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UberGuy

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Posts posted by UberGuy

  1. 2 minutes ago, Wavicle said:

    IMO Stealth costs too much end. Comparing it a couple other pool powers, Hover gives the same in combat defense plus mobility and costs substantially less, Evasive Maneuvers also costs less while giving mobility and some status protection. Seems to me Stealth shouldn't cost more than Evasive Maneuvers, possibly even as little as Hover.

     

    Yeah. I mean it does more stuff that its base stats, but it's very fiddly about doing so. If it's intended to be impossible to get those benefits in combat, it should probably cost as though it didn't have them, or maybe a bit more.

     

    (Note: I haven't run any math on its costs, so maybe the cost does somehow make sense. But based on quick mental analysis, it doesn't seem like it.)

  2. Recovery Res is actually a different stat. But the fact that it's there probably means we should get End Drain res too, unless there's some technical limitation on it.

     

    (And there might be one - I remember some old talk about how updates to the things sent for the combat monitors cause networking code changes. But that was a long time ago.)

    • Like 1
  3. 1 hour ago, Uun said:

     

    I understand what it's doing, but I'm not sure it makes sense. Combat Jumping and Ninja Run previously stacked with Sprint and Hurdle but couldn't be run together. Now they can be run together, but nothing stacks (including Sprint and Hurdle, which stacked before). Per CoD, travel powers now have a "highest value suppresses others" flag.

     

    1 hour ago, Arbegla said:

     

    I'd like some confirmation that Swift, Hurdle, and Sprint aren't stacking with the existing travel powers, as those had all previous stacked (being Automatic powers and stackable powers in every regard).

     

    Um, no, that's not correct.

     

    This is from the JumpSpeed attribmod in Combat Jumping

     

    image.png.c5507d281422926f09bab4b0ada0bb4f.pngimage.png.1ad0e75db441e767e85fe332216ac432.png

     

    That means that powers with the "TravelBuff" stacking key will stack in a way where the highest value wins.

     

    This is the JumpSpeed attrbmod from Hurdle

     

    image.png.77829ff81ca9428202a44de3039564b5.pngimage.png.81f1b0d997f021b6b21646639efb7c9a.png

     

    That's regular vanilla stacking almost every power in the game has. It means it stacks with other stuff that's not the same power cast by the same caster.

     

    So Hurdle stacks with whatever wins from  the "TravelBuff" overlapping winner, as do other sources of +jumpspeed like Inertial Reduction.

     

    • Like 1
  4. Things like "was it that broken" or "it doesn't break the game" are strawman statements that don't have any objective basis. There are (admittedly not well documented for us) standards the devs try to follow for things. Why don't all attacks have some different range than they do now? I dunno, but they have pretty consistent standards*. A powers dev decided only "real" sniper mode attacks should exceed the now-standard ranges. I can see what they were going for, but they'd have to explain the "why". (I wouldn't mind knowing myself.)

     

    * If you were playing long enough, you may remember that stronger attacks actually used to have shorter ranges than "high" or "extreme" damage ones. So what we have now is way better, IMO.

    • Like 3
  5. The "fast" in combat snipe is no longer a sniper shot. It's just a high DPA attack.

     

    I mean, don't get me wrong. It's not like I'm excited about this change - I have quite a few characters with snipes. But I get that the "fast" version isn't following any of the rules that make the slow version different from other attacks - it has no interrupt window and a way slower overall cast time. It's basically a regular (though very good) attack.

     

    I don't see why it's either so terrible a change or so hard to grok the reasoning, even if I do understand that any downgrade is rarely enjoyed.

  6. So, I think the deal here is that the effect pulses every 2.5 seconds, but the sleep lasts a (base) of 1.49s. Against +3 critters, that's cut to 65% of base, so about 1s, which means you're never going to be able to keep +3s asleep.

     

    So yeah, it's basically impossible to keep things slept with that. No idea if that's intended - it seems kind of silly to me.

  7. 26 minutes ago, Taboo said:

     

    Isn't this what beta was for? Seems like these changes were rushed. I would like to use stronger language but don't want to get moderated.

     

    Most characters have a travel power. Extra scrutiny and going slow.. hindsight.

     

     

    Rather than berating others for lack of foresight, perhaps you should ask more players come join the testing. And join them.

