Lightslinger

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  1. I'm sure it's crazy illegal but, we're past that little issue now IMO.

    What would it take for us to get a community run private server for CoH? I know other games like WoW and many others have them.

    I get that it won't be like the game now. No more updates, no dedicated dev staff and all that. However, at least CoH and it's community could carry on.

    We're past petitions to save CoH, NC Soft has already killed the game they've just yet to pull the plug. A kick starter to buy the IP is noble but I'm sure it would need MILLIONS to buy then operate so why not cut out the middle man and make our own server?
  2. The speed this is happening is pretty staggering, was expecting when this game ended it would more wind down to maintenance mode.

    I'll be playing Lightslinger exclusively until the game goes dark, gotta figure out where he should be when the world ends. Hopefully whoever pulls the plug can at least give us a big invasion to go out in.
  3. Very cool tattoo but I gotta ask, what I assume White Hot Flash was talking about as well...

    Why is Green Lantern there as everyone else is Marvel? Is this like your dream team that just so happens to include one non-Marvel hero? Not hating, just curious
  4. Lightslinger

    Weapons Platform

    Awesome idea, would love to see this as a new Blast set or AT.

    Along the lines of an oft-request Orbital Laser Cannon, how about:

    Orbital Targeting: Click, AoE -Resistance, Team +Tohit- Using global positioning satellites and your own built in targeting systems you can boost your team's ability to hit their targets and lower the resistance of a group of enemies. (Uses the same graphics as surveillance).
  5. Wowowow those are some great ideas.

    The second bracers you linked + armored looking motorcycle gloves are perfect for what I'm looking for. Shouldn't be too hard to paint over the logo (if its even possible, I don't know anything about painting over cloth/rubber).

    Those glasses are great, and are cheap too! Wouldn't be too hard to remove the sides and attach them to a robin-esque eye mask. Sweet!

    7 internets for finding a comic precedent for all this too, woot.
  6. Edit: Looking here for help before I delve into Cosplay forums...they're a bit unsettling, lol.

    I love Halloween, always have. I've always wanted to go all out on a costume over the years, but due to budget and time I've often ended up doing less than I wanted.

    This year my 3 year old son decided he wanted to be Batman for Halloween. I asked him "How about you be Robin and I'll be Batman?" to which he replied "No, I'll be Batman, you be my Robin!". Then I realized how funny a tiny Batman and huge Robin would be and I'm pretty excited.

    I want to base my Robin off Arkham City:


    I'm going for a Robin that would fit into Christopher Nolan's bat-verse. Here's my first step:

    http://www.amazon.com/Troy-Lee-Desig.../dp/B005LLI6W2

    This upper body motorcycle armor fits my idea for "Robin" armor perfectly. The t shirt look is fantastic and the armor has a Nolan-verse feel to it.

    So, my questions for all you superhero cosplayers:

    -Do you think I'll be able to effectively paint that armor? My idea is to paint only some panels certain colors, leaving it mostly black. I'll probably paint several panels red. What type of paint should I use?

    -Any idea on gloves?

    -No idea on how to do the Robin eye mask. I'd thought about going for a tech version like Catwoman's from Dark Knight Rises, any idea on how to approach that? Bonus points if we could work out glowing white eyes
  7. My main blasts sunlight and Energy Blast colored Pale Yellow/Slightly More Pale Yellow does a pretty excellent job of facilitating Light Blast, the KB/KD even makes sense as most "light blasters" in other media, such as Green Lanterns, are using hard light.

    Still, I wouldn't be against giving Energy Blast another option that simply ported over the cleaner looking Legacy Chain light blasts.
  8. No mention of power pool customization?
  9. Quote:
    Originally Posted by Kirsten View Post
    Excellent idea. /signed.

    You could also repurpose the models the models for the Cape Brooches.
    Excellent idea!
  10. The Retro Sci Fi set is beautiful, especially the belt. It's simple, sleek, has prominent emblems that can be recolored and comes with an option for them to glow.

    I'd love to see this expanded upon. Belts with emblems are a mainstay of superhero costumes, (Superman most notably).

    Pretty much any of the simpler chest emblems we currently have would work. I'd personally love to see a Sun option as its my main's logo.

