![](/uploads/1/2/5/8/125856504/575674701.jpg)
Jul 20, 2011 City of Heroes Binds List by CamoFire. This thread can be viewed easier by Windows users by using the Find Next control. To do this, hold down the ctrl key and hit f. In the box that comes up, type the word or phrase that you are looking for (for example: target). Gallery: City of Heroes Emotes 15 Photos. About Engadget About Our Ads Advertise Brand Kit Buyers Guide RSS Feed.
Not everyone has an microphone set-up to for Team Speak. Communication for me was mostly typed in COH. Emotes saved a LOT of typing.Every emote must be animated. So what do we need for basic communication on opening day?I've got a few1) Yes2) No3) Laugh4) Evil Laugh5) Eyes up here (with woman's voice: 'Hey Buddy, eyes up here!' 6) Dance with 4 variations.7) Boom Box (music)8) Come get some9) Tannim222 (beating someone with a red crowbar)10) Cringe (getting beat with a red Crowbar)If a 100 tannims222 are performed a Giant monster is summoned. It looks like a programmer with a giant red crowbar. Fight him all you want, he takes no damage, but boy does he deal it out!OK, not all of those are essential.
But you get my drift.What other emotes would you like to see on opening day?and PS, I would like to access an in game list of emotes available, thanks. (some emotes might need a trip to the game store). Ysangard wrote:Don't forget to release the game with Costume Change Emote ^^ please:)+100.
I really, really loved the various ccemotes.I was also a big fan of /drat, /shucks, /frustrated, and /grief. Wow, you'd think I got killed a lot from that list!Also love the idea of a /tannim.I'd like to see various sitting and lying down poses that conform better to the furniture.Oh yeah, gotta have /waiting for when I'm playing with friends who go off to talk to their wives without so much as an 'afk.' Cinnder wrote:I'd like to see various sitting and lying down poses that conform better to the furniture.Star Trek Online did something mildly clever in this regard. When you're close to a chair that can be sat in, you can mouse over the chair and the icon will change (to something vaguely chair-like). Click on the chair and your character will be SAT in the chair automatically.
The idea is that the chair has a kind of 'socket' that the character gets moved into so as to align them into a seated position into the chair properly. If you want to do a different seating pose, you can just stand up (in the chair) and do the emote and you'll still be in the right socketed position for sitting in that chair. Or you can just do the emote directly and your pose will change while seated.Needless to say, this is a LOT simpler to do and makes roleplaying SO much easier.
Just make the functionality a Feature of the chair object so that it gets tested and proofed by QA and then just duplicated everywhere that object gets placed within the game. Ysangard wrote:Don't forget to release the game with Costume Change Emote ^^ please:)I assume we'll get at least a few dozen of the 'standard MMO' emotes on launch day.But in keeping with the superhero nature of this game I totally agree we should get at least a few Costume Change Emotes as well.
I'd totally understand if they could only manage a few of them by launch time but they represented such a huge amount of 'cool factor' for CoH that it would be a shame if CoT didn't have them from the beginning.As always additional emotes (of all types) could be added to the game as time goes on after launch. Redlynne wrote:/cctelephoneboothA telephone booth drops out of the sky onto your character. Who promptly opens the door and steps out of the booth wearing their new costume./ccbeamoflightEssentially the same idea, except that a beam of light shoots up out of the ground (completely engulfing the avatar) and when it dissipates a second or two later it reveals the character wearing their new costume.If they are going to have a 'telephone booth' change emote as an iconic example then they might as well do a variation of the classic Lynda Carter 'wonder spin' as well.
