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Katana, Broadsword, Dual Blades, Axe. Sure. Claws is okay, too... Thank you Batman Beyond.
The guns? No thankies!
Best Chainsaw Suggestion Ever.
-Rachel- -
Quote:Psssst! This one can!Did you even read what I wrote? Are you aware how assalult rifles work right? well in case you don't they don't shoot fire, grenades or beanbags so a chainsaw shooting of a chain isn't that big of a stretch.
And a bean-bag round can be fired from a shotgun or grenade launcher.
A Chainsaw Blade does not a decent projectile make.
-Rachel- -
Quote:You -are- aware of how a chainsaw works... right? You'd fire the chain. Which would then require a lengthy "Reload" time involving removing the faceplate of the chainsaw...I like the idea. We have mutli purpose assault rifle that not only shoots bullets but also fire, grenades and even beanbags so why not a chainsaw that shoots a blade. Think of it as a short range attack like impale or focus.
Firing an infinite amount of bullets from semi-automatic pistols without reloading is -kind- of a stretch, but it happens in comics all the time. Firing a chainsaw chain at your target is both ridiculous and unprecedented in it's silliness.
At least sword-firing has made it into the movies!
-Rachel- -
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Quote:You also give that Pure Evil -form-What would be the thematic reason for this?
My Necro/Dark can't make copies of himself. He can use his dark magic to bring the dead to life and control the forces of dark magic.
I guess I could RP it as he's just using the black arts to clone himself...
Then again, thats what the Lich is for.
Right now I just imagine it's pure evil thats been given limited intellect by me.
I'd rather have a new MM primary. Multiple-man
With each Tier being a different era 'you'
Doesn't have to be a clone... Could just be pure negative energy molded into the user's likeness rather than a diffuse cloud-monster.
I also endorse Illusion Doppleganger options for Phantom Army and Phantasm/Decoy Even if it's just an option. I'd also love to see a Multiplicity set for MMs, with "Branching" options. Pick a weapon (pistol, rifle, bow, laser-gun, etc) and it gives your minions a set of powers based off the one you choose (Bow makes Ninja pets, Rifle makes mercs, pistols makes Thugs) But only in the -granted- power of the pets, and the three "Personal" powers of the MM, not in the other powers of the set. So your Pistol Multiple MM would have thug pets for the purposes of their attacks, but wouldn't get "Gang War" for example.
I'd also love to see the option of having gender-aligned, costume-aligned MM pets. Different faces, skin tones, and hairstyles, but everything below the neck is a doppleganger costume. Multiple minions wearing their leader's outfits.
-Rachel- -
A while back I had actually suggested an "Epic" archetype with eight linked powersets...
Each set had a primary and secondary linked to it, the Archetype itself had Scrapper level melee damage, blaster ranged damage, scrapper level defenses, controller-level holds, etc... But had few control effects, and few ranged attacks.
Basically both sets were based on a travel power. Flight primary and secondary, teleport primary and secondary, etc.
And they never would have worked before the implementation of Teleporting PBAoE attacks. One of these days I'll have to remake the whole thing!
-Rachel- -
Quote:They never said "Never" on either of those. In both cases they said "Not without a huge amount of manhours put to the task" At one point some of the Devs commented that Power Customization would take 2 years (give or take) during which no issues would be launched. Eventually they got the manpower needed to hammer both of these items out.Yes.
Player Made Missions and Customizable Powers ...
... Oh ... Wait. :/
Find me the posts where they said "Never" and I will literally eat my words. I will write them out, carefully, on a sheet of paper, and cut pieces of paper off the main letter and eat each and every scrap of it.
