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Shaman Coyote

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Everything posted by Shaman Coyote

  1. JJ, you are a king among men. This is an amazing collection. I have no idea how you do it. If you have time, could you possibly put out a Willpower/Super Strength Tank? That's the one kind of tank I didn't see.
  2. Since we're talking flight bugs: Evasive Maneuvers' defense buff is not suppressing in combat. Very nice, but the info says it should suppress.
  3. This is probably my favorite part of this Page. I've always wanted to explore the zones for all the badges w/o VM because that just feels too much like cheating. This is helping me actually explore and find the coolest points of lore. I love it. I'm actually going to get back into Perez and the Hallows for something other than just solo-leveling.
  4. Not that I'm complaining but according to my combat attributes, the +def for Evasive Maneuvers does not suppress when in combat. It makes my Energy Aura brute seriously tough. Possibly OP tough. Edit: The reason I mention this is that the power description says it should not be available during combat.
  5. Nope, I take it all back. That last point Jimmy made about the tier selection combined with the slotting options... Yep, I'm a convert. Travel power or not, it's still top shelf and I might be one of those folks who selects it on most of my toons. Thanks, Jimmy!
  6. That makes perfect sense to me. I'd overlooked the part about travel powers and tier choices. I agree that it will likely be a popular choice, but I doubt it'll be chosen as a travel power, unless the defense is made so it's kept during combat. That would change it from something that will need to be toggled off during combat to conserve endurance (like the other travel powers) to something that can be used as a replacement for CJ and/or Hover.
  7. That's a lot of inf to spend on getting to almost where others can do with next to no expense, don't you think? It sounds almost like you're proving my point: Concealment shouldn't be considered on par as a travel pool with the other travel pools. As it stands, Infiltration doesn't have anything to put it in the travel power set league. Please note, I'm not saying it doesn't have it's thematic uses. It's just not worth taking unless you have a very specific reason for it. You can do more by taking CJ and Stealth. At least with that combo you get to keep some reasonable defense and CJ's end cost is negligible. Since Infiltrations suffers from suppression in combat you're getting the same movement and can be slotting for +def. Obviously you'd need some kind of out-of-combat travel power but that's where SJ comes in. Using next to no slots on movement, you've got everything you wanted. It does cost more power choices but you'd save on slots so, as always, it's a give-and-take.
  8. You're going to spend 5 slot choices on your travel power? You must be thinking of a very loose build. I've never had a build with that many slots to spend on a travel power. By the way, I did discuss exactly that point in my post you've quoted. I hadn't experimented with it yet, however, so I'm very glad you've done so.
  9. There have been a full 7+ pages of notes since I last read this yesterday so I hope this hasn't been addressed already. Just in case I tossed a tl/dr at the end. Setting aside the stealth portion of the new stealth pool changes, calling it a "travel pool" is very misleading. Infiltration is no different (as described in the patch notes and shown in game) than any of the free movement powers. Those are not nearly on par with the true travel pool powers and it seems inappropriate that concealment should be included in the list of travel pools. While it would be nice to have another travel power--especially one that could work as half-way between Super Jump and Super Speed--Neither the movement running powers nor Infiltration come close to doing that. This is especially true now that SS has the Momentum Jump mechanic and SJ has DJ. When one claims to have a "travel power" it means one is able to get to missions in a relatively quick timeframe. If Infiltration is supposed to allow anything near that, it fails completely. If adding stealth to Athletic Run is supposed to make it worth it to use up a power choice, I really don't think many will be doing so for the purpose of travel. That being said, I'm wondering if the idea here is to be able to have a run (not travel) power and stealth on with a reduced endurance cost compared to using both before. There's no difference at all as far as power selections. Or is the idea that now you can slot both run and jump in the run power? I'll have to experiment to see if that would turn this "movement" power into a "travel" power. Even if it would, however, I doubt it would be worth it to use slots in that way. Most of the time I doubt anyone puts more than three slots in a travel power. Slotting would likely be EndRed/Run/Jump (1 or 2 each, depending on how many slots you want to devote to it) since the Defense buff would be meaningless. I doubt many people would want to 6 slot a travel power, especially when it still wouldn't let them come close to keeping up with others who have their travel powers one or two slotted. Lastly, as to the defense portion of Infiltration: neither Combat Jumping nor Hover lose their defense buff while in combat. Infiltration has no immob or KB mitigation so why does it lose the defense when the others doesn't lose anything? It also suffers from the suppression that happens during combat so as far as speed/jump, it's no better than CJ. All in all, it makes no sense to spend a power choice on Infiltration when you can get Athletic (etc) Run for free. Again, the exception would be for endurance cost limits. I can foresee some arguing that since the defense comes from the stealth and the stealth is meaningless once the foe is aware of you, so logically the defense must be lost. If they were to set mechanics to be logical this game would cease to exist, so that argument doesn't hold water. Besides, the defense should be coming from the maneuverability just like it does in the case of CJ. Coyote TL/DR: Infiltration should keep its +Def in combat, just like CJ does and Concealment doesn't deserve to be called a "Travel Pool".
  10. The PvE stealth radius of Stealth is now 55'. Confirmed in game.
  11. This is exactly my point. There's no benefit to it other than mobility. It should not really cause OAS but even it if has to it should still not cause MMs to be unable to give pet commands. Given it's lack of combat utility it should not affect combat ability.
  12. I understand it's working as the OAS is normally intended. What I'm saying has two real parts: First: Why? OAS is meant to stop you from attacking when you can't be attacked but for this you can be attacked so why should you be OAS? Second: You use any powers (even self-affecting) when shape-changed to a Coyote for the shape-changing movement power but you can be attacked and give pet commands and therefore this should be in the same category. Thank you for the dialog!
  13. 1) Please note that while Speed Phase does not limit attacks on you, it does still cause Masterminds to be unable to issue commands to pets. Not good and, as far as I can tell, not as intended. 2) Jumping using the Momentum Jump mechanic of Super Speed does not give any air control (likely intentional since that's logical) but also causes the jumper to take damage upon landing. I'm hoping that last part is not intentional. Coyote
  14. Which version of VS did you use for the Modder app? I need to get back into development but it's been nearly a decade so my version is completely out of date.

