Has or can someone check to see if Crabs can loose the pack in i21 ?


Bloodspeaker

 

Posted

Just wondering if anyone has checked out i21 to see if changing builds allows you to spec out of the crab pack.

I would like to make a Huntsman but it certainly would be much easier if I could just use my Crab 2nd or 3rd build for that instead of making a new toon.


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Posted

Originally, the fact that the pack is permanent was listed as a "Known Issue". It was later, removed the from the list and classified as "Working as Intended" due to technical issues with allowing it to be removed. The "lore" reason given by a Red Name at the time (I believe it may have been BaBs, but not certain), was that the pack is surgically attached to the spinal cord, and can therefore never be removed.

The Crab Spider attacks use specialized animations which animate the pack. If the pack is not there to be animated, this causes weird things to happen. Since changing builds does not change your costume, it would be possible for someone to create a Crab, switch builds to a normal Solder/Huntsman, go create a packless costume, then switch their build back to the crab, and not be wearing the pack.

While it sounds like it would be a simple matter of replacing the "back" slot when you switched builds, obviously, it's not that simple. If it were that simple, I am sure they would have done this long ago. Besides, I know how quickly the words "can't they just" make the devs see red.


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
The packs are not attached any looser in i21 than they are now.
LOL forget looser and lose.. I read it as LOSER for a second

I was like WTF..

Then I went LOL ..


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Quote:
Originally Posted by Garielle View Post
Originally, the fact that the pack is permanent was listed as a "Known Issue". It was later, removed the from the list and classified as "Working as Intended" due to technical issues with allowing it to be removed. The "lore" reason given by a Red Name at the time (I believe it may have been BaBs, but not certain), was that the pack is surgically attached to the spinal cord, and can therefore never be removed.

The Crab Spider attacks use specialized animations which animate the pack. If the pack is not there to be animated, this causes weird things to happen. Since changing builds does not change your costume, it would be possible for someone to create a Crab, switch builds to a normal Solder/Huntsman, go create a packless costume, then switch their build back to the crab, and not be wearing the pack.

While it sounds like it would be a simple matter of replacing the "back" slot when you switched builds, obviously, it's not that simple. If it were that simple, I am sure they would have done this long ago. Besides, I know how quickly the words "can't they just" make the devs see red.
There was never a solid lore-based reason given by a redname, but the technical issues are very much real. During the beta in which VEATs were introduced, there were all sorts of problems involving the packs. Textures wouldn't show up properly on them, animations wouldn't work right, and sometimes the pack would just vanish. I experienced all of these first-hand. Eventually, in order to hammer out all of the problems, the packs had to be permanently fused to the player character models. Of course, once dual builds became available, a flaw in this became apparent as VEATs with a Bane build found themselves still in possession of the packs.

This is neither a bug nor is it really working as intended. It's a work-around that was and still is necessary to get the Crab pack to work properly on player characters. As such, there's no simple fix.


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Posted

I have seen the bug too when you use the powers without the pack. You look like you're shooting grenades out of your hands and laser beams from out of nowhere above you.


 

Posted

to "temporarily" remove the pack just switch to a costume slot in which was saved before you made the crab, and you will not have the pack

this will go away upon zoning however


 

Posted

After reading GBE's answer as to why they had to do it, I have to wonder...

Could they make a version of the "Super Tailor" that will check to see if the character is flagged as Crab or Bane, and if Bane, remove the Back Pack by "switching" genders?

Instead of having [ Male | Female | Huge ] options, have [ Bane | Crab ] options. It might have to reset the model to a blank slate, but that's what .costume files are for...




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Posted

I just wish I could use one of the other claw models on my widow...


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Posted

Quote:
Originally Posted by Vexen777 View Post
I have seen the bug too when you use the powers without the pack. You look like you're shooting grenades out of your hands and laser beams from out of nowhere above you.
Try playing a crab with a costume code active. You fire most of your attacks out of your right foot.


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Posted

Quote:
Originally Posted by Goliath Bird Eater View Post
There was never a solid lore-based reason given by a redname, but the technical issues are very much real.
BaBs did give a very tongue-in-cheek in-game "explanation", which Garielle related. Something like, "the Crab Spider creation process involves very intrusive surgery, and if you don't want your spine permanently modified like that, maybe you should consider joining the Bane Spiders instead".


 

Posted

Quote:
Originally Posted by Lazarillo View Post
BaBs did give a very tongue-in-cheek in-game "explanation", which Garielle related. Something like, "the Crab Spider creation process involves very intrusive surgery, and if you don't want your spine permanently modified like that, maybe you should consider joining the Bane Spiders instead".
Crabs get a bum deal, lorewise. "We're gonna fuse this into your spine forever. If you want to be a bane instead, we'll just, y'know, give you this stick." It's like those girls that they shove into tarantulas. BUM DEAL MAN.


 

Posted

Someone in-game was claiming that if ALL of your builds are bane spider, you can lose the pack. I do not know whether this is true.


 

Posted

If ALL your builds are Bane spiders, then yes, you don't have the Crab pack. Because you don't have any of the Crab powers either.

Crab Powers on any build = Crab Backpack.

No Crab Powers on any build = No Crab Backpack.


 

Posted

Quote:
Originally Posted by Starcloud View Post
If ALL your builds are Bane spiders, then yes, you don't have the Crab pack. Because you don't have any of the Crab powers either.

Crab Powers on any build = Crab Backpack.

No Crab Powers on any build = No Crab Backpack.
Yea I just gave up and made a new Huntsman character.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Quote:
Originally Posted by Bloodspeaker View Post
Try playing a crab with a costume code active. You fire most of your attacks out of your right foot.
This is spectacular. Makes me wish I had a costume code. does it work with the halloween temp power costumes?


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