ReclusesPhantom

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  1. ReclusesPhantom

    Plant Armor!

    This gets my vote.
  2. Does no one read the Frequent Suggestions thread or even previous posts anymore? >.>

    This has been asked for many a-time and shot down each time for a variety of technical reasons.
  3. Quote:
    Originally Posted by Vega View Post
    Well, Emperor Cole is a Tyrant, isn't he?

    Look at the name of the "Fifth" book in the series
    It's all a Nemesis plot.. Even in Praetoria.
  4. Quote:
    Originally Posted by LordSquigie View Post
    Maybe give the GM a buff that scales with the number of players fighting it? We already have this technology in Invincibility, Against All Odds, Rise to the Challenge and the banners' rune powers.
    This.

    Although a bit late to be implementing it considering the bulk of the event is gone.
    Unless the Devs are planning a similar event that's permanent when i17 hits us
  5. ReclusesPhantom

    November 27th

    Quote:
    Originally Posted by Golden Girl View Post
    A CoH version of the Family Guy chicken fights?
    My money's on BaBs!
  6. Happy Birthday, Steelclaw! Let's hope the raving insanity brings out only the best of your lists!
  7. Quote:
    Originally Posted by Samuel_Tow View Post
    As long as we're adding it to Super Strength, I don't see why we can't just chuck the larger debris from Propel (so no potted plants or fire extinguishers, but YES fork lifts and giant air compressors) and let it pick on its own? I mean certainly I would like it if it picked based on item proximity or at least based on tileset, but realistically speaking, I'd just be happy if we dumped that wimpy piece.

    Makes no sense to pull and toss a junk car in a Council base? OK, I'll give you that. How much sense does it make to rip a chunk of asphalt out of a METAL GRATE CATWALK? Or out of the hood of a car, or out of a tangle of powerlines? Or out of open water? Hurl already fails to make sense on half the floor types in the game. It wouldn't make too much less sense throwing something cooler.
    Like you said with the Council base, Sam, that's where another problem would arise (as much as I would love to see this implemented). Some of the object may be too large for certain map types; see the Council bases for instance or those annoying as heck caves with tiny passageways. Tossing a car or even a gargoyle would be big enough to clog the passage and create some major clipping issues with the terrain.
  8. Quote:
    I'll be frank on one point, though: I've seen heavy object tossing in a lot of games, and I cannot recall ONE game in which it looked good. In fact, Prototype was probably the WORST incarnation of throwable debris I have EVER seen, and that was probably the last thing I played before Champions.
    Sorry for the thread derail, but I think Marvel Nemesis: Rise of the Imperfects did throwable debris well. And War of the Monsters.

    Anyway, I agree with MonkeySpirit. Add it to possibles for Hurl in the Super Strength set and have it customisable from the Character Creator.
  9. Quote:
    Originally Posted by IanTheM1 View Post
    I like the core concept (especially if the puppets are creepy), but a MM with both a built-in Confuse and Hold sounds overpowered. I can solo my Mind Dom with just those two powers, plus my attacks.
    I'll rework the set a bit to exclude the control.

    Also, with the Mannequins I was thinking something along the lines of the ones in the first Devil May Cry game
  10. I know this is wayyyyy off but when you get to around 45-50, my arc The Fall of Rapture (I.D: 299507) might be suitable
    Also, my other two arcs (see sig) might be good. Same level range as The Fall of Rapture.
  11. If only this would be implemented. I love the sound of it
  12. I like the sound of it, but if you list the powers that each pet has, it would help
  13. I suggested this wayyyy back when I first joined the forums, but here it is again with some improvements.

    Puppetry (Mastermind Power set)

    Puppets. Lifeless toys which are manipulated by others. The perfect minion for a budding Mastermind. These Puppets are loyal and obey your every single command. They may seem like toys, but in a villains hands, they are lethal

    Level 1: Mannequin (Tier 1 pet)

    You can summon up to three mannequins to do your bidding. These are basic wooden mannequins wield deadly claws which they use to eviscerate their foes. If you attempt to summon anymore while the maximum amount is present the power will fail.
    Recharge: Very Long

    Manikin power list: (Non-upgraded) *Note, these are animated as flying and limp.
    Swipe
    Thunder Kick

    Manikin power list: (Upgrade 1)
    Swipe
    Strike
    Thunder kick


    Manikin power list: (Upgrade 2)
    Swipe
    Slash
    Mind probe

    ------------------------------------------------------------------------------------------------------------------
    Level 1: Fling

    You take control of an enemy and throw them into the air.
    Target attack
    Damage: Moderate Recharge: Moderate

    Level 2: Mind Puppetry

    Your mastery of puppetry extends to even your foes. With this power you can breach the mental walls they have set up and cause moderate psionic damage to them.
    Damage: Moderate(psionic) Recharge: Moderate

    Level 6: Improved puppetry
    You enhance your puppetry skills to make your puppets stronger.
    Recharge: Moderate

