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PTS Update (8/19): FC.20.20110812.6

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  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    • BUG:(?) Energy Return from Particle Rifle (EDIT: actually, tested on Live and this is the case for all EBs) return energy proportional to the damage done, rather than a fixed percentage of your Maximum Energy.

      An example...when shooting a level 40 Test Dummy with my level 11 char with the Particle Rifle, I'm getting 1 point of energy, which just doesn't seem right, as opposed to more on a level 30 Test Dummy, and even more on a level 10.
      Was this reported already? Sounds familiar...


      EDIT: Hmm...this is the case on Live for other Energy builders too....is this intended? I don't spend much time attacking level 40 creatures with a level 11 character, so I don't know how long this has been the case...if it is intentional, then this is a Documentation issue with what the Tooltip explains about Energy Builders.

    • CONCERN: The introduction of additional powers (Particle Rifles) that are effectively functional guns exposes an inherent issue with the approach taken up until now with Killer Instinct and Hunter's Instinct...there is no reason except artificial limitations and separations this type of power should not work with these guns when they work with other guns.

      The entire question of "bullets versus ray guns" that remains an issue with Power Replacer limitations continues to crop up and turn the game's mechanics pear shaped, creating new special cases of "you just have to know this works or doesn't work" that don't make fundamental sense.

      I think this needs to be addressed in a more comprehensive way, but as far as the the specific issue: I think Killer's Instinct should work with a broader range of "Technology weapon attacks" (i can see why it working with Power Armor Toggle Attacks might be considered a balance problem(?), but otherwise there are Bow/Munitions/Particle Rifles at the very least that it would make sense to work with).

      I didn't think Hunter's Instinct was a good idea the way it was done, but I don't know if the concern was maintaining an either/or relationship on whether a character could get energy back from Munitions or Archery, with Gadgeteering not mattering at the time, or something else. It seems like it should be technically possible at least, however, and then people using Hunter's Instinct could just switch (would be nice if the game could do this automatically where possible)....


      • SUGGESTION: I will offer as food for thought that Hunter's Instinct could fit, both as far as name and it's Framework, as an "Effect Toggle Power" that had some sort of positive effect in conjunction with charged or delayed effect powers, like a Dodge or Avoidance bonus with a damage penalty that was lessened the longer after initial activation a power did damage, or an Offensive buff that ramped damage up from a penalty to a bonus in the same way, or increased crit chance or severity if that didn't step on the Particle Rifle power's toes.

    • SUGGESTION: Would it be possible to have an Emanation Point selection for all the Experimental Ray or Particle Rifle powers to pick which model selection they are using?

      I don't recall any clear statement that this type of Emanation point usage would be impossible, though of course there are other obvious uses for Emanation point being able to switch between which costume part selection list is used for an attack that haven't been done before. What I hope is that with these being new powers sort of "under construction", this can be done at least in this case, especially with the effect the current situation has on fitting these powers into usage on a character.

      Also, I think, as things stand, there are nonsensical wrinkles arising as necessitated by the current issues with this like having the same model called two different names in each costume part list ("Experimental Blaster" and "Particle Rifle" for the original Experimental Blaster "nuke bug spray gun" model).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    The_Last wrote:
    Um I dunno dardove.. maybe the Calandar?
    Notice the color key. Everything that is a C-store purchase is orange. Hideouts have thier own color key.

    I don't put much stock into the details of the calendar besides the listed dates. Not everything that is sold in the c-store is orange, for example new hideouts. It could also been miscolored or they could have changed their minds after previous threads about the jet packs. Until I it is in the patch notes as being a c-store item (or some other proof that it will for sure be a c-store item), I'm not going to assume one way or another. This is one item that could vary well go either way.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    I thought when they showed all those neat new Jet Pack concepts, they talked about a "solution" for players who objected to having to pay for a Jet Pack powers when there was a long-standing dissatisfaction with not being able to fully utilize existing Jet Pack costume pieces?

    Wait...looking it up, the phrasing goes like this (highlighting mine):
    ...
    Next, I want to show off some of Josh’s outstanding concept work on Jet Packs for our upcoming travel power release! I want to note that we’ve been keeping an eye on player’s concerns and have a solution in place for existing Jet Packs as well, which will be rolled out alongside a selection of these beauties.
    ...


