Note: I'll be adding to this post from time to time as I finish rough drafts of these herofiles. Be sure to check back.Alright gents, I'm moving into a new phase of the Marvel Adventures mod. I'm working on a lot of the characters that I had sidelined before, and I can use your help! I'd love it if y'all would share your clever and interesting builds with me for the following characters:
- Spider-Man
- Daredevil
- Abomination
- Doc Ock
- Electro
- Green Goblin
- The Leader
- Mysterio
- Scorpion
- Venom
- Vulture
Some specific questions:
How good should Spidey's and Daredevil's passive defenses be? What all should they let pass through?
Should Electro have Metabolic? I've found references to this online, but I've never seen it in the classic comics. I'm not opposed to adapting stuff from outside of my reading if it adds to the character, but I don't want to put it in if it's an aberration.
What FX do you use for Mysterio?
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Daredevil
------------------------------------------------------------
Spoiler
Info:
File Type: FFv3R
Mesh: library\characters\dm_Daredevil_Gren\character.nif
Skin: standard
Material: Flesh
Weight: 170 lbs
AI: CGenericHero
Voice:
Stats:
Strength: 3 Normal
Speed: 5 Very Fast
Agility: 6 Extremely Agile
Endurance: 4 Hardy
Energy: 4 Powerful
Attributes:
Danger Sense
Enhanced Senses
Acrobatic
Ropeswinger
Wall Climbing
Powers:
devils double (Melee):
DamageType: Crushing
Magnitude: Low
Energy Point Cost: None
Stun: Medium
Knockback: None
Swiftness: Fast
Arc: No Arc
Level: 4
Animation Name: melee_2
Attached FX Name: thug_club
devils due (Melee):
DamageType: Crushing
Magnitude: Low
Energy Point Cost: Trace
Stun: Low
Knockback: None
Swiftness: Fast
Arc: No Arc
Level: 4
Animation Name: melee_5
Attached FX Name: libertylad_onetwo
billy club throw (Ranged - Projectile):
DamageType: Crushing
Magnitude: Low
Energy Point Cost: None
Stun: Low
Knockback: Low
Velocity: Fast
Radius: No Arc
Range: Medium
Accuracy: Extreme
Level: 4
Animation Name: ranged_2
Attached FX Name: dd_red_sl
dancing devil (Melee):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: Trace
Stun: High
Knockback: Low
Swiftness: Fast
Arc: No Arc
Level: 4
Animation Name: melee_6
Attached FX Name: pan_kick
billy club blow (Melee):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: None
Stun: None
Knockback: Medium
Swiftness: Fast
Arc: No Arc
Level: 4
Animation Name: melee
Attached FX Name: thug_club
trick toss (Ranged - Projectile):
DamageType: Crushing
Magnitude: Low
Energy Point Cost: Trace
Stun: Medium
Knockback: Low
Velocity: Normal
Radius: No Arc
Range: Medium
Accuracy: Extreme
Level: 4
Animation Name: ranged
Attached FX Name: dd_red_sl
Power Flags: Chained
two club toss (Ranged - Projectile):
DamageType: Crushing
Magnitude: Low
Energy Point Cost: Trace
Stun: Low
Knockback: Medium
Velocity: Normal
Radius: No Arc
Range: Medium
Accuracy: Extreme
Level: 4
Animation Name: ranged_3
Attached FX Name: dd_red_sl
blind justice (Melee):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: Trace
Stun: Medium
Knockback: Low
Swiftness: Fast
Arc: 90 Degrees
Level: 4
Animation Name: melee_4
Attached FX Name: nazi_soldiers_melee
radar sense (Passive Defense):
Block Type: Reflect
Success Rating: Frequent
Level: 4
Animation Name: dodge_right
Attached FX Name:
Damage Blocked: Crushing
Piercing
Energy
Electrical
Cold
Fire
Defense Flags: Always Active
Attacks Blocked: Melee
Ranged
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Spider-Man
------------------------------------------------------------
Spoiler
Info:
File Type: FFv3R
Mesh: library\characters\dm_Spider-Man\character.nif
Skin: standard
Material: Flesh
Weight: 170 lbs
AI: CGenericHero
Voice:
Stats:
Strength: 5 Very Strong
Speed: 6 Extremely Fast
Agility: 7 Extraordinarily Agile
Endurance: 5 Very Hardy
Energy: 5 Very Powerful
Attributes:
Danger Sense
Jumper
Acrobatic
Wall Climbing
Flier
Powers:
spidey punch (Melee):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: None
Stun: Low
Knockback: Low
Swiftness: Fast
Arc: No Arc
Level: 4
Animation Name: melee
Attached FX Name: theant_punch
acrobatic attack (Melee):
DamageType: Crushing
Magnitude: High
Energy Point Cost: Trace
Stun: None
Knockback: High
Swiftness: Fast
Arc: No Arc
Level: 4
Animation Name: melee_2
Attached FX Name: shadow_kick
arachnid assault (Melee):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: Trace
Stun: Low
Knockback: None
Swiftness: Fast
Arc: No Arc
Level: 4
Animation Name: combo
Attached FX Name: libertylad_onetwo
web slinging (Ranged - Beam):
DamageType: Stasis
Magnitude: Very High
Energy Point Cost: Trace
Stun: None
Knockback: None
Velocity: Fast
Range: Long
Accuracy: Extreme
Level: 4
Animation Name: web_shot
Attached FX Name: web_yank
web bullets (Ranged - Projectile):
DamageType: Crushing
Magnitude: Low
Energy Point Cost: Trace
Stun: Low
Knockback: Medium
Velocity: Fast
Radius: No Arc
Range: Long
Accuracy: Extreme
Level: 4
Animation Name: web_bullets
Attached FX Name: soldierant_acidspray
crowd pleaser (Melee):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: Trace
Stun: Low
Knockback: Medium
Swiftness: Fast
Arc: 360 Degrees
Level: 4
Animation Name: 360_melee
Attached FX Name: default_punch
web yank (Ranged - Beam):
DamageType: Density Max
Magnitude: High
Energy Point Cost: Trace
Stun: None
Knockback: None
Velocity: Fast
Range: Long
Accuracy: Extreme
Level: 4
Animation Name: web_yank
Attached FX Name: web_yank
spidey sense (Passive Defense):
Block Type: Reflect
Success Rating: Frequent
Level: 4
Animation Name: passive_defence
Attached FX Name: spidey_sense
Damage Blocked: Crushing
Piercing
Energy
Electrical
Cold
Fire
Attacks Blocked: Melee
Ranged
web spray (Ranged - Cone):
DamageType: Stasis
Magnitude: High
Energy Point Cost: Minor
Stun: None
Knockback: None
Velocity: Fast
Angle: Medium
Range: Long
Level: 4
Animation Name: web_spray
Attached FX Name: web cone
I need to create a custom attribute for Spidey, any suggestions? I've also got one power slot left. What else does he need?
What do y'all think?
I made my Daredevil supsceptible to energy attacks since that's the power type I often use for sound based attack and removed the always active flag from the passive defence, he can dodge stuff but he can't when he's disoriented or stunned or immobile or drugged, same with Spidey (I often really use that flag when the passive is set up to be like a tank and not a dodger)
I also added a flying melee for Spidey.
For Ock, mostly just AOE Melee attacks and attacks that flings the enemy over a great distance, I also gave him jumping attributes and at least 5 stats on Strength and Speed since I also added in his mechanical arms to the tally.
Mysterio, I use fog FX and the green velociraptor FX and some weak "Ghost", "Mysterio", and "Any Sinister Six Member/Spidey" summons.
I didn't really gave him offensive attacks other than causing rage to simulate confusion on who the enemy will fight.
For Spidey, I made a custom attribute that combined "Rope Swinger" (which I found was better than "Flier" for him), "Acrobatic" (he seems to always land on his feet :P), "Disciplined" (he rarely ever quits), and "FFActiveDefense 25" (web shield). You could also give him "Web Slinger", but that's not typically an attribute that I use all too often.
For the passives, for Daredevil, I typically give him Occasional chance against Piercing, Crushing, and Energy attacks. I sometimes add Heat and Cold to the list, but sometimes I don't.
For Spidey, I typically make a Frequent "Pass Through" passive against almost all ranged attacks (other than mental) since he can detect projectiles way before they actually reach him and he simply jumps out of the way. I don't add melee to that list, most of the time, as he seems to get punched way more often than shot. Besides, his agility usually allows him to dodge most melee attacks, even without a passive. As most projectiles that I have are Fast or even Very Fast, the passive helps quite a bit. It's very weird for me to see Spidey get tagged by bullets, energy blasts, and thrown objects.
