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  1. Island Rum x64 does not appear to recognize the Logitech G502 gaming mouse's buttons 4 & 5 on my Mac running Catalina. I tested the mouse using an old windows 10 laptop, and Tequila appears to recognize the buttons fine. I am running the most recent version of the Logitech Gaming Software, which has been discontinued in favor of their new server based Logitech Gaming Hub software. I have also tested the mouse with the Logitech Gaming Hub and Island Rum/COH didn't recognize buttons 4 & 5 either. The new Hub software is oddly not compatible with all of Logitech's gaming mice. The mouse has 2 modes, an on-board memory mode, and a software based Automatic Game Detection mode. Using the on-board memory mode, Island Rum appears to recognize buttons 4 & 5. However, using the Logitech Gaming Software in Automatic Game Detection mode, it no longer sees buttons 4 & 5. This leads me to suspect Island Rum is not utilizing the Logitech Gaming Software in order to configure the mouse device but rather using the MacOS device configuration settings (which is nowhere near as robust as in Windows 10) ... but I am absolutely no expert. Using the mouse in Automatic Game Detection mode instead of the on-board memory mode brings with it many more features and capabilities, not the least of which is the ability to save all of the custom button settings and binds in a file and store it on the computer, both for safe keeping and to transfer settings between devices. It's pretty much essential. One solution might be to install the Logitech Gaming Software inside of Island Rum, so that it is running the Windows version in the same environment as the game, but I have no idea how to do that to test it and must defer to the experts. Or maybe there is a setting inside Wine or other software that could be installed to allow COH to see the buttons...? Please help. Thank you.
  2. These are really good points. @ABlueThingy, you've won me over. And thank you to everyone else who chimed in, especially @Doc_Scorpion who pointed out "What you're asking for is to be able to battle huge groups with significantly increased safety and significantly reduced risk." My whole premise was based on the idea that larger groups add more risk and challenge, but if a tank HOLDS that aggro (meaning prevents mobs from attacking other teammates), it's not really any more risk. I was too focused on using the ability to hold aggro as the way to gather large amounts of mobs to attack the team, and too stuck on the aggro cap as the reason why we can't do this. So I guess I'm asking for 2 things: 1. The ability to gather many more mobs (but not "hold" their aggro) 2. The ability for a tank to taunt/aggro any mob even if at aggro cap I imagine gathering more mobs would look somewhat like the ability for any archetype or character to receive the aggro of an unlimited number of mobs but with reasonable time, distance, and perception constraints for the mobs to aggro and remain aggroed as well as other factors such as closer players or other threats that mobs may choose to attack instead. Is this what would be considered the "game engine" or the AI? I have a sinking feeling that this might be beyond the ability for SCORE to change, considering limited resources. In fact, I'm not even sure anything needs to be changed. I might be describing exactly how the game currently operates if there was no aggro cap and no ability to hold aggro? In any case, the aggro cap still feels incredibly artificial and awkward, even absurd when you're in a mob's face jumping up and down and they do nothing because you're at the aggro cap. I'm wondering if a small change to the mechanics of the aggro cap would help make things feel more natural? What if the nearest mobs and the ones most recently attacked were always aggroed but if the cap has been reached, the earliest aggroed mobs drop off and lose aggro? Kind of like a revolving door. One goes in, another goes out. This would restore a tank's role as protector of the team. It would force strategic thinking on the tank. "If I try to grab the aggro of the mob attacking my defender, I know a mob that I currently hold will lose aggro and might attack my controller who is nearby," etc. Then it would be a mad rush to try to keep all the mobs off of the teammates. It would be a challenge, and would make the game much more fun for a tank and the whole team... but especially for the tank. Currently, if a tank is at aggro cap, and a mob is attacking another player, the tank can do absolutely nothing to help his teammate. It's not heroic, it's impotent. Powerless. Lastly, I just want to apologize for taking almost 3 months to reply. Real life got in the way and I had more important fish to fry. I think my last post was on March 15th, which is exactly when the pandemic started, schools closed, and life was thrown out of balance. I also was starting to feel a bit discouraged with all of the beating a dead horse comments and hostility, and I needed to take a break from that as well. I sincerely see some real problems with the game, and wish to help improve the game. If my solutions aren't the best, I'm completely open to suggestions and alternatives.
  3. Ok. Thanks. What I'm noticing is that mobs are hitting me way more than they used to. I'm at 47% defense. So I was wondering if it's just RNG or if something is amiss? It's been pretty consistent. And if something is broken in the game how would I test it?
  4. Hi, this week something very odd has happened. Buttons 4 & 5 are no longer working in COH. I'm using a Logitech G502 USB gaming mouse. I've uninstalled and reinstalled the Logitech software, rebooted several times, and have tested those buttons outside of COH and they work fine. I'm running Island Rum on an iMac running MacOS 10.15 Catalina. I just tested it using Tequila on a Windows 10 laptop, and the mouse buttons are working fine in COH there. In all honestly, I'm at a loss. Can anyone help? Thanks. UPDATE: It took me all day but I finally tracked down the change that make everything not work. I have a Logitech G502 Gaming mouse. It's been, unintentionally, set for ON BOARD MEMORY. I discovered that last week. I much prefer the ability to make and save custom profiles so I switched it to AUTOMATIC GAME DETECTION. I didn't realize that's what happened becuse I was attributing the problem initialy to lag... the servers have been very laggy lately. The solution for the game to see buttons 4 & 5 is to turn on the On Board Memory. Solved. Kinda. Why the game doesn't see the mouse buttons when AUTOMATIC GAME DETECTION is on is another problem I'd like to solve so I can save the programmed keys I have in a file. Anyone know that one?