-Rachel- -
Quote:The "Untouchable" is all or nothing, sadly. However I'm not -certain- that you can't set up the Bodyguard effect to take only one damage type (I.E. Breastplate taking S/L only). I'm 90% sure that the Devs -could- set up the "Bodyguard" effect pawning damage off onto the pets would deal full damage to said pets, minus any resistance the pet might have. And, similarly, it could deal full damage to the player, as well.Mock up I've been thinking of:
Breastplate pet = good smashing/lethal resist + 60% base HP (so the pets HP is calculated off your base)
Shoulder/arm guard pet = decent energy/neg energy/fire/cold resist + 45% base HP
Helmet pet = good psi resists + decent lethal/cold resist + 30% base HP
Gauntlet pet = melee/ranged defense to Base + 30% base HP (no resists)
Basically, attacking the player will result in attacking the player and all pets at once (think of it as Negative Bodyguard; rather than splitting the damage among the pets and yourself, everyone takes 100% of the effect).
But the Breastplate would grant a buff the player and other pets (3 mag of Untouchable to smashing and lethal...probably doesn't work like that but work with me...) and same for the Shoulder/arm for the dmg types it resists. The helmet would only provide the untouchable status for the dmg types it has to the player.
This would result in the breastplate taking all the smashing/lethal dmg first and the shoulder/arms take everything else except psi (which the helmet would take) and the debuffs and whatnot bounce off an untouchable entity. If the enemy manages to breech your armor (say, a psi user manages to melt your helmet with mind waves because that would be taking the damage in place of the other pets), the other armor will do little to protect you and will quickly be destroyed too.
The gauntlets will simply take damage when you get hit *if* no other armor is present to soak up the damage.
In layman's dumbed down terms: the breastplate will stop your ribs from being crushed or your organs punctured, the shoulders would soak up those scary cold, fire and energy attacks for you, the helmet while it can stop you from taking a bullet to the head is more to soak up the mind attacks and the gauntlets are used as shields to deflect melee and ranged attacks. Lose any of those pieces and all your armor, including yourself, are now vulnerable to that kind of attack.
As for the numbers on the pet's HP... That's 165% of the player's total health. Simply ridiculous amounts of HP, to put it lightly. Especially since you want different types to take different damage types, exclusively. You'll essentially have the player taking the first 60% of their HP in damage to their Breastplate toggle with no damage to themselves. What's keeping them, in this situation, from popping the pet right back out?
Or do you mean that the "Untouchable" wouldn't apply to the player? In which case the player and Breastplate both take the full damage of a smashing attack? Why wear the armor..? Does it grant an inherent Defense or Damage resistance buff?
I honestly think the layout I put in was the simplest and most effective way to get the set up and running with the "Feel" it originally called for, without being "Broken" in it's power.
As for the "Scrapper Bodyguard" thing... I was commenting that -if- the Devs went ahead and rewrote the entire method by which it works, a player powerset could focus on applying "Bodyguard" to other allies. A Defender, for example, might grant a DR buff to an ally with a toggle that also allows the Defender to take part of the damage (or tanker, or scrapper). I also commented on the idea of the scrapper's defenses being used by other party members because you described using the armor's Defense mod for protection of the player. It's far simpler just to buff the player's defense and doesn't offer up gamebreaking options. I then explained how the "Give you my Defenses" player to player bodyguard mode could be broken.
Anywho. Yes! I like the set. I think my version is, so far, the one that works best within the game's system as it currently functions.
-Rachel- -
Quote:Ehhh... I think I'm still right. The Midnighter costume was designed before the additional node (Tail) was used. I wonder if Khelds and Stone Tanks have the same problem.You mamm... are wrong.
I remember quite clearly reporting a bug where the midnighter costume did not account for animated tails.
My animated tail from my costume was displayed on top of the costume.
So they can replace parts piecemeal, but they may not currently be able to do it as combinations.
IF this could be implemented, it would lay the ground work for some interesting boss fights.
Imagine a boss that loses his robotic arm halfway into the fight.
-Rachel- -
Quote:Okay. With this... Do you mean you want the pets Targetable (and thus easily slaughtered) or do you want the player and the armor pieces to both take full damage from any attack that lands on the player? In which case the armor will be slaughtered...I'm actually not convinced that having armour pieces take some damage away from the player Bodyguard-style may not be a good way to go with this, as Bodyguard is unenhancible and applicable to all damage irrespective of element. I suspect it might be better to go with more conventional defence and resistance buffs, and maybe a hit points boost while we're at it.
