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Catgoyle

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Everything posted by Catgoyle

  1. For semi-secret in-base teleports, the globes are about the right size to fit the "interdimensional shard" into (and I hide the beacon under the floor -- enable room clipping). The way I organized hero-side was 1-20, 20+, special (PI, Echoes, Wards, RWZ, DA) The spacing helped the tp units from getting confused --- I jammed those together.
  2. I tried for fitting but amusing names for the Bots/Traps The Necro/Pain got Redneck names (an homage to the Swampfolk in Fallout 3). Robots/Traps MM: T1: Beepy, Blinky, Borky T2: Rusty, Robby T3: Clanky Necro/Pain MM: T1: Cletus, Chester, Clyde T2: BillyJoe, Bubba T3: Earl
  3. Teleport is a must-have for stone. Teleport pulls are a bonus since if you're taking TP, you might as well take TP foe. And Recall Friend can gain popularity points as well -- I carry spare wakes to share. It is nice for overcoming the 5 limit on taunt, I slot mudpots with taunt to keep aggro. Not good for an overenthusiastic PUG though -- lots of "zip ahead, get killed, blame tank." With a group that knows how to work with a stone tank, it works very well -- wait for me to TP into the mobs, then follow me in. Or let me TP foe and gank em. I made R a hotkey for rooted and usually save granite for "things are going pear shaped" moments or boss fights. Bio can be worked with if tinted. I'm a 'themed character' fiend, and this is what I did with it: Bio/TW fairy with bark armor and thorn axe. A four foot tall tank amuses me. Bio/Fire demon, bio can look demonic, fire tinted to look like dark melee.
  4. So you don't have to set it up for each character: /chatsavefile filename.txt /chatloadfile filename.txt Use whatever filename you like. Keep in mind that MM's get extra tabs for pet-combat, so I set up my tabs with a mastermind and saved that as my default chat setup. The other option would be to use a different file name.
  5. Edit to reword my post: I'd like a 50% Inf booster as a counterpoint to the various XP boosters.
  6. Another thing to try -- when in the nVidia control panel with homecoming.exe selected: Make sure "OpenGL rendering GPU" is set to your nVidia card. ---- I just did a test by running it on my built-in screen instead of the external. I get all the dire warnings about Intel3000, but according to MSI Afterburner and the nVidia control panel icon, it's really running on the nVidia card. To verify: Open nVidia control panel, at the top click on desktop -> enable "display GPU activity icon..." Then toggle CoH to windowed mode (alt-enter) to get to the system tray and click on the nVidia icon (multicolored square) which will give you a list of "applications running on this GPU" and homecoming.exe should be on the list. The warnings about "Intel" can be bogus -- it detects the GPU on startup and detects the Intel before nVidia kicks in so it thinks it's on Intel when it isn't. ----- Side note: How to set W10 to always show system tray icons in case it's hiding some: Settings -> Personalization -> Taskbar -> Select Which Icons Show on the Taskbar -> Always show all icons.
  7. nVidia Control panel (right-click on desktop) Manage 3D Settings (left panel) -> Program Settings (tab) -> homecoming.exe (dropdown) "Select the preferred graphics.." -> High Performance nVidia processor (dropdown) You may have to "add" (button) homecoming.exe to the list.
  8. I actually use the facepalm and frustrated emotes in my macros. Other good ones: ThreatHand, Slap/Slapreact, Noooo, etc.
  9. +1 Inf. I wrote mine up in Notepad++ to make sure I was under the 1023 limit (besides it being way easier to copy-paste in rather than wrestle with the in-game editor), only to have CoH decide it was 1080 characters. This does not spark joy. As a compromise between "TL-DR" and losing characters to the quirky editor, I would be okay with it being given a minor boost to 1280.
  10. And with the alignment system, even my dedicated villains may faf about in Paragon City from time to time.
  11. What about making the salvage racks link when shoved together? Shame the /ah is a technical limit, I'd love base access, even via a terminal like the Merit ATM. The pillar of Ice and Flame is the Ourborous base item. THIS!
  12. If there's any sort of XP incentive, *please* make it optional for the four or five of us that play for the storylines and already outleveling content. There are already XP boosters for people that want that kind of thing. I don't really see something like an XP boost doing much to attract people that would actually "come for the XP, stay for the content." The primary XP chasers are content to do DFB/DIB/AE in an endless loop so I don't see content as being more than a very distant secondary interest. Redside has some designed-in issues that will always put it in the "not everyone's cup of tea," and they're especially daunting for newer players. 1. Navigation vs AP/KR. Maze-like Arachnos base with ginormous walls in the way everywhere. 2. Unforgivable lack of foe variation in early mission arcs. Not everyone wants to fight nothing but snakes and Arachnos. There's obviously Longbow and "police" around at that level, so why not more arcs with them instead? I personally had three different contacts send me on the *same* "vs snakes" arc. And some builds don't do well at low levels with the Mu's endurance drain. 3. No level overlap between zones, so you're have to go into the next zone and beast-run around hoping you don't get insta-gacked. And you can't build up a level buffer before going to the next zone because contacts completely cut you off. Those are the "mechanics" issues, there are also a couple of other "common" complaints. A. They overdid the "gritty and dark" to the point where half of Mercy is literally a garbage dump with buildings stuck in it. B. Not feeling especially villainous. You're basically an errand boy for people that are too lazy/incompetent to get their hands dirty. And anything you do vs. Arachnos is just going to gain the favor of Lord Arachnos because he likes seeing his less competent minions have their ass handed to them. After running through Preatoria, it makes me realize how much potential they wasted with CoV. Why not have Arachnos loyalist/rebel arcs? More "just blow stuff up for the sake of seeing the world burn" missions? Or "win the hearts and minds of the various factions?"
