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Everything posted by UltraAlt
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@Tactic21 I am doing this as well. It seems to be the best solution at this point.
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Cannot login. Username and password are correct.
UltraAlt replied to theminn's topic in Homecoming Launcher
Start a post over here: https://forums.homecomingservers.com/support/ -
I still don't know why The Pilgrim can't be given trainer functions. He is obviously the Ouroboros trainer. Maybe have them switch from contact to trainer mode once their arc has been completed.
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Thanks for adding this comment. It helps people to know not to respond in regard to the game content since you appear to only want to end-game.
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New Arc about the Clockwork King?
UltraAlt replied to ThatGuyCDude's topic in Suggestions & Feedback
Oh, no! I really hate the Praetorian Clockwork! The original Clockwork look so much better to me. Less frightening to Penny? Just put his brain back into a human body (you know the old Ultra Humanite trick!) Well, not in a woman's body or a giant white apes body, but I think you get the point. -
"There is nothing else I can teach you." - The Pilgrim - https://homecoming.wiki/wiki/The_Pilgrim He trains characters in the ways of the Ouroboros. Menders can't bother trying to keep track of leveling progress with all their time-foolery going on.
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I thought that The Pilgrim was the Ouroboros trainer.
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No Point of Suggestion (at this rate)
UltraAlt replied to LightMaster's topic in Suggestions & Feedback
Funding has nothing to do with development. More skilled volunteers is the only way that development will happen faster. -
All are bases be long to us.
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It seems that if you really want to hold off dialog from showing up, you have to setup triggers (clicking or destroying an object) to spawn npcs that you want to talk at a certain time. And, yeah, it should be corrected for when a character comes within a set range of a group like it does on non-AE missions, but no telling when this will be fixed. Players have been pointing it out for a long time at this point.
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Recently, one of my characters completed all the missions in Faultline. https://homecoming.wiki/wiki/Aftershock_Badge Earning the Aftershock badge rewards the character 20 reward merits. "Story Arc badges Agent of Order Complete every story arc in Atlas Park Excavator Complete every story arc in The Hollows Aftershock Complete every story arc in Faultline Port Authority Complete every story arc in Striga Isle Story Teller Complete every story arc in Croatoa Agent of Praetoria Complete every story arc in Nova Praetoria Vigilant Complete every story arc in the Rikti War Zone" - https://homecoming.wiki/wiki/Hero_Accolade_Badges I'm assuming all of those give an additional merit reward, but I didn't click through all of them to check
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@Tankshock What I do is turn on flight, hit autorun so the character will keep moving, and then hit a macro for the flypose emote.
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Most of them I've run across want to use the X-box controller. I don't have one, so never bothered trying to fight one to figure out how use it. I've been using a controller since day-1 that started playing which was like a week before Issue 2 dropped and the Rularuu Invasion Event 2004 happened. The first logitech controller I had only had one shoulder button/trigger on each side. I don't remember how long it was before I switched over to using the F310, but I've been using it ever since. Originally, I didn't use the right stick to toggle view. Everything was so flat in CoH, that I didn't need to move my camera often before when the Hollows or CoV came out. Then there was more change in height so changing camera angle became frequently necessary. However, I didn't reconfigure my stick settings before the Sunset. After being without CoH for a while, I started playing DCUO. It seemed very necessary to be able to change the camera angle on the fly, so I set up a DCUO profile (very different configuration with DCUO than CoH other than moving and the travel powers) with the camera angle adjustment on the right stick. When I joined Homecoming, I took my old CoH profile and edited the sticks to my new configuration and left everything else the same. Basically, I set all my game controller profiles for other games to work as much like the way I use the controller for CoH as possible. How much time did I put into that? No idea. But I can say, that I don't think it took me more than a half hour to say - "this isn't user-friendly" when trying to work with games that want to configure controller "their way" .... which was not the way I wanted the controller configured (made no sense to me at all) - and started looking for how to avoid games from "seeing" the controller altogether so that I could tell the controller what I wanted to do and it would "fake out" the game into believing that it was seeing a keyboard instead of a controller. Setting up the commands took longer then assigning them to buttons. And there was some testing to make sure I was creating commands in a way that the game would respond to correctly in a few cases. Based on what you have said earlier, no doubt it is on the