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Everything posted by lemming
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Playing by Iron Man rules. Do I live or die?
lemming replied to AyamSirias's topic in General Discussion
OT, but since I'm currently doing the Praetoria arcs with a stalker, ambushes are common. Couple different versions of ambushes there 1) Ambush runs up to your hidden stalker and just stands there and you can walk away. 2) Ambush runs up to hidden stalker and follows you around. 3) Ambush starts attacking as soon as they can with stealth not doing much. Placate just stops them attacking for a little bit and best used to get that extra DPS in. -
I had cameras with hot pixels. Pain to deal with...
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Check Spaghetti's build. She does it well. I have my own MA/Regen and it's not up to her standards, but does really well vs most content. And when I get over my head, I bounce back fast. It's a more edge of the seat experience since your HP is constantly going up and down.
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Couple notes: Yes, having someone port to me while I'm being stealthy is annoying as heck. Not sure what the best solution is to that. I'm not sure about the getting booted from the Lab on respawn. Made it annoying since we were prepping some fogs when we found out that started happening. Losing the level shifts is needed. Otherwise, you just grab your +10 and port into the arena just before respawn and whack the Mino immediately. League management does suck and hopefully someone is looking into fixing it. Motes and badges should happen after the Mino defeat because otherwise, that's all you're doing. What I found best was people that already had done the Mote stuff, could hang by motes for people to refresh while the league forms, but once formed, go for level shifts, beat the Mino, then deal with everything else.
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While I do see the issue with the MDC confusing pets and possibly an issue in a MSR, I know that Veracor used a MDC during Hami raids to heal off of. And on the tabbing, I did rebind my next closest target because for awhile my laptop left tab key was broken...
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Control Tab for targeting nearest target
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Over 50% of gladiators found. Up to 40% Fog
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And to be fair, the Colonnade does have a unique badge "Lab Rat", but it's where the White Mote of Apathy is anyway, so not a big deal.
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Overstated the blank. Initial view shows blank, but if I just look at a category then back to All, it shows them. It's been over a year since I did the install and it was easy compared to getting Mids working.
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Runs great under PopOS' version of Ubuntu. I don't think I had to do anything extra to get it to run. I do start it via a shell command wine ~/.wine/drive_c/Games/CohMod/CoHModdingTool.exe > ~/down/cmod.log 2> ~/down/cmod.err & I do note it doesn't list the mods if All is selected, but any catagory will populate properly
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As mentioned, the Secret areas all currently award the Hidden badge, but the Colonnade is a fairly high chance of success. The Statesman grave area is one that has a low random chance and that one shouldn't award a unique badge IMO for the reasons you give.
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As one of those with IH just before the Nerf, you were either at full health, or dead. The biggest issue was they did that, plus ED, plus one other nerf (i forget which) all hit around the same time turning it from overpowered to one of the worst. Any one of the changes would probably have reigned it in. Current use: I'm pretty happy with my Martial/Regen brute, but they're a much more nuanced build than I tend to go with and pretty expensive. And definitely not my most powerful, though with most gameplay, they do fine. And if I get defeated, I can get right back up.
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That was pointed out during testing and something I tend to bring up with other proposed changes. They did dial back some annoyance things here and there. From what understanding I get, they want to making teaming attractive, but except for certain content, not required. I think it's a fine line between making it feasible for solo, and having a team curb stomp. I do a lot solo and while I have found a couple arcs more annoying, unless I have the difficulty turned way up, it's doable. For lower DPS chars, it can be tedious.
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Yep. And they follow MM directives to make them more controllable (up to as point) I had one of mine run off for some reason, but he did come back eventually. (This was on beta, so not as big a deal)
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I've started using "targetcustomnext Fog" catches both Gladiators and Malevolent Fogs
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1&2) Yes 3) Not sure if that's a tracked value, but certainly not one i would mind. Not sure if more badges are needed, but no objections
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Added that and will have popmenu basics in the menu as well
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Updated the CSV & lab schema. Menu will get updated later today
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Just because you keep repeating yourself, doesn't make it true. (And that video is a total non-sequitur)
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So, this is the data, schema, and menu with many locations listed. Placing the popmenu labhunt.mnu in your <Path to Homecoming directory>/data/texts/English/menus You do not have to rename to labhunt.mnu, but make sure you don't have various versions in the directory since the game works off the menu name, not the file name and if there are more than one, I'm not sure which one will be the active one. Doors are based on clusters, since most doors in one area go to the same location. Most floors have four doors leading to other floors, and two randomizer doors. However, that's not always the case. There's a few things I'll probably change on how it's organized, and I'm currently working on a program to spit out a menu, so I just work off the data. Will be updating the files as they get updated. (And heck, may get my git updated) I'm still needing the drop locations into a couple of the violet floors (suspect that's where they are) Gladiators and Fogs: 115 & 196 of those two documented, and there are 200 locations for each. Upcoming plans: Easier routes to Motes, Secrets, and some of the other locations such as the Mino exits labeled. More updates, though I just learned that there are 20 fogs at a time in existence, not 12 as previously thought. Just added a bunch more Fog locations, courtesy of Tidbit. Locations added by them have a TB on the end. DR on the end means the Demorecord listed location. A bunch more locations narrowed down. Found a couple locations which were recorded on the wrong floor. Found a few more Fogs. Now if there hasn't been a mistake, we have all 200 Fog Spawn points. Note that there is the one that can spawn in the ceiling of the Green Lab, but it is slated to be moved to a legal spot. lab_schema labhunt_2025012001.mnu lablocations_2025012001.csv
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Cleaned up a bunch of data, got all the doors done and most drop locations. Doors, Fog, & Guardian locations reformatted. Menu updated near beginning of thread. Going to make data a little less annoying to use, but we'll see how time works this weekend. For those wondering about how many floors and such, my list. Note that Cobalt treats the two Red Cargo, two Yellow Police, and Violet Domes as one floor. I separate them since you have to go thru a door or teleport to get to each one. That's why they're at the end of the color lists for my purpose. I am probably going to reorder each color's floor, just to have them alphabetized except for the Cargo, Police, and Domes. I also think I should start a new thread...
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Yes. Gears get spawned and Master Illusionists spawn their usual. Not sure on Emanators though.