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Everything posted by UltraAlt
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electric. great healing, shielding, and buffs.
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It is one of the foundational powers of the entire set but melee players hate it. Melee players also hate knockback. Seeing a trend here? You have the correct concept. The hurricane is there to protect the squishes and, when you are on an all squishy team, you can do the tanking with hurricane. I don't even bother with the knockback to knockdown proc because hurricane doesn't just have knockback it also has a repulsion effect that doesn't change because of the knockback to knockdown proc. Hurricane is great for cornering enemies and keeping them off their feet, it just takes practice using it to get a good handle on using it. Also the to-hit debuff on hurricane can be quite good and a real asset to the team, but you have tap the enemy with it in order for them to be debuffed. One of the pro-melee things you can do with hurricane is herd enemies closer to the melee characters when in big rooms.
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I would try verifying your files on the launcher. One launcher screen click on the ... on the bottom right of the little Homecoming window on the launcher and select "verify". Are you running any add-ons or have you done any modifications to the game? If so, think about uninstalling them. If you have an older machine/hard drive, you might want to uninstall, run system maintenance, and then reinstall. It's possible some of the game files might be written on sectors of the hard drive that have gone bad or are going bad.
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when enemies close on my stormies, I just summon the storm cell on my/team location, any other kind of debufff AoE DoTs/prolonged knockdown, etc. on where I stand, and the Cat 5. But I usually I do have at least one team mate and I'm not running at +4/8 and/or level 50. I try do the same thing if they spawn on top of me, but with squishies that's usually not going to cut it due to the alpha. If I have time and know the enemy is incoming. Then I set up the same situation at a choke point and/or where my character can dive around the corner to get out of LoS.
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I'm assuming this would have in-turn limited the number of packs that were being purchased. I have the feeling there are some of us that have bought more card packs in Homecoming than the entirety of card packs that were ever purchased before the Sunset.
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I don't expect this to happen, but, if there was an additional selection tool with a drop down selection of reward types (enhancement, insp, buffs, enhancement, etc.), it would be helpful to me as well. My main issue with the interface is that the type of insp aren't sorted together because of the way that they are named and sometimes the counter-intuitive names for some things (but I understand that other people may be able to finds things easily, there are somethings that I seem to have to look up in the wiki every time that I need to find them)
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Click on the word subject at the top to sort a-z and again for z-a.
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It made me laugh, but it would be helpful for those of us with this kind of stock in the card pack rewards.
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Let me know if there are any issues, but I think that should work.
