Figured out how to take off the backpack.


blueruckus

 

Posted

Title says it all. You CAN take off the backpack and keep it off.

First, proof!


One of my costumes with the backpack on.



And then 3 seconds later with it off!


Now how to do it! First you need a saved costume that has the backpack off, preferably made on another character, or before you got the backpack. Then, on your Crab Spider, hit the tailor and load that costume, it should take the backpack OFF! Now you can edit the costume all you want, but if you put the backpack back on in the same session, you'll have to redo the above steps.

It won't even show up when you're attacking! Powers look a little weird, but at least you'll have some walking around clothes, and you won't be burdened by that cumbersome backpack anymore!
If you need any help with this, feel free to Tell me ingame, I'm usually on Grinning Wolf Spider.

(This can be done at anytime. As far as I know, there's no benefit or downside to this, other than aesthetics.)

EDIT: Changing zones WILL put the backpack back on.


 

Posted

Trick Question:

Load a costume which has Wings on it.
Do your Wings now "shoot" your Crab attacks out of them?


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Posted

Quote:
Originally Posted by Redlynne View Post
Trick Question:

Load a costume which has Wings on it.
Do your Wings now "shoot" your Crab attacks out of them?
Most of the attacks wind up coming from the middle of your chest (think Iron Man), but Suppression should come from your wings :P


 

Posted

Works great - until you zone. Soon as you zone the arms come back.

At least that was my experience trying your method this morning...

Thoughts?


 

Posted

Quote:
Originally Posted by OdiousClan View Post
Works great - until you zone. Soon as you zone the arms come back.

At least that was my experience trying your method this morning...

Thoughts?

Damn, you're right. Zoning does add the backpack back. Man, and I was all excited too, thinking I had discovered the answer to the Crab Spiders downside.


 

Posted

I had the same problem. I figured it out with another answer -- make both builds either huntsman or bane. The backpack goes away automatically. Stays off even if you zone.

My main build is a melee bane with poisonous ray. The other is all ranged bane. Melee does much more damage.


 

Posted

Nice work. That's a very elegant solution.


 

Posted

I use the Praetorian PPD costume with my VEAT. No spider arms for me!


Currently on Virtue:
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Posted

It's a curse!!! The Legs stick with you forever!


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Question - does zoning permanently modify your costume slot to re-add the backpack (assuming you don't respec out of Crab powers on both builds)?

In your example, if you go to the tailor, and load up a costume without the backpack, you can use it and attack without the backpack until you zone. When you zone, does that slot now have the pack again, and you'd need to re-edit it in a tailor to temporarily remove it again? What about if you don't have that costume equipped when you zone?


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Posted

Quote:
Originally Posted by Jays View Post
Damn, you're right. Zoning does add the backpack back. Man, and I was all excited too, thinking I had discovered the answer to the Crab Spiders downside.
Crabspider downside?

If you don't like the pack then go with a Huntsman or a Bane. "Problem" solved. If you want a Crab, then you need to BE a crab and have the pack. I see no issue.



 

Posted

My problem is that I have to have the backpack while I'm a bane in an alternate build.


 

Posted

Quote:
Originally Posted by Jays View Post
Title says it all. You CAN take off the backpack and keep it off.

First, proof!


One of my costumes with the backpack on.



And then 3 seconds later with it off!


Now how to do it! First you need a saved costume that has the backpack off, preferably made on another character, or before you got the backpack. Then, on your Crab Spider, hit the tailor and load that costume, it should take the backpack OFF! Now you can edit the costume all you want, but if you put the backpack back on in the same session, you'll have to redo the above steps.

It won't even show up when you're attacking! Powers look a little weird, but at least you'll have some walking around clothes, and you won't be burdened by that cumbersome backpack anymore!
If you need any help with this, feel free to Tell me ingame, I'm usually on Grinning Wolf Spider.

(This can be done at anytime. As far as I know, there's no benefit or downside to this, other than aesthetics.)

EDIT: Changing zones WILL put the backpack back on.
won't work, the moment you load into the next Zone or Change to a Crab Spider Build, Boom it be back.


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Posted

I dunno if it works with the costume change trick you have here, but if you use the midnighter costume you fire lasers and grenades from your foot.

Pretty awesome yo.


 

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To take it off, you must respec and become anything thats not a crab. Sorry guys, but crabs must always have the backpack.


 

Posted

Quote:
Originally Posted by Thirty-Seven View Post
Crabspider downside?

If you don't like the pack then go with a Huntsman or a Bane. "Problem" solved. If you want a Crab, then you need to BE a crab and have the pack. I see no issue.
May not be an issue for you, but personally I don't want my crab spider to always be in attack mode (which is what I see with the backpack). I simply want the option to add or remove the backpack from costumes simply for RP reasons. Hell, I'd even be thrilled if they could turn the backpack in to an optional "combat only" situation, like claws.


