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c0

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Everything posted by c0

  1. Minor bug, no noticible effect on gameplay, however I noticed that when running in borderless windowed fullscreen mode at 1920x1080 (and gfx.json is configured at that resolution), the game client actually opens a window of size 1920x1081, one pixel off. Not sure if it affects every install, but it's been consistent on mine since I resumed playing Oct 2023. Win10 x64, NVidia Geforce RTX 3060. Ingame screenshots capture at 1920x1080, but third party screen capture software save at 1920x1081 (the extra pixel row is at the top). Window inspection utilities confirm the odd size. "screen": { "borderless": { "monitor": 1 }, "fsaa": 8, "gamma": 1.0, "maximized": 0, "pos": { "x": 0, "y": 0 }, "size": { "height": 1080, "width": 1920 }, "vsync": 1 }, gfx.json
  2. Trying to understand Arsenal Control on Dominator.. it seems Sleep Grenade, Tear Gar, and Smoke Cannister only have a 25% chance of proccing double mag during domination. Is that intended? I've only played fire dom before, and all the crowd control there is 100% double mag during domination. What does Arsenal get "in return" for reduced crowd control?
  3. Base storage in general needs to be retooled. There are some serious problems with the implementation as I understand it (which is why you get chaotic "the world is shaking" behavior every time you pull something out of a rack as the entire base remaps its collision bondaries). Salvage storage in particular should be greatly expanded and individual racks should no longer matter- make it communal to the entire base and a salvage rack just a generic accessibility point similar to the Vault. These items need to be stored in a virtual stackable registry instead of being physically tracked one by one within the base object list.
  4. Disagree. Love Red Side, love the Rogue Isles aesthetic, love the complex interplay between "well, it's a haven for villains, but not everything is really pure villainy, some just wanna be left alone" It's another interpretation of "freedom" from Paragon's heavily security-oriented outlook. Might look excessively negative from the heroic outlook, but not always necessarily right or wrong (bank robbery aside). Lots of interesting storylines that explore ideas that just wouldn't fit right in the goody-goody spandex world of Paragon City. While parts of the Isles like the Pit can be drab, I love the gloomy atmosphere and "old world" style of the architecture. There's some more character and uniqueness to the individual zones and their specific problems and interplay between the various factions. And most of all, I'm perfectly fine with the fact red population is only 10-20% that of blue. Let the lone wolves enjoy their space. It's explicitly made clear that that's not his style. Recluse enjoys his men fighting amongst each other, and the powered populace in general in a winner-take-all darwinian brawl. There are different kinds of villainy, not every archvillain is the "I must micromanage the actions of every living thing". In fact there are more than a few "heroic" types that lean towards that way of thinking... Big nah to this. CoV was a great addition to the game and I wouldn't have changed a thing, except maybe added a way to get those filthy Longbow invaders out of our borders. Every time with the regime change... No argument here. Would love to see widespread precipitation effects. I recall some rudimentary rain "in tech" in one of the last Praetorian arcs when you exit out onto the roof of a build, and of course there's snowy Atlas park, but would definitely be cool to see some thunderstorms engulf the Rogue Isles.
  5. Request: Add an option to invert the color gradient when enabling color coding for the recharge timer. Current it goes green (long recharge remaining) to red (almost ready). For me I'd like red to be stop and green to be go. ☺️ So maybe instead of Disabled/Enabled it could White / Green to Red / Red to Green
  6. Is there a current table of the breakdown of experience/inf distribution in groups relative to size of the team? It's my understanding that there's a slight bonus as the size of the team increases, but the wiki page doesn't seem to list the exact values: https://homecoming.wiki/wiki/Experience Thanks
  7. (Build 4) Incarnate damage proc interfaces trigger on placing remote bomb, aggroing enemies from stealth. Hit roll vs Lv 51 elite boss (red con, AE, minimal enemy powerset). Trip mine has higher hit roll than Remote Bomb despite no acc enhances. Are these different "types" of pseudopets? Right clicking Remote Bomb and selecting Detailed Info shows the info for Remote Trigger, which is missing useful damage/activation stat information. Personal opinion: Remote Bomb on Blaster seems difficult to justify in any non-solo/roleplaying build. At naive enhanced levels the damage is only slightly higher than Trip Mine, at a staggering 6-minute cooldown, weaker accuracy rate, and 2.983sec measured activation time. This power would appeal to me with either a dramatic cooldown reduction, or changing the power from touch activated to a "thrown" device that latches onto the target at range (however, this may also result in an undesirable change to allowed enhancement set types).
  8. Remote Bomb had 2-piece Obliteration slotted (dam + dam/rech). Was fighting the white-con new Vanguard training dummy at RWZ. Targeting Drone was active.
  9. Blaster>Devices>Remote Bomb doesn't seem to inherit player stats, not sure if by design?
  10. Looks like even Achilles' Heel proc causes aggro, which is a shame as it's non-damaging.
  11. Surveillance (Arachnos Soldier AT, unsure if other ATs affected) aggros mobs, despite the "Enemies will not notice this attack" flag. Peregrine Island 1-21-2024 3-18-33 PM-[00.01.433-00.06.400].webm
  12. Even though I tend to minmax 90% of the characters I play, I keep getting drawn back to MA just because of how fluid and smooth it is. For that reason, I end up sticking with the classic Thunder Kick/Storm Kick/Crane Kick chain, I just love the flow. I even love how Crane Kick's knockback works, it's the one time in the game I tolerate moving something out of AOE range, just because of how good it feels (that said, the KB to KD converter still becomes a necessity eventually). So I'm very down for keeping MA as my "rule of cool" set, even if the numbers just don't quite add up to some of the alternatives. That said... sorry, but I've just never once thought the Eagle's Claw animation looked cool. There's stylish, and then there's superfluous, and that slow motion flip never did it for me. I'm still on the fence about including it in my rotation at all, even with the crit buff it grants the next ability, and the better PPM rate, the damage per animation still feels too low to be really worth it over Crippling Axe Kick, especially since I like that animaton better. Though I would prefer some sort more martial artsy looking punches as opposed to the basic brawler haymakers that serve as most of our alternates, so I'm not always just hitting thing with the right foot over and over.
  13. I'm really enjoying all the new customization options for power pools, inherents, stances, etc. I was wondering how feasible it might be to provide customization options for powers that are granted by enhancements? For example, the Lockdown: Chance for +2 Mag Hold enhancement, when it procs, causes the target to be enveloped in the default purple electric hold animation. It would be neat if there were a way to customize the colors or style of this as well.
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