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<?xml version="1.0" encoding="utf-8"?> <GameProfile xmlns="http://www.logitech.com/schemas/2009/gaming/game_profile"><Profile GUID="{AA767889-C060-4E44-8BEA-76A578D9762E}" Publisher="Custom User Profile" Author="UltraAlt" Revision="1063:18/09/2023" Installed="false"><Name>City of Heroes</Name><Signature Key="" Value="" Shortcut="" /><Target IconIndex="-1"><Name>Tequila.exe</Name></Target><Macros><Command Id="1" Name="Mouse Left Button"><Event Type="Mouse" DeltaX="0" DeltaY="0" Mask="1" /></Command><Command Id="2" Name="Mouse Middle Button"><Event Type="Mouse" DeltaX="0" DeltaY="0" Mask="4" /></Command><Command Id="3" Name="Mouse Right Button"><Event Type="Mouse" DeltaX="0" DeltaY="0" Mask="2" /></Command><Command Id="4" Name="strafe left"><Event Type="Key" Keyname="A" Up="false" KeynameUndo="A" /></Command><Command Id="5" Name="Strafe right"><Event Type="Key" Keyname="D" Up="false" KeynameUndo="D" /></Command><Command Id="6" Name="Forward"><Event Type="Key" Keyname="W" Up="false" KeynameUndo="W" /></Command><Command Id="7" Name="Backwards"><Event Type="Key" Keyname="S" Up="false" KeynameUndo="S" /></Command><Command Id="8" Name="turn left"><Event Type="Key" Keyname="LEFT" Up="false" KeynameUndo="LEFT" /></Command><Command Id="9" Name="turn right"><Event Type="Key" Keyname="RIGHT" Up="false" KeynameUndo="RIGHT" /></Command><Command Id="10" Name="Jump"><Event Type="Key" Keyname="SPACEBAR" Up="false" KeynameUndo="SPACEBAR" /></Command><Command Id="11" Name="Land"><Event Type="Key" Keyname="X" Up="false" KeynameUndo="X" /></Command><Command Id="12" Name="AutoRun"><Event Type="Key" Keyname="R" Up="false" KeynameUndo="R" /></Command><Command Id="13" Name="Target"><Event Type="Key" Keyname="TAB" Up="false" KeynameUndo="TAB" /></Command><Command Id="14" Name="Lesser Travel 0"><Event Type="Key" Keyname="0" Up="false" KeynameUndo="0" /></Command><Command Id="15" Name="Greater Travel 9"><Event Type="Key" Keyname="9" Up="false" KeynameUndo="9" /></Command><Command Id="16" Name="Target next"><Event Type="Key" Keyname="TAB" Up="false" KeynameUndo="TAB" /></Command><Command Id="17" Name="Power 1"><Event Type="Key" Keyname="1" Up="false" KeynameUndo="1" /></Command><Command Id="18" Name="Power 2"><Event Type="Key" Keyname="2" Up="false" KeynameUndo="2" /></Command><Command Id="19" Name="Power 3"><Event Type="Key" Keyname="3" Up="false" KeynameUndo="3" /></Command><Command Id="20" Name="power 4"><Event Type="Key" Keyname="4" Up="false" KeynameUndo="4" /></Command><Command Id="21" Name="Power 5"><Event Type="Key" Keyname="5" Up="false" KeynameUndo="5" /></Command><Command Id="22" Name="Power 6"><Event Type="Key" Keyname="6" Up="false" KeynameUndo="6" /></Command><Command Id="23" Name="Respite 7"><Event Type="Key" Keyname="7" Up="false" KeynameUndo="7" /></Command><Command Id="24" Name="Cycle tray 8"><Event Type="Key" Keyname="8" Up="false" KeynameUndo="8" /></Command><Command Id="25" Name="Target nearest"><Event Type="Key" Keyname="LCTRL" Up="false" /><Event Type="Key" Keyname="TAB" Up="false" /><Event Type="Key" Keyname="TAB" Up="true" /><Event Type="Key" Keyname="LCTRL" Up="true" /></Command><Command Id="26" Name="Lookup"><Event Type="Key" Keyname="INSERT" Up="false" KeynameUndo="INSERT" /></Command><Command Id="27" Name="Lookdown"><Event Type="Key" Keyname="DELETE" Up="false" KeynameUndo="DELETE" /></Command><AxisCommand Id="28" Name="strafing" RefIdMin="4" RefIdMax="5" /><AxisCommand Id="29" Name="forward back" RefIdMin="6" RefIdMax="7" /><AxisCommand Id="30" Name="turning" RefIdMin="8" RefIdMax="9" /><AxisCommand Id="31" Name="View Up/down" RefIdMin="26" RefIdMax="27" /><AxisCommand Id="32" Name="New Axis" RefIdMin="8" RefIdMax="9" /><HatCommand Id="33" Name="8toggle tray/respite" HatType="8-way" RefIdN="24" RefIdS="23" RefIdW="16" RefIdE="25" RefIdNE="-1" RefIdNW="-1" RefIdSE="-1" RefIdSW="-1" /></Macros><Assignments DeviceModel="44"><AxisDynamics><AxisDef Axis="Y" Sign="1" Acceleration="86" Speed="100" Deadzone="0" DeadzoneSign="0" /><AxisDef Axis="R" Sign="1" Acceleration="41" Speed="100" Deadzone="31" DeadzoneSign="0" /><AxisDef Axis="Z" Sign="1" Acceleration="100" Speed="100" Deadzone="0" DeadzoneSign="0" /><AxisDef Axis="X" Sign="1" Acceleration="88" Speed="100" Deadzone="0" DeadzoneSign="0" /></AxisDynamics><Command RefId="14"><Control Type="Button" ID="11" /></Command><Command RefId="15"><Control Type="Button" ID="10" /></Command><Command RefId="12"><Control Type="Button" ID="9" /></Command><Command RefId="1"><Control Type="Button" ID="8" /></Command><Command RefId="21"><Control Type="Button" ID="4" /></Command><Command RefId="19"><Control Type="Button" ID="0" /></Command><Command RefId="18"><Control Type="Button" ID="2" /></Command><Command RefId="17"><Control Type="Button" ID="1" /></Command><Command RefId="20"><Control Type="Button" ID="3" /></Command><Command RefId="22"><Control