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Posts
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Quote:I checked this out on a FF/Rad defender in the character creator. Oddly enough, the animations are slightly different. Just eyeballing it, Repulsion Bomb looks faster. The gathering/lifting movement on Neutron Bomb is slower, and there is a longer pause holding the bomb before throwing. Of course I can't tell rooting time from that, but it is definitely something to be looked into.Neutron Bomb looks identical to me to Repulsion Bomb, in Force Field. Repulsion Bomb has an animation time of 3.07 seconds. This is far longer than the 1.67s given for Neutron Bomb, and causes me to doubt whether or not this value is correct.
I thought that BaB had managed to sort out all of these discrepancies, but he may have missed one. As for the travel time, I'm pretty sure that doesn't have any effect on animation time, as I have moved while my attack was still tracking a target before. -
Something that has always seemed a little odd is that almost every mission involves one or more of the major factions. There are very few capers starring newcomers or small-time outsiders, like everyone's favorite 1 minion, 1 lt., 1 boss group, the Spetsnaz.
To add a little variety to the mix I propose creating several generic villain groups with no set backstory or idealology. The easiest way to go would be to make use of the Mastermind pets, modifying the costumes for contrast and mixing up the powers to balance across different level ranges.
The generic factions:
Robots - Standard bots, with possibly another lt. to break up the Protector Bot buffing. Addtional units would be mad scientist minions and lts., armed with laser guns and beakers full of variously chemicals. The Throw Beaker power would do minor aoe damage with a variety of random debuffs, set up like the Mystic Fortune power.
Thugs - Thugs don't really need much to be their own faction, though the addition of femele models would be nice. They probably wouldn't spawn at the upper levels.
Necrmancy - The undead horde, with accompanying necromancer lts. and bosses. Lots'a dark powers.
Ninja - EVerything's better with ninja. They could use a high-ranking ninja as a new boss.
Mercenaries - Good potential for variety by making rifle, smg and shotgun versions of the different ranks. An interesting feature would be adding leadership-type auras to the lts.' and bosses.
These generic groups would be first added to newspaper/police band mission, and maybe to some existing blueside contact missions as part of a revamp. -
The are "A Path Into Darkness" from Colleen Nelson could use some sprucing up. The story is interesting, and provides some great backstory, but Nelson keeps suggesting you bring friends for the later missions, when the nastiest enemies to be fought are a few Dark Equinox Archons. Given that the arc involves a plot to flood the streets of Paragon with new warwolves, it could use an EB or two, and maybe a unique room for the end map.
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Quote:Not quite.His most recent posts on the subject said that MOST defense sets (Fire, Ice, Elec, and thorns were all NOT on the list) would be getting "No FX" options for all click and toggle powers, BUT all powers with a "No FX" option will revert to default while you are in a PvP zone or Arena Map, regardless of what customization they may or may not have.
Quote:Originally Posted by BackAlleyBrawlerNo, currently if you are using the Minimal FX theme (No FX theme on individual powers) then you have no visual effects in PvE or PvP. This will be changing so that the default VFX for all powers using that theme will show up in a PvP. -
Quote:Not built by or connected to the Clockwork King = not really Clockwork. If it walks like a duck, and talks like a duck, and is mistaken for a duck, but is really a Nemesis Automaton, then it is not a duck. It is a Nemesis Plot.My contacts tell me that they're Clockwork. They're from Praetoria. Therefore, they're Praetorian Clockwork
As to removing knockback,
No.
If anything, pets need more knockback. Storm summoning pet set for master minds! Tier 1: hurricanes, tier 2: tornadoes, tier 3: energy/storm corrupter. -
Quote:I assume these Praetorian Clockwork are simply a replacement for Anti-Matter and Neuron's minions, not actual Clockwork. They would have to rewrite some of Tina Macintyre's missions, but using the Clockwork boss model for them never made much sense to me, and I like the makeover.I like the ol' rust-bucket Clockwork...
These guys could just be cyborg/robot guys from anywhere.
When GR comes out, I'll make an MA arc about old vs. new Clockwork and make the new ones lose! That'll show 'em!!
Well, ok, not really, but I do still like the old ones better. -
Quote:Jar Jar BinksWe will all refrain from referencing this movie or it's two sequels ever again. It's kind of like looking in the mirror and saying "Bloody Mary" three times, or even Candyman. It can only end badly and then there's wailing and gnashing of teeth. Not to mention bad sequels.
In the future if this movie or it's two sequels must be referenced for any reason...and I can't think what it could be unless it's to use them in course cirriculum of the "Don't Let This Happen To Your Film Series" class....they will be referred to as "The Scottish Play".
Ok..now that's out of the way this thread should be safe to continue in it's previous direction.
Jar Jar Binks
Jar Ja-
No, I just can't do it. Maybe I should try summoning Biggie Smalls... -
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I love the holiday events. The chalet, zombies, trick-or-treating, even Snaptooth( he's so wonderfully vulnerable to knockback
).