I still want the pieces to have their own health, I just don't want them to take part of the player's damage. Rather, I want them to take their own damage, with the player taking all of his licks, but having resistance and defence to mitigate it.
Quote:Then what is the point of having 'pet armor' at all? Why not just defense/resist toggles or clicks? Basically, if we're going out of our way to add an esoteric mechanic like this to an armor set, what benefit does it gain from it? Similarly with Dual Blades, the combo mechanic is a bonus for stringing the attacks together in order for pure benefit for the limitation that they *must* be used in a predefined order and *must* connect.
Quote:As for the proposed set by Steampunkette with respect to Sam's thoughts on the armor taking its own damage; I feel the 'armor pets' shouldn't even grant the user defense or resists but attacks directed at the player will simply be redirected to the appropriate pet. The breastplate would protect the body from smashing and lethal so would take and resist such damage on its own. The gauntlets would be used to redirect and deflect melee and ranged attacks so roll vs those attacks to hit. The helmet would protect vs psi along with resisting mez.
So a smashing melee attack would check vs the gauntlets to hit. If it hits, it connects with the breastplate which resists some of its damage and takes the rest on chest 'armor pet's' HP. If the breastplate is destroyed, subsequent smashing damage would injure the player *AND* the other 'armor pets' instead of *only* on the breastplate.
An attack targets a single entity (or Area) but cannot currently be rerouted through multiple targets (Attack Mastermind, Check Defense/Tohit against Brute, Apply damage to Scrapper Damage resistance, grant remaining damage to Mastermind). It doesn't support that functionality.
Quote:Ultimately, it's about using the 'right' armor piece in the right fight rather than pile on all your armor and survive hell and highwater all the time.
PS: The super benefit would be that debuffs as additional effects would be directed on the pets and not the player. Persistent AoE debuffs, however, would still get through for obvious reasons.
There is a system in the game to handle this already. Let the armor grant defense to the target of the attack. It checks against his Defense. It checks damage versus the player's Damage Resistance, then applies the damage to the player and any pet currently "Bodyguarding" the player. These mechanics are already in place and would handle the concept without too much issue. Why try to rewrite what already works to put in a new mechanic for one set which is already going to be difficult to implement thanks to the costume considerations?
-Rachel- -
Quote:In the set I just put forth the Armor pieces have their own individual health totals as pet powers. Though I REALLY should lower their totals to about 50%-60% of the player's overall HP total rather than 90%. Though with the damage being split, evenly, and the individual pieces having different amounts of HP I think the end cost of getting your defenses back up might be a mitigating factor...You know, for my money I'd have armour pieces provide defence and/or resistance, but have HEALTH OF THEIR OWN. Toggles are endurance-bound. When you run out, they shut off. Clicks are duration-bound. When they time out, they disappear. This would be health-bound. When you get hit enough, you lose a piece and all the protection it provided, having to resummon it at a cost.
At the very least, it's a novel mechanic.
-Rachel- -
Quote:Answer:What if you actually designed a costume for your underwear so to speak that was separate from your costume slots.
As each armor piece is put on, that part of your costume is replaced with the item in your costume slot.
That way it would be exactly as deep as the current costume options, allow yourself to customize your untoggled look as well as your toggled look, and give the same mechanic the OP is looking for.
The naked costume slot would be restricted to certain items (maybe no shoulder, no full or half helmet, no gloves and boots other than the skin options).
That way it wouldn't look too goofy if a toggle dropped.
The shoulder, belt, helmet, could belong to the torso toggle.
This actually would be more acceptable than the OP, and would introduce a new mechanic to the game as ingenious as Dual Swords combo system, or Ammo swapping.
And it might be something we can convince the devs to do.