Microsoft end and not on the CoH side. It seems that Microsoft often wants to change things because someone that works for them high enough up decides that "this works better for me" regardless of what users have been used to doing for years. Maybe the new way is easier for a new user, but why ruin/change the experience for a long time customer/user? And, so we again go back to, "making the controller act look like a keyboard" to the system to avoid so-called "improvements" to pre-configured controller software. Each player is going to have to decide what makes the most sense to them. Since I'm already using the sticks for moving and changing camera angle, it just made sense to me to have the travel powers in the stick buttons. Since my controller configuration is always turning on the lesser travel power (which I always locate in active tray slot 0)with the right stick button and the greater travel power (which I always locate in active tray slot 9) with the right stick button, it doesn't make any difference which character I'm playing ... the right stick button will always turn on my (whatever kind of sprint, hover, combat jumping, etc.) and the left stick button will always turn on my (START fly power, fly, superspeed, super jump, etc.) I mainly play flipping active tray from tray 1 to tray 2, so powers with positional clicking go in tray 3 if combat powers and in other trays if they they don't need to be used on-the-fly. Teleport and powers [that activate on a clicked location] would go in tray 3 or another tray so that I would be ready with my right hand off of the controller (my left hand is always on my controller unless I'm typing messages) and on my mouse to be able to activate the power and click on the screen where I want the power to teleport me to/activate. The only insps that I activate from my controller are my heal ones. I don't just let anything drop in to my insp tray in most situations and I set my insp tray up before combat. The first column on the left (f1) is always breakfrees (or a greater resist effect insp). The third column on the right always has at least 2 awakens in it. (I generally always get the https://homecoming.wiki/wiki/Physician_Badge day job power early on and have started getting the https://homecoming.wiki/wiki/Temporary_Power:_Resuscitator S.T.A.R.T. power as part of character set-up when I bring a new charcter into the game for the first time). The rest are all healing insps - mainly respites which I can activate on-the-fly with the controller. I don't have to use the resist effect insps all that often (when it comes down to it) so I just take my right hand off the controller, hit f1, and then put my right hand back on the controller. I know where it is, I can trigger it pretty quickly, and still be able to move to move forward/backwards/side-to-side/jump with my left hand while getting my right hand back onto the game controller. At this point on most of my characters, I block all insp drops other than the heals and resist effect insps (through the S.T.A.R.T. vendor as well as activating team insps - which would require hitting f-keys or mouse clicking to activate as my heal bind doesn't active team insps - saving those for that "rainy day" when the team really needs them) I understand other players make use of all/any insps that drop in their tray. I just don't find that as useful the way that I play. Good luck and keep at it. Way more people are going to be trying to use X-Box controllers to play CoH than there will be trying to use an old-school Logitech F310 which is modeled on a Playstation 2 controller configuration.
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Other controllers see @BlackSpectre 's thread - which a this point is mainly about X-box game controllers, but has links to some software to allow other controllers to look like keyboards instead of a game controller to computers which helps resolve a lot of problems (as far as I'm concerned).
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@BlackSpectre asked me "I've been going over your post detailing your Logitech controller setup, and I must have missed it, but how do you activate your powers? Do you use the controller?" The answer is "yes". Maybe this will help clarify. Green button - power 1 - active tray slot 1 Red button - power 2 - active tray slot 2 Blue button - power 3 - active tray slot 3 Red button - power 4 - active tray slot 4 Left upper trigger - power 5 - active tray slot 5 right upper trigger - power 6 - active tray slot 6 dpad south - active tray 7 - with either /macro Heal "inspexec_name respite$$inspexec_name dramatic_improvement$$inspexec_name resurgence" dpad north - active tray 8 - tray fips between tray 1 and tray 2 /macro try2 "goto_tray 2" <-- goes into tray 1 slot 8 /macro try1 "goto_tray 1" <-- goes into tray 2 slot 8 left stick button - active tray slot 9 - greater travel power (fly, superspeed, super jump, etc. right stick button - active tray slot 0 - lesser travel power (sprint, combat jumping hover, etc.) other button usage: dpad west - target next dpad east - target nearest right upper center face button - left mouse click left upper center face button - autorun ... and .... left lower trigger - jump right lower trigger - target nearest left stick - forward/back and left/right strafing right stick - look up/look down and left/right turning
- 12 replies
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- gamepad
- gamepad support
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With the F310, it's just a switch on the bottom of the controller. Switching it to "D" mode makes the computer think it is a keyboard.