    My current expectation is simply that this Jet Pack power we are using now is that solution, and the C-Store Jet Pack power(s) are some unknown quantity along the lines of the concept art shown in the above link...perhaps Devs will eventually chime in to clarify.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    demalion wrote:
    EDIT: Hmm...this is the case on Live for other Energy builders too....is this intended?
    There's a thoroughly undocumented relative level modifier in CO.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    demalion wrote:
    I thought when they showed all those neat new Jet Pack concepts, they talked about a "solution" for players who objected to having to pay for a Jet Pack powers when there was a long-standing dissatisfaction with not being able to fully utilize existing Jet Pack costume pieces?

    Wait...looking it up, the phrasing goes like this (highlighting mine):




    My current expectation is simply that this Jet Pack power we are using now is that solution, and the C-Store Jet Pack power(s) are some unknown quantity along the lines of the concept art shown in the above link...perhaps Devs will eventually chime in to clarify.

    I took that to mean they would modify the existing jetpacks to have an animation when used with the Jet Pack travel power in addition to any new jetpacks they release with the TP. Which is exactly what's been done on the PTS.

    What I would love to see would be to allow jetpacks to have the animation when used with ANY travel power provided you've bought the Jet Pack TP. I'm not holding my breath mind you, but I think it would be really cool to have that kind of flexibility, to be able to super jump with a working jetpack, or combine a functional jetpack with Jet Boots.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Being able to combine just the graphics from Jet Pack with the Jet Boots power would be awesome. I do not mind purchasing the Jet Pack travel power just for this feature alone. And for my larger Power Armor heroes, it makes sense that they might need both boot rockets and a backpack rocket to get off the ground (they are big and heavy afterall).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Jet Pack speed is not ranking up properly.

    Changing the color hue of the Jet Pack power does not change the predominate color of the Jet Pack flame graphic
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    My guess is that, since Jet Pack does not have to be bought on the PTS, as opposed to the other travel powers that had to be bought before they could be used even there, that Jet Pack will not have to be bought (At least not for Golds)

    This, of course, could mean nothing and be completely random, but that's my guess.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    BUG: The Sonic Boom Generator attack animation doesn't seem to work properly when you are flying, animating you trying to stand on the ground during the start of the attack animation and causing you to "bob" down a good bit while in flight for no apparent reason. The aimed charging and firing animate properly while in flight, afterwards. Tested with Jet Pack flight
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    My guess is that, since Jet Pack does not have to be bought on the PTS, as opposed to the other travel powers that had to be bought before they could be used even there, that Jet Pack will not have to be bought (At least not for Golds)

    This, of course, could mean nothing and be completely random, but that's my guess.

    You are setting yourself up for disapointment.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    nevermind this post
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Is it just me or are the jetpacks that are available look to be cantered to the left when flying? I would figure they would be level across your back but it seems they are tilted with the left side slightly lowered as compared to the right side.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    wolfboy1 wrote:
    Is it just me or are the jetpacks that are available look to be cantered to the left when flying? I would figure they would be level across your back but it seems they are tilted with the left side slightly lowered as compared to the right side.

    Yes (or..."No, it's not just you" ;) ), this seems to be the case where you are hovering in air, when your foot comes up in the typical Flight "Captain Morgan" type pose it cants your torso a bit off center. It seems the pose wasn't meant to take into consideration keeping a Jet Pack oriented properly when IT is what is keeping you flying, and a modified or new pose seems necessary. I checked out the Float_JetPack pose in the Tailor, and it doesn't seem to have been adjusted at all from the normal hover pose either.

    Also:

    BUG: The point used to determine whether to cull the flame graphic on a Jet Pack is set too far out...you can zoom the camera in to a point where it seems the flame should still easily be visible, but it is instead no longer drawn. Tested with Rocket Pack Stealth for Jet Pack flight.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Hideouts: Basement Under the Stairs detail appears to have its labels mixed up. Mom's Storage Space is showing the pipe while Tech's Ooze Pipe shows the boxes.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    BUG: A change of costume doesn't trigger a re-check of whether Jet Pack flight should animate, just checks to see if the same back slot Jet Pack costume item animation applies. Rocket Pack Stealth used in initial testing.

    Reference: Ticket #15,770

    I first noticed an issue with the Leo's Bar costume transformation device, where after starting the Jet Pack travel power in the costume, I noticed it then failed to animate the thrust effect when de-activating the disguise device, and then tested further with some other costume changes.

    I think the Jet Pack power should check at each costume change for the proper thrust effect to apply, not just when the power is charged.

    ...