Quote:As for the "Armored Up" appearance... The engine -cannot- replace specific pieces of the player's costume. It can overlay (Like the Freakshow Disguise) or replace the character's model (like the Midnighter Disguise) there is no middle ground. So any armor pieces you put -onto- the costume would clip with any costume pieces in those slots, currently. You can't "Replace" a character's hairstyle with a helmet, for example. Or their "Banded Techbot" gloves with gauntlets. You can only overlap/overlay them or replace the whole model.
The "Ablative Armor" As outlined in the OPs latest description would not function for multiple reasons. First the HP Cap. It was put in place to limit just how many HP a player could have at any time. This set, as described, doubles that amount of HP. It's also suggesting that the character's HP doesn't get damaged until the armor is destroyed. This doesn't work because it makes the character (roughly) invulnerable until he's taken his full HP total once, at the least.
No. Your best bet for a method of making this set work is accepting the limitations of the system and enjoying the creativity they can foster. Your idea, for example, has sparked one in me that I'm almost certain you won't like since it isn't your idea.
Tier One: Breastplate
Pet power, invisible flying mote with about 30-40% of the player's hit point total. Armor appears as a pre-selected breastplate over the player's torso. Grants the player "Standard" defense bonus for a tier 1 power to melee. Click power, very long recharge (2 minutes), very high end cost (20-30 end)
Tier Two: Shoulder Guards
Pet Power, invisible flying mote with about 20-30% of the player's hit point total. Armor appears as a pre-selected shoulder slot item over the player's upper arms. Grants the player "Standard" defense bonus for a tier 1 power to Ranged. Click power, very long recharge (2 minutes) , very high end cost (20-30 end)
Tier Three: Reinforcement
Point Blank Area of Effect pet healing power, self heal and +HP. Grants the user additional hit points while healing both himself and his armor for 60 seconds. Additional hit points don't stack (not affected by buffs or enhancements) though the healing portion could double up. Click power, Long recharge (45 seconds), moderate end cost (10-15 end)
Tier Four: Gauntlets
Toggle, Self +Dam, +Def (ranged/melee/aoe), Graphic is a pre-selected overlay on the gloves slot. The Defense bonus should be small (equivalent to the three SR defensive auto-powers) damage bonus of 15%. Moderate recharge when detoggled (25-30 seconds) High end cost (for a toggle, say .42 instead of .21)
Tier Five: Grieves
Pet power, invisible flying mote with about 15-20% of the player's hit point total. Armor appears as a pre-selected boot over the player's lower legs. Grants the player AoE defense as well as KB protection and an AoE taunt effect, more enemies in melee grants a higher bonus to recharge. (on tankers, scrappers, and brutes, for Stalkers this power would be removed to make room for "Hide" the grieves would be shifted into the Gauntlet power and the KB would probably be added to Helmet)
Tier Six: Helmet
Toggle power. Self +Status Protection resistance (all but Fear) +Psi resistance (15%). Overlays a helmet of the player's choosing on the head of the player. This one has the worst possible potential to clip, so I'd suggest a small variety of incredibly close and incredibly "Wide" helmets to either cover hair/pre-selected headgear/hats -or- closer items that wind up under-laying with the larger hair/helmet options with only small amounts visible here or there. Recharge: Moderate (as gauntlets) End Cost normal for a toggle (.21)
Tier Seven: Underarmor
Auto power or toggle grants resistance to smashing/lethal/fire/cold/energy/negative energy. If an Auto power the mods should be 15% s/l, 12.5% f/c, and 7.5% e/n. As a toggle it should be 22.5% s/l, 15% f/c, 12.5% e/n for tankers and lower numbers for other classes based on their "Standards" for defense.
