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ZekeStenzland
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We also ran 1* LGTF last night for the first time. It was mostly fun. 77 deaths for the 2h30m run. During the Hami mission we had Rikti camping us in the med chopper. That was an ugly surprise! Our team lead had graphics issues in the final mission beyond the portal. Couldn’t see any of the reactors or turrets. But we still got all the badges. Plus we got the variety badge. As it happened (unplanned), everyone ran a different AT.
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If Null won’t let you change your alignment to Hero/Vigilante/Villain/Rogue, it’s because you’re a Praetorian. The only way to change between Resistance/Loyalist is to make a Moral choice at the end of one of the Praetorian arcs. If what you want to pick is Hero/etc, then you’ll have to wait until you’re level 20 and you do the mission where you go to Primal Earth and are forced to choose between Hero or Villain. At that point, you can visit Null the Gull and change your alignment as usual.
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As I recall, you used to be able to slot the stealth procs in swift and hurdle, but then people found they couldn’t complete escort missions because the hostage couldn’t follow them. So they disabled that.
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If you put either of the stealth procs (celerity or the jumping one) in sprint, the stealth is only active when sprint is on. The instant you turn off sprint, you that stealth goes away.
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City Mod Installer (Released)
ZekeStenzland replied to Michiyo's topic in Tools, Utilities & Downloads
First, I did have 2 other mods installed besides vidiotmaps and badge popmenu, which I did not update, so that somewhat confirmed Michiyo's thoughts. Attempt 1: Launched ModInstaller, uninstalled everything, exited. Launched ModInstaller, reinstalled everything. Did not get any Access Denied errors this time. (Michiyo for the win!) Exited ModInstaller. Launched CoH. Still have old map and old badge menu. Exited CoH. Attempt 2: Launched ModInstaller, uninstalled everything, exited. Launched ModInstaller, turned on "DO NOT check for existing data overrides" (I'd forgotten I had turned that off while trying to diagnose stuff), reinstalled everything. Again, no Access Denied errors. Exited ModInstaller. Launched CoH. Still have old map and old badge menu. Exited CoH. Attempt 3: Launched ModInstaller, uninstalled everything. Exited ModInstaller. Launched CoH. Still have old map and old badge menu. Exited CoH. Sigh. But that does point to having mods installed the old school way. Attempt 4: Follow the instructions for manually deleting legacy vidiotmap and badge popmenu installs. Hard to tell with vidiotmaps, but I had definitely had a popmenu badge menu and a renamed older popmenu badge menu under the data folder. Launched CoH. I have vanilla maps! I have no badge popmenu! That was definitely a thing. Exited CoH. Attempt 4.5: Launched ModInstaller, reinstalled everything. Still not get any Access Denied errors. Exited ModInstaller. Launch CoH. I have new vidiotmaps! I have new badge popmenu! (AboveTheChemist also for the win!) /em happydance! Thanks a ton to both Michiyo and AboveTheChemist for your help. -
City Mod Installer (Released)
ZekeStenzland replied to Michiyo's topic in Tools, Utilities & Downloads
As it happened, i did have 2 other mods installed that were up to date so I didn’t touch them. I’ll try your advice when I get off work. Thanks -
City Mod Installer (Released)
ZekeStenzland replied to Michiyo's topic in Tools, Utilities & Downloads
Yeah, having the same issue as Akiceter notes above. My assets\mods\ folder is marked read only, as is the assets folder. Unchecking read only doesn't appear to have any effect. And even though the installer says the mods were installed, the assets\mods folder still shows files dated 2023-08-21, when I presumably last installed mods. Also tried manual download for vidiotmaps and badge pop menu, manually copied them into the assets\mods folder, but somehow it's still using older maps. Not sure where it's getting them from. -
So the main thing about the 120sec procs is if the power is permanent, the so is the proc. Ex: the performance shifter proc in stamina if the power is a toggle, the proc is effectively permanent as long as the power is turned on. Ex: the celerity stealth proc in sprint, or the kismet to hit proc in combat jumping. if the power is clicky, the proc lasts for 2mins. Ex: the tp stealth proc in a teleport power.