Those would be my vote for the first two we should get (assuming we could only have two to start with). We know one of the first CCEs CoH had was a spin so that seems almost like a no-brainer to me.In the long run of course I hope we have dozens to choose from; your 'beam of light' idea would be good as any. Whiteperegrine wrote:essential emotes for day one? NoneTechnically speaking I'd agree that emotes of any kind aren't strictly necessary for a functional MMO game.But I'd make the case that for a modern 'superhero' based MMO game that having costume change emotes are almost to the point of being, if not absolutely necessary, a reasonable launch-day expectation at any rate. Amazing costume changes are a staple of the comic book genre that would be sorely missed if it didn't exist in some form or fashion in CoT.Now as I said before I wouldn't demand/expect that CoT would have hundreds of them ready to go on Day One - but on the other hand if it doesn't launch with ANY at all that would be a disappointment and a step backwards from what CoH had already achieved years ago. Cyclops wrote:When we get animators, I would like to designate an emote that has a 2nd secret meaning-thank you to the Devs!Like the Torch emote.if a group of us posted a screenshot of us all holding torches high in the 'Ask the Devs' Forum.it would be seen as a huge thank you.Agreed.I can also concede the point that a costume change emote, while not vital to the game, would be one of the things that many players would point at to distinguish between 'The next Superhero MMO' and a well-polished and complete game.
Comicsluvr wrote:I can also concede the point that a costume change emote, while not vital to the game, would be one of the things that many players would point at to distinguish between 'The next Superhero MMO' and a well-polished and complete game.Thanks for the support.:)Again emotes in general should not be an overall launch day priority but at least within the scope of 'which emotes are most important' I would think that having several good costume change emotes would need to be at the top of the 'emotes to-do' list. If we're getting costume change emotes, I want a proper Henshin. Strike a pose, flash to your new costume, strike another pose, explosion out of nowhere behind you.
Think Power Rangers.Extra special bonus points if you can use any chest emblem logo as a particle effect for the transformation.I'll let Wonder Yellow demonstrate. He gets an A for effort, at least.I would have used Wonder Red, but he just has to overexplain everything and who wants to sit through a full minute of technical information on how, when we can watch a burly Russian man pose instead?
McNum wrote:If we're getting costume change emotes, I want a proper Henshin. Strike a pose, flash to your new costume, strike another pose, explosion out of nowhere behind you.
Think Power Rangers.Extra special bonus points if you can use any chest emblem logo as a particle effect for the transformation.I'll let Wonder Yellow demonstrate. He gets an A for effort, at least.I would have used Wonder Red, but he just has to overexplain everything and who wants to sit through a full minute of technical information on how, when we can watch a burly Russian man pose instead?Why would you even consider that poser Wonder Red anyway when the original Red Hot Hero is Viewtiful Joe? Lord Nightmare wrote:Why would you even consider that poser Wonder Red anyway when the original Red Hot Hero is Viewtiful Joe?Well, obviously Viewtiful Joe can henshin with the best of them, but I couldn't use his as an example since it's a personalized one. What with his V-Watch spinning off his arm, becoming the crest on his helmet, and then his normal clothes explode off revealing his Viewtiful form underneath. Wonder Yellow is. That's actually his gimmick. But that makes his transformation a good example of a generic henshin.I do like Wonder Red, though.
He just wasn't good for this purpose. It's delightfully camp when playing the game, mind you, but irrelevant to the example. He does have a good henshin with the triple take and all, though.I wonder what doing a triple take pose would even look like in an MMO. Probably really silly.
Lothic wrote:Redlynne wrote: I always like to toggle on Hover and then do /em lotus.IIRC only a handful of the total number of emotes in CoH actually worked while Hovering, and even then it seemed like some of those were kind of 'accidental' in nature.Like pressing the down button and scooting around on your butt?For some reason, that maneuver looked extra silly with a cape!I liked doing the /em walllean while hovering.On my Storm summoner, I like doing the sitbench while hovering just on top of my thundercloud. Looked like I was reclining on it. Rigel wrote:Lothic wrote:Redlynne wrote: I always like to toggle on Hover and then do /em lotus.IIRC only a handful of the total number of emotes in CoH actually worked while Hovering, and even then it seemed like some of those were kind of 'accidental' in nature.Like pressing the down button and scooting around on your butt?For some reason, that maneuver looked extra silly with a cape!I liked doing the /em walllean while hovering.On my Storm summoner, I like doing the sitbench while hovering just on top of my thundercloud. Looked like I was reclining on it.I recall using a sit command while hovering and using the down button to move about.