I also never give my "dodge" characters passives against Area and Direct attacks, and usually, I have them specialize in either melee or range.
Both those hero files look perfect to me BG. Does Spidey have that bowing animation? Maybe it could be a small area enrage... Kind of like a quick quip or taunt.
Thanks guys! That was very helpful, and I had that flag checked on Daredevil by accident, so thanks for the catch, Tre!
Well, I'm feeling pretty good about Spidey, and somewhat so for Daredevil. Let me post a few more.
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Hero File: doctor octopus
------------------------------------------------------------
Spoiler
Info:
File Type: FFv3R
Mesh: library\characters\byd_male_4tenacles\character.nif
Skin: docockc6
Material: Flesh
Weight: 170 lbs
AI: CGenericHero
Voice:
Stats:
Strength: 4 Strong
Speed: 4 Fast
Agility: 5 Very Agile
Endurance: 5 Very Hardy
Energy: 4 Powerful
Attributes:
Wall Climbing
Heavy Lifter
Disciplined
Danger Sense
Powers:
4 tentacle pincer (Melee):
DamageType: Crushing
Magnitude: High
Energy Point Cost: Trace
Stun: High
Knockback: Low
Swiftness: Fast
Arc: No Arc
Level: 4
Animation Name: melee
Attached FX Name: mechman_wreckingball
tentacle grapple (Melee):
DamageType: Decrease
Magnitude: High
Energy Point Cost: Trace
Stun: None
Knockback: None
Swiftness: Fast
Arc: No Arc
Level: 4
Animation Name: melee_5
Attached FX Name: minuteman_patriotswing
tentacle barrage (Melee):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: Minor
Stun: Low
Knockback: None
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee_4
Attached FX Name: libertylad_onetwo
tentacle toss (Melee):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: Trace
Stun: None
Knockback: High
Swiftness: Normal
Arc: 90 Degrees
Level: 4
Animation Name: melee_180
Attached FX Name: manbot_punch
tentacle punch (Melee):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: None
Stun: Low
Knockback: Low
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee_3
Attached FX Name: manbot_punch
sentient tentacles (Passive Defense):
Block Type: Normal
Success Rating: Occasional
Level: 4
Animation Name: active_defense
Attached FX Name: sky_king_bulletproof
Damage Blocked: Crushing
Piercing
Energy
Attacks Blocked: Melee
Ranged
darting tentacles (Ranged - Projectile):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: Minor
Stun: None
Knockback: Medium
Velocity: Very Fast
Radius: No Arc
Range: Medium
Accuracy: High
Level: 4
Animation Name: ranged_short5
Attached FX Name: invisible_tentacle
tentacle punch (Ranged - Projectile):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: None
Stun: Low
Knockback: Medium
Velocity: Very Fast
Radius: No Arc
Range: Medium
Accuracy: High
Level: 4
Animation Name: ranged_short4
Attached FX Name: invisible_tentacle
tangling tentacles (Ranged - Projectile):
DamageType: Decrease
Magnitude: High
Energy Point Cost: Trace
Stun: Low
Knockback: None
Velocity: Fast
Radius: No Arc
Range: Medium
Accuracy: Extreme
Level: 4
Animation Name: ranged_short8
Attached FX Name: invisible_tentacle
tentacle sweep (Area):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: Minor
Stun: Low
Knockback: High
Radius: 180 Degrees
Level: 4
Animation Name: area3
Attached FX Name: ffx_blank
I'm REALLY happy with Doc, though his survivability is still not quite what I'd like it to be. I'm not sure what other tweaks to make, but I've got his arms replicated with invisible projectiles, much like a flying melee attack, and it works out REALLY well. I'm probably going to redo Mr. Fantastic this way, in fact!
------------------------------------------------------------
Hero File: green goblin
------------------------------------------------------------
Spoiler
Info:
File Type: FFv3R
Mesh: library\characters\Green_Goblin\character.nif
Skin: green goblin ue
Material: Flesh
Weight: 170 lbs
AI: CGenericHero
Voice: AW
Stats:
Strength: 4 Strong
Speed: 5 Very Fast
Agility: 6 Extremely Agile
Endurance: 5 Very Hardy
Energy: 5 Very Powerful
Attributes:
Solid Skeleton
Armored
Strange Visitor
Jumper
Powers:
pumpkin bomb (Ranged - Explosive Projectile):
DamageType: Heat
Magnitude: Medium
Energy Point Cost: Trace
Stun: Medium
Knockback: Medium
Velocity: Normal
Radius: 180 Degrees
Range: Long
Accuracy: High
Level: 4
Animation Name: ranged_6
Attached FX Name: pumpkin_grenade
Power Flags: Grenade
pumpkin knockout bomb (Ranged - Explosive Projectile):
DamageType: Purgatory
Magnitude: Medium
Energy Point Cost: Trace
Stun: High
Knockback: None
Velocity: Normal
Radius: 180 Degrees
Range: Long
Accuracy: High
Level: 4
Animation Name: ranged_6
Attached FX Name: pumpkin_smoke
Power Flags: Grenade
throwing bats (Ranged - Projectile):
DamageType: Piercing
Magnitude: Low
Energy Point Cost: Trace
Stun: Medium
Knockback: None
Velocity: Normal
Radius: No Arc
Range: Medium
Accuracy: High
Max Instances: Max 2
Level: 4
Animation Name: ranged_5
Attached FX Name: batarang_edged
Power Flags: Flight Spawn
ghoulish strike (Melee):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: None
Stun: None
Knockback: Medium
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee
Attached FX Name: bluedarkmen_rend
electro shock glove (Ranged - Beam):
DamageType: Electrical
Magnitude: Medium
Energy Point Cost: Trace
Stun: Medium
Knockback: Low
Velocity: Fast
Range: Medium
Accuracy: Extreme
Level: 4
Animation Name: ranged_2
Attached FX Name: manowar_bolt
ghoulish mail (Passive Defense):
Block Type:
Success Rating: Rare
Level: 4
Animation Name:
Attached FX Name: minuteman_vigilanceblock
Damage Blocked: Crushing
Piercing
Energy
Electrical
Defense Flags: Always Active
Attacks Blocked: Melee
Ranged
Area
Direct
glider ram (Melee):
DamageType: Piercing
Magnitude: High
Energy Point Cost: Trace
Stun: Medium
Knockback: High
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee_3
Attached FX Name: manbot_jetcharge
mad fury (Melee):
DamageType: Crushing
Magnitude: Low
Energy Point Cost: Trace
Stun: Low
Knockback: None
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee_2
Attached FX Name: purpledarkmen_rend
smoke screen (Area):
DamageType: Blind
Magnitude: High
Energy Point Cost: Trace
Stun: Low
Knockback: None
Radius: 360 Degrees
Level: 4
Animation Name: area
Attached FX Name: storm_fog
flying ram (Ranged - Projectile):
DamageType: Crushing
Magnitude: High
Energy Point Cost: Trace
Stun: None
Knockback: Medium
Velocity: Fast
Radius: No Arc
Range: Short
Accuracy: Medium
Level: 4
Animation Name: flying_melee
Attached FX Name: ffq_heightcheck
Here's the Goblin, arguably Spidey's most important villain. I'm not thrilled with him yet. I'm open to any suggestions. His custom attribute has fast healing, air superiority, and acrobatic (amateur).