     

    Thanks.

     

    Coyote

  15. Gotta say, just downloaded @The Philotic Knight's Modder and it works like a dream. Couldn't be a more intuitive interface. I know he's a pro but with this being a spare-time project it's extremely well thought out and developed. Getting VidiotMaps on the HC Launcher version of CoH with it took about four clicks and I did it the long way on purpose. From what I can tell, it should just be 1) Select Mod. 2) Click Install. Done. Very, very nice. Coyote
  16. As a former software developer I can tell you that selecting a tab stop for an active input box based on content already populated in a different input box is next to nothing to code. From the small amount of research I've done into the source code, they're using C or C++ and those actions are inherent in both languages. Yes, it would require a slight change to the client, but so does anything involving new features. That's why any time a real update comes along the download includes so many extension files. Cursor color and such are generally things not included in settings files but are more commonly included in the code, especially on forms like Login or what are called Splash Screens. That's simply because the screens that come after that are completely separate forms with their own code-behind and interface code. The things that are done in settings files (what we used to call "ini" files) are things that change often or are user-settings. Things that aren't expected to change repeatedly are usually baked in. It's simply far less complex and requires fewer files. Additionally, the code is actually already there. Have you noticed that if you tab between the UN and PW fields, any text already in the field you're entering is automatically highlighted? That code requires that on entering the field, the cursor is set to the beginning or end of the text and then the rest is selected. This means that when the code notices that the user has selected to remember the UN, it places the cursor on the first tab stop and enters the text. The only change would be that after that text is entered, the next tab stop is activated. Maybe three lines of code added to the end of a single method. To be specific: <snip> txtPassword.activate(); </snip> Okay, maybe only one line although I don't know the actual object names being used. The login screen isn't like the other code in-game; it's more static and therefore there's less in the way of iterative programming (which is, when a team isn't extremely diligent, what causes spaghetti code) and therefore should be fairly easy to modify with little risk of interfering with other aspects of the game. Obviously I could be very wrong, not having the source code myself--I really need to get that--but everything I've ever seen or heard since I2 when my Director of Development got me hooked on CoX says I should be pretty close to correct. The only real obstacle would be getting it into an update which already happens every time a new page is released.
  17. This is an excellent idea and I agree completely. I think, however, that I would also like to have the cursor start in the PW field when you have remember UN selected. For the login screen the thing I mess up the most is, as you said, typing over the UN.
  18. I'm obviously very dense and should no longer be allowed to play this game... Ever since the "enterbasefromcode" was added I've despised the fact that I couldn't just click on a base portal and skip having to click the My Base item. It never once occurred to me to set up a code for my own base and put it in a macro. Sheesh. Now I'm embarrassed. (THANKS, @aethereal!)
  19. Savage Assault from the Dom secondary sets makes great use of animals. I completely agree we need MORE animals. I'd especially love a Blaster primary based off these ideas. We also need a control set (including that snake-wrapped hold you mentioned). Brilliant idea, @captainstar!
  20. If we get a Throwing Blades set with a Stars theme I'm not sure I'll ever play anything else ever again. Okay, yeah I would, but this would make me really happy.
  21. One of the best things, IMO, about CoX is how immersive it can be. The environments are rich, the stories are great, the characters all wonderful and the play mechanics are pretty easy to use without too much thought. One thing does invariably stand in the way of deeper immersion, though: reward alerts and combat number floaters. I'm sure most people are grateful to have them since they're important for getting an idea of how well a character is doing and how much damage a character is taking, and the reward alerts keep you apprized of the items you're gathering. I'm sure I'm not the only player, however, that feels they're simply more than we'd like to see. It defeats the cinematic quality of the combats. If we could be able to shut those off (preferably by item such as having the ability to disable damage done floaters, healing done floaters, damage taken floaters, reward alerts, etc.), it would make the game far more immersive than it already is. If that could be added I think many people who currently can't see a reason for it would find that it would be nice some times. An ocean of floating orange numbers can make it difficult to track enemy movements or select specific targets. The more players there are in a confined space, the worse the problems become. I thank you for your time and consideration. Coyote
  22. If this is just one page, the full I27 is going to be like a whole new game. This is huge. Everyone on the team that is running/improving/maintaining this game is stunning. For volunteers, I must say, you folks work like you're getting paid big bucks... And I THANK YOU ALL! (Especially for /extra_modifiers, TP changes and, most of all, Athletic Run!!!)
  23. That is way more often than I expected and pretty close to what I'm seeing so it all makes sense now. Thanks! And wow am I loving this toon. I'll have to toss some end reds as well as more +recovery stuff. Once I get a FF in Gash it'll be nuts. I thought I was going to have to have FFs in all her attacks to see numbers like this. Thanks for your help, jojo. Coyote
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