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I'm assuming that you are using the Options>Controls>Game Controller option to recognize your controller. Is that correct? If my memory is correct, the game is automatically trying to respond to the controller in the way that thinks it should be setup versus how you want it setup. That is one of the reasons that I decided to bypass the game "seeing" the controller completely, and setting up so that it functions like a keyboard as far as my computer is concerned.
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I'm a character conception player, I would suggest thinking up an idea for a character and building the character based on the character conception. I would also suggest playing the game and not getting power leveled to 50. If you are making a scrapper, the primaries I would stay away from for a new player would be dual blades (due to the combo system) and kinetic (as it seems to be a bit difficult to get the most out of it and the animations are slow). Super reflexes and regeneration are both good sets. The first scrapper I ever made is regen, and I like the set. I tend to use super reflexes for dual blades, katana, and martial arts scrappers. That being said, super reflexes is defense based and not resistance based. I would go with invulnerability if you want the character to be resistance based. Regardless of which set you chose, I would highly suggest getting the anti-mez power as soon as possible. Generally, 2 recharge reducers are enough to make them aways recharge before the affect expires. I also put these on autofire. You want to kind of keep an eye on when they are going to recharge so that you stop attacking for a moment so that the auto-fire has a chance to go off before attacking again.
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I go in hidden, get near my target, set so I'm sure I'm not moving, and set of the assassin strike. As long as my character is not moving and the enemy doesn't move away before it goes of, it will do the hit check. I tend to target the boss first. What happens next depends if I'm on a team or not. I'm going to continue attacking the boss and take my target down regardless unless my health is getting low fast. If I'm not on a team, I'm going to run back until my character get hide on and the enemies are starting to run back, then pick off the last one in line with an assassin strike. Now if I'm in battle with a target and my assassin strike charges up, I use placate on my target before using assassin strike on them. I don't know if the assassin strike works the way that it used to or not, but I think at one point - doing that - effectively made you hidden to the placated target so you can get the crit off the assassin strike again. Many players, like Frosticus are using stalkers like scrappers. If you on a full team that is steamrolling especially at higher levels, that is generally the way to go as by the time your assassin strike from hidden goes of, your target tends to have already been defeated by the rest of the team. On smaller teams, of 2 or 3, generally the other players on the team will understand what is going on and will let you move in and position to do your assassin strike before they attack. At that point you can usually stay in the fight and and scrapper it out until the next mob. I think combat teleport will un-hidden you, but I'm not sure. I always walk in and set my position near the target. Hidden is really good stealth so it is unlikely a target will see you unless they are an EB or AV. Street Justice I think my stalkers that have street justice and are high enough level have all the primary primaries. Unlike dual blades, you don't have to do attacks in a set order. You just have to charge-up the finishers to get the circle around the power to get the most effects out of them. Spinning Strike is an interesting one as it a ranged AoE attack. I find if I target a character close to my character that it only reach them, but, if target a character behind the nearest character that my character hit both of them (sometimes additional character nearby) Dark Armor I'm assuming Dark Armor is just as end heavy as it is for other sets. I would not use Cloak of Fear, Oppressive Gloom or Soul Transfer if I was going to play a stalker as a stalker. The first two will agro foes so it ruins your hidden status. I tend not to get self rez powers.
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I find that sometimes the Logitech controller goes wonky and I have to alt-tab out of game, swirl the sticks, push the buttons, and then alt-tab back into the game. This hasn't happened to me for a good while, but it happened to me enough in previous years that found doing the above would resolve it.
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after I posted all of this I saw that you had put a link to my thread in guides at the bottom of the page - thanks. I tried using the X-input with the Logitech F10, but that had issues. The Logitech F310 can be configured so that the game thinks it is keyboard and that seems to get around the weirdness issues of using X-input.
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I see. You are addressing x-box controllers. This link goes into: Images of my controller button setup for the Logitech F310 Resolving game controller issues with the Logitech F310 and then my tray setup. The whole thread is a walk-through of setting up the Logitech F310 and a couple of modifications of my tray setups. It allows for the Logitech F310 to trigger all 10 buttons in the active tray (six click-attack powers per tray, with macros in each tray to flip between tray 1 and tray 2 and trigger healing insps, fast travel [click left stick], and slow travel [click right stick]) as well a buttons for click on the blue hand, target near, target next, auto run, jump. The stick directions are set for moving and adjusting camera angle.