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Glacier Peak

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Posts posted by Glacier Peak

  1. 48 minutes ago, dtj714 said:


    I didn’t mean the entire patch, or even all the “travel” changes, just Concealment. But if it’s as simple as changing some of the settings, then I expect it should be fixed in short order.  In fact, I’m kinda surprised that it hasn’t been already, which makes me wonder if there is some internal debate about what it’s really supposed to do, given the apparent disparity between what was “intended” and what was implemented.

     

    Edit: It hasn’t even been added to the”known issues” list yet. 

    It's clearly been recognized by multiple devs (many directly responding to you in other threads) that it isn't WAI and will be patched accordingly. 

  2. Holy cow those would be serious buffs. CM stacks with each cast (at least perception does, I don't remember if mez protection does). Fortitude is pretty powerful on Defenders who use power boost epic, I imagine allowing it be applied to 6 friendlies at once. I'm totally indifferent about resurrection, as there is no substantive penalty for dying anymore. And Adrenaline Boost... I mean that sounds wonderful, especially being able to use on other emps, but I'd have to test all these suggestions before I can offer you anything but my subjective opinion. 

  3. 5 minutes ago, dtj714 said:

    Sorry, I meant for what it’s “supposed” to do (once fixed), not the currently bugged implementation. We’ve seen dev posts indicating certain things are not WAI or are going to be changed, but with multiple layers of both stealth and defense being impacted by different things, it would be nice to have something showing their intentions comprehensively. 

    Jump on the next round of testing on the beta server so we can improve the game together. They'll be plenty of patch notes and data tables for everyone 😁

    • Like 1
  4. 9 minutes ago, dtj714 said:


    @Bopper already hinted that there could be at least one major exploit with its current effects. So it’s more than just the fact that the implementation has been acknowledged as being broken. Sorry if it would be inconvenient for those who took Infiltration, but it’s equal and opposite for those who didn’t and just want an effective invis power (which, based on what was disclosed prior to the changes going live, was reasonable to expect is what we were going to get).  

    The bugs will be addressed. There is no comparison necessary. 

  5. 4 minutes ago, Faultline said:

    To be fair, this power grants 55 Stealth (same as old Invisibility, I believe, once the suppression bugs are fixed) while Hide provides 150 Stealth and Superior Invisibility a whooping 200 Stealth, so it's not really on the same league. I don't know how much Stealth is needed to be "truly invisible", though -- not a powers dev.

    Stealth offers a higher level stealth bonus (55ft) than Infiltration (36FT). The Stealth IO (Celerity/Unbound Leap) offers 30ft. Super Speed offers 35ft. So that being said, I think 55ft is the sweet spot for Stealth. 

     

    image.png.cc8cd0a68260eb26f37ff415bfb30d7d.png image.png.8a5c2fb3d555ff14744cc214c2f2a2a7.png 

  6. This is a great Page addition to Issue 27. Quality of life improvements galore. The Devs and Homecoming volunteer staff are really hitting home runs with their attention to detail and integrating community feedback. I can say without hesitation that this game is in the right hands.

    • Like 5
    • Thanks 1
  7. 15 minutes ago, BZRKR said:

    I think that Infiltration is always going to be a slower travel power than Super Jump or Super Speed etc because it has the stealth and defense. Personally, I think it's a gem simply because it can take a Luck of the Gambler +7.5% recharge. That's a tradeoff that I'm willing to accept.

    Exactly! The only comparable I can think of is Combat Jump, which stacks with Infiltration. LoTG mule, or other defensive sets and you get Stealth and you get stealth bonus and you get movement control. I respec'd my main and I kept Infiltration because it is situational. Sometimes I don't need to go 120MPH in a mission or to a part of a map, so I run a little slower intentionally while keeping all of those bonuses I mentioned.

  8. 3 hours ago, Hedgefund said:

    Does this refer to any type of car in particular?  I was unable to "idspispopd*" through any vehicles I tried, and I tried both those in zone and, thinking it may relate to targetable vehicles, tried to phase through cars in mayhems.  All of them obstructed my movement while I had the power on.  Someone teamed with me and confirmed both cases.

     

    *Old Doom cheat code for no clipping (walk through walls)

    From my testing....

     

    A Crash Course in Collison Detection!

     

    Objects Speed Phase allows travel through:

    Enemy targets

    NPC targets

    Friendly targets

    Moving vehicles

    Atlas Park Blimp

    Paragon City Tram/Rail Car

     

    Objects Speed Phase does not allow travel through:

    Traffic Lights, Benches, Newspaper Stands, Light Poles, Bus Stops, cars, trees, fences (wooden and metal), ladders, dumpsters, fountains, information kiosks, rocks, bushes/shrubs, pallets, oil drums, shipping containers, City of Heroes pinball machine, forklift, blue box, desk, fire extinguisher, gargoyle, police cruiser, elevator doors, ferries, black market semi-truck, Mayhem or Safeguard Mission Vault door, any destructible objects in mayhem/safeguard missions, prisoner doors (oh man!), Blackline helicopters, Rikti mothership shield in RWZ/Echo: RCS, or the Rikti ships outside Pocket D,

     

     

    • Like 1
  9. 11 minutes ago, Jarrakul said:

    I think you may have misunderstood what I was saying? This section certainly covers the fact that, say, Fly and Rocket Board together would use the higher speed cap from the two. But it doesn't say anything about the reduced speed cap for prestige flight powers, which is what I was saying I didn't see in the patch notes.

    Oh, well that's because the Prestige flight powers didn't have their speed caps reduced.

  10. You know, I just gotta mention that some of us used to plan our builds based on the accompanying guidebook that game with the installation disc. Back then, you'd flip to the page with the given power and think in your head "that would be cool" then take it, and then realize Spring Jump is not cool... not cool at all 😁

     

    Edit: Found the PDF version for nostalgia: http://www.cityofheroes.ca/game_info/official_guides/official_city_of_heroes_manual.html

     

    Edit 2: Darn it that's the new version without the powers listed. Can't find the old original 😕 

  11. 13 minutes ago, Jarrakul said:

    That's a very good point. Still surprised not to see the change in the patch notes.

    At the very top underneath tip missions:

     

    Travel Power Stacking

    • Almost all travel powers are no longer mutually exclusive and can be activated at the same time, but only the strongest buff of each type (run speed, jump speed, jump height, fly speed, air control) will apply
      • This ensures that every power you pick or activate will only ever improve your mobility
    • Some exceptions:
      • Click buffs (eg: Inertial Reduction), external buffs (eg: Speed Boost), and auto powers (eg: Swift) still stack as they did before
      • Prestige Run powers (Ninja Run, Beast Run, Athletic Run) are still mutually exclusive with each other
      • Temporary jetpacks are still mutually exclusive with each other
      • Sprint powers still stack with other run speed buffs and are still mutually exclusive with each other
      • Some Peacebringer flight powers and effects are mutually exclusive with their vanilla counterparts
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