  5. There's something odd going on with Ranged Defense. Is there a way I can test it?
  6. The Masters of BAF, Part 2: A Badge Guide Badges awarded from participating in the Behavioral Adjustment Facility incarnate trial are fairly straightforward to achieve. There are 6 badges in all, including the elusive “Master of the B.A.F.” badge which is awarded upon securing all of the other badges. The following is a strategy guide for obtaining all of these badges, including useful information, advice and tips. Most of what you need to know to run a BAF has already been covered in the previous guide, “The Masters of BAF: A Guide for Leaders and Players,” so this guide will focus on information specific to earning each badge. The 6 badges that may be earned by participating in a BAF are: Behavior Adjuster Not On My Watch Alarm Raiser Gotta Keep ‘Em Separated Strong & Pretty Master of the B.A.F. The first 3 badges are the easiest to acquire. So easy in fact that you hardly have to do anything other than participate. The “Behavior Adjuster” is earned simply by completing a BAF. “Not On My Watch” is earned by preventing every prisoner from escaping, and the “Alarm Raiser” badge is achieved by never disabling a guard tower. "Master of the B.A.F" is achieved merely by acquiring the other 5 badges. Stopping every prisoner from escaping is a goal pursued by almost every BAF, and it occurs often enough that you don’t have to worry. Most leagues tend not disable any guard tower. It’s just too much hassle! This means there are only 2 badges we need to discuss… “Gotta Keep ‘Em Separated” and ”Strong & Pretty.” GOTTA KEEP ‘EM SEPARATED “Gotta Keep ‘Em Separated” is the easiest of the last two badges to achieve. All the league has to do is defeat each archvillain where they spawn. If either AV moves too far from their spawn point at any time during the trial, the league will not be awarded the badge. Other than that, everything else in the trial is exactly the same as a normal BAF run. Defeating the archvillains does change the flow of the BAF a little, so let’s start there. Phase 1 – Defeat 40 robots This is exactly the same as running a normal BAF. Phase 2 – Defeat Nightstar Instead of heading to the tennis courts, the league needs to quickly go to where Nightstar has spawned on the east side of the map and defeat her there. The biggest problem when doing this is the guard towers. Their energy beams do a ton of damage and they will attack the league at that location. To help prevent this, you’ll want to move between the two buildings behind where she spawns, and move against one side or the other to avoid the energy beams. Don't pull Nightstar any farther than just inside the front of the two buildings. This doesn’t stop all beams from hitting players, but it does significantly reduce the number of times that they do. Another thing you might want to do is to ask 1-2 players to disable one or both of the guard towers on either side of you. Clicking on a control console located at the base of the guard towers will disable a tower for 30 seconds, after which it resumes attacking unless it is disabled again. Personally, I only disable the guard towers if many players start to die because by doing so you prevent the league from getting the “Alarm Raiser” badge too. Most of the time, healing buffs and tanks taking the brunt of the attacking guard towers is the only thing that’s necessary. Phase 3 – Stop Prisoners from escaping This is exactly the same as running a normal BAF. Team 1 North, teams 2 & 3 South. Phase 4 – Defeat Siege Move the team to where Siege spawns on the west side of the map. Bring the league into the open hanger and fight him there. This will protect the league from guard towers. You will need a tank with taunt to prevent Siege from moving out onto the lawn where the guard towers can attack the league ('cuz, you know he’ll try to do that. He’s just that evil). Try not to pull Siege too far from his spawn point. Just inside the front of the hanger is a safe bet. Phase 5 - Defeat both Siege and Nightstar simultaneously Ask team 1 to quickly go attack Nightstar and ask teams 2 & 3 to defeat Siege. Team 1 will break off from the league and travel as quickly as possible to Nightstar. All league members need to watch the AVs’ health bars and keep them even. The AVs still need to be defeated at the same time (within 10 seconds of each other). When they are both defeated, the trial ends and every player on the league will be awarded the “Keep ‘Em Separated” badge. LEAGUE COMPOSITION A little more preparation is necessary before you attempt this badge run. You’ll want to distribute the +3 players evenly among the teams, as usual, but if you have more than nine +3 players (3 for each team), put all the extra +3's on Team 1. make sure that Teams 2 & 3 have at least one tank with taunt to prevent Siege from moving too far from his spawn point. Team 1 will have to defeat an AV all by themselves, so you’ll want to load-up Team 1 with high damage dealing, heavy hitters, and one healer. If you have an extra tank you can place him on Team 1 so he can take Nightstar’s aggro, as well as the aggro from the guard towers. The healer will heal anyone hit by the guard towers and AV. LEAGUE DIRECTIONS AND MACROS I recommend you make macros to communicate instructions to the team. Besides, you can use some of the macros you’ve already created for normal BAF runs. Since badge runs like this are uncommon, you need to front-load the league with information about the differences for the run. Below is what I consider the minimum information and directions that need to be given to the league: /macro "KES1" league THIS IS A BADGE RUN FOR "GOTTA KEEP ‘EM SEPARATED." THE BAF WILL PROCEED NORMALLY EXCEPT FOR ONE THING, WE NEED TO DEFEAT THE AVS WHERE THEY SPAWN. /macro "KES2" league IN THE LAST BATTLE AGAINST SIEGE, TEAM 1 WILL BREAK OFF FROM THE GROUP AND GO KILL NIGHTSTAR, WHILE TEAMS 2 & 3 TAKE CARE OF SIEGE. WATCH THEIR HEALTH BARS AND TRY TO KEEP THEM EVEN. WE WILL NEED TO DEFEAT THE AVs AT THE SAME TIME /macro "KES3" league FIGHT NIGHTSTAR JUST BETWEEN THE FRONT OF THE TWO BUILDINGS WHERE IT IS SAFER (BUT NOT COMPLETELY SAFE). FIGHT SIEGE JUST INSIDE HIS HANGER WHERE IT IS SAFE. DON'T MOVE EITHER AV TOO FAR FROM THEIR SPAWN POINTS /macro "Bots" league KILL 40 BOTS THEN KILL NIGHTSTAR /macro "Nightstar" league GO KILL NIGHTSTAR /macro "Choke-points" league TEAM 1 TO THE NORTH PATH, TEAMS 2 & 3 TO THE SOUTH PATH. FORM A TIGHT GROUP TO LEVERAGE AOES. SUMMON LORE PETS AT 5:05 AND SET THEM TO AGGRESSIVE. STOP ALL PRISONERS FROM ESCAPING. /macro "Siege" league GO KILL SIEGE /macro "Team1" team TEAM 1, GO KILL NIGHTSTAR!$$league TEAM 1, GO KILL NIGHTSTAR! /macro "Even" league KEEP THE AVs' HEALTH EVEN$$league KEEP THE AVs' HEALTH EVEN /macro "Slower" league SLOW DOWN ON $TARGET. Team 1 has a very important role in this badge run, so spend a little extra time with them to make sure they understand what to do. And that’s it. There’s not much to it. After the BAF is completed, ask the league if they received the badge to confirm. STRONG & PRETTY “Strong & Pretty” is the most difficult BAF badge to achieve. Not because the task is difficult, but because the entire league must be alert and coordinated. If they’re not, the badge run will fail. Everything in this badge run is the same as a normal BAF except for the last battle against the two AVs. In order to get the badge, the AVs must be simultaneously defeated while none of their minions and reinforcements are alive. This requires prepping the AVs so they may be defeated quickly when the time comes, and it will require split-second timing. AFK CHECK Once the league is formed, ask the players to meet you across the pond. This is an AFK check. There's no sense going through instructions if no one is reading chat. It also helps players shake off the cobwebs and get ready to be at the top of their game. For those players who are discovered to be AFK, you can send them a private tell asking if they are there. You can also let the league know the player is AFK, and that the league will be waiting a short time for the player to return. How long you wait is up to you, but I would recommend at least one minute. If you decide to start briefing the league while the player is still AFK, send them a tell letting them know they missed the instructions and to ask another player what to do. It's up to you whether or not you want to kick the AFK player from the league. Once you queue up the league to start the BAF, if the AFK player does not click the green button within 60 seconds, the game will boot them from the league anyway. (See the League Directions and Macros section below for an alternate method to do an AFK check.) FLOW OF THE BADGE RUN Phase 1 – Defeat 40 robots This is exactly the same as running a normal BAF. Phase 2 – Defeat Nightstar This is exactly the same as running a normal BAF. Phase 3 – Stop prisoners from escaping This is exactly the same as running a normal BAF. Phase 4 – Defeat Siege This is exactly the same as running a normal BAF. Phase 5 – Defeat both Siege and Nightstar simultaneously while there are no minions alive *This is where it gets interesting!