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Everything posted by Luminara
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With no movement buffs at all and both Sprint and Swift slotted with a single Run Speed enhancement, your character runs at 56.921'/second. In ~1.05 seconds, your character will move ~60'. To move the same distance with Shield Charge, you spend 1.716 seconds. Lightning Rod, 2.772 seconds. In ~1.23 seconds, you cover the same distance as Savage Leap's range, 70' Savage Leap's animation time is 1.32s. Before we look at anything else, we've already established that simply holding W for 1.05-1.23 seconds is faster than existing in-set "gap closers". And you and the OP think that's not good enough, but neither of you wants to admit that the Teleportation pool exists expressly for the purpose of granting players access to even faster methods of covering the equivalent distance, so you're both clamoring for Combat Teleport to be added directly to melee attack sets. Okay, so where does that end? If the argument, "I shouldn't have to take a pool power to play the way I want" is acceptable for this scenario, is it not also acceptable for all other scenarios? "I shouldn't have to take a pool power to get more global +Recharge, I need 70% global +Recharge for every set." "I shouldn't have to take Aid Self on sets with no heal, I need a heal in every set." "I shouldn't have to take a pool attack for more damage, I need an extra attack in every set." "I shouldn't have to take Combat Jumping or Hover for vertical movement, I need movement powers for every set." "I shouldn't have to take pool powers to cap my Defense/Resistance, I need the ability to hit caps in every set." At what point does the expectation that every set have everything imaginable stop? How far down that road do we go? What is the value of playing this game when we no longer have 21 different melee attack sets, rather 21 different variations of a name for a single melee set and 21 different default color schemes for the same homogenized nine powers? And all of it in the name of "Don't make me take pool powers to play the way I want", when pool powers were added specifically so players could play the way they want? But let's pretend that there really is a snowball's chance in Hell for this inane, selfish, poorly conceived and thinly veiled argument to convince the HC team to implement a Combat Teleport in Confront. Do you honestly believe it's going to have Combat Teleport's range and animation time? I guarantee that it would be slower to animate and/or have a shorter range, and in the end, it would be no faster than pressing W for an equivalent period of time, because a teleport which also debuffs enemy Range by 75%, Taunts, and has neither a hit check (in PvE) nor endurance cost would not be given a sub-1s animation time and 100' base range. Either Combat Teleport would have to have its animation time, endurance cost and/or range drastically altered to make it "less good" than the "baked in" version in every melee attack set, or the melee attack set version would have to be significantly worse at teleporting to compensate for all of the other things it does. And I can tell you right now, they're not going to nerf Combat Teleport into the ground just to satisfy a couple of players who think they "deserve" instantaneous spawn to spawn movement without pressing W or taking a pool power and try to justify their demand by pointing at other games or bitching about having to take a pool power. Sorry, champ, but that won't fly no matter how many rockets you strap to its ass. Nor are they going to rip Confront out to make room for in-set Combat Teleport, or delete everything that Confront does so it can be "better" at teleporting, because gutting powers like that is only done when absolutely necessary, and this wouldn't qualify. So your "baked in gap closer" would end up being shit. I estimate that the range would be reduced to 40', an endurance cost of 7.5, minimum, attached, an animation time no faster than 1.32s, if they change the animation time at all... and it'd have a hit check, leaving you with your dick in your hand when it missed. Even when it hits, it'll take longer than just pressing W, and in the end, all you will have gained is another few points on your blood pressure. Of course, you're more than welcome to spend the next three days posting "bu y tho" and arguing. It won't get you anywhere, but it's your time to waste, so please, have at it. This proposal was a non-starter before, it's still a non-starter. The HC team doesn't rip powers out and replace them without careful consideration and examination of every other possible solution, and numerous attempts to make any other solution work before they resort to replacement. They don't change powers on a whim, either, because disruption of a hundred thousand or more existing builds has consequences. The changes proposed in the original request, the first revision and the second revision, are all unbalanced, poorly thought out and patently obvious attempts at mass homogenization of the game for selfish reasons. But if that's the bandwagon you want to ride, go for it.