Tier Eight: Ablative Armor
Click. PBAoE massive pet heal, capable of returning the pets to full health. Grants the user an additional 15% s/l, 12.5% f/c, and 7.5% e/n for 45-60 seconds. Very long recharge (2 minutes) high end cost (15-20)
Tier Nine: Armor Master
Click power, increases the armor pet's HP, Damage Resistance (all), and player's damage resistance (all) for 3 minutes with a crash. Resistance buff (for the pets) should be about 30% across the board, for the player about 15% across the board, since he's splitting his damage with them. Attribute HP -90% rather than damaging the player. Very Long recharge (6-10 minutes) low end cost (.5-5 end)
The three "Pet" powers would basically function as a mastermind's pets tend to do with Bodyguard mode on. Sucking up a portion of all damage dealt to the player just as a mastermind's pets would. Dividing the damage evenly across all parties would probably be preferable, I imagine. Otherwise a set percentage of the damage applied per toggle would be fine. Each pet is a persistent entity until it is destroyed (passing from zone to zone with the player) or dismissed by the player.
The total mods for defensive abilities from the set on a Tanker would be:
Defense
AoE: 18%
Melee: 18%
Ranged: 18%
Damage Resistance (Without Tier 9 on)
Smashing: 37.5%
Lethal: 37.5%
Fire: 27.5%
Cold: 27.5%
Energy: 20%
Negative: 20%
Toxic: 0%
Psi: 15%
So as you can see the main utility of the powerset is in the pets taking damage for the player. Anywhere from 1/2 (with one pet alive) to 1/4 each (with all three pets alive). Also bear in mind that when a pet dies the player loses it's defensive bonuses (PBAoE from the pet targeting the player, range 200yds. Even if the pets are intangible flyers who follow the player at all times they could still get "Caught" somewhere, so I'd also like to suggest the set get a "Freebie" power of Assemble the Team targeting only his pets)
Other players cannot see, target, buff, or heal the pets in any way, though they could still heal and buff the player himself. The damage split is probably in need of some work... But this is a method which we know works within the system itself which encapsulates the OP's original idea.
-Rachel- -
Dang it, TonyV! post! Possssssssssssst!
I wanna know what happened with the last hour!
-Rachel- -
Quote:Crysis is also an on the tower game. You've got to take into account processing time between your internet connection, motherboard, processor(s), RAM, and Video Card as well.you say that but gtx470 IS next generation first of nvidias cards and coh is a old game which is where the issue lies.Imagine if you will that coh ran on dx9 10 or 11 i bet the lag issues would vanish.
I can play crysis maxed out for example no issues
I'm running some Ultra Mode settings on high, others on low, and I'm on a GeForce 220. I get nearly no lag aside from server lag in some zones overloaded with lowbie villains. Try altering your various settings to get to your optimum framerate. My suggestion? Alter your FSAA. That one kills MOST cards in almost any game.
Here. I'll load it up and list my settings!
FSAA: x2
Shadow Mode: Shadow Maps
Shadow Map Shader: Medium
Environment Reflections: Ultra Quality
Water Effects: Ultra Quality
Ambient Occlusion Advanced Settings: Disabled
Ambient Occlusion: Quality
Most other settings are maxed out. Exceptions include World Detail at 100% instead of 200% and Particle Effects at around 10,000 particles (anything more than that and I have issues seeing characters)
And this is on a 220. Not a 240, 260, or 295. Tinker with your settings some and enjoy how gorgeous the game actually is. You don't need to have all settings maxed out to have a far better looking game than pre-17.
-Rachel- -
You need to put a thread in Suggestions and Ideas for this. Literally, this. And add more and more powersets as time passes. For Villains AND for Heroes >.>
-Rachel- -
Quote:^This.Actually I'd like to see them go back with the original idea for City of Villains in that you could join the various factions. Take this a step further and build from the ground up that you can opt to be a member of a faction OR freelance as we are now.
Lets take an example.
Freakshow:
Tank (Brute style AT).
Juicer (Corruptor style AT).
Meat Doc (Dominator style AT).
While the faction versions are much more strict on the powers you can take and your overall outfit (finally rework factions so instead of 95% of them being all male, make them male and female where it fits...heck the Freakshow have a lady second in command and disillusioned people aren't always males) you not only get to work your way up the organisation in SoA/Kheldian style story arcs for each faction but your faction has allies and enemies of its own.
Freakshow hated by (will act as kill on sight when spotting the player): Tsoo, Warriors, Family.
