IanTheM1

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  1. Quote:
    Originally Posted by CapnGeist View Post
    The issue with this is that the AE tools are /not/ the same tools as real missions are built with. The developers have said multiple times that they are NOT at a loss of arc ideas or plans, but what they are at a loss for is time to program these arcs into the game, test them, work out bugs, etc etc.
    As I recall, half the point of the MA system was allowing anyone at Paragon Studios easy access to writing arcs. Or at least, that was their standing design goal. I'm sure the MA isn't as robust as the real tools, but I don't think it's too far off either.

    I honestly don't remember anything about there being "lots of work to convert MA arcs" (and it doesn't make a whole lot of sense anyway), but I'd be far more concerned with elevating some players over others and possible legal tangles.

    S_T, what I suggest is that you poke around the MA forums and try to gather up writers to work on some Boomtown arcs. I had some limited success doing the same concerning VEAT arcs.
  2. Quote:
    Originally Posted by Techbot Alpha View Post
    Since when has 'sense' stopped Longbow from using sonics, and firing grenades from miniguns?
    At least in the former case it's a Sonic Grenade. It's still a projectile large enough to sensibly be deployed and emit a disruption field.
  3. And, frankly, I don't see the powers from Trick Arrow working very well with Dual Pistols. While there are a few heroes out there that do use non-standard guns (the Crimson Avenger is the only example I can think of offhand), very rarely do they use a full variety of ammo types. And even then, the concept still doesn't gel with most of the pistol models we currently have available.

    Edit: And now that I mull it over some more, Sonic Arrow wouldn't make much sense with pistols at all. Flash Arrow and EMP Arrow are also questionable.
  4. IanTheM1

    Dynamic Combat

    Quote:
    Originally Posted by Risko_Vinsheen View Post
    Actually Martial Arts doesn't look too bad with this. On all the Martial Artists I've had (and with a lot of melee attacks) I'll jump over an enemy while activating the power, which causes it to hit them even as I'm leaving melee range. Works really well with super speed or ninja run activated.

    But I think the balance and animation issues would keep this from becoming a reality. Just thought I'd pipe in that in a way it's already possible with some powers. (the roundhouse kick from Martial Arts looks great with the trick I mentioned above)
    Not quite the same thing, though. Removing rooting altogether would allow you to move in any direction on the ground while attacking, resulting in you sliding around on one foot while the other kicks. (Either that, or just not playing an animation at all, and just defaulting to your run animation.)
  5. IanTheM1

    Dynamic Combat

    Quote:
    Originally Posted by Slope View Post
    If there are no major problems with this then i'm all for it
    I can think of two right off the bat:

    1) Would open up a somewhat significant can of worms regarding balance. (There's a reason why they fixed Whirlwind's "attacks wouldn't root" bug.)

    2) Would look bloody awful for melee sets, especially Martial Arts.

    I don't feel this would do much to actually make combat more dynamic, it would simply make combat look more dynamic. As it stands, CoH already has some of the most dynamic combat in an MMO I've seen or heard of, but without directly overhauling the mechanics I don't see the point of making it look a little more "realistic".
  6. Quote:
    Originally Posted by Zamuel View Post
    Just made a new character to check and Outbreak is an undisclosed area west of Talos. So unless it's considered part of the Hollows, Galaxy City and the Hollows seem to be the only zones without instances.
    AFAIK, Outbreak is just considered its own zone. The dot was placed there before The Hollows existed, so it's not particularly accurate anymore.

    Also I believe the running count for non-instanced zones also includes Bloody Bay. And probably Dark Astoria, Terra Volta, and Crey's Folly.
  7. Quote:
    Originally Posted by Umbral View Post
    Even so, I'm not entirely sure it's altogether needed. Dark Armor has plenty of other exotic resistances that bolster it quite well, along with excellent protection from its mez toggles. The lack of energy resistance is a bit distressing, but it's not breaking the set in any special way, especially since it's a thematic weakness.
    This. The Energy weakness is a designed hole in the set due to thematic reasons, and even then it still gets some Energy resistance. The Toxic resistance was added to all of those different heals because prior to that Toxic wasn't just exotic, it was literally untyped, and therefore wasn't actually considered for inclusion in sets.

    I fully agree that DA gets superior forms of protection (including DR) in exchange for really only a few negatives.
  8. Obvious answer: Common Grounds. Especially since it fits the tone and already has crossed over, technically.
  9. Quote:
    Originally Posted by White Hot Flash View Post
    I think all the industrial maps, like the factory building where you fight Siege up at the top, or the mish Ghost Falcon gives you, are all Crey's Folly, or at least look like they'd be in there.
    If anything, most of the industrial maps would most likely be Terra Volta, which incidentally otherwise has no instances if you don't count those.

    Also, on the subject of remixed maps, one of the "Neighborhood" maps (it's the one that's used several times during the Blue/Silver Clockwork missions), is very clearly Galaxy City with a bunch of the buildings swapped out, the biggest tell is the large, gray "shelf" that's right behind the entrance point.
  10. Quote:
    Originally Posted by Rajani Isa View Post
    yeah - the tricky part of Dark Astoria being instanced is they don't include the fog.


    Eh, I don't count the dreck map. Boomtown has no water
    Honestly I wouldn't count either of them. No fog means no DA (and I could be wrong, but the layouts in those maps don't quite match), and same thing with the flooded "Boomtown" stuff.
  11. Quote:
    Originally Posted by Arctic_Princess View Post
    Okay, here's a suggestion but a very basic one:

    Give Tankers Vigilance (so that if the team is falling in health then the Tank gets an endurance discount) and give Defenders 'something else'.
    You don't say?


