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DrRocket
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Thank you! This answers one of the questions I had, awesome and my thanks once more
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Can we go back to 1,500 players for the no multiboxing limit?
DrRocket replied to kelika2's topic in Suggestions & Feedback
The strength of CoH is the community, and CoH has several communities - One per server. I am not saying any given server has a better community than the other for it is not the case. My community is Everlasting and I am well known and appreciated there, as a result putting a double exp or whatever on another server, may be tempting when I am leveling an alt, but ultimately the alt is coming home to Everlasting in my case. I am pretty sure it is true for Torchbearer and what not. Not sure, how to really accomplish server population balance, because in this case the core strength of CoH is also its weakness. In the case of Excelsior bursting at the seems, it just tough, the benefit, of such a high population is that the server can absorb huge events such as MSR and Hami and still have sufficient population to handle many other TFs/SFs and what not, so why would you want to walk away from that? I lament in Everlasting once the Hami or the never ending MSRs kick in, the population left to do TFs/SFs or whatever is minimal and forming teams is a pain. I can imagine how much worse it would be for lesser populated servers. I think perhaps customizing the servers in a permanent manner based on play style and preferences, for example I love making alts and leveling them to at least vet level 115, so a server that lets me make double exp even after I made 50 would be very tempting, while perhaps another server may be the crafter/farmers server and AE has no exp/inf penalties and materials/recipes have higher chances to drop, another server could specialize in events with certain zones having perennial events such as Christmas, Zombies, Rikti raids, Trick or treat, etc. Only a thought... This is a tough one, indeed -
I do not know about you, but I been totally surrounded by mobs, and I use a cone, and just hit 1. At this rate, I feel maybe melee cone attacks should just be discarded and just give us more DPS. When you look at ranged cones, even when narrow you can go far enough to ensure you get multiple targets, a courtesy you don't get in melee. To adjust for this, why not open up the angle to say 120 degrees? Not sure what the right angle should be, perhaps you folks could advice with other figures and why. Thank you
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Only a suggestion... I often when trying to run a TINPEX or LGTF, the MSRs since they are done so often in Everlasting are consistently being impacted by the MSR, I try telling folks when doing Battle Maiden to exit quickly, but there are those who get killed because you just can't exit since you must choose between RWZ 1 or 2, which at times is enough to get folks killed. So it occurs to me, why not draw a new wall that separates RWZ from the actual crashed ship and name the new zone MSR, so when folks do MSR they enter the MSR zone and do their business without zone overfill issues; which solves a lot of issues in a rather simple manner. I heard instancing can help, but does no good when the organizers do it at RWZ and then instance it... Regards
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Only a Quality of Life Suggestion.... Can you add Mercy Island to the Oro portal, please. Regards
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Come to Everlasting in some days it starts as early as 5pm eastern and just about never stops going over and over for the rest of the night, you certainly can get your fill of it
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With the MSRs being ran in Everlasting as often as it does, there is always a difficulty having sufficient 50s to support it, by having incarnate rewards it should alleviate the recruitment of 50s. I do no longer do MSRs because something changed with the exp gain, at one time I could go do it and gain 1 vet level, last time, as hard as I worked at it, all I got was 3 bars which was a huge disappointment and could have done much better just doing PI missions. I suspect the reason for the low exp, but not certain, is the ratio of well developed characters participating versus essentially level 1s or very low folks with no powers trained nor powers slotted; which as a result, the overall team has very low DPS which would naturally take longer to defeat a mob and the result is very mediocre exp and inf gain. Once more, if this is the case, offering level 50 rewards may help with this ratio. Regards
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Why not? it has a team of 40 and Hami can't hardly be considered incarnate stuff either, in fact its more akin to Rikti as you can see in LGTF
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Only a suggestion, since MSR is so popular, why not give it better rewards and in compensation make it a bit tougher. When a Hami is done it can a have a league with as many as 40 players, you don't have to have as many players to bring Hami down, but the point is the league capacity, which is the same as the MSR So as a reward upgrade, why not give the player a choice at the time the shields are re-established and the player ported out of the bowl a choice of 4 emps or random incarnate salvage? I did not add hero merits since you do get Vanguard merits (which you earn as you go which is nice) and they can be traded. Now the issue is how you make MSR more challenging in order to deserve the extra goodies? A thought, is that Rikti instead of solely spawning outside the bowl to be taunted into the bowl, have groups of Rikti teleported directly into the bowl, that should give the taunt team a bit of break and make the MSR more dynamic, among the Rikti being teleported in, have an EB or two port in for added challenge, not that they are going to live long when ported within 40 players! Another mechanic as done in other scenarios is when a player is defeated, they are teleported to a Rikti detention area, it is not guarded, but you still have to blast your way out and follow the corridor that leads back to the bowl. Any other suggestions on how to toughen up the MSR so it can award incarnate goodies? V/R
