! People still think vampires are these fanged, essence of cool, creatures created by hollywood, and yet can't back a vampire with sparkles. I just don't get it.
    That depends on who you're talking to ... I know my roommate can't cause it's a girls concept of a vampire and he would be (somehow) less of a man if he supported it.

    Others don't deal well with change or have are set in the one way it is portayed and taught from myths

    Me, as long as you can explain away how they are different, "vamires want humas to think they are vulnerable to light" I could care less, doesn't mean I would choose to watch the movie instead of any number of a hundred other movies :P

    back on topic ... yes, weapon options for non-lethal attack powers with the ACC bonus
  19. Quote:
    Originally Posted by Hopeling View Post
    I try to avoid speaking strictly ill of suggestions. Usually they are things I can see why someone would want, even if I don't, and it wouldn't hurt me to have it implemented. So when I say this, it is because I feel very strongly: directly tying personal power (incarnates, IOs, 14% maneuvers??) to SG membership and activity is a terrible, terrible idea.

    One of my favorite things about this game versus other MMOs is that I can log in and play without being penalized for not wanting to make complex social ties and commitments to a game. And if increased personal power is tied to membership, you can say it's a bonus to membership, or a penalty to non-membership. They are functionally the same.

    There is already a rather extensive system of SG advancement available through prestige, SG badges, and base building, and it has the kind of features that group membership should confer - travel, convenient crafting locations, general quality of life stuff. Expanding that is great and I approve of almost any suggestion that does so, even though I don't want to join a supergroup and don't care enough to create a solo SG. Adding stat bonuses or powers or equipment that are tied to group membership is not great and would greatly decrease my enjoyment of the game.

    And if the benefits of being in a supergroup are available to those not in supergroups by adding a universal supergroup, why make them SG perks in the first place? It would be much simpler and less annoying to give them to everyone automatically.
    For starters, You're making SG membership really complicated, I put it in SG mode and forget about it. I talk to the same friends reguardless of SG affiliation.

    Secondly, the accolade would only affect when teaming. It would have no effect when soloing, and if you like teaming and you aren't a member of a SG, one of the players might be and might have that, whitch means you'd be more survivable ... So, I don't see how it would ruin your game. Or even F2P gamers for that matter ... might even help them due to not having IO sets avail.
  20. Quote:
    Originally Posted by Snow Globe View Post
    A super group earning 1 million prestige gets: Benedict DR-2 Turret Plans

    Heck, here are links to all the super group achievements:
    http://wiki.cohtitan.com/wiki/Supergroup_Badges
    not the same ... that's a base def like the CoT crystals(sorta).
    I mean a personal accolade. It would be team def (like manuvers) of 2%Xthe number of teammates
  21. Twigman

    Gravity Aromor

    Quote:
    Originally Posted by Rangle M. Down View Post
    Since "Positional Damage" doesn't exist, how would "Positional Resistance" be helpful? All dmg in the game is based on types of damage, which is why we have typed resistance, not positional resistance. I'm not saying there couldn't be a Gravitation Armor, but how you're approaching it doesn't work for this game.

    As much as I'd like to see a power set that would knock or repel things to the caster I was informed by Castle, the previous powers guy, that it wasn't feasible within the game engine.

    (BTW, I think "exaggerated" is the word you guys are looking for.)
    I realize that they're not going to code in positional resistance ... I guess I'll post a changed system of defence. I would like this power, it could also be made into a defender power set as well.
  22. Twigman

    Gravity Aromor

    Quote:
    Originally Posted by DarkGob View Post
    Ahem. Fixed that for you.

    I understand that this is a video game based on a comic book and not everything is going to strictly obey the laws of physics, but even on an abstract level positional resistance just doesn't make a lot of sense to me.
    Didn't mean to get your name wrong. Sorry.
  23. I want a floating head option.

    When I get hit with knock up, just my head flies up(flipping) and I have to catch it.

    When hit with knock down it crashes into my body and gets stuck and I have to pull it out.

    Finally, when hit with knock back, my body flies ... followed by my head.

    floating fire, ice, dark, energy, normal, and skull head. Helmet's attatchable.

    Name a toon "rock'm sock'm robot"
  24. Twigman

    SG charity

    Agreed ... the point is to encourage noobs to keep playing. If I didn't have the friends and guidance I had with the friends I made ... I would've quit long ago.