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Everything posted by UberGuy

  1. Here's what I did. The character in question uses Ninja Run if I want fast ground movement. If you don't need that, remove references to it, and if you want something else, just change the power name. To start flying from a ground state, and then start alternating between Fly and Hover. "powexec_toggleoff Sprint$$powexec_toggleoff Ninja Run$$powexec_name Hover$$powexec_name Fly" To stop flying and start sprinting. Click a second time to start toggling fast ground movement on and off, if you have it. "powexec_toggleoff Fly$$powexec_toggleoff Hover$$powex
  2. Ah, I was looking at the links on the main page, not the powerset pages. I didn't even know those existed. That said, they seem to be working for me. I see these links For Controllers: https://cod.uberguy.net/html/powerset.html?pset=controller_control.gravity_control&at=controller For Dominators: https://cod.uberguy.net/html/powerset.html?pset=dominator_control.gravity_control&at=dominator Edit: If those links directly above aren't working, the standard advice is to clear your browser's file cache. You don't need to reset co
  3. It will not stack with itself, from any source. It will stack with the other -res procs, and other sources of -res.
  4. Not sure what you mean. The links seem to be fine. The site seems to be working.
  5. I think the issue was that originally there was no way around it. Someone must have cranked out a way. 🙂
  6. They've done that since Grandville was added, at least. So yeah, it's absolutely not new.
  7. CoH's designers very much based it on turn based games. Literally D&D and Champions (the pen and paper version, not CO). Stuff like attacks hitting you after you ran around a corner is because all attack rolls are resolved immediately. The fireball flying to its target is just a visual representation of something that's already been resolved, back before you got to cover. (Which may have been only moments before, given the speed of travel powers.) It seems unlikely that this game will ever be able to move away from that core behavior. Its assumptions run too deep in
  8. To the best of our knowledge, the Homecoming team is still involved in negotiations around legitimizing having access to the game at all. It seems incredibly likely that the tooling described by Cipher requires intimate knowledge of CoH's code and database structures, which are (very) likely considered part of the content under negotiation. Thus, until they get the go-ahead, they likely cannot publicly release things so tightly coupled with CoH's engine code. We know there are NDAs involved. We can hope that, if they ever do get some sort of legal "blessing", it would come with the
  9. There are actual mechanical issues with "levelless" mobs in CoH. The "level neutral" critters in the game have an actual level, usually level 30 for non-GMs, along with jiggery-pokery in the code that attempts to transform attacks from both level 1s and level 50s into something appropriate to a level 30, and vice-versa for its outgoing attacks back. Why level 30? Because combat effectiveness in CoH is complicated and very non-linear, and you can only scale it so perfectly in a performant way. The further apart the real and apparent levels involved, the worse the scaling matches exp
  10. I remember seeing something about these two powers interacting poorly. Here we go. And it's referenced in the May 4 patch notes. So ... known issue except they thought it was fixed, so the fact that it's not is probably new info.
  11. OK, with this I finally have (I think) a clear understanding of your point. I don't agree with it, but I at least think I understand where you're coming from. Just personally, I won't be unhappy about having a new option that is better than an old option I liked. Part of that is that I am very performance-minded - for me the thing that is more fun is likely to be the one that performs better, because it performs better. But even if I actually still liked the less performant way more, I just would never be upset by a new, more performant way being added. (If it was a direct replacem
  12. FWIW, I never played my OG Stalkers as AS-and-run away to rehide. I always played AS then scrap, with Placate+AS on another target as circumstances allowed. I still will position and slow AS on targets if I get the chance, but if the fur starts flying before I get into position, I just scrap instead and look for (slow) AS opportunities on the next spawn. Of course, the folks I team with tend to be the "everyone split up and solo your own thing", so there's that - I can often fight each spawn however I want, because I have it to myself.
