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BlackSpectre

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  1. That is the Mission Computer. You can buy Tip Missions from it. https://homecoming.wiki/wiki/Mission_Computer
  2. Preventative Medicine +Absorb seems to fire off mostly AFTER I've died and Rezzed! Piece of junk! LOL
  3. I haven't found much use for the intangible powers... any of them. I have phase shift on my main just because it's part of his origin, but I've used it so infrequently that during the last couple of RESPECs I elected to avoid using up a power slot for it and instead bought lots of charges at the P2W vendor for the temporary power that does exactly the same thing.
  4. Cool. I went back and tested it again, but this time on a Behemoth LT in PI... same result. Glad you see the same thing, @Hedgefund. @Uun, thanks for caring. I've filed a bug report. It might be that the -Speed debuff was originally planned for the enhancement but then later the devs decided to take it away but forgot to update the description. Or they never got around to adding it. Or it's broken. We've been living with it this whole time and no one else has noticed the lack of -Speed on it, so if all the HC devs did was fix the description, I'd be OK with that. But if the devs feel like going the extra mile, adding -Speed to the enhancement would be nice... or better yet, just double or triple the -Recharge debuff to make it worthwhile. 🙂 P.S. City of Data 2 shows the enhancement does have a -Speed debuff, so that means that the enhancement is definitely intended to have -Speed but that it's currently broken. https://cod.uberguy.net/html/power.html?power=boosts.attuned_winters_bite_f.attuned_winters_bite_f
  5. The description for the Winter's Bite proc enhancement states, "Gives the slotted power a chance to reduce the target's movement speed and recharge rate for a short time...". However the enhancement does not give a movement speed debuff on targets. I tested this on Brainstorm, first with a practice dummy in RWZ and then again on a Behemoth LT. in PI using the Power Analyzer temporary power. The proc gives a -Recharge debuff, but not a -Speed debuff. If the enhancement was never intended to have a -Speed debuff, or it's decided that it's not worth adding the -Speed component, then the description needs to be corrected.
  6. I just went to Brainstorm beta server to test the enhancement. I used the practice dummy in the Rikti War Zone and a Power Analyzer temporary power to do the testing. The description for the Winter's Bite enhancement proc states: "Gives the slotted power a chance to reduce the target's movement speed and recharge rate for a short time..." Although I do see the -recharge debuff (52%), no -speed or movement debuff shows up at all! Can anyone else confirm the lack of -Speed on this proc?
  7. I only read the first page of posts, and the last post on the first page by @BasiliskXVIII pretty much covers it. But just in case... Long lasting radioactive fallout from nuclear explosions and reactors is from the fissionable material (for example, uranium) that those devices use. Tiny bits of the fissionable material used in nuclear devices is spread across the area through either an explosion or the wind and rain or other weather. These tiny radioactive particles, the size of dust or sand have a half-life, which is when a radioactive material naturally decays, slowly throwing out pieces of itself (primarily radiating neutrons and protons) and dissipating until it no longer exists as the same element/material. The half-life of fissionable material (isotopes) lasts for different lengths of time. Some last only days, while others can last for 30 years or more. The radioactivity stays with the fissionable material, it does not transfer to the other materials it touches (cement, metal, clothes, skin, etc). When the fissionable material decays, the material also releases electromagnetic particles, and it's primarily gamma rays that damage animal cells and DNA (which in turn causes cancer), and those particles are invisible. However, the source of those particles, the fissionable material, is visible. If any of the fissionable material gets on you, the best way to avoid any medical hazard is simply to brush off the tiny fissionable particles as quickly as you can and vacate the area. If you've ever been to the beach, you know how difficult it can be to remove every bit of sand from your body and clothes. So other decontamination measures are required quickly afterwards such as washing off the radioactive fissionable particles (similar in size to sand, dirt, or dust) with water. The more fissionable material or the greater the length of time you are exposed to the fissionable material increases your medical risk. Anyway, back to COH... a superhero with radiation powers might be radioactive themselves, maybe, but more than likely they would somehow reproduce the effects of fissionable material... throwing out pieces of atoms and high energy electromagnetic particles (like X-rays or gamma rays). These effects don't linger and dissipate immediately. So really, no long term health hazards. On the other hand, if the superhero is actually creating radioactive isotopes (fissionable material) and expelling it or able to materialize it in a certain area, it's still unlikely it could be a long term health threat. The fissionable material's half-life would have to be seconds or fractions of a second, as the radiation can be toggled off instantly with no lingering effects. Otherwise, the superhero would be able to create a location based AOE that doesn't disperse for days or years (and it would cost no endurance to maintain), which none of the radiation based powersets have the ability to do. Alternately, the superhero could possibly materialize fissionable material, and then just as quickly de-materialize it. Like magic. Who knows how these kind of superhero powers work biologically? It boggles the mind... 😉
  8. Commands on MOUSEWHEEL and WHEELPLUS (or WHEELMINUS) will activate at the same time. So to have only WHEELPLUS or WHEELMINUS activate without MOUSEWHEEL, you will need to disable the "+camdistadjust" command bound to MOUSEWHEEL with the following bind: /bind MOUSEWHEEL "nop" For more info, see https://homecoming.wiki/wiki/List_of_Key_Names
  9. Just FYI, the -Console command line parameter will proof all the pop menus you load into COH at the time you load into COH. It will tell you what line(s) the errors are on.