    I did also wonder if effects like the Draysha gas gun or the MI Crisis serum would scale properly with Jet Pack animations, and while I did not check them, I did notice that the size scaling via Super-Magnifier and Super-Shrinker did seem to work fairly well.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    demalion wrote:
    I did also wonder if effects like the Draysha gas gun or the MI Crisis serum would scale properly with Jet Pack animations, and while I did not check them, I did notice that the size scaling via Super-Magnifier and Super-Shrinker did seem to work fairly well.[/i]

    Like most effects, they do not scale with the Magnifier/Shrinker. So the Jet Pack flame became tiny when Magnified, and absolutely huge while Shrinked.

    Also, the new 'float' stance on Males (from the new Jetpack Flight) looks great. And it even works on all travel powers. So you can 'float' Lightspeed, keep the Lightspeed not-Tron effect, but have your feet never touch the ground.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    When the jetpack is activated in midair, while a character is falling, the animation still looks like the character is "planting" his/her feet on the ground. Tested with a female character wearing Retro Jetpack.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Flashfire has no flying or swimming animation - it ALWAY plays the "plant you heels and snap" animation regardless of circumstances.

    Arcane 3 long skirt pattern can only be applied with the metal texture.

    Arcane 3, Qipthotic, and Trey Kings long skirt patterns cannot be aplied to the slitted long skirt by players, despite there being NPCs in game who do so (aka, the functionality clearly exists, it's just not hooked up in the tailor).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Like most effects, they do not scale with the Magnifier/Shrinker. So the Jet Pack flame became tiny when Magnified, and absolutely huge while Shrinked.

    Also, the new 'float' stance on Males (from the new Jetpack Flight) looks great. And it even works on all travel powers. So you can 'float' Lightspeed, keep the Lightspeed not-Tron effect, but have your feet never touch the ground.

    I was only referring to the positioning of the effects. While I did wonder about how it would look for some of the tiny characters I've seen, for the character I used to test the effects the size of the effects didn't seem so bad.

    I did not combine the Shrinking or Magnifying effects with any other size changing effects.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    NikeOnline wrote:
    Flashfire has no flying or swimming animation - it ALWAY plays the "plant you heels and snap" animation regardless of circumstances.

    Arcane 3 long skirt pattern can only be applied with the metal texture.

    Arcane 3, Qipthotic, and Trey Kings long skirt patterns cannot be aplied to the slitted long skirt by players, despite there being NPCs in game who do so (aka, the functionality clearly exists, it's just not hooked up in the tailor).

    the arcane cowl (crafted) and teh arcane 3 pattern are also only available in metal, furthermore teh cape can only be applied under the collar cape category
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    While in the new jetpack hover stance, wings flap, but the jetpack flame trails do not animate. Would really like ot have two versions - one where you just hover, wings AND jetpacks doing nothing, and one where you hover with wings and jetpacks both active.

    The exclusive retro back piece is a jetpack (you can see an intake vent right behind the character's neck) but has no flame trail while jetpack travel power is active.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Since others are throwing old bugs into the hat here are 2 bugs from the Kitchen Sink 2 patch that have been really bugging.

    1) /Channel_info no longer exists. Outside of /c that was probably the command I used the most. It is really useful

    2) Instance lists are inverted which leads to poor instance population balancing. Previously instances with the least population would appear at the top of the list and would be the ones the game would send you to if you didn't pick which instance to go to. Now the instances with the most population are at the top. Please switch it back for the sake of load balancing the instances.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    With SS Rec and a travel power enabled I was unable to use Ice Barrier R3 (Possibly all ranks) due to its cost being higher than my maximun energy.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Had to log onto PTS just to see the jet pack and I'm very pleased - one of my characters has had a jetpack from the beginning and it looks so awesome with the flames and smoke!

    Can't wait for it to be released!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    With SS Rec and a travel power enabled I was unable to use Ice Barrier R3 (Possibly all ranks) due to its cost being higher than my maximun energy.

    That's not a bug (unless the power cost is absolutely skyrocketing). And that's why SS Rec is such a terrible choice. SS End is far better 99% of the time.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    That's not a bug (unless the power cost is absolutely skyrocketing). And that's why SS Rec is such a terrible choice. SS End is far better 99% of the time.
    It doesn't matter if its a better choice, the power is supposed to be equal to your equilibrium, but is being affected by power cost increases, making it impossible to use. My max energy was 146 and with only 150 rec or so close to that the power was at 167 or so cost. If one had a decent amount of rec then the cost would be something stupid like 200 or something.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    since we are dredging up old issues, can we fix the Deep Impact and Inside My Head perks.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    It doesn't matter if its a better choice, the power is supposed to be equal to your equilibrium, but is being affected by power cost increases, making it impossible to use. My max energy was 146 and with only 150 rec or so close to that the power was at 167 or so cost. If one had a decent amount of rec then the cost would be something stupid like 200 or something.