* STRATEGY FOR PHASE 5 In order to accomplish this phase, the league must achieve 4 objectives: Defeat both archvillains simultaneously Defeat the AVs while no minions are alive Defeat the AVs in under 15-20 seconds Defeat the minions or reinforcements in under 10 seconds STEP 1: PREPPING THE AVs – REDUCE THIR HEALTH TO 6% The first step is to prepare the AVs so it's possible to defeat them in under 15-20 seconds. The league must engage the AVs and bring both their health bars down to about 6% health, and then cease the attack. Make sure players know that the AVs can not be damaged further. One of the most common reasons why this badge run fails is because players continue to attack the AVs and defeat one or both of them. Pets often defeat the AVs too, so make sure players know to pull back their pets at this point. Keeping the AVs together is not really optional as it is in a regular BAF run. It's very important to keep the Avs side by side so that the full force of the league's AOEs, debuffs, and buffs may bear down on them. It is also much easier to defeat the AVs simultaneously if they are together. When it's time to defeat the AVs the league will need every advantage because only 2/3rds of the league will be attacking the AVs. STEP 2: TEAM 1 - KILL ALL MINIONS AND MOVE TO THEIR SPAWN POINT Ask Team 1 to clear all of the AV's minions from the battlefield, and then split off from the rest of the league to go to the minion's' spawn point at the North door. They need to defeat every spawn extremely quickly, and they are all bosses. The AVs' minions or reinforcements spawn every 30 seconds, and there is a countdown clock near the bottom of the Behavioral Adjustment Facility window. The window of opportunity to defeat the AVs only appears when all the minions have been defeated. That means the minions need to be defeated in less than 10 seconds in order to give the league enough time to defeat the AVs. Fill up Team 1 with heavy hitting damage dealers and possibly one tank. They need to be your strongest team and be able to dish out insane DPS (damage per second). Blasters, scrappers, masterminds, peacebringers, brutes, etc. are all ideal candidates. STEP 3: MONITOR MINION BATTLE AND GIVE LEAGUE ATTACK SIGNAL The league leader has a very important job to perform as part of Team 1, and it's not to help his team defeat the minions. Instead, the leader must stay at a distance to determine when all the minions are defeated, while at the same time keeping an eye on the amount of time remaining before the next reinforcements spawn. Often there is so much action in the battle that it can be difficult to see if there are any minions still alive. The tab key is your best friend right now. Use it to target enemies, and continue to press the tab key multiple times until you no longer can target an enemy. When that happens, all the minions area dead. The time for the rest of the league to attack the AVs is when there is still about 20 seconds on the countdown clock before the next reinforcements arrive. That will give teams 2 and 3 enough time to eliminate the AVs. If the minions are all dead, and if there is at least 20 seconds on the countdown clock, give the league the signal to attack the AVs. Ask Team 1 to go attack as well. If, by the time the minions are defeated, there is less than 20 seconds on the clock, it's a judgement call on whether or not to give the signal to attack or to wait for the next spawn. If there's less than 10 seconds on the countdown clock, just wait for the next group of minions to arrive and hopefully Team 1 will be able to dispatch them quicker next time. There is no real rush here. The leader needs to wait until the conditions are right to order the attack on the AVs. Just a matter of a few seconds can determine whether a badge run succeeds or fails. Most of the league needs to be ready to attack at a moment's notice. NOTE: An alternate method assigns the responsibility to defeat the minion spawns to another team instead of Team 1. That team's leader would then monitor the minion battle and give the signal to attack, which the league leader would also repeat. This frees up the league leader to monitor the AVs' health and help players cease their attacks. It's a great idea, but hinges on finding a player who is very familiar with the badge run and is someone you can trust. If you use this method, make sure you tell the league in the beginning that the other team will be defeating the minions and their leader will be giving the league the signal to attack. Step 4: DEFEAT THE AVs After the leader gives the signal, the league will attack the AVs and attempt to defeat them in under 20 seconds. The league needs to pull out all stops and give the AVs everything they've got! It's very rare for a league to be able to stop attacking if minions arrive before the AVs are dead. It's possible, but in most cases this is the end of the mission. Everything depends on whether or not the league is able to defeat the AVs before the clock runs out and more minions arrive. If the league is successful, ask the league to check their badges to confirm that it was awarded. If the badge was awarded, it's time celebrate! If the league was unsuccessful, the silver lining is that the BAF will still be completed and players will still get their incarnate salvage, astral merits, etc… just not the badge. Many players will be disappointed. Offer words of encouragement and praise. Let them know that their effort was appreciated, and that they'll get the badge next time. Take some time to compliment the league on any part of the BAF in which they excelled (if any) and thank them for participating. LEAGUE COMPOSITION A little more preparation is necessary before you attempt this badge run. Team 1 will be your elite special operations force. You’ll want to distribute the +3 players evenly among the teams, as usual, but if you have more than nine +3 players (3 for each team), put all the extra +3's on Team 1. Because Team 1 will have to defeat groups of bosses in seconds, you’ll want to load-up Team 1 with high damage dealing, heavy hitters. You might include a tank on the team to take the aggro and prevent the reinforcements from attacking teammates. However, Team 1 should have so much offensive force that the reinforcements will normally not have a chance to attack. In most cases, it would be better to have 1 more damage dealer instead of a tank. One of the things I've started to do recently is to move any mastermind onto Team 1. Not only do masterminds generally have high DPS, but by placing them on Team 1, you avoid the whole problem of their pets attacking the AVs when they're not supposed to. LEAGUE DIRECTIONS AND MACROS I highly recommend you make macros to quickly communicate instructions to the team. You can use most of the macros you’ve already created for normal BAF runs, but for Phase 5 you will need to issue commands to the league as quickly as possible. There is no time to type everything out. Below are the macros I use for the Strong & Pretty badge run: /macro "Meet Here" league EVERYONE MEET ME OVER HERE FOR BRIEFING /macro "S&P1" league BADGE RUN: STRONG & PRETTY. EVERYTHING WILL BE THE SAME AS A NORMAL BAF EXCEPT FOR THE FINAL DOUBLE AV BATTLE. OUR OBJECTIVE IS TO DEFEAT BOTH AVs SIMULTANEOUSLY WHILE NO MINIONS ARE ALIVE. KEEP YOUR EYE ON LEAGUE CHAT. /macro "S&P2" league BRING BOTH AVs' HEALTH DOWN TO 6% AND CEASE ATTACK. MOVE ALL PETS AWAY FROM AVs. TEAM 1 WILL GO TO THE MINION SPAWN POINT AT THE NORTH DOOR (helipad) AND QUICKLY KILL MINIONS. WAIT FOR MY SIGNAL TO KILL AVs. /macro "6% Health" league CEASE ATTACK AT 6 PERCENT HEALTH$$league CEASE ATTACK AT 6 PERCENT HEALTH /macro "Even Health" league KEEP THE AVs HEALTH EVEN /macro "Slower" league SLOW DOWN ON $TARGET. /macro "Team1 Kill" team TEAM 1, GO TO MINION SPAWN POINT AT NORTH DOOR AND KILL MINIONS FAST$$league TEAM 1, GO TO MINION SPAWN POINT AT NORTH DOOR AND KILL MINIONS FAST /macro "Standby" league EVERYONE ELSE – STAND BY AND WAIT FOR MY SIGNAL TO ATTACK. KEEP THE AVs TOGETHER. MOVE ALL PETS AWAY FROM AVs /macro "Team1 You Too" team WHEN IT'S TIME, GO ATTACK THE AVs WITH THE REST OF THE LEAGUE /macro "Attack" league KILL THE AVs NOW! /macro "Success" league OUTSTANDING! OPERATION STRONG & PRETTY WAS A DECISIVE SUCCESS. MISSION ACCOMPLISHED. The more the leader's macros stand out in chat, the better. I recommend you spam important directions 2-3 times in a row. Also, I use caps to