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BlackSpectre

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  1. Hi, The old VidioTmaps had enemy spawn locations on their maps. If you can read these old, low resolution images, you should be good. https://homecoming.wiki/wiki/Category:VidiotMaps Also, I have this excel file called Enemies and Zones Master Chart. I have no idea where I got it (twas a long time ago), but I remember using it. The problem is that it's an OLD excel file that uses Visual Basic to work. If there's anyone out there that knows how to get this working, or convert the file over to a modern format with, or even better, without Visual Basic macros, that would be AWESOME!! The file is attached.. . Enemies and Zones Master Chart.xls.zip
  2. This reminds me of a commercial I made for my radio station back on Live... 🙂 https://drive.google.com/file/d/1RQzO0D6-IA6NJJutxI3hKl8SEzETRTPv/view?usp=sharing
  3. Loving Blackwing! The more dangerous, the better! Keep that trend going, guys! Make players work for the rewards they get! Surprise them! Mix it up! Do it! 🙂 May I offer a suggestion for the zone boss? Instead of an immobile/frozen giant monster circling around a single building... how about perching them on top of the building with extreme perception distance and aggro always on? Kind of like a look out perch. When they jump through the air to attack players, give him an ominous and loud rumbling and fire animation like a meteor as he streaks toward them? Maybe it would be a travel and attack power called Meteor Slam? And when he lands on the ground, a huge impact explosion. Make him... DANGEROUS! A threat to be reckoned with! Incidentally, I went with a random pick up group to defeat that GM after we finished one of the repeatable missions... and the GM was pretty easy to defeat. It didn't take long either. I might have lucked out by having just the right powers in the team, dunno. All I can say is my first impression is that the GM wasn't very scary. It could have been strategy too. I mean, the first thing I did was force him onto the ground, then we all just pounced. Took about a minute and he was dead. As an aside, in that pick up group I mentioned, as soon as we entered the mission a couple players immediately broke off from the group to attack Blackwing solo. Unfortunately, this happens a lot in PUGs, but it was AWESOME to see their health be wacked down instantly! One died, the other retreated. They both decided to stay with the group for the rest of the missions. LOL CLASSIC BEATDOWN! Attacking as a group, though, made them easy. Maybe too easy. No one died, no one's health was reduced more than just a couple of percent. And the mob groups were defeated very quickly. Being cautious, we just attacked one group at a time. No herding. And were careful to aggro only one group. I very much like your idea of a villain group effectively defending against a player team's alpha attacks, @Cobalt Arachne. Defenses against tier 10 AOE novas, mass mez attacks, initial 10 second debuff resistance/protection/nullification (or even reflecting those back at the players... oooo, that would be cool!). What I like about it is that it forces players to change their typical tactics, and introduces some newness into the game. There's a balance though. You don't want to make them so tough that no player wants to go near them. For example, they could have very, VERY dangerous powers that have a very long recharge time and can only be used once in any battle. Kind of like player alpha attacks. So my overall suggestion is to amp up both their appearance of threat and their actual dangerousness. The -Def debuffs Blackwing has are a great step in the right direction. How about adding a big -HP AOE debuff? If true, -RES debuffs seem to max out at 20%-30%, which doesn't make them very useful against players. -ToHit and -Accuracy debuffs against players would just make combat frustrating and annoying. -ToHit debuffs and +def buffs could be implemented for a short duration time (maybe 5 secs) but then never be used again. Even hitting an enemy and doing little damage is much more satisfying than not being able to hit them at all. Think Paragon Protectors. So frustrating, and not dangerous either! You just have to wait around until their MOG dies out. Waste of time. My strategy against PPs changed for that exact reason... prioritize PPs above all others and take them out quick before they can activate MOG. Not because MOG is a threat, but because it is annoying, brings combat to a standstill, and wastes players' time. They're prioritized for all the wrong reasons. If you want to make them actual threats, buff their damage by 100% for the duration of the MOG. That would make players re-focus on forming strategic defensive positions in order to survive, or run. Just throwing out some ideas. Great job, @Cobalt Arachne and the rest of the Devs! Keep up the good work!