------------------------------------------------------------
Hero File: lizard
------------------------------------------------------------
Spoiler
Info:
File Type: FFv3R
Mesh: library\characters\DM_Lizard_skope_h20\character.nif
Skin: standard
Material: Flesh
Weight: 170 lbs
AI: CGenericHero
Voice: RP
Stats:
Strength: 5 Very Strong
Speed: 5 Very Fast
Agility: 5 Very Agile
Endurance: 6 Extremely Hardy
Energy: 4 Powerful
Attributes:
Wall Climbing
Weak Minded
Claws
Cold Blooded
Powers:
reptilian rip (Melee):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: None
Stun: Low
Knockback: Low
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee
Attached FX Name: evilfemale_scratch
tail whip (Melee):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: Trace
Stun: None
Knockback: Medium
Swiftness: Fast
Arc: 360 Degrees
Level: 4
Animation Name: melee_tail
Attached FX Name: thug_club
lizard lashing (Melee):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: Trace
Stun: Low
Knockback: None
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee_3
Attached FX Name: evilfemale_scratch
scaly jaws (Melee):
DamageType: Piercing
Magnitude: High
Energy Point Cost: Trace
Stun: High
Knockback: None
Swiftness: Fast
Arc: No Arc
Level: 4
Animation Name: melee_bite
Attached FX Name: raptor_bite
reptilian leap (Melee):
DamageType: Crushing
Magnitude: High
Energy Point Cost: Trace
Stun: None
Knockback: High
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee_4
Attached FX Name: raptor_pounce
scaly grasp (Melee):
DamageType: Decrease
Magnitude: High
Energy Point Cost: Trace
Stun: Medium
Knockback: None
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: grapplestart
Attached FX Name: quetz_serpent_strike
scaly hide (Passive Defense):
Block Type:
Success Rating: Rare
Level: 4
Animation Name:
Attached FX Name: minuteman_vigilanceblock
Damage Blocked: Crushing
Piercing
Energy
Defense Flags: Always Active
Attacks Blocked: Melee
Ranged
Area
And here's the Lizard. He may be a bit too tough. I need to do some more testing.
------------------------------------------------------------
Hero File: mysterio
------------------------------------------------------------
Spoiler
Info:
File Type: FFv3R
Mesh: library\characters\Mysterio_Gren\character.nif
Skin: mysterio ue dds
Material: Flesh
Weight: 170 lbs
AI: CGenericHero
Voice:
Stats:
Strength: 3 Normal
Speed: 4 Fast
Agility: 5 Very Agile
Endurance: 4 Hardy
Energy: 6 Extremely Powerful
Attributes:
Beautiful
Illusionist
Wall Climbing
Jumper
Enhanced Senses
Powers:
mysterious might (Melee):
DamageType: Crushing
Magnitude: Low
Energy Point Cost: Trace
Stun: None
Knockback: Low
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee
Attached FX Name: manowar_gaff
mesmerizing illusions (Area):
DamageType: Mental Blank
Magnitude: High
Energy Point Cost: Minor
Stun: None
Knockback: None
Radius: 180 Degrees
Level: 4
Animation Name: ranged_4
Attached FX Name: jubilee_area
stage fog (Area):
DamageType: Blind
Magnitude: High
Energy Point Cost: Minor
Stun: None
Knockback: None
Radius: 180 Degrees
Level: 4
Animation Name: area_4
Attached FX Name: storm_fog
knockout gas (Ranged - Projectile):
DamageType: Purgatory
Magnitude: High
Energy Point Cost: Very Low
Stun: High
Knockback: None
Velocity: Normal
Radius: No Arc
Range: Medium
Accuracy: High
Level: 4
Animation Name: ranged_4
Attached FX Name: soldierant_acidspray
dazzling hologram (Ranged - Projectile):
DamageType: Mental Blank
Magnitude: High
Energy Point Cost: Very Low
Stun: None
Knockback: None
Velocity: Normal
Radius: No Arc
Range: Long
Accuracy: High
Level: 4
Animation Name: ranged_5
Attached FX Name: entropy_null_shadows
Power Flags: Homing
holographic illusion (Direct):
DamageType: Panic
Magnitude: High
Energy Point Cost: Very Low
Stun: None
Knockback: None
Range: Medium
Level: 4
Animation Name: ranged
Attached FX Name: purpledarkmen_darkpower
static charges (Ranged - Projectile):
DamageType: Electrical
Magnitude: Low
Energy Point Cost: Low
Stun: High
Knockback: Medium
Velocity: Normal
Radius: No Arc
Range: Long
Accuracy: High
Level: 4
Animation Name: ranged_4
Attached FX Name: lorna_ball_lightning
charged gauntlet (Melee):
DamageType: Electrical
Magnitude: Medium
Energy Point Cost: Very Low
Stun: Medium
Knockback: Medium
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee
Attached FX Name: mentor_energyknife
swirling smoke (Passive Defense):
Block Type: Reflect
Success Rating: Frequent
Level: 4
Animation Name:
Attached FX Name:
Damage Blocked: Crushing
Piercing
Energy
Electrical
Cold
Fire
Defense Flags: Always Active
Attacks Blocked: Melee
Ranged
I'm relatively happy with Mysterio. He wouldn't be much of a threat on his own, but he'd play merry havoc with just about anybody as part of a team or with some minions.
------------------------------------------------------------
Hero File: scorpion
------------------------------------------------------------
Spoiler
Info:
File Type: FFv3R
Mesh: library\characters\Male_scorpion\character.nif
Skin: scorpionc6
Material: Flesh
Weight: 170 lbs
AI: CGenericHero
Voice: SR
Stats:
Strength: 7 Extraordinarily Strong
Speed: 5 Very Fast
Agility: 6 Extremely Agile
Endurance: 6 Extremely Hardy
Energy: 5 Very Powerful
Attributes:
Jumper
Strange Visitor
Wall Climbing
Hot Tempered
Powers:
scorpion claw (Melee):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: None
Stun: None
Knockback: Medium
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee
Attached FX Name: nazi_soldiers_melee
tail smash (Melee):
DamageType: Crushing
Magnitude: High
Energy Point Cost: Trace
Stun: Low
Knockback: High
Swiftness: Fast
Arc: No Arc
Level: 4
Animation Name: melee_6
Attached FX Name: minuteman_patriotswing
plasma acid (Ranged - Beam):
DamageType: Acid
Magnitude: High
Energy Point Cost: Trace
Stun: Medium
Knockback: None
Velocity: Fast
Range: Medium
Accuracy: Extreme
Level: 4
Animation Name: ranged_5
Attached FX Name: venom_blast
battle suit (Passive Defense):
Block Type:
Success Rating: Occasional
Level: 4
Animation Name:
Attached FX Name: sky_king_bulletproof
Damage Blocked: Acid
Crushing
Piercing
Energy
Cold
Fire
Defense Flags: Always Active
Attacks Blocked: Melee
Ranged
Area
Direct
pincer pummel (Melee):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: Trace
Stun: Low
Knockback: None
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee_5
Attached FX Name: nazi_soldiers_melee
acid spray (Ranged - Projectile):
DamageType: Acid Burn
Magnitude: High
Energy Point Cost: Trace
Stun: Medium
Knockback: None
Velocity: Normal
Radius: No Arc
Range: Medium
Accuracy: Extreme
Level: 4
Animation Name: ranged_5
Attached FX Name: soldierant_acidspray
I'm limited by Scorp's keys. I'd like to do more with his tail, but I can't think of any other way to use these animations.
------------------------------------------------------------
Hero File: vulture
------------------------------------------------------------
Spoiler
Info:
File Type: FFv3R
Mesh: library\characters\byd_male_old_aw\character.nif
Skin: standard
Material: Flesh
Weight: 170 lbs
AI: CGenericHero
Voice:
Stats:
Strength: 5 Very Strong
Speed: 5 Very Fast
Agility: 5 Very Agile
Endurance: 5 Very Hardy
Energy: 4 Powerful
Attributes:
Flier
Air Superiority
Disciplined
Claws
Powers:
dive bomb (Melee):
DamageType: Crushing
Magnitude: High
Energy Point Cost: Trace
Stun: None
Knockback: Extreme
Swiftness: Fast
Arc: No Arc
Level: 4
Animation Name: melee_5
Attached FX Name: pan_kick
Power Flags: Up Knockback
flying cyclone (Area):
DamageType: Crushing
Magnitude: Low
Energy Point Cost: Trace
Stun: None
Knockback: High
Radius: 180 Degrees
Level: 4
Animation Name: area
Attached FX Name: storm_hurricane
razor wing slash (Melee):
DamageType: Piercing
Magnitude: Low
Energy Point Cost: Trace
Stun: None
Knockback: None
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee_3
Attached FX Name: icequeen_slash
flying kick (Melee):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: Trace
Stun: None
Knockback: High
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee
Attached FX Name: shadow_kick
razorwing slam (Melee):
DamageType: Piercing
Magnitude: High
Energy Point Cost: Minor
Stun: High
Knockback: None
Swiftness: Fast
Arc: No Arc
Level: 4
Animation Name: melee_4
Attached FX Name: icequeen_slash
flying bombardment (Ranged - Projectile):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: Trace
Stun: None
Knockback: Medium
Velocity: Fast
Radius: No Arc
Range: Short
Accuracy: Medium
Level: 4
Animation Name: flying _melee_2
Attached FX Name: flying_punch
flight harness (Passive Defense):
Block Type: Reflect
Success Rating: Occasional
Level: 4
Animation Name: dodge_left
Attached FX Name:
Damage Blocked: Crushing
Piercing
Energy
Attacks Blocked: Melee
Ranged
I think Vulture is captured pretty well, but once again I'm limited by keys. I'd love it if he had some better keys for a flying melee. I may have to investigate Tommy's Vulture more thoroughly, though I just LOVE the way this one looks.