Type="Button" ID="5" /></Command><Command RefId="25"><Control Type="Button" ID="7" /></Command><Command RefId="10"><Control Type="Button" ID="6" /></Command><Axis RefId="28"><Control Type="Axis" ID="0" /></Axis><Axis RefId="29"><Control Type="Axis" ID="1" /></Axis><Axis RefId="31"><Control Type="Axis" ID="3" /></Axis><Axis RefId="30"><Control Type="Axis" ID="2" /></Axis><Hat RefId="33"><Control Type="POV" ID="0" /></Hat><Mapping><Source Type="Axis" ID="0" /><Destination Type="Axis" ID="1" /></Mapping><Mapping><Source Type="Axis" ID="1" /><Destination Type="Axis" ID="2" /></Mapping><Mapping><Source Type="Axis" ID="2" /><Destination Type="Axis" ID="4" /></Mapping><Mapping><Source Type="Axis" ID="3" /><Destination Type="Axis" ID="8" /></Mapping></Assignments></Profile></GameProfile>
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Okay, I wasn't sure if I could share the profiler settings that I'm using in a way that it was safe to transfer the file in a legit way that would be safe. You have motivated me to I figured out how to safely post/transfer the .xml file. I imported it and it seems to work fine if you follow these instructions. In the next post, I'll put in the text of the file. Copy that text. Paste it into notepad. Save it as a .xml Then open the logitech profiler, click on Profiler, click on import, find the file, and import it. It is going to ask you to target the the game .exe Target the launcher. This will make the profiler have a selection under select a game that will read "Play City of Heroes". When you click on that, it will open the launcher. Make sure to go into the Options>Global Profiler. Select the persistent profile "City of Heroes" and click on "apply persistent profile". Make sure all the behavior boxes are not checked. If you don't make sure all those behavior boxes are unchecked, it can cause weird things to happen because it can cause the controller to be active when you boot up your computer. The setting make the sticks behave like the mouse and arrow keys. The neutral points on the controller won't necessarily show a dead spot to the computer and the pointer might start moving around on its own. If you run into that, just unplug the controller. Unchecking all the behavior boxes in the Options>Global Profiler Settings makes the computer ignore the controller until you start the profiler, so you want to make sure to do that. So when you start up the profiler, just make sure to hover the pointer over the controller and swirl around the sticks and let them fall back into neutral position a couple of times so it can register itself. If the controller stops working for some reason while you are playing, toggle out of the game. click on the profiler, swirl the sticks, click the buttons, and then toggle back into the game and you should be good to go.
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What?! Too soon? The song is 4 years old!
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I see. At this point it is "SFX most commonly stands for sound effects in film and video, but it can also be used to describe special effects as a whole." I guess it is a generational thing. Thanks for letting me know.
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Okay. So that is one that you would like seeing as an alternate SFX for teleport. Any thoughts on what other ones should look like?
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I'm not sure why that looks silly. Cosmetics aren't bad. It takes time for DEVs to do animations and that has be the thing they are into in order to do it. What are your suggestions for "good" teleport power exec SFX?
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You might want to look into: https://homecoming.wiki/wiki/Category:Sets_for_improving_Teleport -and- https://homecoming.wiki/wiki/Category:Sets_for_improving_Universal_Travel (which have 2 +range per set each) I see no reason not to push for +range added to Winter's Gift for slotting 3 other than the set bonus adding globally across all powers. I can't tell for sure if you are just looking for set bonus or just trying to find ways to increase the range of teleport aka teleport "faster". If you could have have a teleport enhancement set with different set bonuses from the existing sets, what would it/they be?