 

Posted

Quote:
Originally Posted by blueruckus View Post
I use the Praetorian PPD costume with my VEAT. No spider arms for me!
When I did this a few months back I ended up shooting all the crab attacks from my right foot too.


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Posted

Quote:
Originally Posted by Kailure View Post
My problem is that I have to have the backpack while I'm a bane in an alternate build.
^^^
That.


How can it be on my character when it's supposed to be hanging up in the closet??? C'mon devs. If this flub had anything to do with Trek lore, the Trekkies would raise mortal hell over it. Just because it's Arachnos lore doesn't make it any less important. A Bane build should remove the arm pack. The only way this could be worse is if ALL my toons had to have the backpack because just one of them did lol.


 

Posted

It's interesting that loading another zone brings it back. This could mean that something in the code is checking for some sort of flag and is bringing it back. So, naturally, this means 2 things.

1. They could try to find what's causing it and fix it... which could take quite a while.
or
2. They apply a quick fix by introducing an element that constantly checks for the build type and properly removes the pack.

Personally, I'd like to see a secondary inherent ability added to each sub-class of Soldier. Something they can attach code to that allows the game to go "Hey, you're a bane? No backpack for joo, then.". Although I'm not sure how possible that is. It really depends on how their game code is set up.


 

Posted

Quote:
Originally Posted by Rock_Crag View Post
It's interesting that loading another zone brings it back. This could mean that something in the code is checking for some sort of flag and is bringing it back. So, naturally, this means 2 things.

1. They could try to find what's causing it and fix it... which could take quite a while.
or
2. They apply a quick fix by introducing an element that constantly checks for the build type and properly removes the pack.

Personally, I'd like to see a secondary inherent ability added to each sub-class of Soldier. Something they can attach code to that allows the game to go "Hey, you're a bane? No backpack for joo, then.". Although I'm not sure how possible that is. It really depends on how their game code is set up.
I'm guessing the system has a check like: if the backpack is available, put it on. It's intentionally preventing the OP's method, because otherwise you could skip out on the backpack even if you were a crab. If this is the case, then how to know what's available or not might have to change. That might effect costumes when one build has the weapon available, and the other does not. Who knows. I'm sure if it were an easy fix, it would have been done by now.

Quote:
Originally Posted by Skyster View Post
^^^
That.
I just have to ask. Why would you necro a thread just to agree with something that was said? I guess it probably wasn't buried real deep, since it's the SoA board and everything. It still struck me as odd.


@Gilia1
I play heroes on Champion.
I play villains on Virtue.

 

Posted

My question is as follows:

You zone into a mission with your non backpack costume. The backpack now appears.

Can you then switch back to that costume without the backpack and have it removed ? Or does the costume change but the pack now stays on ?

If I can have a non backpack costume slot that I need to keep reverting to I personally don't have an issue switching back to it as needed.

I don't have much of an issue with my backpack but I do have a smaller size toon when I get complaints I am too big. It would be nice if they would allow you to somehow shrink your arms a bit sometimes.

It still is a pretty cool backpack though.


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Posted

Quote:
Originally Posted by Eden's Fall View Post
Hell, I'd even be thrilled if they could turn the backpack in to an optional "combat only" situation, like claws.
Well, I can buy the claws being sheathed in some sort of sleeve inside your arms, but I don't think there's anyway the backpack could be "hidden" until you needed it. Maybe teleported onto your back, but I would think once you make the decision to summon it you'd keep it on until you were sure you wouldn't need it any more.

It is too bad the issue can't be resolved for a Bane build, though, or an alternate costume (in combination with a "civilian" build) for when you don't want or need to have access to the Crab powers. That may be the issue, though, it's simple enough to have accessories added or removed with a costume, but a build switch isn't the same. (Although apparently it is enough to add the pack)

Hm. Maybe Banes could get something to REPLACE the pack. I've been wanting that spider detail from the official uniform for the "civilian" costumes. It is worn on the back, and looks kind of like a smaller version of the backpack. Or, even make it something inocuous, like a belt.


 

Posted

Would be cool imo if they kept the center of the back pack(the part with the arachnos logo) on the back and then the arms transformed/popped out of it in combat situations. As long as it doesnt cause any redraw issues.


 

Posted

controlled by an endless rechargeless and (power wise at least) useless toggle? I'd be up for that in a big way. would also (sort of) solve crab/bane build switching backpack staying lameness


@Rooks

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Posted

Quote:
EDIT: Changing zones WILL put the backpack back on.
Aw, man. And here I finally thought I might play a crab on the second build of my bane. Oh well, that was a nice try and thanks for sharing.