make it easier for the league to see them. Some leaders use the Request channel to communicate with their league. It's a great idea but every member of the league will have to have the Request channel in their main Chat tab, and it's not there by default. You'll need to ask the league to add it. Then you'll want to confirm that they can read the Request channel. The fastest way to ensure that every member can see your messages in the Request channel is to use the AFK check. Before queuing for the trial, use the Request channel to ask the league to meet you in a supergroup base or Pocket D. Those locations can host both heroes and villains and are relatively easy to get to. Then queue the trial from there. It's important that you ask the league to do something that can only be accomplished by reading the Request channel. Also, moving to a different zone makes it very easy to see who can't read the Request channel and also who is AFK. If they're not in the same zone that you are, their names will be grayed out in the league window. Send those players private tells and ask them to reply to you. If they do, then ask them to scroll back and read the directions on how to add the Request channel. Also ask them to reply to you in the Request channel once they're done. Here are some macros that can be used to show the league how to add the Request channel and check that players have done that: /macro "Req1 Request Channel" league I WILL BE USING THE REQUEST CHAT CHANNEL TO COMMUNICATE WITH YOU DURING THE TRIAL. PLEASE MAKE SURE THE CHANNEL IS IN YOUR MAIN CHAT TAB$$request Testing… if you can see this you're set. /macro "Req2 Instructions" league To add the channel, right-click on the main Chat tab in your chat window and select Edit Tab. Then scroll down the right column until you see Request/Auction. Select that and click the << Add button at the top. Click OK /macro "AFK" request Please meet in the SG base below. We will be starting the BAF from there. To get there, in the chat box type: /enterbasefrompasscode COSMICTRANSPORT-6608 Any SG base will do, the above is just an example. If you're playing on the Excelsior shard of the Homecoming server, this community SG base above will totally work. Lastly, all of these macros are written in my own style. Feel free to re-write these macros to match your own style. EPILOGUE Once you have all 6 BAF badges, you will truly be a Master of the B.A.F. I hope this guide will encourage more players to attempt BAF badge runs, as well as lead them.
  7. Needed info: Manufacturer: NVIDIA Model: GeForce GTX 680MX Operating System and version: macOS 10.15.4 Does the game load (and error you get if not): Yes it loads Optional info you like: Driver Version: Monitor Resolution: 2048x1152 Multi-monitor?: no Graphics Preset Used: default Overall experience (any stuttering, glitching, etc or smooth sailing): I can see through walls and other objects while in missions. Also some coloring on characters was unrecognized. Many settings in Graphics/Display in Options are not available. Any steps taken to resolve issues you encountered (both those that worked and those that didn't): I asked some friends to tell me what color my characters' costume seems to be to them, and then altered it in the costume editor more or less blindly.
  8. Hi, After poking around the .pigg files in the Homecoming folder, I discovered that Piglet is unable to convert the power icons for 2 sets: Psychic_Energy and Tacticalarrow. I did re-validate all the game files just to make sure. When clicking on any of those icons, Piglet gives an error. This doesn't happen with any of the other icons. I'm just pointing out there is something different with the icons files for those sets.
  9. Here are the power icons from when COH was live and the new Homecoming power icons in jpeg form. The file names are the names you need to make the macros work (sans the .jpg extension at the end). https://drive.google.com/file/d/1jghr56jjEz0IdtBNju9Jn47ESZ2aNJHa/view?usp=sharing If you view the folders in thumbnail or icon view with Windows Explorer or Finder, it's a really nice way to find the power icon name you want. Way, way better than the google spreadsheet that I've ran across by googling. In that sheet, the images rarely loaded in. I ended up making/editing icons for 2 Homecoming power sets. There's something in the new pigg files for the Psychic_energy and Tacticalarrow sets that keeps crashing the Piglet pigg viewer. The icons I made are not as high quality as the ones from the game files, but they do the job.
  10. You are so right! Oh man! It happens so infrequently, I completely forgot to mention that prisoners can confuse players! It's been a non-issue with coke-point. From ParagonWiki: "Prisoners possess Mindwash Contagion, a PBAoE chance for low-magnitude confuse." The only times I've been confused is when I was hunting down prisoners that broke through the blockade. It's only a little annoying. The confuse doesn't seem to last very long, 1 to 2 attempts to unsuccessfully target, and usually on the 3rd attempt I'm able to target the prisoner again. The first time it happened took me by surprise! "Hey! What's going on???! ... Oh. Confused. Nevermind." LOL Thanks for the comments.
  11. The Masters of BAF: A Guide for Leaders and Players Leading BAFs is very easy. All you need to know is the general flow of the trial, a little about team/league composition, and have a strategy. I’ve been doing BAFs a long time, so I figured I might as well share some of the wisdom I’ve gleaned. Everything you need to master the BAF trial is in this guide. BAF is an acronym for Behavioral Adjustment Facility, and it is an entry level incarnate trial. It’s also one of the easiest and fastest, lasting only 20 minutes. All you need to be is level 50 to participate. The trial is initiated by clicking on the LFG window above Chat, selecting the Incarnate Trials tab, and scrolling down to select the trial. I need to mention here that there is a bug that will often boot players from the league if the league is “locked” in the LFG window. There are times you may want to lock the league, especially if the teams are not full. Just be aware that some players could be dropped. Once zoned into the BAF, you may re-invite them (or anyone). If a team is not full and the league is queued up to enter the trial, the team-up teleporter is supposed to wait a few minutes to give players a chance to queue up in the LFG queue and join the league. Unfortunately, there’s a long-standing bug that can randomly increase the wait time from just a few minutes to more than an hour. The best way around this is to fill up the teams before you queue up the trial. This will reduce the wait time to mere seconds. Tip: If you get disconnected, get mapserved, or otherwise get booted from the league, check the LFG window first. You can often rejoin the event that way. Otherwise send the league’s leader a tell and request they re-invite you. Within a couple seconds of zoning into the BAF, a one-minute cutscene of Nightstar and Siege explaining their evil plans to Mother Mayhem will play if there is someone on the league who has not successfully completed a BAF, otherwise it will be skipped. There is actually some confusion about why the cutscene sometimes does not play. Theories I’ve heard are: 1) if no one enters the BAF through the door, and everyone jumps over the wall, then the cutscene won’t play, and 2) cutscenes are supposed to play every time, but they don’t because it’s a random bug. Thanks to @Piyerus, I found the old patch notes from when COH was live that specifically mention that the cutscenes in incarnate trials are skipped if everyone on the league has successfully completed that trial. 