    Also, Sam, isn't that essentially what Gauntlet is supposed to be anyway? Active attacking = holding enemies' attention...
  12. Quote:
    Originally Posted by Tonality View Post
    Yup, tankerminds with disposable pets would drive me crazy. Though, come to think of it, I don't recall exactly what role was intended of brutes originally.
    I wholly admit, it's just an educated guess, but I've always thought it was fairly clear that Brutes were just exaggerated Scrappers. Same basic role, at least. And both get single target taunting capabilities and can act as pseudo-Tanker. Plus Brutes even get built-in Scrapperlock.

    Quote:
    For me, I could stomach a 5% drop in the hardcap, like khelds. But any further and I think it would really hurt those resist sets in the same way that they are for scrappers.

    In any case I think I over-reacted and read into your post as a call for nerfs, which wasn't the case. My apologies.
    I can't really say I agree with that (though I did consider making Brutes their own category with 80% cap), but the apology is appreciated.
  13. Boomtown has a few mission maps, but I think they're all villainside.
  14. Quote:
    Originally Posted by Tonality View Post
    I wonder when people will stop trying to ask that brutes be nerfed without recognizing the role they play redside.
    FWIW, the only nerf I've ever called for was to lower Brute defensive caps somewhat. And I'm well aware of what role they play (and what role they were originally supposed to play, alongside MMs).
  15. Quote:
    Originally Posted by Solicio View Post
    I couldn't think of anything more useless on my WP/SS. No thanks. I like Gauntlet exactly as it is.
    I mostly meant in addition to Gauntlet. But, more importantly, not all Tankers get Quick Recovery. Nor does QR instantly negate the potential usefulness of Vigilance in a panic situation anyway. If anything, it would provide pseudo-endurance drain resistance to Willpower in certain conditions.

    Quote:
    I would only change the AT by buffing the defense/resist caps, and that's only after seeing what happens with GR. I'm guessing that brutes will look preferable to tanks in the late game due to similar defense/resist caps, with the added bonus of fury.
    I wonder when will people learn that buffing everything else, instead of nerfing the clear outlier is a terrible way to balance a game.
  16. Quote:
    Originally Posted by Red Valkyrja View Post
    I think the OP needs to roll a Defender before calling for Inherent changes for well... any other AT.

    Of course, something that I continue to suggest whenever this topic comes up: Give Tankers Vigilance. It actually suits them quite well, when you think about it.
  17. Quote:
    Originally Posted by Lycanus View Post
    I17 is the free-upgrade coming along with GR.

    The content is going to be in GR.
    False.
  18. So...what you're saying is that you want your salvage now but are completely unwilling to pay for it in any way, shape, or form (outside of a small raw ticket price increase, which is essentially meaningless), and that the market is apparently the devil.

    Honestly, you seem to be missing the point that crafting is a game unto itself. Better rewards require higher risks/costs. If you want your slots filled now, without a trace of randomness and for relatively cheap (both in time and $Inf), feel free to buy some DOs or SOs.
  19. Quote:
    Originally Posted by NetMinder View Post
    Look forward to all the new exploration badges... nope. Bleh.

    The city is wonderful and pretty... but I've already seen every piece of it.. more than once. Now I get to tour it again. Woo frickin hoo.

    Seriously. Maybe if the devs required you to be in Ultra-Mode to get the new badges, then maybe I would go for it (because it would restore my faith that the devs hate us.) But really, double the explorations..... *meh*
    More exploration badges means more tidbits of lore to devour hungrily. Forget about badge counts and accolades, trivia's the real treasure.
  20. If by single rescues you mean that you've specifically set the surrounding villain group option to "Single," then the rescue is essentially nullified - it will only spawn the NPC with no guards, thereby freeing them immediately once the map is loaded and automatically completing the objective, hence the lack of navigation text.
  21. Quote:
    Originally Posted by BrandX View Post
    And then you can save those other 7 common salvage for later use or sell them at WW or the BM.
    I've always assumed that this was an intentional design. Whatever you get that you don't need can be funneled back into the market to help deal with potential lack of supply. As it is, I have no strong opinion on the suggestion, though I'm wary of its potential effects on the market.

    Honestly I'd rather see them just go back and fix the Invention System first. As Lemur Lad touched upon, most of the issues surrounding the market stem from godawful balance problems inherent to the crafting system in general.
  22. Quote:
    Originally Posted by TheJazMan View Post
    and hopefully giving this tired old horse a kick in the butt. If it doesn't
    Hah. Ahaha.

    Also: I have always been against adding outside IPs to the game, because it would disrupt the feel of the game, not to mention add more work for the devs to replicate existing characters properly.
  23. There's a bit of an odd problem going on in Founders' Falls, which is causing a slight performance degrade, not to mention potentially causing a hazard to players.

    At this location, there's an overwhelmingly large number of citizens circling that building, to the point where it causes a slight framerate drop, but worse, hits the entity draw cap, rendering nearby enemies invisible.
  24. Quote:
    Originally Posted by Memphis_Bill View Post
    IIRC, he *eats dimensions.*

    That fits the "bad guy" category - or at least "major threat" - pretty well in my book.
    As I recall, Galactus isn't really a bad guy per se - just a universal force that you obviously don't want to find and eat your planet. It's a not a stretch to think that Rularuu could've been the same way. Obviously they're both a threat, but not necessarily evil.

    On the other hand, Balanced brings up a better point, and I fully admit that I'd mostly forgotten the sagas of the Shadow Shard. I blame that on never actually completing those dang TFs.
  25. You do not actually receive the "Gift of Merits" if you claim them while SKed, seemingly. I'm currently struggling a little bit with support to get them to understand my problem and actually give me them on the character this happened to.