  13. I find it to be an annoyance that there isn't a delay between "waves" of 10-20 mobs. Personally, I'm not equivalent to 50+ mobs when under 15 and still using TO's. I don't know how badly Preatoria is coded, but IMHO would be nice if it worked like older CoH so that you ddn't get the next wave until you were finished with the current one. And for people that like fighting that many things at once, there's already the option to up mission difficulty.
  14. Main problem gold has is that it's just up to level 20ish, then the character moves to red or blue.I'm a 'filthy casual' but even my slow soloing gets a toon to 20 within a few days. Edit to add: Gold has other problems besides not having content beyond 20. While I think the storytelling is great, I get tired of the same slog-fest tunnel map over and over again, topped off with the mindbogglying overdone ambush game mechanic. When I'm struggling up towards level 20 and still on TO's, I'm NOT equivalent to 50+ mobs.
  15. With all due respect, in general with spaghetti code things get hardcoded that shouldn't have been. So in all likelihood it's far more work than just setting AE_XP=False somewhere. Never assume something is "easy, just change a variable!" especially in a dated MMO with years of bug-fixes and add-ons tacked into it, which tend to complicate the "if I change X, what unintended consequences happen?" factor. And how much actual demand is there for a non-AE server? The only way I could see it being justified if there were enough people wanting and willing to play on such a server, modding code and running a server just for "that one guy" is a bit disproportionate. I don't do AE, but it gives the people who would otherwise be spamming tells of "PL MEH" some content to rush through instead, so I'm perfectly fine with it staying.
  16. Demons are the odd bit to me, not the MM part. My Bots/Traps is a military surplus catbot on Hero side.
  17. I know I see a lot of MM's on hero side, even demons, which imho is a bit odd for a hero. I'm probably one of the rare ones that's running a hero AT (scrapper) red side.
  18. Which sort of squeezes us "want to see the content I missed when it was live" people into soloing. I feel like the odd man out not wanting to speedrun All The Alts to 50.
  19. +1 My robot/traps MM has to drop down *just* for the prestige combat pet.
  20. If I'm remembering correctly, there are two "small caves" map-tile sets, one in blue and the other in brown, with identical map structures. Remembering a discussion with Positron about the possibility of user-created maps, he confirmed that the maps were built using preconstructed blocks, but that the tools for joining them together were still primitive enough that it took a fair bit of time and skill to get everything to line up and join correctly, so it would need a lot of work to create a map builder that players could use. And I'm sure anyone who was around for the release of City of Villains remembers all of the maps where you'd find a corridor that had a black wall "blocking" the corridor, but if you went through it, you could see the corridor back the way you came... or drop through to the "floor" of the universe and have to get a GM to put you back... or have mobs jumping through gaps in the geometry to get away, then shoot at you from under the map where you couldn't shoot back. All of these are the result of mistakes the devs made when joining and aligning the map blocks, and the tools (and map blocks) would have to be cleaned up enough to make building a map a snap-click process before it could be made accessible to the playerbase. I don't know whether the maps are defined logically enough in the databases to be able to make a sweeping replacement of all of the blue cave blocks with the identical (except for color) brown cave blocks, but if that's possible -- without having to go through map-by-map and do realignment of all the block joins -- that would be a solution to the color problem. If properly coded, rather than replacing the blocks, it should just be a matter of replacing the "purple" textures.
  21. +1 inf This I would support. At least tone down the "everything is purple" factor. For me a lot of the trouble navigating the purple caves is that everything blends together, and I mostly navigate via zoomed-in map.
  22. In addition to the existing controls -- Although it would probably take some heavy redo-ing of the aI -- Ranged vs Melee commands. Where rather than just leaving them with one attack it would weight the AI's preference one way or the other. I expect zombies to go around pimp-slapping things. It makes me a bit crazy when a robot runs in to do it. And a shorter "wander" radius for the "goto" and "stay" commands.
  23. And we know they have the models -- I just did an arc full of 'em.
  24. All of my characters are themed and even if I have to stretch a little I manage to justify their powers in their bios. And I tend to take that powers that "fit" (including the travel power) rather than looking for the ultimate combo, although my characters still end up playing out well.
  25. I keep it simple, five commands for missions, two for travel/vendors (I park them when near trainers), and a dismiss. Go/Stay/Get/Come = Defensive+Goto/Stay/Target/Follow Nuts = Aggressive + Follow Wait/Heel = Passive+Stay/Follow X = Dismiss
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