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I tested against critters +1 to the character, +0 to the character and -1 to the character, so the Alpha slot shift is irrelevant, the enemy levels were relative to the character level. Propel's base KB mag will always be 4.15 versus a +0 critter, and it doesn't matter if that critter is 51 or 50, it's still +0 to the character. The only way Propel can deal greater than 4.15 mag KB is if the critter is susceptible to KB, and the enemies I tested against aren't (CoT). And the Sudden Acceleration KB->KD enhancement can't act as a level 51 enhancement because there is no level 51 in Melee_Boosts_60. It's capped at 0.764, regardless of level shifts, at level 50. If there were a level 51 in Melee_Boosts_60, the enhancement would be 0.771, slightly more effective, not less, so that can't be the root of the discrepancy. So the only point at which a level shift could be affecting the outcome would be if the player were 50+1, playing at +0 and encountered -1 foes. That does happen frequently, it's why I run all of my Incarnated characters at +1. I suspect that to be the case with the original poster, he/she simply ran into some -1 foes while playing at +0 and using the Sudden Acceleration enhancement, and ran into the KD stacking problem with the Overwhelming Force enhancement. I'll go ahead and test in sub-50 content, though, because I'm interested in seeing what Melee_Boosts_60 does at lower levels. Testing Overwhelming Force probably isn't necessary, as we already know that causes KB when two KDs stack, but since I have one, I might as well compile some data on it. But I ain't doin' nothin' until I've had some ibuprofen, some food and some time to bolt the cheap piece of shit exhaust back onto my bike. Again. For the tenth time. Fucking Chinese garbage. If they'd designed the mounts properly, I wouldn't have wasted so much time trying to keep the goddamn thing from ripping itself off (and failing miserably because i didn't want to modify anything). But nooooooooooooo, they had to attach the exhaust to the same plate they mounted one of the shocks onto, putting significant stresses on the retention bolts, shearing them off and causing the other exhaust mount points to vibrate loose. I had to ride home today with the exhaust held on by a single stud nut. because the other stud is broken off inside the head, and I can't drill into it to remove it because the frame is in the way. They know this engine produces enough vibration to rip the exhaust apart in less than a week, they know adding lateral stress to mounting bolts causes them to fail, and they still designed it this way. Incompetent motherfuckers.
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In the game testing now with my Grav/TA, mission set to +1/x5, Propel slotted with 5/6 Apocalypse (everything but Damage) and the Sudden Acceleration KB->KD (level 50, not attuned). Primary target, level 52, knocked down and takes damage, secondary targets knocked down. No knockback. Reset mission to +0/x5. Primary target, level 51, knocked down and takes damage, secondary targets knocked down. No knockback. Reset mission to -1/x5. Primary target, level 50, knocked back, secondary targets knocked down. At level 50, Sudden Acceleration only knocks back when targets are -1 or below, or specifically vulnerable to KB, per test results. Below level 50, there may be an issue due to Sudden Acceleration using a level variable modifier (Melee_Boosts_60), but I don't have time to run a bunch of Flashbacks this morning to test at different levels. I'll see if I can work it into my schedule this afternoon/evening. I'll also test Overwhelming Force in Propel when I can (since it uses the Melee_Ones table, which is invariable, all tests can be conducted without Flashback and results will be applicable at all levels).
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Universal Damage - Overwhelming Force - Questions
Luminara replied to Techwright's topic in General Discussion
Overwhelming Force: (-10 * Melee_Ones (1.00 at all levels for all archetypes))%, so -1000%. Sudden Acceleration: (-10 * Melee_Boosts_60 (0.764 at level 50 (level variable modifier) for all archetypes))%, -764%. Overwhelming Force has a Null for 10.25s entry with the ReduceifKD flag. Sudden Acceleration does not. Yes, there are differences. Additional data: Overwhelming Force's KB is flagged with "Does not scale with enemy level". Stupefy's KB proc is not. -
Trying blue but I want to kill Longbow..part 1
Luminara replied to The_Warpact's topic in General Discussion
One of the RWZ arcs (level 35+), and vigilante tip missions (level 40+). -
Clarification request: Knock RESISTANCE vs PROTECTION
Luminara replied to kelika2's topic in General Discussion
Mag 300 KB and animation glitch. https://cod.uberguy.net/html/power.html?power=rikti.uxb.nuke -
Why not just punch new players in the dick a few times?
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Can I pull old binds off the server? Lost my saved files...
Luminara replied to Vulpoid's topic in General Discussion
If it is, then ignore everything I wrote. SSDs have no platters, no R/W heads, so the freezing approach won't work. Well, unless the problem is broken traces, but that's unlikely unless it was positioned above a high output heat source (CPU, GPU, PSU heatsink), and if it were, it would've failed years ago. And the data is inside the flash memory chip(s), which are soldered to the board, so there's nothing to swap. SSDs, being composed of flash memory, have a maximum life determined by write cycles. One can only write data so many times before a transistor burns out, then the sector becomes unusable. Most manufacturers do two things to extend flash memory lifespan: first, they code the firmware to move data out of bad sectors when write failures are detected; and second, they reserve a small amount of memory for those data transfers. So there's built-in leniency and fault tolerance, but 11 years is beyond even the highest manufacturing standards for anything I've seen or read about. If it is an SSD, it has to be toast at this point. Literally. Of course, 11 years ago, SSDs weren't common, so you may still be working with a standard HDD. If so, freeze it and see what happens. -
Can I pull old binds off the server? Lost my saved files...