    Level 8: Cut Strings

    A puppet is useless without it's strings, and cutting those strings can be very damaging. You can apply this to an opponent and perform something similar. "Cutting" your opponents "strings" will leave them disorientated for a brief period of time.
    Foe Disorientate(very short)
    Damage: High(Lethal, psionic) Recharge: Long

    Level 12: Shadow Puppet(Tier 2 pet)

    You summon up to two Shadow Puppets to do your bidding. These puppets are hard to hit due to the fact they are shadows. If you attempt to summon more than the maximum amount allowed to be present the power will fail
    Recharge: Very long

    Shadow Puppet power list: (Non-upgraded) *These Pets have a higher defense modifier than others in the set. They are similar to Dark Servant in appearance.
    Shadow punch
    Smite

    Shadow Puppet power list: (Upgrade 1)
    Shadow punch
    Smite
    Dark Blast


    Shadow Puppet power list: (Upgrade 2)
    Shadow punch
    Smite
    Dark Blast
    Touch of Fear (Modified with a longer recharge time than standard)
    ------------------------------------------------------------------------------------------------------------------
    Level 18: Voodoo Doll

    You summon a Voodoo Doll of an opponent. This will hover beside you but will not attack, instead you attack it. Its voodoo magic will eventually become useless. This pet may not be upgraded
    (You must target an enemy to summon this pet, it has the range of a sniper power and will not agro the target while you attack the Voodoo Doll. This power lasts two minutes)
    Recharge: Very long

    Level 28: Carnival Puppet(Tier 3 pet)

    This power summons one Carnival Puppet. This pet is larger and suspended by strings, it will also hover beside you. This Puppet is capable of incapacitating foes with mental attacks, as well as strong physical attacks.
    Recharge: Very long

    String Puppet power list(Non-Upgraded)
    Punch
    Mental Blast

    Carnival Puppet power list(Upgrade 1)
    Punch
    Haymaker
    Mental Blast

    Carnival Puppet power list(Upgrade 2)
    Punch
    Psychic Scream
    Mental Blast
    Haymaker
    ------------------------------------------------------------------------------------------------------------------

    Level 32: Master Puppetry

    Your mastery of puppetry allows you to do more things with your puppets.
    Recharge: Moderate
  14. Quote:
    MM Pirate henchmen
    MM Clown henchmen
    Maybe they'll be added with GR as part of the mentioned Pet Customisation?
  15. ReclusesPhantom

    Bob the Binder

    I'd love this idea. I use macros a good bit, especially on my RP toons. Also, I keep forgetting my important keybinds :S
  16. Quote:
    ..there isn't a lot of variation..
    Before playing the arc, I should point out that lack of variation will make the arc more tedious. I'll try find some free time to play it this week between getting Event Badges, but I would advise adding more variation to things
  17. Quote:
    Down with Marcus Cole!
    Quote:
    Originally Posted by Deadedge View Post
    Fixed it for you.
    Fixed it again.

    .......

    Viva La Resistance..

    >.>

    <.<

    >.>
  18. My guess is it'll work like the Consignment Houses will work.
  19. I spent about five minutes clicking the same door with "Trick" popping up every time but nothing came out. Then my teammate clicked the door and BAM! Out come all the late spawns at once
  20. Quote:
    Originally Posted by Anti_Proton View Post
    Here I see the biggest hurdle, but like other environmental features, new maps could be created first and then older ones can be retrofitted incrementally.
    New maps would still be a big hurdle for the Devs because they would need 3-4 (Tiny, Small, Medium and Large) and have to create at least 5-10 different maps for each size and tileset. Then they would have to code the objects so your character can pick them up and throw them. I'm not too sure how difficult this may be, considering the item has a reticle unlike the objects in powers such as Hurl Boulder.
    IMO, it seems like too much work for the Devs to do for a feature that would not be used too often, as far as I can see.
  21. There's not really much I can add to the list, but what I've found to be quite fun is creating random characters in AE. They don't have to be used for an arc, just a random character, story and all.
    Writing AE arcs is quite rewarding as well.

    Another thing which I do is try collect all the Temp Powers via Ouro. Then try solo a GM with the temp powers and whatever else you may have at your disposal.
  22. I would like to see this implemented, but at the same time wouldn't.

    I can see it adding lots of variety to the game, but also, I dunno, there's just something about it that makes it seem less like CoH (and no, I'm not comparing it to, or making any reference to "the other game"). Also, it wouldn't suit certain powersets. Like someone with Dark Blast? I can understand that by inheritance, this person may be strong and that doesn't affect their more meta-human abilities. But the reason why Super Strength has it is because a super strong person would be able to do it.

    I can also see it having less use outside Mayhem Missions. Like you said yourself, the vast majority of missions are instanced, meaning there wouldn't be much to throw once inside them. And I'm pretty sure the Planters you see inside the Office Maps are part of the geometry, so it would be a bucket load of work for the Devs to make them targetable objects.
  23. Hmmm, I'm might scrounge together some RP friends and play this
  24. Maybe they'll merge both Ouro's and use it to travel from the Praetoria starter zone?