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There was a thread about this recently. It depends on character conception. And then, if that character conception warrants a travel power, it is taken related to when another power doesn't appear to need to be picked first. For ease of/most useful, I would have to say flight. Normal or mystic it makes no difference to me other than character conception. For the "fun", I like super jump (without the double jump, even though I tend to use it). There is something fun to me about jumping from rooftop to rooftop. Not so much for the platforming of it, but for the crouching on rooftops looking for crime aspect of it. Teleport. It is just so cumbersome and reaction speed intensive. When it comes to teleporting, I like the way mystic flight handles it best - the hover/flight is built in. It works in the same way that the Speed of Sound/Jaunt is superior to super speed in that you are able to go vertical over obstacles using Jaunt. 2nd lease favorite: Superspeed. As indicated, vertically is an issue. You can't run up walls or up the sides of buildings. Want to go up? You're going to have to get another travel power. Back before the Sunset and before the Shadow Shard Day Job flight pack, I had to respec a character out of Leaping into Flight because of the Shadow Shard. In this case, I had to rationalize it with the character conception that traveling through the Shadow Shard was an out-of-body experience and not the physical realm in which they had leveled through the rest of the content. When City of Villains was released, it intentionally had a large amount of verticality added to the City design. I can't remember if I had to respec any characters for it (didn't play the villain side that much but had one level 50.) but I think I did have to respec that level 50 due to the map designs on the villain side. And, again, had to go from Leaping to Flight. Not so far outside of character conception in this case I guess. The character had come from a Champions RPG (now-called table top) game that I had been in years ago. That character only had hover when they turned desolid/phased/discorporal originally (they didn't have leaping in the RPG - phasing wasn't built to last long and it would take forever for hover to get you anywhere. Leaping seemed to make more sense character-wise to the other travel options and the necessity for some level of speedy travel when on teams), but, later as they leveled up, they stole a skeleton of pterodactyl from a museum, used their power to grow a plant-based-musculature system, endowed it with a minimal plant-based AI akin to its own, and used it as a mode of flight-based transport. Also, as indicated in my prior response, super speed has the limitation that you can't run up walls, the sides of buildings, or anything that is too vertical, and you also have a high probability of running off things that are narrow. This would make this a non-pick for the villains side for me and a low pick option in general. Flight, in general, is the most useful travel power. Some content really makes flight a necessity. It is simply too difficult to use any other travel power. Temp flight simply won't cut it. The Shadow Shard Day Job Flight pack is combat-flight "fix", but that isn't always within character conception. This means, when a characters without flight stumbles into one of these situations on at team, my character really can't do much to participate in that part of the content as it tends to be multiple characters are flying around and bypassing mobs that my character would have to fight through to get to where they are going easily by flying. No. I get travel powers and other powers out of other travel pools based on character conception. Sometimes that will mean getting multiple powerpools. Sometimes, I will get the Speed pool just for flurry and/or hasten. Sometimes, I will get the Teleport pool just for the teleport target (most often with the Character conception related to getting other characters to a mission vs teleporting enemies) Sure. Group fly. I can see why a solo mastermind world find it useful. Other than that.... Teleport>Team Teleport Why? Why is that even a thing?! Obviously, it should have been the Team Transport Power or a multi-zone "recall friend". I haven't seen any use for Team Teleport other than to prank other team members. Clinging, swinging, swimming and burrowing seem to be main supertravel powers missing from the game. These powers really don't have any good way of being implemented into THE CITY. Clinging apparently can't be implemented because of the way surfaces are designed in THE CITY. (works in many cases in DCUO, but there are still surfaces that you can get "tangled up" on that the game engine simply can't tell which way you are trying to go because of the interaction with the surface) Swinging. yeah. I think you have to design a game around swinging vs add it to a existing game. (Some of the Spider-man games for instance) Swimming would work best if you could be below the surface of the water which can't be done in THE CITY without major changes to the game. (DCUO kind of worked around this with Atlantis by making the whole zone underwater and turning flight into swimming, but, yeah, just a work around) Burrowing would need to be below the surface of the ground which would also take major changes to the game including what could be burrowed through and what could not be. (I know that the Champions Online took a stab at this, but it didn't look like it really covered it well) *** and off topic *** I really like the P2W form change travel powers: Coyote and panther. I wish there were more of these. There are a couple other animal forms already existing in the game that could use the same animations. I would also like to see some bird-shaped ones for flight ... possibly large insect or butterfly/moth forms as well. I wouldn't use them/don't use them all the time. I just use them based on character conception.