------------------------------------------------------------
Hero File: venom
------------------------------------------------------------
Spoiler
Info:
File Type: FFv3R
Mesh: library\characters\Venom_TJ\character.nif
Skin: standard
Material: Flesh
Weight: 170 lbs
AI: CGenericHero
Voice:
Stats:
Strength: 6 Extremely Strong
Speed: 5 Very Fast
Agility: 6 Extremely Agile
Endurance: 5 Very Hardy
Energy: 5 Very Powerful
Attributes:
Heat Sensitive
Fast Healing
Wall Climbing
Danger Sense
Flier
Powers:
venomous blows (Melee):
DamageType: Crushing
Magnitude: Low
Energy Point Cost: None
Stun: Low
Knockback: Low
Swiftness: Fast
Arc: No Arc
Level: 4
Animation Name: melee_2
Attached FX Name: libertylad_onetwo
symbiote costume (Passive Defense):
Block Type: Normal
Success Rating: Rare
Level: 4
Animation Name:
Attached FX Name: microwave_absorbradiation
Damage Blocked: Crushing
Defense Flags: Always Active
Attacks Blocked: Melee
Ranged
Area
Direct
venomous web (Ranged - Beam):
DamageType: Stasis
Magnitude: High
Energy Point Cost: Trace
Stun: None
Knockback: None
Velocity: Fast
Range: Medium
Accuracy: Extreme
Level: 4
Animation Name: ranged
Attached FX Name: venom_tangle
symbiotic leap (Melee):
DamageType: Crushing
Magnitude: High
Energy Point Cost: Trace
Stun: None
Knockback: High
Swiftness: Fast
Arc: No Arc
Level: 4
Animation Name: melee_7
Attached FX Name: supercollider_massivepunch
venomous assault (Melee):
DamageType: Crushing
Magnitude: Low
Energy Point Cost: Minor
Stun: Low
Knockback: None
Swiftness: Fast
Arc: No Arc
Level: 4
Animation Name: melee_8
Attached FX Name: default_punch
poisonous punches (Melee):
DamageType: Crushing
Magnitude: Low
Energy Point Cost: Trace
Stun: Low
Knockback: Low
Swiftness: Fast
Arc: No Arc
Level: 4
Animation Name: melee_3
Attached FX Name: bullet_pummel
tongue lashing (Ranged - Beam):
DamageType: Acid Burn
Magnitude: High
Energy Point Cost: Trace
Stun: Medium
Knockback: None
Velocity: Normal
Range: Medium
Accuracy: Extreme
Level: 4
Animation Name: ranged_9
Attached FX Name: venom_tongue
I can definitely use advice on Venom, as I really don't know the character super well. My only exposure has been through the TV shows and movie.
Well, for the Green Goblin, I would bump his strength up to 5. From almost all of the sources that I've seen, from the Official Marvel Handbook to Marvel RPG stats, he's every bit as strong, if not stronger, than Spidey.
For Venom, I typically make him very much like Spider-Man in terms of melee and web powers. Of course, Venom has his claws and tongue to use in combat, so perhaps you can have him use his tongue as a grapple and a piercing melee attack (perhaps "Poisonous Punches")? The only real difference that I can see between him and Spidey is their AI.
Quote from: spydermann93 on August 01, 2014, 04:54:16 AM
Well, for the Green Goblin, I would bump his strength up to 5. From almost all of the sources that I've seen, from the Official Marvel Handbook to Marvel RPG stats, he's every bit as strong, if not stronger, than Spidey.
For Venom, I typically make him very much like Spider-Man in terms of melee and web powers. Of course, Venom has his claws and tongue to use in combat, so perhaps you can have him use his tongue as a grapple and a piercing melee attack (perhaps "Poisonous Punches")? The only real difference that I can see between him and Spidey is their AI.
I hadn't thought about a "Poisonous Punch" for Venom, but that's an interesting concept, I was actually thinking about an attack that causes "Enraged" since I would assume that the Venom Symbiote could probably infect another person, in which case the victim could potentially lose control of their faculties, causing them to go after their teammates.
You could make doc ock a flier to improve his survivability!
I'd put a check on Ocks Passive for always active, since I always remembered Alfred Molina's portrayal of him where the tentacles were actually "alive" and protected him subconsciously.
PLUS, it is called "SENTIENT" Tentacles, so yeah...
I'd also put a combination of Acrobatic and Jump Atrributes to add to that as well, since his tentacles always lands him perfectly and he sometimes travel by jumping up high with his tentacles.
Thanks guys! These were very helpful suggestions.
Here's another Spidey villain I'm working on:
------------------------------------------------------------
Hero File: Rhino
------------------------------------------------------------
Spoiler
Info:
File Type: FFv3R
Mesh: library\characters\Rhino_Gren\character.nif
Skin: standard
Material: Flesh
Weight: 170 lbs
AI: CGenericHero
Voice:
Stats:
Strength: 7 Extraordinarily Strong
Speed: 5 Very Fast
Agility: 3 Normal
Endurance: 7 Extraordinarily Hardy
Energy: 5 Very Powerful
Attributes:
Tough Guy
Strange Visitor
Invulnerable (05 hp)
Powers:
Tough Hide (Passive Defense):
Block Type: Normal
Success Rating: Rare
Level: 4
Animation Name:
Attached FX Name: microwave_absorbradiation
Damage Blocked: Acid
Crushing
Piercing
Energy
Fire
Defense Flags: Always Active
Attacks Blocked: Melee
Ranged
Area
gore (Melee):
DamageType: Piercing
Magnitude: High
Energy Point Cost: Trace
Stun: Medium
Knockback: High
Swiftness: Fast
Arc: No Arc
Level: 4
Animation Name: melee_charge
Attached FX Name: manbull_gore
rhino blow (Melee):
DamageType: Crushing
Magnitude: High
Energy Point Cost: None
Stun: Low
Knockback: Medium
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee
Attached FX Name: order_punishment
rhino rampage (Melee):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: Minor
Stun: None
Knockback: None
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee_3
Attached FX Name: order_punishment
trampling charge (Special):
Special Type: Speeding Bullet
Energy Point Cost: Medium
Level: 2
Animation Name: run
Attached FX Name: bullet_speeding_bullet
ground pound (Area):
DamageType: Crushing
Magnitude: Very Low
Energy Point Cost: Very Low
Stun: None
Knockback: High
Radius: 180 Degrees
Level: 4
Animation Name: smash
Attached FX Name: order_quake
Power Flags: Ground Targets Only
pavement projectile (Ranged - Explosive Projectile):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: Low
Stun: Low
Knockback: High
Velocity: Normal
Radius: 90 Degrees
Range: Medium
Accuracy: High
Level: 4
Animation Name: ranged
Attached FX Name: subterrestiral_boudler_bash
Alright, I'm working on The Leader and the U-Foes. How do y'all set them up so they'll be interesting, comic-faithful, and a challenge for the Hulk?
Quote from: BentonGrey on August 13, 2014, 04:36:49 PM
Alright, I'm working on The Leader and the U-Foes. How do y'all set them up so they'll be interesting, comic-faithful, and a challenge for the Hulk?
Well, for the Leader, you could give him all sorts of laser weapons (dealing damage that the hulk is not resistant to), shields (to block the hulk's attacks), robotic minions (why should the leader get his hands dirty when his robot goons can do it for him? :P), teleporting (to stay out of reach), and just about anything else scientific-like. Oh, and don't forget about those manipulative mental powers! Blank the Hulk's mind to make his bonuses go down, hypnotize him to attack his enemies, enrage him to make hulk more smashy, etc.
Lot's of manipulation and lots of high-tech gadgets to keep the Hulk out of reach. We all know that once Hulk gets one hit on the poor Leader, the Leader's a goner :P
Ohh, those are some good ideas, Spyder! Thanks man! That gives me just the things I was missing, methinks.
On a side note, you could also give the Leader "Berzerker" as he has often times gotten so infuriated when his plans weren't working, he starting messing up.
