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Posts posted by Glacier Peak
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Glad we get to see these assets in game!
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Oh man I saw the title, the screenshot and was 😭 then I saw @Beta968 and was 👏
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Love the work, keep at it team!
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Oh you will be giddy when you see every costume item unlocked at the very start, every powerset free and customizable, every quality of life feature you ever thought of would've been nice back in the day, it's here!
I have been playing on Homecoming since they went public and I've been nothing but happy with the way they've kept this fun little super hero game not just alive, but ready to thrive.
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8 minutes ago, UltraAlt said:
Update failed twice while using the Homecoming launcher.
Third time was the charm.
I've never had the Homecoming launcher fail to update the first time before.
This is interesting, mine updated so quickly I thought it didn't actually get the patch. Maybe internet connection?
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Great work team!
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3 minutes ago, Katharos said:
The two things that concerned me about the incoming walk changes was the suppression of the panacea and performance shifter procs that clutter up chat files I use to record roleplay, and the suppression of movement-effecting set bonuses that make the geysers in the Shadow Shard throw you into oblivion, which Disable All Powers seems to handle fine. That said, it's a shame panacea, performance shifter, and the power transfer proc can't be removed from chat logs separately from having to disable all powers period. It would make my in game combat log a lot more usable, and would probably enable me to find combat-specific bugs better. Besides which, it'd let me use the new walk with toggles on in roleplay, which I had thought was part of the intention of walk changes. I suppose it'd take a lot more work to put procs into its own channel/tab the way pet powers are... I know hardcore players who use a log parser to get around the spam, so I suppose I should probably figure out the details about that instead.
If those procs are clogging your chat files, you can temporarily remove them with Enhancement Unslotters while you are recording roleplay, then add back in after you are done.
Edit: Oh and you can also use the beta server as well - lots of features available instantly thanks to the Freebies Menu.
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25 minutes ago, Taboo said:
Just what I said. Work-arounds seem to be growing in number. What are you going on about?
This is a feedback thread for beta changes that address issues that were discovered after the latest patch was released. We, the players, are testing these changes to ensure they don't create further problems. What are you misunderstanding? Do you need to continue this discussion via direct messaging so that we don't clog up this thread?
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4 minutes ago, Taboo said:
Work-arounds seem to growing in number.. just saying.
It would be great to see a bit more polish. (not a judgement merely an observation)
This patch is literally polishing all the changes that were made from Page 2 that were discovered after publishing. What are you talking about?
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5 minutes ago, Hew said:
I MUST get that image!
If my badge brain serves me right, that's the badge for one of the Twinshot arcs.
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3 hours ago, Hew said:
Where did you get that sun/earth power icon from?!?! I just noticed it!!!
In guessing it's a macro with a unique image tied to it.
https://hcwiki.cityofheroes.dev/wiki/Macro_image_(Slash_Command)
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This was a good read!
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7 hours ago, Sovereigne said:
This makes me want to use those cell shading lines really bad! I just keep it turned off because it kind of taxes the system 😅
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Following up my previous post on AI Flight behavior with one on Mastermind pet, allied pet, and temporary pet behaviors.
Conclusion: Mastermind Pet commands worked as intended while using Group Fly.
Testing proceeded as follows: From a distance, while using Defensive stance, I targeted an enemy then clicked Attack My Target. Mastermind pets engaged quickly by initially getting in to melee range and then using ranged attacks as they cycled through their attacks. Once the targeted enemy was defeated, they moved on to other targets that I selected. At the end of the engagement, the Mastermind pets returned to my side. Behavior appears normal.
SpoilerUsing the Aggressive stance, the Mastermind pets attacked enemies which I used Attack My Target on. They continued to attack until the enemies in the area were defeated. Behavior appears normal.
SpoilerMoving on to Prestige and temporary pets...
Behavior appears similar (subjectively exactly the same even) to how Prestige and temporary pets without Group Fly behave. If they have ranged attacks, they use them and if they have melee attacks, they use them as well. Tested using Signature Summon (Ranged Damage, Melee Damage, Support, and Tank) along with Back Up Radio (PPD Reinforcement) pet summon.