1 Now that that is settled, let’s start with the flow of the trial. THE FLOW OF A BAF From start to finish, a BAF may be divided into 5 steps or phases. Phase 1- Kill 40 robots From your spawn point, jump over the wall or click on the door to enter the BAF. Warworks robots are littered across the lawn. Defeat 40 of them. Phase 2 – Defeat Nightstar Nightstar spawns on the East side of the map. Get a volunteer to pull Nightstar to the center of the tennis court where the guard towers can not attack the league. Nightstar is a little bloodthirsty. You just need to get her aggro once and she’ll hunt you down all the way to the tennis courts. If you run, she’ll run. If you fly, she’ll fly. The biggest danger here is the guard towers. On your way back to the tennis courts, you will likely be hit by one or both of the guard towers on each side. Most of us can take one hit, but after that it gets dicey. You’ll want a puller with very high damage resistance and very high defense (at cap on both if possible). Tanks and brutes are ideal, but other archetypes can pull too. It all depends on their builds. Having someone to heal the puller, or buff them with a ton or resistance and defense, can help a lot. If the team lacks any players with high defense and resistance, you can disable the North guard tower by clicking on the control console located at its base. This will give the puller free reign of the entire north half of the lawn and provide safe passage. If you do try to disable a tower, you’ll need to do it very quickly before the tower has a chance to target you. Disabling a guard tower will prevent the league from getting the “Alarm Raiser” badge, but depending on the league it may be preferable. You can also split the guard towers aggro to reduce the number of times a player is hit by asking at least 2 players to pull Nightstar. Another trick you can try is to throw out a pet as cannon fodder to take the aggro of the towers while you quickly make it back to the tennis courts. Alternately, players can volunteer to do the same thing and sacrifice themselves for the good of the league. Guard towers will lock their sights on a single player and continue attacking until that player is defeated or out of range. Then they will move on to the next unlucky contestant. The good news is that there will almost always be someone on the league who can take the brunt of the towers’ attacks and pull Nightstar without incident. It is so common, in fact, that the tips and tricks I mentioned above are mostly academic. Tip: You can target the AVs quickly by clicking on their health bars in the Behavioral Adjustment Facility window. Phase 3 – Stop prisoners from escaping If 20 prisoners escape the mission will fail. If less than 20 prisoners escape, every player will be awarded an Astral merit. If no prisoners escaped, players will be awarded an additional Astral merit and a badge. Split up the league here. Team 1 North, teams 2 & 3 South. Stay in tight groups. Set all pets to “aggressive” so that they attack the prisoners. The escape lasts for 5 minutes. A timer begins counting down at 6 minutes, giving the league 1 minute before the prisoners start running. Incarnate Lore pets on the South team need to be spawned no later than 5:05 since prisoners begin to exit the door beside the team at 5:00. The doors are further away from the North team, so they have about 10 seconds additional time to spawn their pets. Lore pets will remain spawned for only 5 minutes and then they will disappear. From 2 to 10 prisoners spawn from each door every 10 seconds. Prisoners have very high mez resistance against everything except knockback. Holds, taunts, sleeps, etc. just don’t work on them. Slow and immobilize do work on the minions but usually don’t affect the lieutenants. Lastly, prisoners have a proc for a low magnitude PBAOE confuse called Mindwash Contagion that they can use against players. If you’re unlucky enough to get confused, don’t worry. It only lasts for a couple seconds. It’s rarely an issue, but it’s good to know just in case you suddenly can’t target one of the prisoners. Phase 4 – Defeat Siege Siege spawns on the West side of the map. Ask a volunteer to pull him to the center of the tennis courts or wherever the body of Nightstar is laying. Siege will lose aggro half-way to the tennis courts, so you will need to aggro him twice to get him there. Having high resistance and defense is very helpful here. The biggest threat is Siege’s minions. When all of them hit you with a constant barrage of energy fire it can be surprisingly effective at taking down your health bar. It’s best to stay far away from them if you can. Keep moving. Once back at the tennis courts, defeat Siege. Phase 5 – Defeat both Siege and Nightstar simultaneously Both Siege and Nightstar will revive where they were previously defeated. Try to keep the AVs together. Watch their health bars and try to keep them even so that you may defeat the AVs at the same time. If one AV is defeated before the other, the league will have 10 seconds to defeat the second AV. If the league is unsuccessful, both AVs will revive and the team will have to fight them all over again from full health. The AVs will continue to revive until the team is able to defeat them simultaneously. Once both AVs are defeated, the trial ends. Tip: If running the BAF again, make sure the Lore pets have recharged before you queue up. You might ask the team to tell you how much longer until the pets are recharged, or you could go into the game’s Options --> Windows tab --> scroll down to BETA to enable the recharge timers on your own Lore pet. On average it takes about 2.5 minutes to get from the start of the BAF to the prisoner escape phase, but I’ve been on a couple leagues that were able to advance to that phase in 30 seconds. It takes a little time to for the league to queue up and press the green button, so starting the BAF when the Lore pets still have 1 minute left to recharge is a safe bet. STRATEGY: CHOKE-POINTS Strategy comes into play most during the Prisoner Escape phase of the trial. There are at least 2 strategies for completing this part of a BAF, Door Sitting and Choke-points. I’m going to write about the choke-point or blockade method. The idea is to establish 2 choke-points or blockades to prevent running prisoners from escaping. One choke-point is located in the middle of the path, North of the tennis courts. The other in the middle of the path, South of the tennis courts. In many ways the choke-point strategy is much simpler than the door sitting strategy. Door sitting requires the league to be split up into 6 different groups, each guarding one of the 6 doorways that spawn prisoners. Whereas the choke-point strategy only requires 2 groups. The prisoners’ confuse power is much more of an issue with door sitting as well. Further, most everyone is facing the doors while door sitting, so any prisoners that might have gotten through a different player group are easier to miss. With choke-points, all players are right dab in the middle. No prisoners can get by without players seeing them. The exception is that once in a long while, knockback will unknowingly throw a prisoner between buildings. The prisoner then gets up and runs to freedom behind the buildings where no one can see them. It’s rare, but it happens. The beauty of the choke-point strategy is that it utilizes the AOEs from Lore pets. The idea is, as prisoners run into the team, they are instantly vaporized by the AOEs. A constant stream of 2-10 prisoners at a time may run into a choke-point. Theoretically, with enough Lore pets, players could just stand around twiddling their thumbs during this phase of the BAF. Needless to say, it is very important that the Lore pets are huddled together in a tight group so that their AOEs overlap, which means that players also need to form a tight, compact group. If players can do this, and with enough Lore pets, success is all but guaranteed. This is also where teams typically fall down. Once in a while a player will be seen standing in front of a door attacking the prisoners who spawn out of it. They all think they’re doing their part… defeating a portion of the prisoners and preventing those they defeat from escaping. The problem is, however, they are not helping to stop all the other prisoners, only those few at the one door. Further, there is a much greater chance for players to be affected by the prisoners’ confuse power while at the door. If you’re spending half the battle confused, you are not helping. The choke-point strategy is a team effort, not an individual one. It requires all players to be on deck, watching out for and defeating every prisoner. Some players figure that the prisoners they stop at the door will reduce the number of prisoners that the rest of the team needs to stop… but doing so is utterly unnecessary and wasted effort. Without the door sitter, the prisoners would merely run into the team and be instantly vaporized en mass. So not only does a door sitter’s efforts make no difference whatsoever, they are also otherwise preoccupied and are not helping the team stop every prisoner from escaping, and there are times when every single player is needed. There is always an exception, though. In all my time leading BAFs, I have only seen one player be able to shut down an entire door by himself and defeat every single prisoner spawned from that door. He was a spines/fire brute, and man was it impressive! In this one case, it’s worth it to have one player split off from the group and single handedly defeat 25-50% of all prisoners a team would need to defeat. Typically, if a team spreads out along the sidewalk rather than forming a compact group, it will spell doom for the league. Once in a long while, however, a team manages to pull it off. The leader of a BAF should not be too rigid in their thinking and should keep outcomes in mind. If players are not