     

    This is a bug that only appears in very specific circumstances - teleportation with a non-combat NPC targeted. That's something that people popping into Ouro to test teleporting around could easily miss. How likely was it that someone combine testing teleport with having clicked on a contact or open world civilian?

     

    As a reminder, this is a free game provided by volunteer effort, by people working on spaghetti code they didn't originally write without any documentation they didn't create themselves. There are only a handful of people working on code and powers (like ... maybe five?). They can't do that and test everything extensively while they have day jobs, families and other stuff in their lives. That's why there's a test server and a beta period. We have no choice but to test by throwing bodies at it - player bodies, because there aren't enough devs and no other QA department.

     

    So, in summary, be less of a dick about something you get for free from other people's labor.

     

    • Like 3
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  8. 7 minutes ago, Uun said:

    Not sure if this is a bug or working as intended. While I can now run Combat Jumping at the same time as Super Jump or Ninja Run, the effects don't stack. Looking at the Movement tab of Combat Attributes with Combat Jumping on, toggling on Super Jump or Ninja Run causes Combat Jumping to disappear from the list of powers/set bonuses contributing to Jump Speed and Jump Height. I expected the additional jump height to be additive. Am I just retaining the defense and immobilize protection?

     

    As @Arbegla says, it's because the best power now wins. Remember, you could not run these together before. The intent is not to change them to be stackable when they weren't before - it's to let us get the bet of all of them at the same time when run together.

    • Like 1
  9. 2 hours ago, Spectre7878 said:

    I guess I am trying wrap my head around this change. I mean we use all the io sets to build up our characters defense and now we get stripped of them when using powers. 

     

    To be clear, no defense granted by any IOs is being stripped, at all.

     

    If you're just talking about these new-ish powers that give you defense but let you act,  remember that what they're replacing prevented you affecting friends or foes, so the defense they granted came at a high functional price. That price has been removed - if we could fight while unconditionally keeping the full defense these new versions of old powers grant, the devs would just plain be giving us new sources of in-combat defense that we did not have before.

     

    I think a lot of us feel that the bonus defense in these powers is so trivially suppressed it might as well not be there, but let's see where things go.

     

     

  10. The code for leveling up in the respec screens is apparently rather fragile (IMO) in the sense that it figures out what level you are based on how many powers you have that meet certain criteria.

     

    Powers in certain categories, like "temporary powers" and "inherent" don't count for this, nor do powers explicitly marked as "free" (that's a setting on the powers themselves). It looks like the "Momentum" power, which is in none of the "free" categories and not explicitly be flagged to be "free" may be the issue. If you turn of SS or let Momentum expire (it only lasts a few seconds) before you respec, the issue may not appear.

     

    The devs have this info, so hopefully it will be fixed soon, if the above is the actual/only issue.

  11. Just based on the testing cycles we say for beta, it seems likely each patch is given a few days to be implemented / reviewed / tested before it goes to any of the test servers. Also, given that none of the bugs so far are causing "all hands on deck" issues like crashes or character corruption, waiting a few days to see what other issues players can find, so they can also be rolled into a patch would make sense, rather than pumping out a rapid sequence of small patches.

  12. 23 minutes ago, Taboo said:

     

     Welp.. they almost had me try teleport.

     

    Or you could read that (a) there's an extremely simple workaround and (b) a fix is inbound to boot.

  13. It's not a programming thing. It's just how the power's settings were chosen, which is "just" a data thing. No one will have to make code changes to update this, nor is the code doing anything out of place.

     

    The settings for the power are, however, being questioned and, it seems, updated in the next patch.

  14. 37 minutes ago, twozerofoxtrot said:

    lso tested [Bind KEY "powexectoggleon Afterburner"].  

     

    What you are saying you tried and what I suggested you try are not the same. I know what I posted works, because I am using it successfully.

     

    My bind turns on Fly first if it is not already running. This enables the "Afterburner" power (display name), which puts it in a tray. Then, and only then will the "powexec_toggle Afterburner" be executed on the next press, which will work using that name because it is in a tray.

  15. Conversions using any of the "out-of-set" categories are done at the whole set level. A non "in-set" conversion will always give you a piece of a different set than the original piece. A list of valid target sets (based on conversion group and a few things like the original enhancement's level) is constructed first and then a random set is chosen from that list. Pieces within the resulting set are chosen randomly from the pieces listed as part of that set. There are no rerolls.

    • Like 3
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