It made a reasonable approximation of being in a wheelchair, Professor X-style. Emancipist wrote:What's wrong with just typing out what you want to say and using key binds for quick responses/statements?The wording of various phrases in CoH always seemed.phony to me. Or child-like. Something was off.
I never used them.I think as a bare minimum we can expect to have a short-ranged 'emote' text chat channel (in addition to the standard 'local') that will let you type any 'emotive' text you want. This existed in CoH and there's no reason to think it won't exist in CoT. Still that doesn't mean we shouldn't also get a basic set of generic hardwired emotes (both animation based and text based) for the launch of the game as well.Remember some people won't want to deal with setting their own keybinds or even typing text for whatever reason (e.g. Maybe they are 5 years old) so it would always be good to have at least a handful of default text-based ones (accessible via GUI menu) no matter how 'phony' or generic they are.
As you clearly pointed out there would be no need to use them if you didn't want to. Fireheart wrote:Actually. What if we had a text-based emote-macroing system? In CoH, you could build custom emotes, but they took up button-space on your power-bar. If, instead of hunting through buttons, or Pop-Menus, one COULD just type /thx to produce both speech and animation, wouldn't that be excellent? Mmm, Pop-Menus.Be Well!FireheartThis was one of the things I remember most fondly from SWG.In addition to all the emotes you could trigger manually, if you said 'thanks' or any of the common variations you'd automatically trigger a little bow.Similarly, saying yes or no anywhere in a sentence would cause a nod or headshake.Saying 'Hi' or 'Bye' would trigger a wave, and so on.It would be cool (and at times a little ridiculous) if, in addition to that, we could edit the list to autotrigger whatever emote we wanted. I really liked the automatic emote system in SWG.
Being able to set a mood for your character and have the expression change and also the text in the chat channel change was impressive to middle school me. SWG also had a pretty good furniture interaction system, which was revolutionary at the time. 'I can sit on that chair!'
I think the mood also changed your posture. All of those things I think really helped define it's status as.the. sandbox MMO.
I don't really expect that level of detail and refinement from this game. If they can pull it off, AMAZING! But not something I really expect.I think the ones I used most were /e wait /e yoga and /e crouchAnd of course I set up the costume change e-motes and used the fly pose e-mote. I did use the newspaper as an afk emote. But, what I would really like for that is an emote where you talk on a cell phone while holding up the index finger on the other hand.Some kind of CC emote is vital, assuming we get a number of costumes. I haven't heard anything definitive that way. I just think we all.expect.
![Heroes Heroes](/uploads/1/2/5/8/125856504/428634312.jpg)
it.Some emotes should also include an appropriate speech bubble. 'Thank You', and 'Your Welcome' mentioned earlier.
A few for combat purposes: 'STOP!!' , 'Incoming!' WarBird wrote:I did use the newspaper as an afk emote.When a Paragon Protector went all MINUTES OF GLORY and couldn't be hit for 90 seconds, I'd just have Redlynne grab aggro with a Warrior's Challenge Taunt and do the /em newspaper gag while letting the Paragon Protector MISS! Thanks to the power of No Get Hitsu!! That was the birthright of ever Super Reflexes Scrapper. Sometimes I would even comment on the articles I was reading in the paper while doing this (because, what else can you do while waiting for 90 seconds to expire?).MISS!MISS!' Sues owner for.
Loss of attention and love from harried 'owner' who claims she's just a stray.
Some novice players are confused by the combat system of City of Heroes, because powers don't work quite the same as similar aspects of other MMOGs. Powers are any sort of action that your character makes to significantly affect gameplay. They are to City of Heroes what skills and spells are to other MMOGs. What makes City of Heroes unique is that - unlike most other MMOGs - there is no 'attack' or 'autoattack' function; this is because all attacks are themselves powers!To lend a more exciting, comic-book feel to combat, you do not merely attack; you choose a specific type of attack. After your attack, you choose another. Hence do you send each given attack for a dynamic battle, rather than the same generic attack over and over (with abilities mixed in).Power descriptions in City of Heroes do not provide specific information, but instead generalize on the power's identity with relation to similar powers.