following the strategy exactly, but things are working out fine, then let them be. Everything’s going well. A team also needs hunters to chase down any prisoners who manage to get past the blockade. The ideal candidates to do this are those who do not have Lore pets but do have very high damage single target attacks. This is only ideal, however. A player with a Lore pet may often chase down a prisoner as long as they return to the group ASAP. It’s a trade-off. You weaken the group momentarily by taking your Lore pet away, but you save the group by stopping a prisoner who otherwise would have escaped. It involves a fair amount of risk, but as long as a player is aware that by chasing after the escapee they may have allowed more prisoners to get past the blockade, the trade-off usually pays off. As a rule of thumb, however, try to keep the Lore pets together as much as possible. STRATEGY: STAY IN A TIGHT GROUP WHEN FIGHTING ARCHVILLAINS Archvillains and their minions do a lot of damage. Players need a team’s abilities to heal and buff in order to survive. If you’re outside the healing aura and buff radius, you will likely be defeated. It’s that simple. STRATEGY: MOVE AWAY ON SECOND RING WARNING The AVs have a sequestering power. Basically, the more you aggro the AV, the more likely they will use their sequestering power on you. When they do it creates a red ring or circle around you. On the third time they use the power on you, the third warning, anyone caught within the radius will be held for 10 seconds. What makes this particularly nasty is when there are multiple players with overlapping rings who all have had a second ring warning. As soon as one of the players is hit again and gets a third warning, it triggers the hold on all of the overlapping rings that have had 2 warnings. This has the potential to kill half the league or more. The incarnate power Clarion can break this hold, and can even be used while held. It’s definitely a power worth having. Needless to say, if you get a second warning, move away from the team so that the only player who will be held is you. The exception is tanks. If a tank has an AV’s aggro, it is preferable for the tank to stand still and keep the AV where they are than to move away from the team and bring the AV with them. Moving the AV would force the league to move, which tends to spread out the team away from healing/buff auras, and then players die. It can also significantly increase the time to defeat the AV or worse, prevent the league from keeping the 2 AV’s heath even during the last battle and force the team to defeat the AVs all over again. It also nullifies any debuff or power that is location based since the AV moves away. Standing still will cause other players to be held, but believe it or not, it’s preferable. What can I say? It’s the lesser of two evils. Tank Tip: On the second ring warning, stop attacking and taunting. Run or jump over the AV (and the players) from side to side so that the AV only turns and does not move until the aggro/taunt wears off. This will allow you to move away from the group while keeping the AV stationary. Attack again once the red ring has disappeared. OPTIMAL STRATEGY: KEEP THE ARCHVILLAINS TOGETHER During the last battle against 2 AVs, it’s best to keep them together so that they may both be affected by debuffs and AOEs. It’s literally killing two birds with one stone. Doing so will allow the players to defeat the AVs much more quickly, and has the added benefit of making it easier to keep the AV’s health bars even. One way to help keep them together is to pull the archvillain Seige to the spot where the archvillain Nightstar died. That way when Nightstar re-spawns she will already be standing next to Seige. Is it necessary? No, but it’s nice. OPTIMAL STRATEGY: PULL THE ARCHVILLAINS TO THE EXACT CENTER It’s best if the AVs are pulled to the exact center of the tennis courts, and dropped right into the middle of the league where all the powers, debuffs, heals, and buffs are. This allows players to stay put rather than to move to the AV. It is safer and keeps everyone in the protective circle of the group. For this to work the league needs to refrain from attacking until the AV is in the center, or a tank with a good taunt needs to move the AV to the center. Is it necessary? Not at all, but it is less effort and safer. OPTIMAL STRATEGY: DEFEAT EVERY PRISONER If every prisoner is defeated, those that do not have it will earn the “Not On My Watch” badge. Also every player will receive 1 extra Astral Merit. These can be converted into Empyrean Merits at 5 Astral Merits to 1 Empyrean Merit over at the juggling vender in Ouroboros. Empyrean merits are very valuable and are best used to purchase only rare and very rare incarnate salvage pieces. Is it necessary to defeat every prisoner? Nope, but it’s nice. Up to 19 prisoners can escape and the trial will still be a success. BUILDING A LEAGUE If you know how to host or build a team, then you know how to build a league. Send a tell to the LFG chat channel letting people know that a BAF is forming and to send you a tell for an invite. If you like, you might also want to send a message using the Broadcast chat channel. Click on the name of anyone who responds in chat, and then click “Invite to League.” Click on the League window above chat to open it, and then click on the 2 arrows on the right to expand the window. You can make it horizontal or vertical with tiny arrows on the lower right corner. In order to queue up for a BAF all players must be in the same zone. Setting up a BAF in Ouroboros is an ideal location since both heroes and villains can enter that zone, and both can participate in a BAF. The zone is also meant to be the starting point for incarnates. Travel Tip: There is a way to get to Ouroboros without the Ouroboros Portal teleport power. Go to a SG base teleporter and select Echo: Galaxy City or Echo: Dark Astoria (or any of the “Echo” locations). Then look at the map and travel to the Ouroboros portal, click on it, and select Ouroboros as your destination (in Echo: Galaxy City the portal is the train. Click on the doors.). Once in Ouroboros, make sure you visit the top of the highest spire to get the badge that will give you the Ouroboros Portal power. Tip: If you need access to a SuperGroup base for the teleporter, I can't think of a better community base to recommend than Moonbase Excelsior. It's amazing! Type this into your chat box to make a macro that will take you to the SG base: /macro_image "BA_Megalomaniac" "Moonbase Excelsior" "enterbasefrompasscode EXCELSIOR-6984" After inviting a player into the league, sometimes a small red mark appears on the player’s icon that tells you the player is “bugged.” What this means is they are locked into the team they are in and can not be moved to a different team. There can be multiple causes for this. In general, though, it seems as if it’s because the game thinks the player left something undone in the mission they were just in. Asking the player to call his contact for his last mission might clear up the issue, for example, but asking the player to quit the league, and then re-inviting them is a sure-fire way to solve the problem. TEAM/LEAGUE COMPOSITION Guideline: At least three +3’s on North team and six +3’s or more on South team. City of Heroes is a complex game and team composition is also. The mix of archetypes matter, players’ skills matter, character builds matter, incarnate shifts matter, etc. There is, however, a simplistic way of forming a BAF that is easy and can help ensure its success. A BAF can have a minimum of 12 players in the league, and a maximum of 24 players. Due to the way the Team-up Teleporter works, the best league size to do a BAF is 24 players, or 3 teams. During the prisoner escape phase, enemies are spawned out of 6 doors. Prisoners from 2 of those doors travel along the North path. Prisoners from 4 doors travel along the South path. Twice as many prisoners travel South than North. That’s a 1:2 ratio, which means 1 team to create the choke-point North, and 2 teams to create the choke-point South. Since this strategy relies on Lore pets, the 1:2 ratio needs to remain the same for them as well. Meaning, the Southern teams need to have twice as many Lore pets as the Northern team. It’s not really practical to poll the league to find out who has a Lore pet and who doesn’t. An easier way to make sure there are enough Lore pets at each choke-point is to distribute players whose incarnate level has been shifted 3 times (+3). Every player whose incarnate shift is +3 necessarily has a Lore pet. Therefore, all you need to do is make sure that for every player whose incarnate shift is +3 on the North team, 2 players whose incarnate shift is +3 are placed on the South team. There is a minimum, however. I have