Anyway to get rid of the leg backpack?
The Crab backpack is triggered by having Crab powers on either build. Only way to get rid of it is to respec out of any and all powers from the Crab pools.
I'm going to try something else though, gonna see if you can remove it at Facemaker while on a non-crab build. Meh, want to alter a costume anyway. Personally I think the backpack is cool. Just don't want my wolf spider build with it.
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
Unfortunately that doesn't work either. The trigger to display the backpack is hard coded as a simple ON/OFF switch that's tied to the Crab powers. While it is a costume piece (Much like weapons), it isn't linked to the costume creator interface.
The fact that it displays as an option is some indication that it was supposed to be but the Devs probably created the current system to ensure the integrity of the Crab powers' animations. That way Crab Spiders couldn't remove the pack and have their energy blasts and grenades just appearing out of mid-air. It's an unfortunate effect from a less than elegant solution but it's what we've got.
I'd be nice if the pack only was toggled as ON if your using a build that has crab powers.
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
Ok thanks for the information guys!
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I'd be nice if the pack only was toggled as ON if your using a build that has crab powers.
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Indeed it would. On the surface that seems like it'd be an easy thing to code in. The game can already register which build you're using so a simple search algorithim could seek out Crab powers.
But things that seem easy when you're playing the game suddenly become difficult when you start coding the game
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The fact that it displays as an option is some indication that it was supposed to be but the Devs probably created the current system to ensure the integrity of the Crab powers' animations. That way Crab Spiders couldn't remove the pack and have their energy blasts and grenades just appearing out of mid-air. It's an unfortunate effect from a less than elegant solution but it's what we've got.
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During the Halloween Event, when you can get the Temp Power Costumes, that's what happens. You, as a Spectral Pirate (or whatever) just squat a little and energy blasts shoot forward from points well above your shoulders when you use Suppresion.
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I'd be nice if the pack only was toggled as ON if your using a build that has crab powers.
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Indeed it would. On the surface that seems like it'd be an easy thing to code in. The game can already register which build you're using so a simple search algorithim could seek out Crab powers.
But things that seem easy when you're playing the game suddenly become difficult when you start coding the game
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Yeah I was disappointed in this too but I expect if it was an easy fix, Castle(or whoever is responsible) would probably hook it up.
there is a glitch though. The backpack resets if you zone though. Go into the tailor and load an outfit that you have in the templates.
Load it up and the backpack will disappear. Again, until you zone.
I had an AR corrupter costume, so it didn't have the gun, just clicked "attempt to fix" as well. No idea if that is needed.
In any case though It looks neat to shoot lazers from the air.
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I'd be nice if the pack only was toggled as ON if your using a build that has crab powers. [/ QUOTE ] Indeed it would. On the surface that seems like it'd be an easy thing to code in. The game can already register which build you're using so a simple search algorithim could seek out Crab powers. But things that seem easy when you're playing the game suddenly become difficult when you start coding the game ![]() |
Djeannie's Costume Creator Overhaul Wishlist
Carnie Base
"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh
[ QUOTE ]
I'd be nice if the pack only was toggled as ON if your using a build that has crab powers. [/ QUOTE ] Indeed it would. On the surface that seems like it'd be an easy thing to code in. The game can already register which build you're using so a simple search algorithim could seek out Crab powers. But things that seem easy when you're playing the game suddenly become difficult when you start coding the game ![]() |
Thinking about it, it actually seems a bit more complicated than just setting it to check if you're using a Crab build or not. Since the backpack is a back slot item, it would overwrite capes or wings. So what happens if you're in your Huntsman costume, and forget to switch to a costume without a cape when you switch to the Crab build? For the backpack to turn on and off, and *not* wreck the costume, they'd have to include some way for the engine to keep track of what is "supposed" to be in the back slot. The only other possiblity is to allow the backpack to turn on and off, but keep the back slot locked if either build has Crab powers. (So you could do a Crab and Bane build, but your Bane can never have a cape. Ever.)
Like when they used to tell us that power appearance customization was impossible...
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They said it would take way too much work for the small crew they had.
Hire a bunch of people and give them two years to work on it, and things change.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Thinking about it, it actually seems a bit more complicated than just setting it to check if you're using a Crab build or not. Since the backpack is a back slot item, it would overwrite capes or wings. So what happens if you're in your Huntsman costume, and forget to switch to a costume without a cape when you switch to the Crab build? For the backpack to turn on and off, and *not* wreck the costume, they'd have to include some way for the engine to keep track of what is "supposed" to be in the back slot. The only other possiblity is to allow the backpack to turn on and off, but keep the back slot locked if either build has Crab powers. (So you could do a Crab and Bane build, but your Bane can never have a cape. Ever.)
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Conversly when you swap out of crab form you'd get your back slot item back. So you could have a bane cape on other outfits.
Djeannie's Costume Creator Overhaul Wishlist
Carnie Base
"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh
They'd have to set it so that if you swapped to a crab build whatever costume you were in would have its back item replaced. That's it. Had wings, now you have the backpack, had a cape, now the backpack.
Conversly when you swap out of crab form you'd get your back slot item back. So you could have a bane cape on other outfits. |
The best they could do is "You forgot to change costumes before changing your build, so you lost your cape/wings. Now you need to go to the tailor to fix it."
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Why don't they make the backpack a new costume piece, and while playing it overwrites the backpack slot when the current build has crab powers....
I mean.... is it that hard. Simple fix.
It's bad to have blasts come from a backpack you don't have displayed. It's just as bad to have a backpack display that you can't use.
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I've noticed that when I switch between a crab and bane build the "crabpack" remains on the bane. Is there a way to get rid of it while in bane build? In crab form the pack is fine but in bane form I'd rather have a cape than a cumbersome-looking mechanical device with four 6' legs jutting out of the top of it. Is this a known bug or is there a way around it? Thanks.