Quote from: spydermann93 on August 13, 2014, 05:28:09 PM
Now, for the U-Foes:
Vector can keep the Hulk off of his feet via telekinesis. He can also throw things from a distance and Hulk would have to close in on him. I don't see him doing much else than just throwing Hulk around and tossing objects at him.
Vapor could be "Ghostly" seeing as she's immune to all physical attacks and she could have a high energy-cost "weaken" ability to simulate suffocation (that's the only way I see her harming the Hulk, though that would still be very overpowered). Perhaps some high-damage direct attacks and some stunning area attacks would fit her nicely?
X-Ray would also be immune to physical damage via a "Pass Through" Active Defense as he isn't incorporeal all of the time. He would also have both energy and radiation attacks (radiation won't do a thing to the Hulk, but it will give him some diversity against other heroes).
Ironclad is a tank with Density control, so he could have some Resistance Through Pain to simulate him amping up his density when sparring with enemies. He could even have Mass Control should the ResistanceThroughPain thing be too much.
Thanks Spyder! That is good, and pretty much in line with what I had found.
Here's the question I'm left with...how can Hulk deal with foes like this? He's got a pretty limited bag of tricks...pretty much all of them involving smashing of one degree or another, so how does he take on someone who is immune to smashing? I'm thinking in terms of gameplay here. I want to use the U-Foes as intermediate villains in a Hulk mission, but it seems like they'd be an absolute pain to fight.
Quote from: BentonGrey on August 13, 2014, 10:01:09 PM
Quote from: spydermann93 on August 13, 2014, 05:28:09 PM
Now, for the U-Foes:
Vector can keep the Hulk off of his feet via telekinesis. He can also throw things from a distance and Hulk would have to close in on him. I don't see him doing much else than just throwing Hulk around and tossing objects at him.
Vapor could be "Ghostly" seeing as she's immune to all physical attacks and she could have a high energy-cost "weaken" ability to simulate suffocation (that's the only way I see her harming the Hulk, though that would still be very overpowered). Perhaps some high-damage direct attacks and some stunning area attacks would fit her nicely?
X-Ray would also be immune to physical damage via a "Pass Through" Active Defense as he isn't incorporeal all of the time. He would also have both energy and radiation attacks (radiation won't do a thing to the Hulk, but it will give him some diversity against other heroes).
Ironclad is a tank with Density control, so he could have some Resistance Through Pain to simulate him amping up his density when sparring with enemies. He could even have Mass Control should the ResistanceThroughPain thing be too much.
Thanks Spyder! That is good, and pretty much in line with what I had found.
Here's the question I'm left with...how can Hulk deal with foes like this? He's got a pretty limited bag of tricks...pretty much all of them involving smashing of one degree or another, so how does he take on someone who is immune to smashing? I'm thinking in terms of gameplay here. I want to use the U-Foes as intermediate villains in a Hulk mission, but it seems like they'd be an absolute pain to fight.
Well, I know that Hulk would be able to deal with Ironclad and Vector, but X-Ray and Vapor are usually real problems for him.
Instead of making Vapor and X-Ray immune to physical damage, perhaps you could make them highly resistant? I don't think that there would be a need for invulnerability with them. Vapor could be "Air" material (just make sure to give her Density Control because Air has a weight of zero) and X-Ray could be made into energy. Both of those materials are resistant to physical damage, and solid skeleton could be added to them to make them highly resistant. Since they both aren't very durable (aside form physical attacks), a low HP should offset their high resistance so that they aren't totally impossible to defeat.
Of course, making Vapor Air with Density Control could have problems, primarily her being completely immune to knockback, even while flying. Perhaps energy would be a better material for her, but I'll let you decide on that one.
Well, I've tweaked a few things and done some testing, and I think it's okay, provided two things: First, Vapor isn't immune to Area attacks, which makes sense because she's so light and diffuse. Even the wind from Hulk's Thunderclap can send her flying and disperse her molecules. Second, I give Hulk a dinosaur jumping attack that allows him to hit fliers. That makes sense, and it will make it a lot easier for him to deal with these pesky folks, even if it takes a while. I've done a few matches with the U-Foes, and they make an interesting challenge.
All these ideas reflect exactly my hero file. I agree on DD and Spidey passives, DD's radar is strong by he is weak to sound attacks that can neutralize him. Spidey can doge what flies and shoots but some of his enemies are as fast as him so he can be punched more easily that zapped. Benton may i suggest you use REN's Hulk mesh as i think it will perfectly suit your vision of the character?
Benton may i suggest some sort of blinding web power for Spidey? Something with high accuracy and medium duration that will prevent the enemy from using ranged attacks. Another suggestion is to give him an active web shield since there is already a nice fx that i don't think it will be used by any other hero. Spider-sense will dodge most ranged attacks but a web shield might be more effective for area attacks.
As for venom he can use some symbiote spikes as a piercing projectile for hitting multiple opponents. I think there is a said fx. Or as venom himself can generate web you can give him a web ball/bullet attack similar to spidey but maybe with less accuracy since Venom doesn't use it very often.
Something tells me that you are going to add a Spider-Man campaign to the Marvel Adventures mod. ;) Can't wait. Nice builds on your villains. Tried several myself and they add a lot to what I already had. Doc Oc has a nice fly animation and it does prolong his survivability as dm pointed out. I also noticed you didn't have a flyer attribute for Green Goblin?
Quote from: ShortFuse on August 19, 2014, 11:18:21 PM
Something tells me that you are going to add a Spider-Man campaign to the Marvel Adventures mod. ;) Can't wait. Nice builds on your villains. Tried several myself and they add a lot to what I already had. Doc Oc has a nice fly animation and it does prolong his survivability as dm pointed out. I also noticed you didn't have a flyer attribute for Green Goblin?
Benton mentioned giving him a custom attribute that had air superiority which I think includes flyimg.
Your right. I missed that.
That's a really nice build, Shehi!
I have a build very close to it! :lol:
Yes indeed Skerdilajd, that's pretty close to my Spidey as well. Nice work.
Ohh, quick question folks:
Should Shocker's attacks be normal or fast?
Quote from: BentonGrey on February 21, 2015, 04:42:47 AM
Ohh, quick question folks:
Should Shocker's attacks be normal or fast?
I would think fast. He vibrates blast of air, so I would assume that they are going fairly fast.
He can make these blasts travel faster depending on how long he holds the buttons on his blaster gauntlets, so I guess that the blasts could range from Normal to Very Fast (if you're willing to go that far).
Agreed, I would say that the Ranged attacks would go pretty fast, however, I would also think that his Melee attacks would still be at a normal speed.
Hero files aren't my thing so for how to go about I wouldn't know. Shockers blast's should fall just under Spider-man's speed (enough to tag him but slow enough for Spidey to just pass by them if he moves soon enough). They should also each consist of a series of hits (combo chain) that happen in rapid succession as opposed to each being a single blow.
Thanks guys!
So, does anyone have a HF for Malekith the Accursed?
How about classic Nova?
Jim is our local Nova expert, I'd say. His hero files should be pretty darn accurate when it comes to Nova.
As for Malekith, I used to have him, but I wasn't quite happy with him. I think Jim might have Malekith, as well.
EDIT: One fun thing that you could do is have Malekith summon packs of wolves. He's a hound-master, if I remember correctly.
Benton, I went ahead and sent you what I have worked out for Malekith.
Quote from: hoss20 on February 28, 2015, 07:34:00 AM
Benton, I went ahead and sent you what I have worked out for Malekith.
Spyder i think your Malekith hf is fine, i added a couple of powers for diversity like a mist teleporting power but i think it's really good overall. I like the wolf summoning idea, it really fits the character.
Benton as for Nova if you have downloaded my latest batch of hero files there is a Nova Prime and a Nova Centurion there. I assume you are looking for the 70 era Nova who only had a portion of Nova Force. If Nova centurion doesn't suit too i could cook up a 70 Nova since he is one of favourite characters.
Thanks guys! Jim, yes, a 70s flavor Nova would be very helpful!
On a related note, does anyone have a good set of HFs for Annihilius and Blaastar?
How about Batroc? Do any of y'all have anything clever to make him a threat for Cap?
I will see if i can make the hf tomorrow, two days top Benton. I have nothing on Blastaar or Annhilus although i wanted to do both some time :P.
As for Batroc i am afriad he is quite limited. Yes he can pose a threat to Cap but i suppose his savate cofines him a bit. His kicks should powerful and to mkae him competent i would add high stun chance since he can hit neural spots on his opponent. He is quite skilled in his style so he will be able to dish some damage. Oh Benton which Nova mesh or skin do you plan on using for Nova. it would be helpful if i made the hf with the mesh you are going to use.
