So, I'm trying to get my Hulk build up to snuff before I release my Marvel mod, but I'm just not sure about him. I really like the
concept I've used to build him, but I'm not sure about the results. What do y'all think? How do you usually build your Hulks?
Spoiler
Stats:
Strength: 8 Incredibly Strong
Speed: 4 Fast
Agility: 5 Very Agile
Endurance: 8 Incredibly Hardy
Energy: 6 Extremely Powerful
Attributes:
Metabolic Strength
Jump Travel
Energy Tanks
Jumper
Lesser Regeneration
Powers:
hulk smash (Melee):
DamageType: Crushing
Magnitude: High
Energy Point Cost: None
Stun: None
Knockback: Medium
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee
Attached FX Name: supercollider_massivepunch
hulk stomp (Area):
DamageType: Crushing
Magnitude: Very Low
Energy Point Cost: Trace
Stun: Medium
Knockback: High
Radius: 360 Degrees
Level: 4
Animation Name: area
Attached FX Name: order_quake
Power Flags: Ground Targets Only
gamma irradiated skin (Passive Defense):
Block Type: Deflect
Success Rating: Frequent
Level: 4
Animation Name:
Attached FX Name: sky_king_bulletproof
Damage Blocked: Acid
Radiation
Crushing
Piercing
Energy
Electrical
Cold
Fire
Defense Flags: Always Active
Attacks Blocked: Melee
Ranged
Area
Direct
hulk rampage (Melee):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: Very Low
Stun: Low
Knockback: None
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee_3
Attached FX Name: order_punishment
hulk bash (Melee):
DamageType: Crushing
Magnitude: Very High
Energy Point Cost: Very Low
Stun: None
Knockback: Extreme
Swiftness: Slow
Arc: No Arc
Level: 4
Animation Name: melee_5
Attached FX Name: mechman_wreckingball
launching smash (Melee):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: Minor
Stun: None
Knockback: High
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee_dino_smash
Attached FX Name: supercollider_massivepunch
thunder clap (Area):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: Very Low
Stun: Low
Knockback: High
Radius: 180 Degrees
Level: 4
Animation Name: area_2
Attached FX Name: snowman_ice_burst
hulk roar (Ranged - Cone):
DamageType: Panic
Magnitude: Medium
Energy Point Cost: Low
Stun: Medium
Knockback: None
Velocity: Normal
Angle: High
Range: Medium
Level: 4
Animation Name: area_4
Attached FX Name: ffx_cone_head
As you can see, I've tried to create a system that simulates the Hulk's whole, 'the madder I get, the stronger I get' thing. I've got an absorb active defense feeding into his energy reserves, blocking half of what comes his way, I've also got metabolic strength, so the stronger he is, plus energy tanks, which means he only gets to maximum strength when he's taking damage and absorbing attacks. The problem is, I feel like his healing is a bit too much of a drain on his energy for him to be getting as strong as I'd like to see him get. Any ideas?
Quote from: BentonGrey on August 17, 2012, 12:37:48 AM
So, I'm trying to get my Hulk build up to snuff before I release my Marvel mod, but I'm just not sure about him. I really like the concept I've used to build him, but I'm not sure about the results. What do y'all think? How do you usually build your Hulks?
Spoiler
Stats:
Strength: 8 Incredibly Strong
Speed: 4 Fast
Agility: 5 Very Agile
Endurance: 8 Incredibly Hardy
Energy: 6 Extremely Powerful
Attributes:
Metabolic Strength
Jump Travel
Energy Tanks
Jumper
Lesser Regeneration
Powers:
hulk smash (Melee):
DamageType: Crushing
Magnitude: High
Energy Point Cost: None
Stun: None
Knockback: Medium
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee
Attached FX Name: supercollider_massivepunch
hulk stomp (Area):
DamageType: Crushing
Magnitude: Very Low
Energy Point Cost: Trace
Stun: Medium
Knockback: High
Radius: 360 Degrees
Level: 4
Animation Name: area
Attached FX Name: order_quake
Power Flags: Ground Targets Only
gamma irradiated skin (Passive Defense):
Block Type: Deflect
Success Rating: Frequent
Level: 4
Animation Name:
Attached FX Name: sky_king_bulletproof
Damage Blocked: Acid
Radiation
Crushing
Piercing
Energy
Electrical
Cold
Fire
Defense Flags: Always Active
Attacks Blocked: Melee
Ranged
Area
Direct
hulk rampage (Melee):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: Very Low
Stun: Low
Knockback: None
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee_3
Attached FX Name: order_punishment
hulk bash (Melee):
DamageType: Crushing
Magnitude: Very High
Energy Point Cost: Very Low
Stun: None
Knockback: Extreme
Swiftness: Slow
Arc: No Arc
Level: 4
Animation Name: melee_5
Attached FX Name: mechman_wreckingball
launching smash (Melee):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: Minor
Stun: None
Knockback: High
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee_dino_smash
Attached FX Name: supercollider_massivepunch
thunder clap (Area):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: Very Low
Stun: Low
Knockback: High
Radius: 180 Degrees
Level: 4
Animation Name: area_2
Attached FX Name: snowman_ice_burst
hulk roar (Ranged - Cone):
DamageType: Panic
Magnitude: Medium
Energy Point Cost: Low
Stun: Medium
Knockback: None
Velocity: Normal
Angle: High
Range: Medium
Level: 4
Animation Name: area_4
Attached FX Name: ffx_cone_head
As you can see, I've tried to create a system that simulates the Hulk's whole, 'the madder I get, the stronger I get' thing. I've got an absorb active defense feeding into his energy reserves, blocking half of what comes his way, I've also got metabolic strength, so the stronger he is, plus energy tanks, which means he only gets to maximum strength when he's taking damage and absorbing attacks. The problem is, I feel like his healing is a bit too much of a drain on his energy for him to be getting as strong as I'd like to see him get. Any ideas?