  13. Huh? I am not sure how I'm conveying that. I mean, I seriously am not sure I understand what you think I'm saying, but it's not that. This conversation started because I understood you to be in disagreement with the changes to the AT. I made a qualified, subjective statement about why I disagreed (strongly) that the changes were bad, backed by some statements I feel are objective about the difference in performance on teams in particular. Everything else is just us debating the facts behind our opinions, and in the case of what you're saying here, me trying to understan
  14. a) Never PvP'd here to speak of. I never liked MMO PVP, having been a team FPS player for years. So no, my perception of Stalker performance is not about how they did in PvP. b) Oh, please. Anticipation on this only went so far. Anticpation didn't stop the Brute from running in on you and pulling AoE splash on you while you AS'd. Any time you lost even one AS in a spawn (even if you got a 2nd through placate) that dropped your performance relative to a Scrapper, which was the point I was making when I talked about teams screwing up AS. Lets remember, this all started before IOs were a thi
  15. I did. And I just re-read them, and I don't see any of the things you just mentioned in them making this something that has "consequences". I think the issue is that I don't understand considering using the thing you like better to have the "consequence" of missing out on something newer that is, depending on context, more effective. To me that's like complaining about no longer being one armed, because now you feel bad using your one arm when you have a bionic prosthetic that's stronger. Use the arm you want unless there's a damn good reason to use one over the other, and enjoy th
  16. I imagine that most of that old data is still correct, unless the sets have been mentioned in a patch note here. (I may have a copy filed away too - I mostly look at the old code). But if I can read recipe data out of the game files, I can get a view that's guaranteed to match whatever data files the devs used to build the bins. That's the only reason to go that route.
  17. What "consequences"? Before on teams: "I often have no choice but to play in a way that doesn't leverage my AT's key features. Before solo: "My AT features work fine here" After on teams: "On teams, if they won't let me leverage my original AT features, I have new ones I can use that make me effective in this context" After solo: "My original AT features still work here, or I can use the new ones if I prefer" If the "consequences" are that using the old way isn't as rewarding per unit time, that says something about the issues with the original me
  18. Yeah, OK. So we're going to switch from debating the facts to attacking the debaters. Classy. And please don't try to put lipstick on that pig. You're saying I don't get the issue because of a failing or weakness on my side. Otherwise, you would just explain what you think I'm missing. I was playing Stalkers from days after CoV release - 10/31/05 when it came out on 10/27/05. I still play Stalkers today. A Stalker was the second CoV character I created. I know what features they had, and how well (or not) they "scrapped". I also played (and still play) a number of Scrappers. I have
  19. You said: ... in response to Bopper talking about not liking combo mechanics. In context, that sounds like you were saying "If you think that was bad..." If not, my apologies for misunderstanding, but I hope you can see where it looked like that was your point.
  20. Good news - it looks like the recipe data is in the client files. I think I know how to read it. However, creating code to do that is not something I'm likely to get to for a few weeks. I need to figure out if/how I would use this info on CoD. Even if I don't, I could still extract it for diagnostic purposes.
  21. Let's remember - nothing actually changed about Placate or slow AS. They're still there. What changed was players were given an alternative to them. You can totally ignore Assassin's Focus if you want, and just occasionally get a critical hit you wouldn't have before. Anyone who enjoyed the old way was probably not getting a lot out of it on teams - Stalkers were basically weaker Scrappers with less AoE, features they paid for in abilities that a lot of teams would prevent them from using. Now, they can "scrap" and actually deal serious damage while playing with teams who don't wai
  22. In cases like Gaussian's and PShifter, it may be necessary to cross reference what levels the recipes for a set exist down to. Based on those patch notes, I'm guessing those two sets really exist down to level 20, but their boostset definition still says 21. There are three places that this level is defined, that I can think of. In the boostset definition - it includes the min and max existence range of the set In each boost (enhancement) - there is a minimum slotting level field In the form of what recipes actually exist. Unlike boosts, which are a kind of "clas
  23. Do you mean Stalkers? Because, if so, I could not possibly disagree more. Hide/Placate + Slow AS was completely out of step with other DPS ATs' performance and pretty incompatible with large team play. The Assassin's Focus mechanic made Stalkers playable for me.
  24. Wow, what the blazes. So, first of all, deciding what level something should be sucks. Here are the rules I used: If it has "Superior" in its name or its boostset says its minimum level is 50, it's either a catalyzed ATO/WinterO or a purple, and it should only be slottable at 50. (None of these were wrong.) If it has "Attuned" in its name and the boostset says its minimum level is 0, it's a regular ATO/WinterO, and its minimum slot level is 10. I had to infer this one from convention. (None of these were wrong.) Otherwise, it should have a minimum slot level equa
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