Cool, thanks Jim. There's no hurry. I'm taking on a big chunk of characters that are going to keep me busy for a while.
I'm going to use Nova69, methinks, as the skin for that one is perfect for classic Nova.
I may have to do some key editing for Batroc, methinks.
New question gents, and a big one. Just how invulnerable should Galactus be? We've got competing imperatives with this question, as we want to be accurate but also want him to be playable in the game. Thus, even though he could probably shrug off just about anyone's attacks when he isn't starving, I'm thinking that a proper FF build will make him a force that can be taken down by enough combined attacks. What do y'all think?
My instinct is Ephemeral + energy siphoning attacks and 50 Inv.
Well, this is a really interesting question.
What "type" of Galactus are you looking for? One that requires a lot of heroes, both big and small, working together to wear him down, or one that needs to be faced with a team of heavy-hitters, like Silver Surfer, Thor, Hulk, and (perhaps) Gladiator (don't know why he would be helping; Lilandra order the Guard to help, perhaps?) ?
Or perhaps a combination? Like, you could have a team of heavy hitters (perhaps AI controlled) fighting against him, head-on, while a player-controlled team of "weaker" heroes runs around the map, trying to complete objectives to make him weaker. It really depends on how you want him to be included, in-game.
If you're looking for a straight-up fight against him, I think that the combo that you're thinking of could work (some AI changes would need to be made so that he isn't killing himself). I prefer to give my more powerful characters the Concrete material type with a decent level of invulnerability. That way, players can't just keep stunning him over and over (of course, you could just give him Iron Jaw) and a solid blow against him at low health won't mean instant death (he's at 50 hp, and a player hits him for 51, the invulnerability won't be counted).
I'll need to put more thought into this, to make sure that the Big G isn't a pushover like he tends to be in the comics. :P
I also build my heroes with the Concrete material type. Of course, the Big G also has almost impenetrable Passive Defenses on top of Concrete and one of the Invulnerable attributes. I think I'll throw him against the Heralds that I have (Airwalker, Destroyer, Fallen One, Firelord, Morg, Nova II, Redshift, Silver Surfer, Stardust, and Terrax) or maybe a select group from among these ten. I also may throw together a group of the most powerful Avengers or go back and find the group of heroes that fought Galactus in his weakened state way back in Fantastic Four #243 by John Byrne (I just really liked that issue).
Instead of Ephemeral, what about Energy Tanks or the vanilla Metabolic? Energy Tanks gives him a fixed amount that he can regenerate, but in order to fill his tanks, he needs to use an Energy Leech or Absorb Energy power. With Metabolic, you can customize what he gains a bonus/penalty with based on his Energy level. You could probably go with the Power Damage or Energized option.
Edit: I went ahead and found the roster that battled Galactus in that FF issue:
Dr. Strange
Fantastic Four
Human Torch
Invisible Woman
Mr. Fantastic
Thing
Avengers
Captain America
Iron Man
Thor
Wasp
This group doesn't really stand a chance against a full powered Galactus.
Gents, I'm not entirely sure what I want to do with the Big "G," but I want him to be fun for a big RR bout. I may also design a mission where the player controls Galactus and his Heralds vs....well, pretty much everyone else.
Thanks for the thoughts. You've got me thinking as well. Here's what I've got so far:
First, do we think it would be appropriate for someone like Reed Richards, Beast, or other geniuses to be able to 'spot a weakness' on Galactus. In other words, if we use concrete or another type of material that provides resistances, those resistances can be reversed with Genetic Damage attacks. I may have to start giving more of my powerhouses concrete for just that purpose. I'm not sure it works for Galactus, though. He seems like he should be beyond that. What do y'all think?
The other option is Invulnerability + Physical Resistance. I'm going to do some testing soon, and I'll see how that shapes up against a full Avengers team.
I do like the idea of Metabolic with some penalties. I'll mess around with that as well.
I'm working on a multi-attribute for him. See what y'all think of what I've got so far: combines cosmic awareness, metabolic strength, transmutator, immortal, shake it off, level headed, disciplined, and unbeliever.
Galactus has often displayed abilities that might be categorized as telekinetic. Do y'all think that might be a good fit as well?
I made an alteration to the Power Cosmic attribute that comes with FFX. I created a Power Cosmic (Lesser) and Power Cosmic (Greater). I use these, in conjunction with other attributes, for all of my Heralds and the Big Guy himself.
Power Cosmic (Lesser)
Cosmic Awareness
Flier
Fast Flier
Invulnerable (5)
Power Reserve
Power Cosmic (Greater)
Cosmic Awareness
Flier
Fast Flier
Invulnerable (10)
Power Reserve
Transmutator
I've given my Galactus the following attributes:
Disciplined
Level Headed
Power Cosmic (Greater)
Strange Visitor (this is necessary due to the fact that the Concrete material type doesn't offer resistance against Energy)
Super TK
I've also given him a Body Armor Passive Defense and an additional, more powerful Passive Defense for resistance against Heat, Cold, Acid, and Radiation. As mentioned somewhere else, I try to go by the old Marvel Superheroes Role Playing game. The stats come from the late 80's and early 90's, which is almost the perfect time in comics for us, Benton.
I know we probably build our heroes differently, but I didn't know if seeing mine might at least give you a different way of looking at him. He's definitely one of those guys who probably just needs his own attribute that no other character could utilize.
Hoss, I always welcome seeing how other folks adapt characters! it's definitely helpful, and it looks like you've got some good ideas.
Body armor is a good idea for gameplay purposes, as he can be worn down. Perhaps I could do a combination of invulnerability and passive energy shield, so that it costs him to defend as well as attack.
I've done some testing with my custom attribute, plus Ephemeral, Ponderous, Inv. 50, and different energy systems. I've tried both Energy Tanks and Battery Powered.
Energy Tanks seemed to work best, as the Battery Powered just gave him too much easily available energy, and he wiped out everything in no time.
I put him up against the whole Avengers roster and the Fantastic Four, and with the 50 Inv., they were actually able to threaten him a bit when they worked together, but most of them were little more than annoyances, as they should be. In the end, they didn't come close to taking him. When I played as the Avengers heavy hitters, though, they kept the Big G stun locked and annihilated him.
I think Spyder is right; the key is going to be good AI.
I do like the influence of Ephemeral. Galactus is driven by his hunger, and energy is his most precious resources. This creates a way for the players to beat him over the long run.
The next step is probably for me to finish my Heralds and throw them against him.
If he keeps getting stun locked, I'd recommend Grim Resolve + a Material type, if you haven't already.
Concrete + Grim Resolve helps a lot against stuns. A slight passive defense might also work, if you're so inclined to have that on top of everything that he already has.
I would suggest Iron Jaw, but since he's Immortal, that attribute won't work. If you took Immortal off of him, then yeah, you can definitely go for Iron Jaw, instead.
As for Body Armor, I think that Hoss was saying that he gave Galactus two passive defenses, one called Body Armor and another called something else. I don't think that he was talking about the "Body Armor" attribute.
Thanks for clearing that up for me, Spyder. I named my Passive Defense, "Body Armor" and it stuck in my head while typing my response.
Now that it's brought up, though, utilizing Body Armor in some capacity may not be a bad idea. Check out the FFX Manual. It gives an example of a character having both an Invulnerable attribute along with Body Armor. I know that you want to have Galactus' resistance to being damaged somehow linked to being weakened by his attackers or his energy level. This way, for example, you could start him with Invulnerable (20)or (30) along with Body Armor (20). Eventually, the Body Armor will be worn down, but he will still have some Invulnerability left. He is Galactus, after all.
Wait! How about using Energy Shield (Passive) or Body Aura, the more powerful variant? Damage taken is split between Health and Energy. Since you may be going with some version of Metabolic, whose effectiveness is tied to Energy levels; this might work nicely for what you want to accomplish. Of course, a lower than 50 grade Invulnerable attribute may still be necessary. I know you were concerned with Battery Powered giving him too much Energy, but maybe you could give him that plus Energy Shield (Passive) and not even bother with an Invulnerable attribute, maybe just Physical Resistance or Concrete material to up his resistance. I had also thought about Energy Tanks instead of battery Powered due to the fact that, although he would start with a ton of energy, he would have to use some sort of Energy Absorption power to gain his full energy. This also might work well with Energy Shield. I guess take a look at the FFX Manual to make sure I've accurately described these things.
Okay, I've rambled long enough. I think I'm probably making things more complicated rather than helping. :wacko:
Does Energy Tanks work with Battery Powered?