    So my idea, use the exact same belt model as Retro Sci Fi and give us some more options! Put it in a new pack called "Belt Emblems" and sell it, I'd pay as long as it had enough options.
  11. Quote:
    Originally Posted by Arbiter Hawk View Post
    It's true that To-Hit is somewhat arcane, but this mechanic actually boils down pretty simply:

    -"Hit Aim, Snipe becomes instant."
    -"Pop 3 small yellows, Snipe becomes instant."
    -"Get a big team with people running leadership, Snipe becomes instant."

    Or, most simply, "If you get a yellow ring around your Snipe attack, you can click it and use it in combat." I've spent at least 30 hours testing all of these mechanics on Blasters internally, and our QA team has been sending me messages like "When will this go live? I want my live blaster to be this fun!"

    We kicked around a number of possible activation conditions before settling on To-Hit - High health enemies, low health enemies, enemies at long range, enemies at short range, Just used Aim, Just used Build-Up, Your last snipe was interruptible, etc. - but ultimately I do actually think To-Hit accomplishes our goal in a number of ways. This redirect condition is simple enough that all ATs can use it equally, and easy enough to understand that players shouldn't have a problem getting used to it. It also is increasingly more probable of being met as team size increases, which helps counteract the perception that snipes are less and less worth using as team size increases.
    Would it possible to make it so that Blasters, with the same investment as a Corruptor, can make their snipe permanently instant?

    As of now Blasters cannot leverage tohit like other ATs, so I wouldn't consider that equal if that was the original design intention.
  12. I'd personally be happy if Skyway, all its contacts and some of its style were folded into a new neighborhood for Steel Canyon. Would love to see hero zones consolidated a bit.
  13. Then I owe you an apology as all I meant was that before the edit, the lone "Lazy" made it look bad. Though lazy would've been the nicest thing you've said to me all day, you sly dog.

    I did take the archnemesis part out tho, while snarky it could be misconstrued and I can't insult you, you're entirely too adorable for that.
  14. Quote:
    Originally Posted by Reppu View Post
    Assassin's Strike is not a 'decent power'. Assassin's Strike is blatantly overpowered. Combined with all the other Stalker Changes, it was "Way too much".

    Scale 5.4 Damage in 1 Second every few seconds is kind of broken. Assassin's Focus probably needs to go and AS shouldn't be given special critical hit conditions. But not the time or place.

    The Snipe change is good and is meant to be a Team Boosting thing, and a more situational solo thing aside from a few specific cases.

    Blaster SPECIFIC solo and team boost is their added Regen/Recov/Whatever.

    Enjoy!
    We will enjoy, I will enjoy. With these current changes I'll spec into Tactics, chew a lot of yellows and flat out love my new snipe. But, we're in Alpha right now and I believe that there's a better way to apply this buff.

    I want it perma, even with it perma Blasters will still most likely be behind other ATs in damage and survivability but that's OK, we'll be much better off than before.

    Show me that a perma-quick snipe would make Blasters over-powered and I'll admit I was wrong and move on.

    Some good shields and mez protection in Blaster secondaries? Now we're overpowered and City of Blasters returns. I understand why the devs are so leery of handing Blasters easy mez protection. Some more Damage will improve Blasters, but they'll hardly be overpowered because of it.
  15. Quote:
    Originally Posted by Reppu View Post
    Because the design intent was to make it situational soloing, and more likely to be permanent in teams. Only ONE Support Set allows a Defender/Corruptor to do Perma Insta-Snipes solo, and that's Time.

    Just like only ONE Blaster Secondary does, Devices.

    Do not mention Kismet. That is an IO and this is not an IO consideration. If you mention it, I point at 170% Global Recharge Aim/Build Up Rotations and this conversation ends immediately.

    You team with one other guy with Tactics going, and you're golden.

    If you're soloing, it's a bit more situational and requires a bit more play with it.

    Design Point: Not always ready unless you went LolDevices (or are a Time Manipulation user.). That was the design choice. If they wanted to make it an I Win Button, it would be Assassin's Strike.

    Which is a dumb power.




    1) True. Force Fields (considered to be a weak one-trick pony), Sonic Resonance (read Force Fields), and Traps (the exception).