  4. I was in Atlas and those 3 moons just drifted across the sky never separating.
  5. I was on Brainstorm and look what I just saw! LOL
  6. I ran across this a couple days ago while looking for different version of the COH Game Manual... it's for a game called Chaosium which apparently has been around since 1975 (but I never heard of it). Looks kinda cool... https://drive.google.com/file/d/14F34VL7uuYGFTJa52EiyrPXwDgM1etVz/view?usp=sharing
  7. It just randomly switched profiles all by itself, @Troo?
  8. @Jacke, I wrote that page! LOL It's based on a post I made way back on the old live forums, and that in turn was mainly based on a post made by @Curveball in his "Incomplete and Unofficial Guide to /bind" along with info from many other forum posts. I just assembled it all. I also updated it for Homecoming by grabbing and testing all of the key names I found in the game code (once I learned how to read it). Added a lot more key names and alternate key names that we didn't know about back on live. That said, your willingness to help is much appreciated, @Jacke. Thank you.
  9. Thanks guys. I was just wondering if the buttons were disabled by an update because I remembered them working for my mouse (at least Button4), but I could be mistaken. It might have been a different mouse. So all's good. Appreciate the help. 🙂
  10. My main is translated from the paper and dice Champions. Originally, he was a martial artist with weird darkness powers... but as gameplay evolved I started relying more and more on his dark powers. So when it was time to translate him into COH, the game wouldn't let me take Dark Miasma, Dark Blast, and Martial Arts. I had to drop martial arts, but since he was mostly using the dark powers anyway by the end of the Champions run, it was OK. It's still in his origin though. 🙂 So yeah, you probably won't be able to translate it perfectly, but overall it should work.
  11. Yeah, the fame thing could have been really cool, depending on how they implemented it. I'm guessing it morphed into the leaderboards that were on the Community Information kiosks scattered around the city. But even that got removed due to abuse and performance issues around Issue 13. https://homecoming.wiki/wiki/Community_Information_Kiosks However, my understanding has always been that inf was our fame/infamous factor. Or maybe that too got morphed in the final version? They mention "money" but as far as I can tell there is no money in COH at all! Like in the Star Trek universe where reputation is the main currency, I figured inf was basically the same thing. They would have to have figured out how to make fame more "common" or individualized. Probably based on some fixed criteria rather than relative to other players. Competing for a rank on one server that holds over 10K players isn't going to make a lot of players feel very good. 1 out of 10K, sure... but then what would be the point? I know I didn't care about the leaderboards at all back on Live. The fame is still in place, at least a little. NPCs do mention our names after we've done certain missions. I wish it was a little more in your face, though. A little more noticeable. It would be really cool if fame could alter the world at large. Completely change how certain villain groups behave toward you. Not just text, but actually changing their tactics or reactions based on your fame. Some would run away. Some would see it as a challenge and come running full force at you. Some would attempt to negotiate to get out of a fight, some would totally dis you or maybe ignore you cuz your fame is so low... etc. Would be cool. Oh man! Just having a ton of NPC rushing you to get your autograph, surrounding and hounding you would be really cool!
  12. So 4 & 5 still work for you? OK. Cool. Not sure what changed with my mouse, but I'm glad they're still working for someone. 🙂
  13. Hey all, I was messing around in the KeyMapping options and discovered that my extra mouse buttons aren't being recognized anymore, and they don't seem to work in binds. Do any of these work for you? BUTTON 1 BUTTON 2 BUTTON 3 BUTTON 4 BUTTON 5 BUTTON 6 BUTTON 7 BUTTON 8 Lbutton, Mbutton, and Rbutton still work...
  14. If binds or macros are you thing... there are 2 note commands, /playernote and /playernotelocal. Of the two, /playernotelocal is by far the more useful one as it doesn't matter if the name you enter is a local or global name. Just type the name in and it will figure it out. https://homecoming.wiki/wiki/Playernotelocal_(Slash_Command) One weird thing about this command is that it doesn't take the chat variables, so you can't use $target to automatically enter the targeted character's name for the command. However, /GetGlobalName uses the chat variable just fine. Weird.
  15. Use the slash command /screenshotui to both disable (0) and enable (1) the UI. https://homecoming.wiki/wiki/Screenshotui_(Slash_Command)
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