I thought that Battery Powered negated all energy gain from Energy Leech, so you couldn't get passed the 50% mark that Energy Tanks puts you at.
Or am I just wrong?
I think you can only use one or the other. I'm sorry if my suggestion implied using them both. I meant to suggest going with either one depending on how you wanted to build Galactus. I'll edit my post to avoid confusion.
If you want to get really goofy with Galactus, I revived an old attribute called "Solar Stores", which grants four times the energy! :D
Well, this is essentially what Energy Tanks does, doesn't it? I know the big difference is that Energy Tanks only allows energy regeneration up to 100% (as opposed to the 400% the character starts with), unless the character absorbs energy. If you choose the Ambient option, which allows energy absorption from ambient sources, then the character can potentially regenerate all the way back to full. The manual states that this allows the character to "slowly regenerate Energy Points past 100," but I don't know what the meaning of "slowly" is in this case.
Plus, I think Benton wants to somehow inhibit Galactus' energy stores in some fashion in order to have a chance of him weakening enough for the heroes to do something against him. Just giving him four times the Energy with his normal energy regeneration rate is just going to make him that much more difficult to stop.
Quote from: hoss20 on March 08, 2015, 03:46:10 AM
Well, this is essentially what Energy Tanks does, doesn't it? I know the big difference is that Energy Tanks only allows energy regeneration up to 100% (as opposed to the 400% the character starts with), unless the character absorbs energy. If you choose the Ambient option, which allows energy absorption from ambient sources, then the character can potentially regenerate all the way back to full. The manual states that this allows the character to "slowly regenerate Energy Points past 100," but I don't know what the meaning of "slowly" is in this case.
Plus, I think Benton wants to somehow inhibit Galactus' energy stores in some fashion in order to have a chance of him weakening enough for the heroes to do something against him. Just giving him four times the Energy with his normal energy regeneration rate is just going to make him that much more difficult to stop.
Essentially, yes, that's what Solar Stores is, but without needing to absorb any extra energy.
I was basically just goofing around with that suggestion, really. It would make him ridiculously powerful, seeing how much he's going to be tied to his energy levels. :P
I'm all for the Energy Tanks with Energy Siphoning and Metabolic. I think that could provide some really dynamic and engaging battles with Big G.
I gave Galactus a ton of HPs and Invulnerability (75), also a passive defence that absorbed 100% of all energy attacks (Defender attribute), an Energy Shield (Passive) and Battery Powered. That makes him pretty much the strongest character there is aside from abstracts like Eternity, The Living Tribunal etc. Then I gave him Metabolic Strength and used one of the feedback attributes Dependency with range of 1 (so it only considers Galactus himself) and an effect Loose Invulnerability when below 50% of energy (that condition type had to be added to the script file iirc). The result was very satisfacting, it reflects the whole "how well fed Galactus is" argument used in comic book vs threads. It is quite useless to attack him at full power even with the best heavy hitters and a good tactic against him is to survive long enough to force Galactus to expend a lot of his energy so he gets weaker and can actually be damaged and beaten. A Grim Resolve attribute and in my case Energy material takes good care of stun attacks. Galactus has both energy draining and life draining attacks that he can use to replenish himself so how tough he will be depends a lot on fine tuning the AI. His other attributes include Super TK, Transmutator, Group Teleporter, Cosmic Awarness, Immortal, Mindless, Flier, Ponderous and Focus. With the Enchanter attribute he can bestow a custom attribute Power Cosmic similar to what Hoss20 uses. And for offense he has a 360 degree melee crushing attack, an explosive energy projectile (amped by Focus attribute) and a summon swap that can create his Punisher Robots. He also can power null or energize other characters, teleport and restore others to full HP. As I said the end result was very satisfactory.
You know, when I made Galactus in my games, I gave him a grenade attack that dealt acid burn at a low level to represent something I remembered from an old What If issue where he fought the Avengers and I called it "Pesticide". It pretty much behaves the way it sounds.
Ha, Scorpion, I remember that, 'cosmic bug spray,' yeah. Good idea!
I haven't finished with Galactus yet, but I'll be coming back to him.
Thanks for all the ideas and feedback guys, you've all been tremendously helpful!
Here's what I'm working on currently:
-What kinds of minions would Baron Mordo summon?
Quote from: BentonGrey on July 12, 2015, 05:50:04 PM
Here's what I'm working on currently:
-What kinds of minions would Baron Mordo summon?
Unfortunately, my only exposure to "Baron Mordo" was the old "Spider-Man" Cartoon where he had Humans under his control.
To the best of my recollection Mordo used other magic using humans against the good Dr. However, being a sorcerer, he should be able to summon at least minor spirits and demons to torment our heroes. Maybe not the "Hoary Hosts of Hoggoth", but some kind of nether-worldly beings.
I have my Baron Mordo summoning a few thingies, but I definitely have Demons of Denak in there.
Thanks for the responses guys!
Hoss, what are you using for said Demons, and how do they shape up in game?
Alright guys, here is another question:
I'm working on Apocalypse now, and I'm having some trouble. I've never come across him in the comics, as my X-Men reading only took me through the early 80s. I only know him from the 'toon, and while that show is excellent, I'm worried it may have given me a skewed perspective on the big A. In the show, the X-Men never manage to be more than an annoyance to Apocalypse. They basically bother him until he leaves on his own accord. Is he really so powerful that an X Team shouldn't be able to dent him, or is that more a plot contrivance?
Apocalypse should make the X-Men work very hard for their victory. The guy is capable of going up against the likes of Thor and the Hulk with only moderate trouble. He can augment his strength to immeasurable levels, he is a genius (especially when it comes to Genetics and Engineering), and he has very powerful telepathic and telekinetic abilities, as well as shape-shifting. Think Martian Manhunter if he was more concerned about taking over the world, minus the intangibility and weakness to fire. He was even strong enough to withstand Black Bolt's sonic screams, and that's saying a lot.
In game, he should be very adaptive to his situation, always having an answer to whatever the X-Men could throw at him, but he should not be unbeatable. And should he ever be in trouble, he can always call upon his Horsemen :P
Thanks Spyder!
Hmm, I wonder if the adaptable attribute might be applicable to him.
Alright gents, I've been working on Apocalypse this afternoon, and I'd definitely like some feedback. Thanks to Jim for doing the heavy lifting and giving me a great herofile to start with!
Spoiler
Stats:
Strength: 8 Incredibly Strong
Speed: 4 Fast
Agility: 4 Agile
Endurance: 8 Incredibly Hardy
Energy: 7 Extraordinarily Powerful
Attributes:
Jumper
Levitate
Unheroic
Adaptive
Powers:
apocalyptic blow (Melee):
DamageType: Crushing
Magnitude: High
Energy Point Cost: None
Stun: Low
Knockback: Medium
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee
Attached FX Name: mechman_wreckingball
the first one combo (Melee):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: Medium
Stun: Low
Knockback: None
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee_4
Attached FX Name: order_punishment
body alteration (Ranged - Beam):
DamageType: Crushing
Magnitude: High
Energy Point Cost: None
Stun: None
Knockback: Medium
Velocity: Normal
Range: Medium
Accuracy: Extreme
Level: 4
Animation Name: ranged_2
Attached FX Name: figurefan_fist
apocalypse blast (Ranged - Beam):
DamageType: Energy
Magnitude: Very High
Energy Point Cost: Low
Stun: Medium
Knockback: High
Velocity: Fast
Range: Long
Accuracy: High
Level: 4
Animation Name: ranged
Attached FX Name: aff_xbeam_purple
age of apocalypse (Area):
DamageType: Energy
Magnitude: Extreme
Energy Point Cost: High
Stun: Medium
Knockback: Medium
Radius: 360 Degrees
Level: 4
Animation Name: ranged_3
Attached FX Name: aff_boom_purple
celestial enhancements (Passive Defense):
Block Type: Normal
Success Rating: Rare
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
teleportation (Special):
Special Type: Teleport Self
Energy Point Cost:
Level: 2
Animation Name: ranged_4
Attached FX Name: microwave_teleportself
akkaba hammer (Melee):
DamageType: Crushing
Magnitude: Very High
Energy Point Cost: High
Stun: Low
Knockback: High
Swiftness: Slow
Arc: 180 Degrees
Level: 4
Animation Name: melee_8
Attached FX Name: supercollider_massivepunch
bio-molecular tangle (Ranged - Beam):
DamageType: Stasis
Magnitude: Very High
Energy Point Cost: High
Stun: None
Knockback: None
Velocity: Normal
Range: Long
Accuracy: Extreme
Level: 4
Animation Name: ranged_2
Attached FX Name: figurefan_wrap
revelatory beam (Ranged - Beam):
DamageType: Energy
Magnitude: Medium
Energy Point Cost: Medium
Stun: Low
Knockback: Medium
Velocity: Fast
Range: Long
Accuracy: Medium
Level: 4
Animation Name: ranged_9
Attached FX Name: manbot_energyfocus
Apocalypse has a custom attribute called Molecular Control that grants him: INVULNERABLE (05), FAST HEALING, DISCIPLINED, MASS CONTROL, IMMORTAL, and PHYSICAL RESISTANCE.)