    2) Blatant Lie.
    Dude, get out of this insulting and condescending mode and have an adult conversation with me, I have not once insulted you yet you constantly use phrases like "ungrateful", "HUR HUR I WIN", "TEH UBER SOLOIST", and now "Blatant Lie", if you really don't support what I'm saying then debate it.

    How is it a Blatant Lie that -tohit, -recharge and +Def will reduce incoming mez attacks? Most Defs and Corrs will have access to a buff or debuff with those attributes and they absolutely do effect gameplay, its what those ATs do.
  16. Quote:
    Originally Posted by bpphantom View Post
    THIS always grates at me. While mez'd a corruptor can...? Nothing. A defender can...? Nothing. A Blaster can... continue to use T1 and 2 from their primary and T1 from their secondary. Blast away.
    Some Defenders and Corruptors have access to mez protection, no Blasters do.

    Some Defenders and Corruptors have access to Buffs and Debuffs that greatly reduce the chance of incoming mezzes, no Blasters have that.

    I and many others were extremely excited about the Defiance 2.0 change that allowed us to use our T1 & 2 powers while mezzed, I haven't forgotten that and I'm not ignoring it.
  17. Quote:
    Originally Posted by Reppu View Post
    Because the Blaster Community ignores the weaknesses of other AT and only harps upon their "strengths" and "why Blasters suck."

    Really, this community is turning out to be, shock and awe, extremely ungrateful. Here's a newsflash, again, for those of you comparing the Snipe Change to the AS change.

    Are you ready?

    You're not Stalkers. Get over it. AS was a core power to the AT and it needed to be readily and easily available to use because the Stalker AT sacrificed, generally, an extremely good AoE for a garbage power.

    Snipes are not a core power to the Blaster (or other Snipe using AT) AT. They were just extremely weak powers. Their buff is a boon, and you need to stop comparing a Random Power Set Power to a Core Design Power of Another AT.
    I am not extremely ungrateful, I've repeatedly praised the other buffs, even coming around to support the +Regen idea which I didn't so much when I first heard it. You and other's are trying to frame anyone who doesn't wholesale support this as ungrateful brats when we're just asking for something different.

    Blasters need help, there's a pretty good consensus on that (not 100%, but still a clear majority agrees on that fact). I am merely stating that this +tohit mechanic takes what would've been a great buff to Blasters and drags it down.

    Forget Stalkers, I'm just using them as a model and a precedent because their AS buff was similar. It's a simple question I'm asking; Why is the +tohit Quick-Snipe better than the simple Quick-Snipe I'm requesting?
  18. Quote:
    Originally Posted by bpphantom View Post
    Or, you know, use aim or buildup.
    I'm talking about a permanent quick-snipe available in combat, its what I'm lobbying for and what many others would prefer. Its what people will build towards because it is the better option. Corrs and Defenders will easily get it, Blasters will not.
  19. Quote:
    Originally Posted by Reppu View Post
    Or use, gasp, inspirations?!

    Or team.

    Quit comparing your shiny new toy to Stalker's shiny new toy.
    I can't tell if you're really serious in implying a Blaster buff should be dependent on Inspirations...really?

    Also, a question, will a Blaster not running any other +tohit be able to use the quick Snipe with Build Up or Aim only? I don't have the numbers available at the moment and I'm curious.

    Also, how is being able to fire the quick snipe whenever while in combat worse than having to use +tohit? That's what I'm lobbying for and I'm simply not seeing the other side of the argument, I'd love to be enlightened and would be glad to be wrong on this.
  20. Quote:
    Originally Posted by Lakanna View Post
    The buffs for snipes is a buff to all versions of the snipes, and as Oathbound says, it actually benefits Corruptors and Defenders more than Blasters. I -think- the minimum range change is the same, and is a wash for bringing blasters more in line with other AT's. It should certainly raise the baseline, but it does nothing to close the gap.

    The survivability changes are gonig to have to be tested. My gut tells me that adding +regen and +recovery aren't going to be enough when a boss can easily hit for half a Blasters max HP. The Absorb may or may not be better, but I still have the feeling that without a reliable way to break mez, blasters are still going to be face-to-floor far more often than anyone else.
    This is part of my reasoning in, albeit prematurely, opposing the +tohit check. Why pick something to balance the quick-snipe that is least beneficial to Blasters? Weren't these changes aimed at improving Blasters? I recognize this change benefits all ranged ATs, that's awesome, but why impose a mechanic that is worst for Blasters when the purpose of the change was to help Blasters.