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What do you mean "instantly do so"? You don't store up XP when you turn off xp gain and then suddenly get all that xp when you turn it back on again. Well, you could just die a lot and rack up debt. Then I'm not teaming up with friends that use x2 xp boosts, I usually get 8 hours of it from the get go and then don't get any more. When I'm running an arc that I don't want to out level, I turn off the XP. I'm getting to the point where I'm leveling locking (turning the xp off for good) some of my characters at certain levels. Characters that are higher level and exemplar down have far greater powers than their teammates and I like the challenge of playing content within or, at least, near the level range. I already have over 100 characters, so can help stop the feeling that I need to create a new character in order to enjoy/take part in lower level content. Would I run in a reduced xp gain mode? I don't think so. At that point, I might as well just turn off the xp gain/level-lock the character.
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lol. "Furry" was word used by people long before CoH was released. I wasn't sure how far back, but ... take it away quick google search results .... "The specific term furry fandom was being used in fanzines as early as 1983, and had become the standard name for the genre by the mid-1990s, when it was defined as "the organized appreciation and dissemination of art and prose regarding 'Furries', or fictional mammalian anthropomorphic characters"." -https://en.wikipedia.org/wiki/Furry_fandom#:~:text=The specific term furry fandom,or fictional mammalian anthropomorphic characters". oh, I'm old ..... and feeling it today ...
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I don't know. I hear Doctor Who is getting a budget from Disney, so ...
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I log mine in before 60 days if I can help it. I do a rotation and try to catch them starting at 30 days, but I market with pretty much all of them at this point to some degree or another, so it gets time consuming for some of them. Only one account, but on all servers. Yes. All of them. With some level of stored set IOs, event IOs, and/or Archetype IOs waiting to slot as the character levels up. Across all character since I don't have anyone lying dormant due to the shadowing threat of name release and only having 2-3 50's. 95% character conception driven. Thought "that would be a cool character", and made them. 4~% to try a set and made a character conception to match the set. 1~% picket a set, randomly selected a costume, tweaked the costume, and created a character conception to match the costume and powerset. Because it is the next character waiting to login as part of the rotation. Now this is the real thing. Because I don't play 50's and I only have 2-3 of them, and I'm ever vigilant of the possibility of the name release program going live and actually releasing names, there really is no telling how long has been since I actually "played" a character. Logging in and marketing with them in order to make sure that they have been logged in, and I'm doing something with them to generate loot/gear/stuff for all my other characters while I'm doing it ... this isn't really playing them. I have to say the characters that I know for sure that I haven't "played" for a very long time are the ones that I still have on Indomitable. There is just little to no activity there. Sadly, I don't play my characters much on Reunion, for whatever reason, I have a special connection to some of those. I guess because I was able to play on a good number of really good teams over there during the COVID lockdown. I don't get to play my characters as much on Torchbearer any more because of the same kind of thing going on. the majority of my characters are on Torchbearer, but most of the primetime game play time over there is playing with a supergroup and that group doesn't tend to alt up much, mostly creates character and levels them up and then starts over again. By the time that play time is up, there has been a massive population drop and not as easy to find teams any more after prime time. So I play more on Everlasting at this point than any of the other servers. I work on my Origins project on Everlasting or market until I see a /lfg for a team that I have time for or I see there are enough people on in a level range that I like to game in and try to get a team going. Excelsior. Yeah. I made 2 sgs there with 10 members each. Sometimes I'll team up if I'm marketing and people are looking for more, but I generally don't go out of my way to start teams over there. It's the new Freedom, and people behave like that as it is the most populous server. It's more for fun for me to team up elsewhere. I have some characters that were created just to be part of one seasonal event or another. They come out to play the seasonal events and then pretty much hide away until their time comes around the next year. I don't play VETA. I don't have Warshade. I have 2 Peacebringers, 2 Brutes, and 9 Stalkers. Stalkers probably get the least play. The way most teams run these days, I might as well play a scrapper instead. I just don't get to use the stalker the way it was designed to be played when running with most groups. I would throw the Corruptors in that mix, but I've been running some corruptors fairly often recently. When the time is correct and the call is heard, all my character respond because they are all ... Rapid Response Members I check out the leader's name on an /lfg call and try to fit the genre, level range, or ask what the team needs (we all know that pretty much any team can make it happen, so I don't always ask) I have managed to avoid finding out what that is and I hope that I don't ever have to find out.