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Posts
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Joined
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I think they should just do away with choosable titles altogether and just let you type your own up.
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I'd get mugged by half my characters.
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Eh, my Resistance WM/SD Brute was pretty much done after I made him. Though I may switch out the Shield to a Vanguard shield to look more tech-y.
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Only tangentally related to this topic. But let us craft the Chain Gun from the last Praetorian Loyalist Resopncibility Arc in Imperial City!
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I don't think there should be a Brainwashing primary--but I do think that we should be able to change the skin/model of our pets.
Maybe have a Skulls/Hellions/Trolls outfit for Thugs
Maybe a Malta/PPD/Sky Raiders/Longbow outfit for Mercs
Maybe a CoT/Banished Pantheon/Zombie Apocalypse outfit for Necro
Maybe a Knives of Artemis/Tsoo outfit for Ninja
Maybe a 5th Column Robot/Malta Robot/Clockwork outfit for Bots
Maybe a CoT Demon outfit for Demons -
Quote:The thing is, with melee pets, you could just manage them smarter. Tell them to go to melee and they'ed stay there.The ironic thing about this whole melee AI bug is that now all the ranged pets are getting screwed when before all of the melee pets were being screwed. Melee pets used to commonly sit at range and throw rocks (bruiser) or shoot arrows (genin). Having to use elaborate goto binds just to get the ninjas or bruiser to use their melee attacks was almost as frustrating as getting bots and mercs to fight at ranged now. Maybe there's an upside to the current AI behavior. Maybe the devs just want us to employ more melee minions. For example, I'm currently loving my Dark Servant who, with his chill of the night aura, now runs right up the enemies and wraps them in his dark embrace!
Now with this bug, all the pets go to melee all the time. This isn't ironic, it's still a bug. Say you wanted a ninja pet to stay at range and throw Exploding Shuriken... they can't, they'll always run to melee. It affects them just the same. -
I was thinking, iirc, you can get a pillar to do flashback missions in bases, right? Why not a computer to create/run AE missions too?
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It's a shame PPPs don't have good ST attacks, I'd love an extra pet. Probably would already be perma if you can get PA Perma.
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You wouldn't have to code it so much as move the powers in the tray to where you want, pretty much.
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Provinceman
The Imperial
The Future Emperor Cole
Take your pick. -
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I don't know if it's been suggested before, but I'd like to see the SpecOps backpack as an equipment option.
As well as possibly a Raptor Pack and maybe a Goldbricker or Longbow jet pack. And a Zero-G Pack.
Animated similarly to wings, where they'll activate on jumping as well as plain flight, if possible. -
Stop tempting the thread destroyer to post here!
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Quote:Not when there's several easier ways to achieve a similar affect--such as adding a new Power Pool, or more powers to existing pools, or push back EPPs to the mid-late 30's instead of 40, which I whole-heartedly support.We're just arguing that it's worth the effort. That right now I can take all the powers from my primary and my secondary. I don't have to weigh the options and decide if I want to sacrifice offensive powers to improve my defense. I've even got room for the fighting pool.
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Er... you already can with a bind text file.
You can bind movement and camera control to joysticks, and gamepad buttons to slots on the power tray--could even take a page out of Sandolphan's MM Keybind guide and have multiple text files that can be cycled through a press of a button to go through the seperate trays.
I did it with my gamepad, here's what I put.
Primary.txt
joy3 +up
joy4 powexecslot 1
joy1 powexecslot 2
joy2 powexecslot 3
joypad_down powexecslot 4
joypad_left powexecslot 5
joypad_up powexecslot 6
joypad_right powexecslot 7
joy8 powexecslot 8
joy7 powexecslot 9
joystick1_up +forward
joystick1_left +left
joystick1_right +right
joystick1_down +backward
joystick2_up +lookup
joystick2_down +lookdown
joystick2_left +turnleft
joystick2_right +turnright
joy9 target_custom_next enemy
joy11 target_custom_next friend
joy12 target_custom_prev friend
joy5 bind_load_file c:\covbinds\secondary.txt
joy6 map
Secondary.txt
joy3 +up
joy4 powexecaltslot 1
joy1 powexecaltslot 2
joy2 powexecaltslot 3
joypad_down powexecaltslot 4
joypad_left powexecaltslot 5
joypad_up powexecaltslot 6
joypad_right powexecaltslot 7
joy8 powexecaltslot 8
joy7 powexecaltslot 9
joystick1_up +forward
joystick1_left +left
joystick1_right +right
joystick1_down +backward
joystick2_up +lookup
joystick2_down +lookdown
joystick2_left +turnleft
joystick2_right +turnright
joy9 target_custom_next enemy
joy11 target_custom_next friend
joy12 target_custom_prev friend
joy5 bind_load_file c:\covbinds\primary.txt
joy6 map
Only thing you can't do is click the mouse through the gamepad, which is kinda annoying. -
Quote:Why give concealment placate? I get the reasoning, but it would only be useful to Stalkers, power pools are supposed to be generally useful.Stealth: Placate. Same as Stalkers although with a higher endurance cost and high recharge.
Quote:Fighting: Quivering Palm. Low Damage stun attack. Mag 3 for x seconds.
Quote:Flight: Bombardment. Strike an enemy causing AoE damage. High Smash damage. grounds flying targets.
Quote:Medicine: Stimpack. Boost an ally's damage, damage resistance and recharge by X% for y seconds. At the end your ally loses 10% of their endurance.
Quote:Leadership: Synergy. Very High endurance toggle that boosts all nearby ally's recharge by X%. Very High as in: over 1.5 before endurance reductions.
Quote:Presence: Poker Face. Toggle. Masks your feelings towards your enemies. Gives 1.0 mag protection against Holds, Immobs and Stuns.
Quote:Speed: Double Time. Instantly allow the use of a single power regardless of recharge (certain powers would be exempt of course.) That power costs twice the endurance and has it's recharge doubled after use.
Quote:Super Jump: Slam. Slam the ground causing a large AoE Knockdown and Stun. Long Cooldown and endurance cost.
I still think it should be relatively short ranged, but being able to TP to your target would be really useful. It could be like the Sorcerer's teleport from the Tsoo--TP without visual contact. -
No. Too much work for too little reward. It's not efficient enough to be applicable at this stage in the games life. If they ever have plans to release a CoH2, then that's where this type suggestion should be.
You can't just implement a change so massive (it would require alot more work than simply animations that can be reused from power to power--it'd require coming up with the powers, beta testing, implementing, reworking the level system, making sure it's balanced across all of the ATs, and, yes, the animations, etc)
Say the game has oh, I dunno, 50-60 unique powesets. That's 150-180 new powers if they just added 3, over 4x what was in the Going Rogue expansion.
Not. Gonna. Happen. -
Nah. The other guy did give me a good idea, though. Turn parry into a -tohit debuff.
Edit: It still fills it's role of added defense, but only against the target and not everyone. -
Again, not possible. They'd have to add new powers to each unique powerset.
As I pointed out, for Brute Primaries alone, if they added three new powers to each powerset... that would equal 33 powers. That's for one AT, and only their primaries. That's enough to fill out 3 powersets.
Not. Gonna. Happen. -
I could possibly see 'Swap Ammo' happen for the powers IN a given EPP, but even then it's doubtful--would feel too gimmicky.