All-in-all, it looks like a very good build. What you could use instead of Lesser Regeneration is Fast Healing. It takes no energy and it heals a decent amount of health.
Another thing you could try is using "Defensive Mechanism" and making him use "Adrenaline Surge" rather than the Metabolic/Lesser Regeneration combo (although I do like that combination). It makes him even tougher when fighting enemies that are tough. He'd get a bigger bonus against Thor than, say, Spider-Man. You'll still be able to take him down, but I think it matches the fact that Hulk gets even more angry when fighting enemies he cannot smash in one punch a tad better. But in turn, you might want to bring down his Passive Defense a bit (perhaps Occasional?) to balance it out a bit.
Quote from: HulkMaybe you see that you could be ten times stronger than Hulk, and it still would not matter. Not when all Hulk has to do is become ten times as mad!!
I agree with Spydermann and would definitely go with Defense Mechanism with the Adrenaline Surge customization. Getting up to a +2 bump in strength is pretty good (going from 8 to 10). On top of that, he gets the proportional healing in response to damage which I think works better for a build of classic Hulk and it increases his resistance to panic and stun. All in all, I think that captures the old mindless Hulk on a rampage perfectly. If you go with a healing factor, I think I'd also go with Fast Healing. He's already enough of a beast plus, back in the old days, I don't remember any healing whatchamajiggy (imagine that in my old man voice). I thought they had Gray Hulk start with the healing factor because he wasn't as invulnerable as the original Hulk. Anyway, I'd also reduce that Passive Defense. I know we're all different for what we use for invulnerability. I use a combination of resistances, low Invulnerability attributes (nothing higher than 10), and low Passive Defenses (usually between 10-25%) in conjunction with one another. My main point would be with a Passive Defense of Frequent Level 4, you're looking at guys even as powerful as Thor and Wonderman, only hitting or damaging him 30% of the time. That will also work against your "madder I get, the stronger I get" idea because if he isn't getting damaged, all of the stuff you have set up won't get utilized.
These are just some ideas. I know we do our own things in our own universes we've built, so what makes sense in mine may not make sense in yours, and vice versa.
P.S. I notice you have both Jump Travel and Jumper. Is Jumper needed with Jump Travel? I thought it was only needed with Super Leaper to make both horizontal and vertical jumps. I'm strictly going by the description in the manual for Jump Travel.
Quote from: hoss20 on August 17, 2012, 05:29:31 AM
I notice you have both Jump Travel and Jumper. Is Jumper needed with Jump Travel? I thought it was only needed with Super Leaper to make both horizontal and vertical jumps. I'm strictly going by the description in the manual for Jump Travel.
Definitively needed. Jump Travel will let you cross a good chunk of the map, but it won't help you get on top of the building in front of you. Aah, the limitations of the FF game engine...
Thanks for the clarification, Epimethee. I guess Superleaper is strictly for building to building jumps. I assume with Jump Travel, you get a little lift off the ground, but as you said, not enough to get over a building or anything. It looks like that's what the Jumping Jack combo is for.
Ahh...very interesting. Thanks for some really fascinating responses and ideas guys. I'll try to revise my build after the beginning of the semester and do some testing. I'll give the Defense Mechanism build a try.
I think I overpowered this guy but you can try Defense Mechanism with "strengthandResistanceThroughPain" parameter. It raises his streangth and invulnerability whenever he takes damage and I really like how it works in practice - that's very accute to him being limited in his streangth only by anger. There is also an attribute Desperate but this one is severely overpowered.
I need to try out that mechanic!
Well gents, I need advice on another character who I'm finding it difficult to pin down.
I'm working on something with the Guardians of the Galaxy, and I've got good builds (I think) for most of the original crew, but Starhawk is giving me fits. What do your builds for this fellow look like? What should he be able to do? I hear on one hand that he traded blows with Thor, and on another, I see from my own reading that he doesn't seem significantly stronger than his fellow Guardians.
I think "classic" Starhawk is right around Spiderman strength (the 10 ton range). All of his other stats are between peak athlete and enhanced human (probably 4's for Freedom Force). He can reach significant speed while flying in space. There is also an entry that I came upon that states his agility increases in flight as he attains greater speeds. So, I would give him Flier, Fast Flier, and Nimble Flier. He has a very high resistance to Radiation and I would give him Highly Resistant in game.
He is highly intelligent and possesses some mental powers, as well. He has Extra Sensory Perception based on reading energy patterns and he is highly proficient with this ability (Enhanced Senses or Cosmic Awareness?). He's also one of those "displaced in time" guys and has lived his life many times, so he has reliable Precognition. In a 1991 update, he shows to also have Phasing as a power. This power doesn't affect electronics.
He can manipulate light to produce beams of either Force or Heat. This is his most effective power and you could probably go Very High on the magnitude.
If you have room in the Attribute department, it wouldn't hurt to give him Disciplined or Level Headed.
I hope this helps. I'm pretty sure Laughing Paradox is a big fan of the old school Guardians, so hopefully, he'll chime in.
I think Hoss20 has Starhawk pretty covered, to be honest. The phasing power came along when he was sharing his body with his sister, Aleta (yes, it is as weird as it sounds).
I would just give him Aerial Superiority, however. All of its components apply to good ol' Stakar.