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Logged into page 7 today and noticed that my Attribute Windows are not displaying correctly. This is happening for both of the characters on I've tried logging in to so far -- Malachite Spider and Shadow Shaman on Indomitable. The text seems slightly larger than I remember, although it seems to be more readable. It has lots of blank lines and is missing some of the attributes. In my UI, the first monitored attribute is always Last Hit Chance, and the last is always Influence. Neither of these is visible. If I bring up the Combat Attributes window, the UI does not have Last Hit Chance or Influence checked as Monitored. Adding/Removing things to monitor does not fix this. The spacing is still weird. Stop Displaying All, and then adding back the attributes seems to fix it. Although this does require that I remember what all the attributes were that I was monitoring. Sometimes it's just 2, sometimes it's 10. I've pasted before and after pictures for comparison. Is there any way to find out what attributes I was monitoring so I can restore them properly?
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Technically nukes and shivans are earnable temp powers. Not sure what separates them from the acceptable temp powers, but it’s a minor quibble. I wouldn’t want to make assumptions about what else is included in that “etc”. Maybe it’s because they’re from zone events rather than missions? Other than that, I don’t see any obvious loopholes, conflicting rules or dead ends in your proposal as stated. Two minor thoughts. It’s might be possible to exhaust all the mission content, reducing you to just farming L54 mobs in DA for xp. I don’t know if it’s likely. It wouldn’t violate the laws of physics weather way. Second, without spending merits on random salvage or specific recipes that match the salvage you have, you aren’t likely to do much crafting at all. There’s a reason why Luck Charms on live typically ran 25k+ on the auction house. And you have a finite number of merits by the rules. Not sure how I would plan… Anyway, looks good to me. I look forward to hearing your progress if you do this. Doing this activity may not be to my tastes, but hearing about your experiences sounds entertaining! Good luck!
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All that’s needed for a power to be perma is for its duration to be longer than its recharge + activation time. Making powers perma may be interesting, but just having the “perma” label stamped on isn’t, on its own, that valuable a goal. It’s what the power does when it effectively never shuts that makes it valuable. That T1 immobilize that does no damage that you never use, all MM pet summons, some clicky status protection powers. Yep, they’re perma out of the box and no blinks about it. On the other hand, Domination, Light Form, and Phantom Army are amazing if you can get them perma. But they’re amazing powers even if you can’t. It just isn’t always obvious how to get them that way, if it’s even possible. There’s no guide on this because how you achieve the vast amounts of recharge for your purposes varies wildly based on what you want to perma, what your primary and secondary sets are, and how much you’re willing to compromise your build in order to hit that perma. My recommendation is search the forums or discord for a perma build. Open it in Mids Reborn, and study it. You’ll see all the weird crazy things people do. Why would anyone take that useless immobilize power they don’t ever use and 5-slot it with purples? Because they need that 10% global recharge set bonus and there’s nowhere else to put it. It’s all crazy and it’s all expensive. And in full disclosure, I have ~100 toons. One with perma dom, one with perma light form.
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Whoa whoa whoa… Apologies for offending. No shade or snark was intended. Most of the questions were just me putting on my software dev hat and trying to see where the loopholes were and if I could crash the requirements. (It would be nice if you did answer the questions though. I appreciate other people having a well thought out plan, even when it doesn’t accomplish any of my personal goals.) I’ve done Ironman/Hardcore before. Mostly on WoW. And to me what made it challenging was that the rules had you consistently staying behind the power curve the whole time. The rules you propose don’t seem to work that way and I commented on it. If that’s a design goal of the challenge, then feel free to ignore my comments as a difference of tastes. No harm, no foul. Again, plainly stated, not trying to rain on your parade at all.