I had to make some sacrifices in terms of powers because of the number limit, but on the whole, I think I'm pretty happy with him.
What do y'all think?
He looks pretty solid to me!
It looks like he'll be a fun foe to meet on the battlefield :twisted:
Benton, i believe he looks menacing!!!! Definitely a tough match for the X-men. Have you checked your e-mail? I have sent you the second batch of hfs. Any time you need me to start the strings, just hit me ;)
Thanks guys! Yep Jim, and thanks!
So, here's a new one. Just how tough is classic, Bronze Age Nova? He's fought with Thor in my collection and taken on some heavy weights, but I am having a hard time deciding how to represent his durability.
:EDIT: And another: I'm trying to decide how to tweak the excellent Silver Surfer Jimaras sent me. What do y'all's look like? Specifically, what kinds of attacks do you give him?
Benton 1970 Nova without the full use of the nova force is a little less tougher than Ms Marvel just to give you an example. I thought i had sent you a classis Nova hero file hadn't i? Anyway, yes he could stand his ground against someone like Thor for a while but in no way will be able to defeat hm. His strength and endurance in his normal state (not Prime state) are about 6.
Thanks Jim! Yes, you did send me a good HF, but I always try to wrap my head around who the character is so that I can tweak and balance them. I need to understand the character if I am going to be able to fit them into the mod properly. :)
I can understand perfectly. I do my fare amount of rsearch in many hero files i don't feel confident. If you are about to integrate something into a bigger world you have to balance it first ;)
Howdy guys, I need HFs for Annihilus and Blastaar. Anyone have any good ideas?
Also does anyone have good ideas for cool devices that SHIELD agents should use?
Glider-wing suits, force field projectors, psychic shields and projectors, assorted flying harnesses, x-ray specs, rocket bullets, de-generating coils, skin-tight backless one-piece vinyl jumpsuits...
Haha, thanks DG! That's a nice catalog. I've got some of those I'm going to adapt. Any other suggestions, guys?
The only thing I can really think of that's always been a SHIELD staple is the LMD. That's been a part of SHIELD history for as long as I can remember.
Yeah, I've been trying to think of a way to include that, and I can't quite find anything good. :)
Actually make them decoys. I almost have an idea about how to do that...
How does Blackjack do it?
I was thinking Deja Vu, swarm the enemy with Clones until they don't know who the real one is.
For particularly difficult missions, give the agent the Russian Doll attribute to simulate all of the LMDs he might have to go through to finish the objective.
Hmm, interesting ideas guys! :)
Hey, does anyone have an HF for Annihilus that they'd be willing to send my way? I'm having trouble getting started for him.
Quote from: BentonGrey on March 21, 2016, 09:58:04 PM
Hmm, interesting ideas guys! :)
Hey, does anyone have an HF for Annihilus that they'd be willing to send my way? I'm having trouble getting started for him.
I do believe I may be able to help you out there, Benton. II have a vast library of HF that have been made available over the years so let me go through my list and I'll send a few of them to you.
Thanks man!
I just sent you my Annihilus hero file, if it's any help.
Thanks Hoss, that did indeed help!
So guys, if I'm including the comic Guardians of the Galaxy Star Lord, should he have the element gun or just general sci-fi weaponry? I've never read those comics.
And here's a second question. Does anyone have a good herofile for Black Mamba of the Serpent Society? I'm having a hard time wrapping my mind around her powers.
I've got a herofile for her, but I don't know if I'd call it good or not. I can send you what I have later tonight in case it sparks any ideas.
Quote from: BentonGrey on March 24, 2016, 02:38:44 PM
So guys, if I'm including the comic Guardians of the Galaxy Star Lord, should he have the element gun or just general sci-fi weaponry? I've never read those comics.
And here's a second question. Does anyone have a good herofile for Black Mamba of the Serpent Society? I'm having a hard time wrapping my mind around her powers.
Definitely at yes for Starlord's elemental gun. Gives him variety and a different move set compared to Rocket Raccoon.
Also, for Black Mamba, if I remember right, she works with Illusionary Darkforce Projections to tangle people up and start draining their life. So ranged grapples and life drain attacks seem appropriate, to me.
Oh yes, the darkforce powers. I remember requesting a dark cloud mesh that could be used as a summoned creature, but never got a chance to try & get it working. Let me know if you want to give it a go, and I'll dig out that cloud to send you (although, I'm sure it's not too difficult to make a new one).
Alright, here's a new one. I want to create some AIM troopers. I'm looking to give them some weird, off the wall experimental weaponry to differentiate them from Hydra and all the other ray-gun toting minions out there. Do y'all have any suggestions for some powers that would be fun, gameplay-wise, but also different and effective? Ideally, I'd want to them to balance relatively well against Hydra, who are just straight damage dealers with beam and projectile attacks, but I'd like for AIM to be more focused on unusual attacks.
On an unrelated note, what do your Forge HFs look like? I'm looking for clever ideas for attributes, especially.
Oh, so many ideas.
Stolen / poorly replicated Pym Particles - shrinks the target beyond usefulness (exile?)
anti-grav beam - (see Alchemiss' Aloft)
bad luck stimulator (genetic damage/hex?)
crystal growth (stasis with one of the crystal prisons)
I'm sure more odd ideas will rattle loose given time.
Thanks PG! That gives me some good ideas. Feel free to keep them coming! I'm working on an AIM vehicle right now.
Hey, can anyone explain Psylocke's psychic knife to me? Should it only do mental blank, should it do damage, or what?
Quote from: BentonGrey on July 06, 2016, 08:30:06 PM
Hey, can anyone explain Psylocke's psychic knife to me? Should it only do mental blank, should it do damage, or what?
I am glad you asked. I am an expert on Ms. Braddock. It depends on what era of NinjaPsylocke's psychic knife we are talking about really. So my personal favorite is early 90's Psylocke where her psychic knife is totality of her telepathic power. While it does no physical damage, it can stun, mentally blank, heal, and kill an individual. It shouldn't have any physical impact on the physical world during this era. Other than that she is a high-level telepath, not on Jean's level but definitely could take her down a room full of ninja. I like to think of her as Elektra with a psychic knife, a few mental distractions (to confuse enemies, Psylocke has always been good at this even before becoming a ninja), and a lot of close up fighting moves.
Okay, clearly I've come to the right place here, AA. Thanks, that's already begun to clear some things up. So, building her, she needs a mental blank attack with the knife, but also perhaps a mental damage swap?
Then she should have some of the standard ranged mental attacks, rage, panic, etc?
I've got the ninja skills down, I think.
Would you like to write Psylocke's bio for the mod, AA? Her history is...difficult to summarize. ;)
The mod is set in the Bronze Age, but I'm playing fast and loose with continuity.
Quote from: BentonGrey on July 06, 2016, 10:32:10 PM
Okay, clearly I've come to the right place here, AA. Thanks, that's already begun to clear some things up. So, building her, she needs a mental blank attack with the knife, but also perhaps a mental damage swap?
Then she should have some of the standard ranged mental attacks, rage, panic, etc?
I've got the ninja skills down, I think.
Would you like to write Psylocke's bio for the mod, AA? Her history is...difficult to summarize. ;)
The mod is set in the Bronze Age, but I'm playing fast and loose with continuity.
Psylocke is more of an enraging type to draw them closer to her close quarters combat. She is very physical.
Sure! I love those wacky Braddocks and their insanity backstories!
What Psylocke are you using?
Cool! Your latest one is what I'm using.
Quote from: BentonGrey on July 07, 2016, 07:47:55 PM
Cool! Your latest one is what I'm using.
Uhmmmm. She's on a bit of a sloppy skope TBH. Since I owe you Unus, let me update her too. Nothing will change besides file size. I used so many files before...
Haha, deal.