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Just a suggestion... You know how you can combine 3 normal inspirations to make another of your choice, what I see is the same functionality for the team class of inspirations. Regards
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Cut the filler from the Synapse TF (spoilers)
DrRocket replied to Psi-bolt's topic in Suggestions & Feedback
I just endured Synapse today, and I do feel it has too many totally repetitive kill alls, but what makes this worse is that those 5 maps are humongous maps! It would be less boring if they were just your standard large maps, and really dump 2 of the kill alls - would not be bad. The Bertha and Tom, change the defeat conditions to defeat them and only their immediate group and not the entire mega room they are in. It would make sense to reduce the merit gain since it has been shaven so much. Of course, there are two school of thinking here, one is were players are doing the TF to level up, and the other is to get the badge for the accolade. Obviously my suggestion is for the ones who just want the badge for the accolade. Regards -
I appreciate the concept of pressing escape to de-target, that would help with the double click issue, when trying to get away, that is very helpful There were lots of suggestion on how to fix and not to fix, need time to digest them, but appreciate the input
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I have experienced if I press 2 different attacks for instance, the second is queued to go right after the first attack has executed. If you double click an attack, it will also go off, recharge and go off again. The attack queue on the double click over-rides your movement, you could be flying to get the heck out of dodge, and then the second earlier click engages, stops you dead, turns you about and you fire with the usual attack rooting.
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This is a Quality Life Request... This game has a certain power over-ride sequence such that if you have a power on queue but if you press a different power with higher priority - the queued one is disregarded and the one with the new higher priority goes off. My request, give me movement the highest priority for execution, as is if I have several attacks on queue, I am stock until all of them are executed, much to Battle Maiden's glee, and then I can move. I would like to see the priority settings to give movement priority so despite that I may have several attacks on queue, that as soon as the present attack is done with its graphics I will immediately move. Thank you Ps: This is a quality of life request, its not about work arounds or cautions such as do not queue attacks (even when it happens because of lag)
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They are, but Hammy has a devastating endurance debuff
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Its important when tanking hami
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Usually in Apex when I get to the Beacons, the toxic resistance is pretty important Regards
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I love this suggestion!
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I believe this request is not needed... I have found in the past if you use reveal, and then exit the mission and re-enter, the map is reset and blank. So you know the layout and now can map your progress. Hope this helps V/R
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I hate having to escort NPCs that are not capable of seeing you through your stealth and are just simply blood thirsty, you just got to wonder "if they want to be rescued at all" Of the many mission types, I abhor escort jobs, but it comes with the turf. I have found with some groups, a player with ATT stays behind and when the person has the NPC actually following, the other player activates the ATT and gets both to the entrance and completes the mission, sadly this trick is not always effective. V/R
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START vendor option to disable lower-level salvage drops.
DrRocket replied to Mystoc's topic in Suggestions & Feedback
I support this suggestion, more on the side my salvage stores get filled with what I consider essentially as trash, selling it to a vendor or AH is a royal waste of time from my perspective. I don't craft, so salvage as a whole is irrelevant, I do store the high end materials which sells for a bunch of inf which is worth my time at AH. So being able to restrict the salvage I pick up, from my perspective is very appealing. Think of today, you see a few pennies, a nickel, a quarter and a dollar coin on the ground. I will stop for the dollar coin and maybe the quarter, but would just keep walking by for the penny for sure and quite likely ignore the nickel as well. So when I beat up a baddie and it spills salvage, I would have the same attitude of picking out the good stuff and leaving behind the trash. V/R -
I find the Fiery Aura for tankers a high maintenance power set to achieve the various protections and resistances, which if you do not keep up with them such as heal for toxic and consumption for endurance debuff resistance will rob you of much needed protection. As a result, I monitor these 2 very important protections, if I could. While I can monitor toxic resistance, I can't monitor the endurance debuff resistance, because the debuff resistance recognizes recovery resistance and not endurance resistance, so the actual protection goes unreported. This Quality of Life suggestion simply asks to update consumption to "provide" recovery resistance so it can be recognized in the powers combat attribute panel and thus be monitorable. Thank you Ps: If you know of a work around to allow monitoring, would be gratified to learn it
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Homecoming Server Update (April 28th): City of Heroes' 21st Anniversary
DrRocket replied to Widower's topic in Announcements
Thank you! I was anxious this morning when I only received the Family and Skull badges, yet my event's list showed the others, now you solved the mystery -
Homecoming Server Update (April 28th): City of Heroes' 21st Anniversary
DrRocket replied to Widower's topic in Announcements
Oh you get them by clicking on the anniversary glowies, they are for family, rickti, skulls, and CoT, the 5th is clicking a bunch of glowies