Luminara replied to Vulpoid's topic in General Discussion
Put the HDD in a Ziploc bag (name brand, not a cheap store brand, you want quality for this), seal it up and stick it in the freezer for a few hours. Then try extracting the data. You'll only have a few minutes before it begins to warm up again, so don't dawdle. It's a trick which worked for me several times in the past. Heat caused HDD platters to expand slightly, causing just enough offset to prevent the R/W heads from finding sectors, and freezing the HDD kept the platters in their normal geometry long enough for the heads to find and read the data. That was what murdered IBM's HDD line, the Deskstar (AKA Deathstar, because the goddamn things died so fast). Don't know if it still works, considering the advances in HDD technology over the past decade (no damn clue what they're making HDD platters out of these days, but just about every material known responds to heat in some way, so i suspect it's an ongoing issue with HDDs), but as long as the drive is protected from moisture (thus the Ziploc bag (NAME FUCKING BRAND! don't cheap out!)), it won't hurt to try. The other possible solution is a board swap, but you need exactly the same model and make of the HDD. It'll work if it's a firmware problem, or resistors/capacitors are shot, or the board developed bad traces, etc., but the replacement board has to be from an identical drive. -
Universal Damage - Overwhelming Force - Questions
Luminara replied to Techwright's topic in General Discussion
Yes. It doesn't convert Repel to KD, so in powers like Singularity, it "doesn't work" (it does work, but it doesn't work on that effect). And if you slot it in a KB or KD power, the KD can stack and become KB, which is not converted to KD, so critters "squirt" (no, not like that (well, maybe, but it's none of our business)) out of AoEs/cones. -
I face-planted and ran back to missions a dozen times on one character before I remembered that I'd picked up Return to Battle. It was on the tray, it was highlighted every time I went down, and I still forgot it. I have Misdirection, Shadow Field and Haunt on my Dark/Martial dominator, and I forget to use all of them. I remind myself to use Link Minds... and then I forget after two or three cycles. OSA, Disruption Arrow and Entangling Arrow on my Grav/TA. I become so focused on hammering the life out of things with my melee attacks, I don't remember that I have anything else. Yeah, if it's not in slots 1-6, chances are I've forgotten it exists.
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Can I pull old binds off the server? Lost my saved files...
Luminara replied to Vulpoid's topic in General Discussion
/bind_save (just creates a saved bind file with the name keybinds.txt in the default installation location) or " /bind_save_file filename.txt " might do it. https://homecoming.wiki/wiki/Bind_save_(Slash_Command) https://homecoming.wiki/wiki/Bind_save_file_(Slash_Command) -
Let's talk about melee cones, because I suck at them
Luminara replied to KaizenSoze's topic in General Discussion
Told you not to put that in your mouth. -
Let's talk about melee cones, because I suck at them
Luminara replied to KaizenSoze's topic in General Discussion
By turning the team size up to x5. Let the spawns do the work for you. -
Imodium AD might help with that.
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Screaming doom in an empty room or I need a hero
Luminara replied to The_Warpact's topic in General Discussion
I think it's plumbing. Have to keep those pipes clean!- 24 replies
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No, he's saying that we're all dead. And since we're playing a game risen from the dead, that makes us zombies.
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Screaming doom in an empty room or I need a hero
Luminara replied to The_Warpact's topic in General Discussion
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Screaming doom in an empty room or I need a hero
Luminara replied to The_Warpact's topic in General Discussion
There are people in City Hall. They're looking at my character. The game isn't dying nearly fast enough (makeitstopmakeitstopmakeitstop). Meanwhile, back in the great Hall of Pornstice... *gets the camera* Those dudes on Pornhub will pay serious money for this.- 24 replies
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No, no, no. No. No. We're dOoOoOoOoOming this week, you have to freak out and scream about the end of the world. This... happiness just will not do. Also, welcome back, glad you're home again. 👍
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Yes, please, and put some beans, beef, cheese, lettuce, tomatoes and sour cream on them. Chop chop. My dinner isn't going to make itself.