As a result, any statistics in this guide, though generally true, may be inaccurate or rendered incorrect after a game patch. Contents.Power setsAll powers in the game are part of a power set. Such power sets include Super Strength, Flight, and Mind Control. There are four main types of power set.Primary power setsA hero's primary set is the defining set that the hero makes the most use of. There are nine powers in primary sets, of which either of the first two may be selected at character creation, with others becoming available as the hero gains levels.Secondary power setsThe secondary set holds significant sway in a hero's style of play, though less so than the primary set. The secondary set also has nine powers, however, you are required to choose the first power in the set (instead of one of the first two) at character creation, and subsequent powers become available at higher levels than primary sets.
Additionally, secondary powers are only 80% as effective as primary powers. For this reason, players that want to do one thing and do it very well will only get a few powers from their secondary set, while players that want a more dynamic and adaptive character will get many powers from their secondary set.Power pool setsThe power pool has powers that any character, regardless of archetype, may have. It is organized into 10 sets of four powers each. Unlike other power sets, power pool sets have prerequisites in addition to minimum level.
![Emotes Emotes](/uploads/1/2/5/8/125856504/929832616.jpg)
For instance, to get the third power in a pool set, you must have either of the first two powers, and to get the fourth power in the set, you must have any two of the other three powers. A hero may have powers from 0-4 pools; they are forbidden from having more than four power pools. This is probably to prevent a player from making a hero too weak, because pool powers are generally weaker than primary and even secondary powers.Just as secondary powers are weaker, but important to round out a character, so are power pools even weaker, but with a huge potential to round out a character. Additionally, four of the power pools have a 'travel power' which greatly increases a hero's movement speed when used, one of which nearly all heroes have.
Many players even consider a travel power a necessity, to be obtained as early as possible.Also note that most players refer to power pool sets as 'pools'. Although it is technically a misnomer, it is used more commonly and should be considered a synonym.Ancillary pool setsAncillary pool sets are an addition to City of Heroes made after release. Like primary and secondary sets, ancillary pool sets are also dependent on the hero's archetype. They have four powers each, mostly out of primary and secondary sets not available to the given archetype, but some only found in tertiary sets. These are far more effective than powers from the power pool, and are powers that significantly counteract the archetype's shortcomings.The ancillary power pools become available at level 41. They have the same limitations as the normal power pool regarding obtaining the third and fourth powers in the sets.
Each hero may only have powers from one ancillary power pool, or may choose not to have any. The ancillary pool does not count against the 4-set maximum of the regular power pool, and similarly having four sets out of the regular power pool does not prevent one from obtaining an ancillary pool set.Other setsThere are two power sets which do not fit into the above categories.Inherent setThe inherent set is a set of powers that the hero automatically has, without selecting them. These powers help the hero to perform in the early game, when it has few powers otherwise.
Most heroes will find the inherent powers of very little use (but still some) as they expand their catalogue of powers.With the exception of one power dependent on your archetype, the powers in the inherent set are the same for all characters on a game account. Through very rare circumstances, an account can gain inherent powers that most accounts don't have; these are then inherent for all heroes belonging to that account.Temporary powersTemporary powers are powers that the hero can not count on having forever. These are often given as rewards for completing missions, but can be obtained in many ways. Depending on the power, the hero will lose it after one of the following:. It has seen a specific amount of use.
It has been in the possession of the hero for a certain amount of time played. It has been in the possession of the hero for a certain amount of real time (even if the player is offline).The power's description should say how and after what degree a power will be lost.Additionally, each hero receives a temporary power based on the hero's origin. It is more accurately an inherent power, but has been classified as temporary. This is most likely to prevent the power from receiving, but it should be noted that the powers originally were indeed temporary; heroes would lose them upon reaching level 10.Power RequirementsAside from requirements regarding power pool sets given above, all powers have a minimum level.
![](/uploads/1/2/5/8/125856504/575674701.jpg)