    If there is to be a mechanic for the quick-snipe it needs to be something Blasters have readily available, not something other ATs already excel at.
  21. A concern I had last night: will there be an indicator for when we've hit +22% tohit? Without one a lot of players will probably not even understand what is making their snipe hit faster. I'd wager a lot of players hardly know what tohit is, I know it took me a long time to differentiate it and accuracy.

    So, will there be a combo-style orange circle that pops up around Snipe when you have +22 tohit?

    Even after sleeping on it, I still believe this tohit check is entirely unnecessary. I'm getting my Blasters ready to go on Test so that I can try it out, I'll do my best to do so with an open mind, but I'm concerned that if it makes it to Beta it will be mostly set in stone.

    If Arbiter Hawk insists on some kind of mechanic to use for a Quick Snipe, find a better, easier to see and use one than +tohit. Something that can't be debuffed. Imagine if your Street Justice character lost combos whenever fighting Circle of Thorns or any of the other myriad of -tohit floating around.
  22. Quote:
    Originally Posted by Arcanaville View Post
    I did not say you were hoping that would happen. I'm saying it will happen whether you intend it to or not, and its inevitable.
    It was a common assumption (see where assumptions get us, huh?) that Snipes would be remade like the new AS. Had that happened and this +tohit check was not involved, who would be unhappy?

    Along with this suggestion I believe /Devices should be buffed.

    So, if "New AS" Quick-Snipes were happening, and the devs announced they'd be addressing Devices like they did with Dual Pistols, who is unhappy there?

    Basically, here's my dream i24 Blaster Changes

    -80ft Range T3s - Awesome
    -Snipes now function like AS
    -Secondary survival changes
    -Dual Pistols AND Devices will be getting a pass very soon.
  23. Quote:
    Originally Posted by Arcanaville View Post
    Since the devs aren't going to nerf all of the other secondaries, the only way /Devices is going to be buffed to parity is that at some point it will get a buff everyone else doesn't get at all, or they get a buff that everyone gets less off. If its not this it will be something else. That will make you happy at the expense of making someone else unhappy, who prioritizes the something else higher than you do.

    By all means advocate your case to the devs; I'm just pointing out the decision they have to make is not whether to make you happy or not, but to decide who they are going to pick to take your place. Its not a trivial decision.
    Surely you agree there are other buffs or fixes available to Devices that would not effect every. single. snipe. in the game?

    Make Time Bomb into something amazing, give Targeting Drone some killer +dmg, hell, give /Devices some mez protection. That would be unheard of for a Blaster secondary, incredibly awesome and it doesn't touch the effectiveness of a single ranged blast set.

    You say I'm merely asking to be happy and let someone else be unhappy, but how does a direct Devices buff not help Devices without making other people "unhappy". Also, the assertion that I'm hoping to be happy at the expense of other players is uncalled for.
  24. Quote:
    Originally Posted by Rajani Isa View Post
    To

    The +22% To-Hit is something you can be sure when you will get it

    Not so the three stacks of assassin's focus, required for AS to have near-normal damage.

    Make the snipes only have a chance of full damage, AND lose their secondary effect (AS loses Terrorize and the -To-Hit when "instant") and then maybe you have a case.
    I'd support this or something like it 100x more than the +tohit check, just my opinion.
  25. Quote:
    Originally Posted by Arcanaville View Post
    Its there because the devs wanted to make the fact that /Devices has a tohit toggle an advantage relative to the other secondaries. So they designed the sniper buff in such a way that /devices could get that buff all the time, while other secondaries would tend to get it only some of the time.
    Devices needs the help, not denying that, but don't impose a mechanic on 6 other Blaster secondaries and 4 total ATs just to buff a single secondary.

    This is my soapbox right now, sorry. I've been dreaming of a Blaster snipe that works like Stalker's new AS for too long to give up on it now.

    Fixing Devices is great, hamfisting this awesome buff by doing it is not.