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Screaming doom in an empty room or I need a hero
Luminara replied to The_Warpact's topic in General Discussion
The original forums had plenty of doom threads throughout the entire eight years of the game's first life. The only differences between then and now are the venue and the time stamps. And in spite of that, there's a server with people who were playing during the SCoRE years, who played the game when it was still "alive", who have nearly 20 years of play time and they're still not leaving. The HC servers will continue to operate until no-one's donating any longer, and even if people trickle away, that's going to take a long, long time. The Ouro code is openly available for download, so even after that, people can play. The only thing that will end this game is the end of the universe itself. It's certainly not going to happen because a few whiny chickenshits make panic posts about dOoOoOoOoOoOm over the game not having weekly content updates on one server group. Pessimism is self-defeating. Optimism is masturbation. Accept what's here now, derive what enjoyment you can from it and let it go at that. Bitch can sit his ass down and wait his turn, I'll get to him when I'm ready.- 24 replies
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Favorite level range? 30-35 is the best redside.
Luminara replied to Troo's topic in General Discussion
I rather enjoy 1-50+. Level 0 is over before you blink, and it takes two forevers to make it past 50+. -
Did you ever play Left 4 Dead? I did. Played the ever-loving hell out of it. Hundreds and hundreds of hours. After a few months of running around, shooting zombies in the face, trying to get Bill to say, "RELOADING!", I noticed something. The lighting. The path to the safe house always followed the lighting. There was usually a short side path you could take, but it always led back to the lit path. The developers used the lighting to guide players forward, without guiding them forward. It was a subtle, but remarkably effective, way to convey information. No-one thought about where to go, they didn't have to, they instinctively followed the lighting. Audio design is like that. When it's done properly, it's capable of conveying information to players without requiring their immediate and direct attention. With audio effects done the right way, players hear cues and clues and never stop to think about what to do next, they just know. Audio effects in a game should be considered and deliberate, used as an information delivery tool. It's not music, and when it's treated as though it is music, it loses all effectiveness at being an information delivery tool. That's why there's a separate music channel in games, so players can still receive vital information through the effects channel. The original implementation of power effects in CoH was amateur design. Continual toggle noise and excessively loud click sounds overwhelmed the senses and made it impossible to discern cues like objective sounds, or audio clues like what attack an enemy was about to use. Those cues and clues might as well not have been there at all, because they were drown out by the cacophonic assault from the effects channel. And neither Cryptic nor Paragon nerfed sounds, they fixed a horrible design oversight by fading loops and toning down clicks so players could hear critical information. Considering that we can't see what's going on half the time because of the same design flaw applied to particles and graphical effects ("MOAR! MOAR, DO YOU HEAR ME?! I WANT THAT SCREEN TO BURN OUT THREE SECONDS AFTER THE GAME FINISHES LOADING!" - J. Emmert), having information delivered through the effects channel is vital to the game's playability. The game is better with fewer audio effects hammering at the player's ears and mind and blocking out useful information. If you know anything about game design, you should recognize that. If you don't know anything about game design, you just learned something, and maybe that can assuage some of your bitterness. Or, at least, give you a reason to pause and reflect before you jump at the chance to insult people who do understand game design, as no-one who does would agree that blowing out players' eardrums with audio effects which mask important prompts is ever a good idea, much less good design.
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Sprint isn't suppressed in combat. Sprint isn't suppressed out of combat. Sprint isn't suppressed when you're passing an exploration badge, or jumping through the donut in Faultline, or near a War Wall, or idling in Peregrine Island, or at any other time or for any other reason. There are no suppression flags on the power, it can't suppress without that. Additionally, I monitor Run Speed on almost all of my characters, and keep Sprint active during combat on any character with a net Recovery greater than 3.0 Endurance/second, and Sprint's Run Speed has never suppressed on any of those characters. I logged into my Ill/TA with Fly and tested. This character is level 50+ and is at 87.99 mph Fly Speed, capped at 87.95 mph. If there's even the tiniest suppression occurring, this would be the character to see it, since she's only 0.04 mph above the cap. Toggling Athletic Run on and off next to the AP P2W vendor, there's no Fly Speed suppression occurring. Flying around AP, toggling Athletic Run on and off, no Fly Speed suppression. Attacking Hellions, the only suppression is the normal reduction to Hover speed (38.99 mph on this character) when using an attack. Turning off Athletic Run while Fly Speed is suppressed isn't causing my Fly Speed to increase or the degree of suppression to reduce, the character is still at Hover speed. My tests don't support your statements.