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Friendly neighborhood @Faultline out to save the day! Thanks so much!
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I cannot delete previously posted images that are in locked threads because I am unable to edit the post containing the image I posted. Is there a work around or am I doing it wrong? Thank you for your time and assistance.
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Forgive me if this is incorrect, but I believe 'River Rat' is also required?Edit: Oh man, I should've read the other folks replies first! Apparition got it right. Please disregard my post 😁
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1 hour ago, Faultline said:
Please don't make this thread about Kinetic Melee - we're trying to get eyes on all the bugfixes on the patch in order to publish it to live on Tuesday, and discussion on Kinetic Melee is not helpful. The critter Flight AI tweaks, Spirit Ward FX and power changes that aren't just a simple number change are the priority.
Spirit Ward FX Test: In-game Sound FX Volume 100%
Conclusion: FX applies to a subjectively auditorily satisfying amount. It was almost unnoticeable to my ears.
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1 hour ago, Jimmy said:
Per @Number Six:
Testing Methodology: Level 50 Mastermind with all Flight Travel Pool Powers. All engagements were executed while using Fly and ranged attack powers to force enemy flight.
Conclusion: Based on my testing, enemies that use fly engage in normal attack behavior.
Croatoa > Level 30 > The Cabal > Attack
SpoilerNotes: The mob was on the ground when combat was initiated. They immediately took to flight and engaged in both ranged and melee attacks. When using ranged attacks they flew away a short range to engage and when using melee attacks they flew in close. Behavior normal.
Firebase Zulu > Level 41 > Natterling + Observer > Attack
Notes: The Natterlings and the Observer remained airborne throughout the engagement. They attacked with both ranged and melee attacks, cycling between their attacks and moving in and out for ranged attacks. Behavior normal.
Crey's Folly> Level 41 > The Swarm > Attack
Notes: Targets are always aloft, moved in and out of melee range. Did not attack from ranged distance. Behavior normal.
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6 minutes ago, Coyotedancer said:
Here's where I go into Once Upon A Time story-mode...
I was in the closed beta for Going Rogue, when KM was introduced. I tested the set on a Stalker (She was remade later when GR was released. That was Shade in Shadow, my first Praetorian-) and at the time, the 100% crit rate for Burst when used out of Hide was brought up as a possible bug. We were told at the time that it was not one... That that was working as intended. I want to say it was excused as a trade-off for the set's over-all slow animations and resulting poor DPS, but I may be misremembering that. It was a long, long time ago. I also wish I could remember exactly which of the devs to attribute that statement to, but I only really remember it coming up at the time.
So... no. Even way-back-then, it wasn't a bug. It was a feature of the set and always has been. (That's why I thought it was a little odd in the other thread when Max tried to tell me that this crit rate nerf "didn't happen". 😝)
In any case, The Great Standardization Push is probably a foregone conclusion regardless of original intent, so looking at the set in general, and Burst in particular is probably the best route forward. As one of those few, crazy people who actually play the set... My main here is a KM/Bio Stalker, after all... I'd suggest leaving the damage where it is and adding to radius/number of targets a bit. Debuffs also wouldn't be a bad thing. We are, after all, knocking these goons right on their butts from out of nowhere. It wouldn't be inappropriate for that to put them at a disadvantage.
While I have no evidence to disprove what you claim, you also aren't presenting any evidence either to support what you say. Until such evidence can be presented I am leaning towards this as being a bug.
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Location: Croatoa, -2584.4, 168.9 2817.5
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2 hours ago, ZorkNemesis said:
I believe Praetorians are already counted, they just aren't seperated from Heroes and Villains. Resistance are counted as Hero and Loyalists are counted as Villains.
Right, I wanted what is already being counted to be displayed on the server status page.
Homecoming's 2nd Anniversary - Echo Plaza, Festivities & The Future
in Announcements
Posted · Edited by Glacier Peak
Homages to past Costume Contest winners?
Further digging leads me to believe yes! I knew I saw the firefighter costume somewhere.