    Ahha. I thought all the powers that were based on your equilibrium were fixed last time they took a look at them. Apparently not. Not like there are that many SS Rec characters out there (short of ATs) to test that fact. :D
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Ahha. I thought all the powers that were based on your equilibrium were fixed last time they took a look at them. Apparently not. Not like there are that many SS Rec characters out there (short of ATs) to test that fact. :D

    Heey. :(

    I have an INT/REC PA and an END/REC Electricity character. <_< I resemble that remark!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    In keeping with the fix-it theme of this thread...

    How about fix-it on the PvP Queue.

    Specifically, right now it's prolly the biggest obstacle to fun matches because it's brain-dead.

    So, let's give it a brain transplant.

    1) The queue should never add a player that will make teams uneven. If both teams have even numbers of players, the queue should wait until two more players are queued before sending invites to both. If the teams have an odd number of players, the queue should allow just one player in. (if totalplayers % 2 == 0 even else odd)

    2) The queue should automatically put pre-made teams up against each other. If two people queue together, they wait until there is another pair queued. If three, they wait until three others queue up. 4 v 4 and 5v5. Again, this should happen automatically both to make things easier for players as well as to prevent the premade roflstomping that is currently happening, especially in lower tiers. (if teamsize1 > 1 then wait until teamsize2 == teamsize1)

    3) The queue should add people to alternating teams after players accept, and should keep checking numerical equivalence. For example, the queue sends out ten invites. The first person accepts and is placed on blue. Next person to accept is sent to red. Third person is added to blue. Fourth is added to red, but doesn't like his teammate so leaves leaving the current match 2 Blue versus 1 Red. The queue with its shiny new brain checks this and the fifth person it adds is sent to red. No more 4v2 or 5v2 matches because people quit right away and the queue doesn't react. (if NumBlue > NumRed then add Red else add Blue)

    4) Give players an Exit Instance button in the portrait menu. Now you're prolly asking what the hell that has to do with PvP queues, but that's only because you haven't seen just how many PvE players use PvP queues to escape instances with no obvious exits at the end. Personally, I use BASH for this since it doesn't mess with teams, but BASH doesn't always pop and PvE players shouldn't be expected to care about which game type is which anyway. This option should have been part of the game since day one anyway. Oh, and if the devs want players to fight back through a mission (something like the church in the VB Apocalypse), then just stick a glowy by the door that doesn't become active until the player is to the "end" of the instance.

    I have more ideas for making PvP better, but the queues are the easiest since the coding is nothing but adding a handful of conditionals.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    ironswan wrote:
    [*] Defensive Combo: Surge of Strength: This advantage should no longer sometimes be able to grant you 2 stacks of Defiance, and should instead always grant 1 stack as described.

    It's retconnin' time!!! LOL :D
    XelNigma wrote:
    Is explosive arrow with "Where's the Kaboom?" working as intinded?
    in that the charge of the arrow has no effect on the power of the delayed explosion?

    If that's not the intended effect why would anyone want to spend 2 points to delay the explosion?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Falchoin wrote:
    Hmm, maybe Quarry only grants stacks of Audacity to powers with Ranged or Melee tags. Since many PBAoE powers that aren't melee don't have ranged tags maybe that's why they won't proc Audacity?

    This is exactly what the bug was. It has been fixed internally, but I don't think it will make it into this patch. You'll see it on PTS soon, though.
    Not sure if this is a bug, but I suspect it probably is:

    The shield provided by Energy Wave/Hardened Energy Matrix is proccing on world objects.

    This is not intended, thanks for the report.
    Dardove wrote:
    Jet Pack's speed is not increasing when you put advantage points into it.

    Sounds like we have a few issues with Jet Pack flight, we'll get it fixed.

    Thanks for all of the bug reports that I'm not commenting on directly, as well!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Ame wrote:



    Sounds like we have a few issues with Jet Pack flight, we'll get it fixed.

    Thanks for all of the bug reports that I'm not commenting on directly, as well!
    so jeepack flight is just a straight flight skin, not jetboots skin?
    /has a sad
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    With Jet Pack Flight being capable of detecting certain back items as being present, is there any chance that we can see this applied to Phoenix Flight, so that it doesn't replace Bird/Dragon/Etc. Wing back pieces? Phoenix Flight looks positively stunning overlaid onto the standard wing back items. I caught a picture of it back when the PTS was all glitchy.