found that to prevent any prisoner from escaping generally requires at least three +3 players on the North team, and six +3 players on the South team. You can see if a player is +3 by clicking on them in the team or league window and then looking at your targeting window. It will be displayed there. Another way to look at this is to merely distribute the +3 players evenly amongst all 3 teams. So, a minimum of three +3s on team 1, three +3s on team 2, and three +3s on team 3. It ends up being the same result as the 1:2 ratio method above. Although I find it easier to work with the 1:2 ratio, everyone is different. Keep in mind this is a general guideline. I have led many leagues that had less +3 players on them and they still prevented every single prisoner from escaping. I have also led many leagues who had more +3 players on them and they let prisoners escape. You can’t take playing skill, character build, archetype, and luck completely out of the equation. However, on average I’ve found a minimum of three +3’s on the North team and six +3’s on the South team to be very effective. Although the archetype of the player is not as important as their incarnate shift level, I do prefer to have at least 2 blasters and 2 controllers (or the villain counterparts) on each team just in case things get crazy. Also if you find a team is low on +3 players, it’s possible to compensate for that deficiency by loading up the team with blasters if available. I figure 2 blasters are roughly equivalent to one +3 player. Lastly, I should mention that it is much more difficult for the South team to defend the choke-point than the North team. Since AOEs can handle 5 mobs just as easily as 10, the greater numbers of prisoners is not the problem. The difficulty is that the mobs hit the South choke-point twice as frequently as the North blockade. Think about how long it takes powers to recharge. If you blast a group of prisoners, and then right away another group of prisoners run into the choke-point before your AOE has recharged… well, you see the issue. Further, it also requires players to attack multiple times, twice as quickly. As soon as a player has dispatched one mob, another is right on its heels. Whereas at the North choke-point, there are usually several seconds before another mob hits the blockade again. As a result, the more +3 players you can put on the South team, the better. Lately, I have started to place only three +3 players on the North team, and all other +3's go on the South team… and I've been having great results! FUN FACT: If 5 or more Lore pets are at the North blockade, the team can safely sit back and let the pets do all the work. Go get some coffee… read a book… consider it a 5 minute break. REWARDS Players will receive one piece of incarnate salvage for every BAF completed. The rarity of the salvage is selected at random. Looking at my own collections of incarnate salvage on various characters, it appears the drop rates for each rarity of salvage is: Very Rare – 8% Rare – 20% Uncommon – 35% Common – 37% This is just an educated guess, however, so take it with a grain of salt. Astral Merits – a player will receive a minimum of 3 Astral Merits for succeeding on each phase of the BAF, and a maximum of 9 depending on various situations. Typically, players receive 4-5 Astral merits per run. Empyrean Merits - 1 Empyrean merit will be awarded for completing a BAF once every 20 hours. Additional BAFs completed within the 20 hour period will instead award 1 Astral merit. Incarnate Threads Used to craft incarnate salvage Psychic Incarnate Experience Used to unlock your incarnate power slots There are other possible rewards but none of them are particularly exciting. If you’d like to learn more, check out the BAF page at Paragon Wiki https://paragonwiki.com/wiki/Behavioral_Adjustment_Facility_Trial A BAF LEADER’S ATTITUDE Keep a positive attitude. All players are participating to have fun and enjoy the game. Always keep that in mind. The requirements to succeed at a BAF are fairly simple: defeat 40 bots, defeat AVs 4 times, don’t let 20 prisoners escape. If a team can do this, they have succeeded at the BAF and will be awarded their piece of incarnate salvage. This is a success! Anything more than this is icing on the cake. Nice, but not necessary. If a player is not reading chat and not following directions, it’s pointless to call them out and try to embarrass them into reading chat. They are not reading chat! So, anything you might say goes right over their head, unseen and unread. They will not be embarrassed because they are oblivious to the chat window. All it does is show the rest of the team that you are a little mean spirited, and it also helps take the fun out of playing. Instead, just try to work around the player. For example, let’s say a player is fighting with teams 2 & 3 when they were assigned to fight with team 1. They’re not following your directions because they simply didn’t read them. They’re doing the best they can. They are fighting where they assumed they should fight, and they’re putting in a lot of effort. Instead of trying to get their attention, just move them onto team 2 or 3 and ask for a volunteer to join team 1. Many times it’s far easier and faster to adjust to a player than try to force a player to adjust to you. It also has the added benefit of not ruffling any feathers, and keeping the team cheerful and happy. There are times, however, when you absolutely need a player to read chat. I've tried some crazy stuff to get their attention including jumping up and down right in front of them, using the whistle, howl, and dance emotes, pushing them, running around them in circles, and lots of other things. Nothing worked until I stumbled on the following solution. The most effective way I've found to call a player's attention to chat is to spam the same message to them 6 times, one after the other. Even if you just glance at the chat window, seeing a block of text taking up the whole window that consists of the same words repeated over and over again is very jarring. It tends to catch the eye. Be warned, if you spam the same message 8 times, you will be banned from messaging for one or two minutes. The fastest and easiest way I've found to spam a message is, after I've sent the first one, press Enter, then the Up Arrow, then Enter again… and repeat. Be encouraging. Old vets like me might not need the encouragement, but players new to BAF do. They’re uncertain. They’ve never done anything like this before. They’re in uncharted waters, and there are new players in almost every BAF. So, offering words of encouragement to the league as you progress is super important. If prisoners escape, it can really stress players out. Let the league know that a few escaped prisoners is fine, and that the league is in good shape as long as 20 prisoners don’t escape. Give players as much praise as possible. If someone pulls an AV expertly, tell them. If a tank fights against the flow of an attacking league and manages to get the 2 AVs together, mention it. If the league defeats Nightstar in 3.5 seconds, celebrate it (this actually happened once)! Cheer whenever your league has a success and the league will begin to cheer too. That said, there are 3 things that can get under my skin while leading a BAF. The first is if someone uses league teleport. All it does is disorient and confuse the league. It can take an entire team away from where they need to be and allow prisoners to escape. It has the potential to cause a BAF to fail. I will give the player who used it a single warning, and if not heeded that player will be quickly kicked from the team. Problem solved. I should mention that anyone participating in a BAF should enable Prompt for Teleport in Options. You’ll hardly ever need it, but that one time when you do, you’ll be very thankful. The second thing that irks me is when the star is not passed back to leader before the Prisoner phase. Often the star will pass to another player after zoning into the trial. It seems to be a bug. If another team leader’s computer is able to load up the trial faster than the league leader’s, the league star passes to that player. The star needs to be passed back to the league leader before the prisoner phase begins. If not, the league becomes confused and invariably prisoners escape. The best thing I’ve found to do to prevent this situation is to send each team leader a private tell before the BAF begins asking if they’re ok with handing the star back if it passes to them. If they don’t respond, then you can assume they have difficulty reading chat and you should move them from the leader position on that team and select another player. Players that don’t return the star to the leader are not malicious… they’re oblivious. Not bad people, just unaware. Not inconsiderate, just