Y'know, the ski chalet is in the Shadow Shard. Wonder what Rularuu thinks of it?
Imagine, Observer snipers on the new Xtreme! ski course, periodic invasions to assassinate Father Time, a new GM to join the Winter Lord, and much more. It would be awesome. -
Quote:Blasters don't get melee sets for secondaries, and stalkers don't get debuff sets. What would work for blasters is a mix of martial arts and ninjitsu, like so:What I want is the following:
Blaster Secondaries
Super-Strength; pretty much straight up, with Build Up instead of Rage, or a modified Rage.
Martial Arts; no changes necessary.
Dominator Secondaries
Super-Strength Assault; with thrown objects like manhole covers added in
Martial Assault; with shuriken attacks - single target, cone, explosive shuriken
Blade Assault; dual blades with thrown knives added in for ranged attacks.
Stalker Secondaries
Dark Miasma; with Hide replacing the heal.
Kinetic Control; with Hide replacing the heal.
Poison; with Hide replacing the heal.
Etc. Etc. Ad nauseum.
Cobra Strike
Storm Kick
Focus Chi
Crane Kick
Dragon's Tail
Smoke Flash
Eagle's Claw
Blinding Powder
Choking Powder - Ranged, single target hold, aoe defense debuff, no damage. You throw a pouch of choking powder at your foe, leaving them held. Enemies near the target will breath in some of the powder and have their defense lowered. -
I swapped my SS/WP brute's punches to the new animations, setting the colors to closely match the original effects. Rage I made a dark red, which looks pretty nice with the yellow willpower glows.
Penny Jenny, my psychotic deity trapped in the body of a hyper-active 10-year-old SS/INV brute got a more extensive makeover, with all of the powers now in shades of pink. Hopefully this will inspire me to play her more. She's been level 16 for quite a while.
Other than changing my Eng/Eng blaster's pompoms to blue I'm not sure I'll make any other changes. For the most part, my characters were made with the existing effects in mind, or I've just gotten used to them.
Quote:What I do is just eyeball it in the editor, flipping back and forth between default and custom, making small adjustments until I am satisfied.Originally Posted by NuclearToastSome of my changes are on hold until I figure out a way to see what a power's original colors are. Yes, I want to change secondary sets to match the primaries, but can't see what the default primaries are and have to guess. That can be expensive. -
Quote:As I remember that was said specifically in regard to spines. For weapon sets the weapon is considered a costume piece, so it is possible to color the effects separately. Spines differs from the weapon sets in that the body spines (which could be costume pieces) are customized with the projectile spines. The projectile spines and the poison spurts are what are not able to be customized at the same time.As for VEATs, the Wolf Spider machine gun, the Bane Spider mace, the Crab backpack and the Widow claws are all customizable. So their effects could NOT be customizable. (You get one or the other, both is impossible, so says Babs) Fortunatas are the only VEATs that have a non-weapon attack, and thus really they're the only ones who could be customized. (I suppose the Secondaries could be customized)
I do wonder if it would be possible to color the spines with the primary color and the poison effects with the secondary at some point. -
The Police Stations can be entered in the regular zones, so there's no need to be in a safeguard.
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Malta: Oh, were you planning on using that endurance?
Freakshow: No matter how much it iches, don't scratch it!
Vazhilok: Just think of it as an early organ donation. (Actual quote)
Devouring Earth: So, you chose Super Reflexes? BWAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHa! ... *snrk* BWAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA! !!!!
DE2: Captain Planet! -
The MovementControl and MovementFriction stats are quite handy. The jump powers all grant a buff to them, which is what allows you to change direction mid-jump. Notice that normally your the direction of your jumps is almost entirely determined by your momentum before you leave the ground. Fly actually gives a debuff to these stats, which is why you drift so much compared to hover.
Combat jumping is also the open secret to easily earning the badges for the winter event's ski courses. -
Quote:Wrong. Not all powers have no fx as an option, and the alternate animations for MA, SS and Fire Armor do not have default options.You can select default on any customization. In the drop down box you can choose either default, bright, dark or no fx for any power that you are allowed to change.
The regular effects for powers do not use the primary/secondary color system, the individual elements are colored individually. You will just have to switch back and forth in the editor, making small adjustments in color until you are satisfied. -
The Sanitation Engineer
Inv/SS Tanker. A humble garbage man, he was accidentally exposed to improperly-disposed of toxic waste, granting him super-powers. Now he fights for justice while searching for the mad-scientist who dumped the waste, to make him pay the appropriate fine.
Many of you are now cursing yourselves for not thinking of it. Those who are not are filthy liars, and lying is a sin. Oh yes, a name so awesome exists, and it belongs to me (but not on every server).
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Well, if the goal is to gain xp (and this is how the game is set up), then the smart thing to do is to play each toon for a level and move to the next.
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If it takes 10 days to get 1 level's worth of double xp, it would take 490 days in addition to play time to level a character to 50. If you started at level 20 it would take 300 days. No matter how many characters you have that is not smart.