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cmmnoble

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Everything posted by cmmnoble

  1. Significant color glitches to character costumes and game world objects after patch on February 27th Behavior: At night in hero zones, darker colors on character costumes and some game world object colors are drastically altered. How to trigger: This happens repeatably at night in Atlas Park and other hero city zones in the train stations (especially right up near the train, or looking out from the train exit part of the station); in the hospitals, especially near the elevators or the exit doors; in the downstairs lobby inside AE buildings, especially near the exit doors; in some locations on the street, especially if war walls are prominent; and anywhere in the zones during the "sunset" portion of the day/night cycle. The color glitches are worst and most noticeable from the latter part of "sunset" throughout the first (darker) half of the nighttime lighting cycle. Also at night, when standing in certain locations (such as around City Hall in Atlas Park, or on the train platforms), when exiting train stations, or when in motion (such as sprinting or flying), distant buildings, dark patches of sky, and the bases of the war walls appear as lighter gray cutouts with a thick outline that makes them pop out of the background. Other notes: • Everything looks more or less normal during daytime lighting in the locations and circumstances mentioned above. (Though dark colors on costumes are noticeably darker.) • Color issue does not appear to happen in villain zones. (I have not tested in Praetoria.) • Colors inside most instances appear "normal," but I've found one hero mission map so far where the costume colors glitched in certain locations on the map. • I am running the game on a Mac and see the glitches, but a friend running on Windows does not see the color glitches at the same locations and times. • Color glitch behavior began after the patch on February 27. Equipment and settings: • I am on a Mac, using the Homecoming Launcher. • Gamma correction slider in CoH graphics options is set at 100%. • Cell shader is disabled. Examples (the costume is the same in all of these screenshots): Sunset: Port Oakes (no glitch) vs Atlas Park (glitch) Atlas Park Train Exit: Night vs Day Atlas Park Train station platform: distant buildings color glitch
  2. Most of the discussion around the changes to disorient/stun duration for Suppressive Fire has revolved around the changes for the fire/cold/toxic ammo types available through the Swap Ammo power. Missing from the discussion is the fact that Suppressive Fire can be used without taking Swap Ammo. Also missing from the discussion is the effect of the changes for players who don't use set bonuses / procs, etc. If you don't use Swap Ammo and have used only DOs or regular IOs, Suppressive Fire currently does so little damage that I would argue that its MAIN FUNCTIONALITY is the stun. Everything that has been discussed regarding the impact of losing Beanbag's stun capability in the Assault Rifle set applies to Dual Pistol players too. (We also like to stun Lts during solo play in Striga Isle!) Being able to stun enemies for a decent duration as part of the Dual Pistol kit also allows for more "blapper" style close in play, where you can make good use of the melee powers available in blaster secondary sets (such as in Martial Combat). With the changes to stun duration, this style of play is going to take a huge hit. Before the change, my dp/mc blaster (level 50, Suppressive Fire enhanced with 2 vanilla IO disorient durations) has a stun duration of 17.49s. After the change, if I've done the math right, the stun duration with the same enhancements will be only 6.97s. This feels like a "major disruption." For solo leveling or small-team exemplaring, it will almost certainly be--since the stun is more helpful for survivability when you have access to fewer powers in the kit. After the changes, the only way to regain more of the stun/disorient duration functionality I currently have would be to respec into Swap Ammo and OUT of one of the other fun powers I am currently using. The stated reasons for the change is to make this a more damaging power for players who want to do more ST damage at range, but this should not come at the expense of blappers who want to make use of the melee secondary powers--and live to tell about it.
  3. Regarding the dual pistols character attack animations not playing a large percentage of the time: I've been testing and can now reliably trigger this problem. It appears to be related to weapons redraw and queued powers ("readied" powers, indicated by the red circle in the tray). * Steps to trigger the error: 1. Start with pistols holstered (out of combat mode) 2. Activate a pistol power 3. Before #2 has completed, activate (queue) any other power. * Expected result: 1. Weapons redrawn 2. First power activates and completes its animations. 3. Second power activates and completes its animations. * Actual Result: 1. Weapons redraw animation plays like normal 2. The first power activates and completes its animations and all effects normally. 3. The second power activates but does not perform any attack animations. Effects such as muzzle flashes and sounds occur, but no character motions. * Additional Details: -- All subsequent attack powers (queued or otherwise) play normallly until a weapons redraw occurs again, which restarts the sequence above. -- To trigger the error, power 2 must be clicked to be queued before the first power has completed its full animation cycle. -- I've reproduced this error with primary, secondary, pool, prestige (nemesis staff, blackwand, sands of mu), and incarnate attack powers in the queued power position (power 2) above. The failure of the attack animations on the queued power happens for all of these attack types. * Other behaviors: -- Sometimes power 2 (queued power) will go off before power 1 is fully finished with its full animation and fx cycle. -- If the first power after a weapons redraw completely finishes its animations/fx cycle before another power is clicked, the second power and all subsequent powers play normally. Only a weapons redraw triggers this sequence. -- Drawing nemesis staff or blackwand first does not seem to trigger the error. -- If the second power is one of the terrorize attacks from the presence pool, neither the character attack animation, nor the power sound effect (the character yelling) will play. I have tested this on blasters with archery, assault rifle, and dual pistols primary sets. The queued power animation failure after redraw occurs on all of these types, but is harder to see/trigger on archery and assault rifle because the powers' animations are very fast. It is REALLY easy to trigger this repeatably and reliably and very obvious to see this behavior on characters with dual pistols as the primary power. This behavior is new, and it started after the Issue 27, Page 2 update. Sorry for the wall of text. Hope this is helpful!
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