distracted. Not stupid, just focused. Blaming those players is not only counterproductive but also unfair, so try to have a little compassion for them. That doesn’t stop me from being annoyed at the situation, though. The third thing that bothers me is when players wait to decline participation in the trial until the green button pops up for entering. This ends up leaving an empty spot on the league that otherwise could have went to a player who wanted to participate. I get a small pang of guilt when players are clamoring to join the league and I can’t invite them because it’s full. It’s not really fair to them for someone to take up a spot they’re not even going to use. To solve this problem, I try to invite a new player to the league after zoning into the BAF, but there’s not a lot of time to stand around inviting people. I do try though. MACROS FOR INSTRUCTIONS The single, most important thing to make leading a BAF easy is creating macros to communicate with the league. Macros are buttons that are placed in the power tray and can execute powers, commands, emotes, and can automatically send a pre-written message to League chat when you click it. This is invaluable to giving the league step by step instructions as you progress through the BAF, especially for new players. Even without new players, people seem to need directions in order to stay on the same page and keep the BAF running smoothly. To create a macro, enter the chat box and type: /macro <MacroName> “ChatChannel and message.” For example, /macro BAF1 “LEAGUE Prepare for a battle!” What you say, how you say it, and how many macros you make is completely up to you and your individual style. The macros that I use are basically the same ones used by a great player named @Tryanax on the Homecoming servers, with a few modifications. When I was first learning how to do a BAF, it was @Tyranax who taught me. If I was a Jedi, he would be my Jedi Master… but I digress. At minimum, I recommend you issue the following instructions to the league as you move through the BAF (each one would be a separate macro): Kill 40 robots and then meet in the center of the tennis court. Thank you for pulling the AV to us. Team 1 to the North path, teams 2 & 3 to the South path. Form a tight group to leverage AOEs. Summon Lore pets at 5:05 and set them to Aggressive. Stop all prisoners from escaping. Thank you for pulling the AV to us. Keep the AVs health bars even to defeat the AVs at the same time. Fantastic job everyone! Thank you for joining the league! Personally, I have a few more macros that address common problems and give additional instructions. However, anything more is completely up to you. I've previously posted most of the macros I actually use. If you're interested, check out the following post: Transfer MACROS Between Characters Effortlessly... A Quick How To Guide EPILOGUE After looking over what I’ve written here, I can see where someone might think leading a BAF is very complicated. However, it’s really not. Most of what I’ve written here are tips, advice, and useful information… most of which you don’t need to lead a BAF. The only thing you need to do is to distribute the +3 players evenly amongst each team and send the 6 instructions above to the league. That’s it. BAFs help players to build their incarnate powers, and I hope this guide will help empower more players to lead and initiate BAFs. Most of us only have a small window of time to play. When players are attempting to build their incarnate powers, one of the most frustrating things is when a BAF is not running. Leading a BAF is a way to give back to the City of Heroes community as well as help yourself. It is also one of the most fun trials in the game. Continue reading with Part 2, The Masters of BAF: A Badge Guide... Footnotes https://web.archive.org/web/20120906092724/http://boards.cityofheroes.com/showthread.php?t=264322 “Automatic Cut Scene Skipping In Incarnate Trials: If all the characters in a League have successfully completed an Incarnate Trial, the introductory cut scene for the Trial is automatically skipped so you can dive straight into the game action. Interstitial cut scenes (those in the middle of a Trial) are not skipped.” https://paragonwiki.com/wiki/Patch_Notes/2011-06-28 https://paragonwiki.com/wiki/Incarnates_Ascend#Automatic_Cut_Scene_Skipping_In_Incarnate_Trials
  12. I didn’t even think to look in the old live patch notes! Thank you so much!!!
  13. Hi, What is the correct reason the cutscene in the Behavioral Adjustment Facility incarnate trial sometimes doesn't play? I have heard 3 theories: 1. It's a bug. They're supposed to play every time, but randomly don't. The gent that told me this said the bug has been attempted to be fixed several times, but has been unsuccessful. He said it was in the patch notes... but I've searched through the patch notes, and I couldn't find it mentioned. 2. If anyone on the league uses a door to enter the BAF, then the cutscene will play. Otherwise if you jump over the wall it will not play. 3. If anyone on the league has not completed a BAF, then the cutscene will play. Otherwise it won't. But if this is true, is it character who hasn't completed a BAF on that day?Within a few hours? Ever? Is it account based? Thanks in advance.
  14. I am not arguing for an unlimited taunt. When there was no aggro cap, there were limits to how many mobs a tank could hold the aggro for... based on the duration and distance of the taunt. If the time went Over you lost the aggro. If your taunt aura didn’t touch a mob, you lost the aggro. This risk of “over pulling” is definitely THE thing that made herding large groups interesting and more challenging for the team. Definitely keep that. It also forced the tank to do a lot more than just stand there. Trying to keep the aggro was a challenge. Currently, if a tank has aggro for 17 mobs, he’s at saturation. There’s absolutely nothing he can do except just stand there. Even if the tank notices a mob attacking a team member, rushes over and attacks the mob to protect his teammate, the mob completely ignores the tank and continues to attack the teammate. if the tank taunts the mob, it ignores him. There’s absolutely nothing a tank can do. Gimped. Prior to the aggro cap, a tank could save his teammate but he would risk losing aggro for the mobs he was holding, and they they would turn and attack the team. It made gameplay a lot more complex and interesting for a tank. A tank couldn’t always save everyone, but at least it was possible. In fact, if the aggro cap was removed, I would consider reducing taunt durations in order to provide more challenge. It would need to be balanced, but yeah, that could be a good thing.
  15. There are many times a team is confronted with more than 17 mobs. My point, and perhaps I wasn’t completely clear enough in my writing, Is that when battling any more than 17 mobs for any reason, if the tank already has aggro for 17, he can not taunt any other mob away from the team members. In this sense tanks are gimped. I hope that was clearer. Battling huge groups alters the gameplay and strategies used compared to what they are now. Many players prefer or at least want the option to play in that way. To make things more challenging, to make things more exciting, or just to make things different. It’s all about customization and diversity to hold interest. This issue continues to surface. Obviously it’s not going away. Why not try to give all players what they want, especially if it’s a large group of them? Personally I would be playing at a different server that had the aggro cap removed right now except for the fact that Homecoming offers other benefits that when taken together are more important to me than this one, single, begrudging, annoying thorn in my side. That doesn’t mean It’s not important. All it means is I’m making a choice to get some things at the expense of others. To that end... what about just giving people the OPTION to play With or without an aggro cap? It could be a difficulty setting, or even an option in Options that is enabled or disabled. This idea could be implemented in a myriad of ways to make everyone happy. We don’t have to force everyone to play the same way. I’m just throwing ideas out here... if a team is set without an aggro cap, they could be made invisible on the team lists to anyone who doesn’t have ”play without an aggro cap” enabled. Then it would be completely a non-issue. Or a message could be sent along with invites that inform players that the team they will be joining has the aggro cap turned off before they accept. Or a prompt that every player has to accept in order to remain on the team. There are a lot of other things that could be done to make this work. Why not give people the option?
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