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Not sure why you'd allow *anything* from the P2W vendor. Sands of Mu, Nemesis Staff, Envenomed Daggers, and Dual Inspirations seem so much more overpowered than 2XP. Are you allowed to turn XP off? Are you allowed to do this on servers that are currently running 2XP? Are you allowed to abandon or autocomplete missions? Are SG Empowerment station buffs allowed? What if a mission requires you to kill overworld mobs in a specific area, and the mobs in question don't spawn at +4 or better? The "+4 or better" restriction on killing overworld mobs doesn't apply to Giant Monsters and other levelless mobs, correct? The mission difficulty has to be set to +4, but the "+4 or better" restriction on killing overworld mobs doesn't apply to mobs inside a mission, correct? According to the rules, you could run missions that are 5 levels below your current level, set to +4, of course, so that they are effectively being run at -1. Working as intended? Mission arcs can't be repeated. This only applies to missions with a storybook icon, correct? Non-arc missions gotten via Oro can be repeatedly farmed, correct? Contacts who always hand out missions, such Sir Lionel in Night Ward or Warzone Agent Eckman in Bloody Bay, can be repeatedly farmed, correct? Tip, alignment, radio, safeguard, and mayhem missions can be repeatedly farmed, correct? Task forces, strike forces, and trials can be repeatedly farmed, correct? Signature story arcs can be repeatedly farmed, correct? Zone events like Oobatz, Prison Break, Booty Bay Meteor, can be repeatedly farmed, correct? Is your plan to hit 50 via missions, then grind through every Oro mission you missed, and then endless tip/radio missions until you're all T4'd? Other than the 6 DA mission arcs (which you are only allowed to do once), the only way you're getting any rare or very rare incarnate salvage is by converting from the Empyrean Merits you get from Vet Level rewards. Or possibly getting the 1 Astral Merit reward for signature story arcs and converting them to Empyrean merits. Or via threads for 100M+ inf each. Am I missing something? In a way, the challenge seems almost backwards. At some point, maybe in the 20-35 range, you'll be able to handle +4 without too much difficulty and then you should switch to the most conservative farming of content so that you maintain (or increase) your safety margin and reach the goal with the least amount of risk. But before you can get to that point, there is no safe path of progression. Everything you do is extremely risky and has a much higher chance of failure. The start is where all the challenge and danger is. The finish is boring. Just thinking aloud. The +4 or +4/x8 and Boss/AV requirement is already enough to turn me off, but clearly I'm not the target audience. Knock yourself out though.
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Regardless, SGs are server-specific. So he will get booted from the SG. If he also happens to be the SG lead, then the next SG member who logs in becomes the new SG leader. If there are no other SG members, the SG is forever dead. If you are the SG leader, you may promote someone else to be SG leader before you go. I highly recommend that.
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50! Now what? Task force expectations and time management
ZekeStenzland replied to Duckbutler's topic in General Discussion
So, I've participated in a number of speed runs (trials, task forces, strike forces, events, mission arcs, but not iTrials), so take this as a general commentary, not a mathematical law. A speed run is primarily done to get the completion reward as fast as possible. Folks are looking for the merit rewards, d-sync enhancements, whatever. Other incidental rewards are nice but not worth spending time on. That's it. The folks hosting the speed run have typically already recruited the minimal set of people/powers necessary to speed. They open the team for pug slots because they're hoping for warm bodies that can make things go even faster. For missions with limited objectives (kill boss, click glowy, free the hostage) one or more people will stealth through the map as fast as possible to find the objective. If they can solo it, they will. Otherwise they will teleport the team to take care of it. Kill only what's necessary for a speedy mission completion. As soon as the Exit button pops, everyone clicks Exit and moves on to the next mission. But I was in combat -- Nope. Exit. Move on. But the badge -- Nope. Exit. Move on. But the ambush -- Nope. Exit. Move on. But I need to avenge!!! -- Nope. Exit. Move on. That's the core of it. For kill all missions, or for missions with several widely scattered objectives (free 7 hostages, for example) it's common for the team to split up. Those who can solo a whole spawn typically head off alone. Those who can't.... either stick together or tag along with someone more durable. You will be expected to figure out how you can best contribute to mission completion speed. Door sitting doesn't help, but neither does getting dead. You know your character best, you figure out how best to contribute. It's also common, while sneaky dudes are off finding the objective, for those not sneaky to just kill mobs while waiting. It's free xp/inf/drops since you otherwise wouldn't be doing anything else. Just be aware that you will at some point be