Freakshow neutral with (wont attack but will attack back if attacked): 5th Column, Council, Crey, Circle of Thorns.
Freakshow allied with (act like civilian NPCs and can't be attacked at all): None.
Yes for the love of all that's holy get rid of Arachnos as the 'top dog' faction, the 'Destined one' story line feels kind of...forced and constantly makes you play the lackey instead of the pro-active villain you should be (see new villain arcs for where they finally get the writing right for villains).
Recluse and Statesman die fighting each other (seriously Statesman is a massive Mary Sue of the previous owner and Recluse is just his evil twin). Arachnos falls into splinter factions since the Arbiters nolonger have power to stop the infighting.
Each enemy group gives Patron powers, if people want Mako patron powers they sign up with the Mako's faction. If people wanted Drek patron powers they sign up with the Freakshow etc.
So very, VERY this. Don't take away. But definitely ADD options! Making a Freakshow Tank? you have these powersets to choose from. Tsoo? These. It limits people who want to go outside of the standard classes, but gives them a unique opportunity.
-Rachel- -
Quote:Thinking Umbral is right...The only problem I can see with this (assuming that the bodyguard mechanic can be repurposed to a specific powerset rather than a specific AT) is that it could make the set incredibly light on the endurance bar. Unless the clicks were short duration (i.e. only just barely perma out of the box so you have to click them rather often), you'd be capable of clicking them very rarely, especially if there were heals or other effects present.
Of course, I also doubt that the set would ever get off the ground without any toggles. You pretty much need to have some baseline survivability that is active at all times and not contingent on the variability of clickability, so I would predict that the set would have at least 2-3 toggles powers, 2-3 passive powers, and that the remainder of the set would be the click powers that operate in the ablative manner (probably while applying a secondary buff of some kind like +def, +regen, +recov, or the kind). Having an entire set comprised of click powers starts getting complicated because you begin using an inordinate amount of animation time (which is already a problem when you're balancing pure toggle sets against more animation time intensive sets like FA and Regen).
However it's also feasible to create a toggle pet power, I imagine. One with a moderate to long recharge time. When your pet hits 0hp, the toggle auto-clicks off. That could put the ablative into the whole set, and have the "Click" powers be "Pet Heal" powers to rebuff your armor's HP. It would function (mainly) as a Damage Resistance set, I imagine. Just an exceptionally strong one, since your pets can die (risk versus reward)
-Rachel- -
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When I get -really- tired after a long fight all my armor falls off.
"Endurance" works for pretty much every powerset there is. Call it ammo for Dual pistols and AR, or just what it is for any set where you swing a sword.
But when my End hits 0 in the middle of combat and my plate-mail armor falls off? It makes no sense.
The Ablative armor idea is really spectacular! Unfortunately I don't think there's a way to make it work. If you do the Dull Pain route (Grants a bonus to Maximum HP) you'll wind up with a higher regenerative rate, since it's purely percentage based. This could throw the set out of whack as the player starts regenerating huge amounts of HP every second. Plus it'd be a pain in the neck for the player as their "Armored HP" drops. The ablative Damage resistance is neat, but outside of a timer I don't think it would work (30% damres for 60 seconds, -.5% damres per second, for example) which means your armor is falling apart when it's -not- being hit...
The engine simply doesn't have a way of determining how many hits you've taken in relation to how many you're -able- to, only how much damage is incoming.
As for the "Armored Up" appearance... The engine -cannot- replace specific pieces of the player's costume. It can overlay (Like the Freakshow Disguise) or replace the character's model (like the Midnighter Disguise) there is no middle ground. So any armor pieces you put -onto- the costume would clip with any costume pieces in those slots, currently. You can't "Replace" a character's hairstyle with a helmet, for example. Or their "Banded Techbot" gloves with gauntlets. You can only overlap/overlay them or replace the whole model.
So! Yeah. I like the idea of an "Armor" armor set, but it just won't function as it's been suggested, I'm afraid.
-Rachel- -
Moonzones, Forum Cartels, and Candlejack.
You just can't talk about th- -
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