    A minor something, since this seems to be kind of a...mini-gadget pass, but Tractor Beam is the only power in the entire game that applies Repel Resistance. Design relic?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    apygoos wrote:
    so jeepack flight is just a straight flight skin, not jetboots skin?
    /has a sad

    How on earth did you get to that conclusion from what Ame said? *boggled*
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    apygoos wrote:
    so jeepack flight is just a straight flight skin, not jetboots skin?
    /has a sad

    No, this would be one of the things that seems wrong.
    With SS Rec and a travel power enabled I was unable to use Ice Barrier R3 (Possibly all ranks) due to its cost being higher than my maximun energy.

    Things costing your equilibrium have always been... weird, and troublesome. And they punish you for taking Recovery, which is clearly something that needs to be punished. ;)

    In theory, the current behavior is correct - it clamps at 95% of your max energy, but then you get a penalty that increases the cost. However, it still feels pretty terrible. I'm fixing this one by clamping the max BASE Energy cost to be half of your Maximum Energy. It could still theoretically get higher than that with penalties, but should always be something you can activate (unless you have a LOT of energy cost penalties, in which case, stop doing that).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Ame wrote:
    It could still theoretically get higher than that with penalties, but should always be something you can activate (unless you have a LOT of energy cost penalties, in which case, stop doing that).
    Speaking of such things, is it really intended that you can leave toggles and item-based travel powers active when you become a mega-destroid in resistance? This can make it impossible to activate your big power.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Pantagruel wrote:
    Speaking of such things, is it really intended that you can leave toggles and item-based travel powers active when you become a mega-destroid in resistance? This can make it impossible to activate your big power.

    No, it is not, and we take several measures to prevent it. However, some of our powers are stubborn and don't want to turn off unless the player tells them to. It is something we are definitely aware of, and not just with the Mega-Destroids - all of the BeCritter devices let you do similar bad things that we try to prevent. We want to fix them all.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Hey Ame, is Exclusive Retro Future going to be getting a jetpack animation? It's currently the only one of the existing ones that doesn't animate with it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Ame wrote:
    No, it is not, and we take several measures to prevent it. However, some of our powers are stubborn and don't want to turn off unless the player tells them to. It is something we are definitely aware of, and not just with the Mega-Destroids - all of the BeCritter devices let you do similar bad things that we try to prevent. We want to fix them all.

    Like the Magnifier/Shrinker items for starters, along with Dark Speed. Sad to see it go, but you have your reasons.

    FYI, Ame - the Become Black Talon device has a GIANT hit/targeting box around it, especially if you're Magnified before you turn it on. While it doesn't affect PvP any (as you can't use it there), they become a serious annoyance to target around in PvE.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Ame wrote:
    No, it is not, and we take several measures to prevent it. However, some of our powers are stubborn and don't want to turn off unless the player tells them to. It is something we are definitely aware of, and not just with the Mega-Destroids - all of the BeCritter devices let you do similar bad things that we try to prevent. We want to fix them all.

    Also, if you have on super shrinker and step into the mega D, you become a tiny mega D for a few moments.

    I imagine the opposite happens with the super magnifier.

    There are some hilarious interactions you can cause by activating moves before heading into the mega D, such as:

    • active offences
    • active defences
    • bubble moves (especially protection field and mindful reinforcement)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    • Long standing bug: When clicked, whether you are choosing your powers in the Powerhouse or dragging them from the Powers window into your tray, causes the item you are clicking on to jump out from under your cursor for the first time when the window is open. This is especially noticable if you attempt to double-click a power to purchase it.

    • You can join a team without actually joining a team and be privvy to all the chat the team has to offer by simply not accepting your team invite and leaving the dialog on screen. (I don't believe this one is new either)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Segma, attachments don't work on the PTS forums.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    I really like the way the Jetpack functions. It lights up when you have the right back piece equipped, but when you don't equip one it provides a nice alternate Flight pose for non-jetpack characters.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Like the Magnifier/Shrinker items for starters

    I have this crazy dream where someday, the devs will let us use those things in combat. Then my pixie will always be the tiny little thing she's supposed to be, and my bear will be the freakishly big thing he's supposed to be.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Xavori wrote:
    I have this crazy dream where someday, the devs will let us use those things in combat. Then my pixie will always be the tiny little thing she's supposed to be, and my bear will be the freakishly big thing he's supposed to be.
    W.U.R...Da! :D
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