  10. No. The aggro cap does address several big problems. Personally, I’d like to see the aggro cap increased. Instead of 16, maybe to 32, 48, or 64? Given the 16 mob aggro cap, I do really like the Changes HC did to make the whole thing a little more realistic. I love that mobs beyond 16 attack from range but dont move. Way better than mobs just standing there doing nothing. I also liked the addition of the defense debuff for some fire powesets in AE. At the very least it’s interesting as a way that mass numbers of mobs can have an impact on a very tough hero. To be clear, I’m not talking about increasing the number of mobs that can be taunted, but rather the number of mobs that are allowed to move. P.S. I'd also drastically reduce the duration of aura taunts to something like 2 seconds. This would prevent a tank from merely jumping around the area for their taunt aura to hit mobs and would prevent the tank from controlling all the aggro. This way taunt auras still keep the baddies next to you, focused on you, but can't really be used to control over 16 mobs.
  11. For the record, I NEVER felt that way when I was on a team with a herding tanker back then. See, my job as a blaster was to take all those gobs of mobs down fast! Although there wasn't an aggro cap, there was no way a tank could stop a group of 90 mobs from attacking and killing the rest of the team. It took teamwork to make it work, and when it did it was incredibly efficient... and exciting! As a defender, it was my job to keep everyone safe, and that wasn't easy when 90 mobs are attacking in full aggro. Same for a controller. For scrapers, it was like wailing away in a mosh pit! Freakin exhilarating! Not at all risk free. Frankly, it was this that started me to evolve stronger and stronger toons, no matter what AT I was playing. If the team made one misstep, teammates would die... and fast! Herding made it ridiculously dangerous! And when we prevailed, we had bested something BIG! A huge gaggle of berserker mobs! Timing was extremely important. The team had to wait until all the mobs were focused on the tank or the team would wipe. As it was, after the first attack, mobs would always peal off of the tank and hunt other teammates down. As a herding tank, it was super important to not just stand there and let the mobs pummel you, but rather jump around to intercept mobs about to attack teammates. It was hectic! And fun! That's said, I ran with a team who understood the tactics and the danger involved. I had a great SG filled with expert players. However, Herding on a PUG was often a disaster. Many players were unfamiliar with the tactic. So many PUG players were overwhelmed by the huge group of mobs. The mob's onslaught was brutal and fast! These PUG players hadn't built their toons to survive a situation where 30 mobs could turn and rush them. Many PUG teammates died instantly. Some quickly learned how to make the situation work, while others quit, thinking that what the tank was asking of them was crazy! "No one could survive that!" they'd say and quit the team pissed. Now my SG might have been a little odd. We liked to pull the entire mission map at once. Get a TON of mobs in the mosh pit! We didn't mind waiting around for the tank to do it because the coming battle was going to be a doozy! Freakin awesome! The special effects flying everywhere alone was awesome! It took many small battles, and made them EPIC! But not everyone did as we did. Some saw how much easier it was to keep a team safe by herding, and although they didn't herd the entire map like we did, they still used the technique for small groups. Let the tank herd. Let the tank take the alpha attack. And here I can see where some would get bored. I know I would. With a small group of mobs the tank was able to keep all of them on him without fail. The payoff was the EPICness of the coming battle, but if it was never epic, then yeah. I can see that. Still, I'm sad they took away the ability for us to turn many small battles into one epic one when the aggro cap was implemented. But whatcha going to do? COH is still a good game, and everyone once in a while a battle does still become epic. Just saying, it wasn't bad for everyone, and indeed wasn't all bad.
  12. If I were a dev, I would lament that I don’t have an artist to make all my ideas come true… and then go sit in a corner.
  13. Just use the knockback to knock down global proc enhancement in that set. Then slot the others as desired.
  14. OK. I've written up an article for using colors at the wiki. Please check it over and let me know if you have any suggestions, additions, etc. https://homecoming.wiki/wiki/User:BlackSpectre/Testthis2
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