teleported away, possibly while in combat. Or possibly be the *last* person teleported away while you're in combat. Plan accordingly. For various reasons, I don't recommend speed runs for new players. It's not a great experience if you don't have any idea what's going out. No one wants to slow down the run to explain to you what's going on, or why. You'll miss out on all the lore. Etc. What you can do to be a more popular speed run teammate.... Get all the travel powers that you can, so that travel time between missions is as little as possible. And same for travel within large outdoor missions. P2W vendor has Team Teleport, Assemble the Team, Mission Transporter, flight packs. Monitor Duty day job power. Have Long Range Teleport and Oro Portal unlocked. Have access to a SG base with portals. If you can afford the power pick, Teleport Friend is really helpful. Be sure to announce before you use the powers on others. Some have 30 minute cooldowns. Be a waste if two people both used Assemble the Team at the same time in mission 1 and then no one had it available in mission 2.... Stealth is useful. The Celerity Stealth proc is okay if you're feeling frisky, but is one of the least effective stealth powers in the game. But if you do have stealth and are comfortable with it, you can help the leaders search the map for objectives. You can solo it or summon teammates to complete it. Or just announcing to the team that you've found it can save time because now everyone knows where it is. Or just be one of the people who *doesn't* have to be teleported to the final boss room. If you level during the run, hold off training if you can. No one wants to wait for you while you pick your powers, look up your build to see where to put enhancements, check the AH or vendors for the enhancements you want, sell your excess salvage and enhancements, touch up your costume, etc. If you ding 50, then sure, train up so you'll start getting threads and incarnate xp. The usual good teammate stuff: Follow directions from the team lead. Don't talk sex, politics, drugs or religion in team chat. Don't be a jerk. Don't be watching YouTube instead of contributing. Don't try hijacking the session into a kill all or kill most run. That's my take on speed running. It's not typically my preferred cup of tea, but sometimes it's either all that's going on or it's all I have time for. YMMV. -
Not sure if there was a comic book, but it wouldn’t be unreasonable to claim Buckaroo Banzai as a mastermind: a smart, capable guy who surrounds himself with other capable guys.
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Is the in-game economy weird and broken?
ZekeStenzland replied to Zombra's topic in General Discussion
It’s hard to overstate how much converters have improved the ability of all players to enhance their characters affordably and effectively. I would not look forward to going back to high value enhancements being traded off-ah to avoid the 2B inf limits. The only improvement I would like to see wrt converters is being able to use them on HamiOs, DSyncs, etc. -
My last posi1 we had 33 deaths. But the only real red flag was team composition. I think we had 3 blasters, 2 sentinels, 2 stalkers, and a warshade. All damage, no buffs, no debuffs, no control. It was pretty ugly when we got 2 ruin mages putting up force fields stacking with a ghost lieutenant’s darkest night. Only took us two tries to get through the shadow clones. Everyone was a good sport about it. We cleared city hall steps nicely. Folks followed plans well. We ate a ton of inspirations. But still tough to avoid being 2-shotted by a red eidolon. Or the warshade being 1-shotted by quantums.
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IMO, the big winner for this is the Masterminds, who are otherwise shafted in ATO bonuses. The 2-piece bonus is a big global recharge bonus. Getting 3 copies of that is worth losing out on the other 4 set bonuses.
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But you can’t do this if teamed. Hence why people will reject the first team invite, do the “lfg port”, and then ask for a reinvite once they’re in cimerora. Also, there’s no cooldown for it. So when solo (and not on a tf), you can just blip around the zones that way.
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It used to be that the 4 PvP zones had minimum level requirements to enter. That requirement has been removed. Other requirements are still place. Praetorians, for example, still cannot enter PvP zones. What that means for you… Can trivially get Oro portal at L1 by just entering Recluse’s Victory from Atlas Park city hall. Or from Grandville, I don’t judge. Can now get Predator day job badge at level 1 Can now get the exploration badges and history plaques from PvP zones at level 1 Can theoretically get Shivan Shards and Warburg Nukes at level 1. Whether you’re beefy enough to do so is another matter. I haven’t tested this. The PvP contacts did not seem to have missions for me at level 1, so getting the PvP mission badges may have to wait until you hit the usual minimum level. Or maybe if you’re teamed with someone of an appropriate level. I’m not sure when this went live, but I’d guess probably when they added the PvP “temporal warrior” feature. It’s possible everyone already knew this and I was napping under a rock when this changed. If so, carry on. Nothing to see here…