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Zombie Man

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Posts posted by Zombie Man

  1. From those wiki pages: the one thing that will shut off a Global IO is exemplaring more than three levels under the level of that Global IO.

     

    That's what I remembered from Live but people keep telling me the level of the global doesn't matter, it's the level of the power itself. If I put a lvl50 LoTG anywhere, it does me no good unless I'm playing at lvl 47.

     

    In my OP the global is useless until lvl 37.

     

    It depends on the Special IO. Look again at the second link.

     

    If it's a Global IO with a Set-like effect, then it will stop working when you exemplar more than 3 levels under it. That's the case with Luck of the Gambler: 7.5% Recharge, e.g. [but Purples work at all levels.]

     

    But the ones that are Proc require the power to activate. They don't care about the level of the IO, but whether the power goes off. If they are "Proc120s" then they will always go off when the power goes off (or toggled on). Regular procs have a *chance* to go off when the power is active. If you put Celerity:+Stealth in Sprint, then whenever Sprint is turned on, you'll get some degree of Stealth regardless of the IO's level.

     

     

  2. CoHRadar still works...

     

    https://sourceforge.net/projects/cohradar/files/cohradar/0.3.1/CoHRadar%200.3.1.zip/download?use_mirror=master&amp=&r=&use_mirror=iweb

     

    Extract (preserving the filestructure) and double click the "CoHRadar.jar" file.

    In-Game setup:

    CoHRadar uses demo files from City of Heroes.  The smaller these files are, the less time and memory the program will take.

     

    Creating the Demofile:

    Type "/demorecord demo" to start recording and "/demostop" to end.  You only need to record for a second or so.  I bind these to ctrl+z and ctrl+x for rapid firing.

     

    Open CoHRader.  The first time you open the program, you will need to point it to the demo file you created.  Do this by clicking the "Load" button.  After selecting the file, its name will be saved as a preference for the program.  Click the "Parse" button to display the map on in the right panel.  To reload the file, click "Parse" again.  This is handy for rapid-fire scans.

     

    Select an entry from the table to have it pointed out on the map

     

    Color Key

    GREEN - Current Player

    CYAN - Teammates / other player characters

    DARK BLUE - Doors/Elevators

    YELLOW - Glowies / Translucent or Invisi-Glowie

    RED - Hostages / Sacrifices

    MAGENTA - Nictus-type Models (Voids, Cysts, etc)

    GREY - Anything not listed above

     

     

    It seems to be updated here, but, can't get the updated version to work, but the one above does.

     

    https://bitbucket.org/saintnicster/radar/src/master/

     

     

  3. Open PvP zones that have zone-games are and always have been a very bad idea. That's because any side can just grab more people and swamp the other side. There's no *game* in that.

     

    Open PvP zones without games are just fine for people who just want to go crazy.

     

    But, if the Devs want to 'save' the zone-games from being farces, then the solution is to make a clone of the PvP zones with their games and put them in the arena. Game only starts with an equal number on each side. Boom. "Balanced."

     

    Once the game has been moved to the arena, then give players the option to set a flag in a PvP open zone of whether they want to PvP (they'd be visible to everyone) or not (be made invisible and can't attack).

     

  4. I don't think you remember raging at players when they killed your anchor target. And when I say you, I might the thousands of players who came to the forums to complain about this very issue. The Devs fixed it by letting you turn it on and off at will.

     

    I personally leave mine on until the mob is dead...regardless if my anchored target dies or not. It is a much better system overall...and I know it may be a bit of a learning curve for you, I am going to go out on a limb and say that most of us love it as it stands now.

     

    I don't see this going back to its original version, the rage would be real on these forums if it did.

     

    So, you're OK with the powers still running on the old, defeated spawn such that you can't use it right away on the next alive and attacking you spawn?

  5. 1:40 with a team of six :)

     

    The leader required everyone to have Team Teleporter and the combo Mission Teleport/Assemble the Team.

     

    I've solo'd it twice, once at 3:08.

     

    The only kill-alls are the ones that specifically say "Defeat All...". All the others can be 'stealthed'... as much as you can stealth past the Ru Eyeballs and Nem Snipers and narrow tunnels full of spawns. Soloing, the stealthables are a piece of cake and the defeat-alls a PITA.

     

    For the cave missions with "defeat leader" mission, you have to clear both large caverns. For office buildings with "defeat leader" just their room or floor.

  6. Is there a way to turn this off? I prefer the old way that when the anchor dies, the toggle shuts off. I can't tell you how many times I'll be teaming and put a debuff on a mob, we defeat the group and head to the next group and I go to debuff and it's still running on the dead mob. So I turn it off, wait for recharge which at that point we've defeated this group and moved on. I put the debuff on another mob, defeat its group move on and gee, it's still running on a dead mob, so annoying.

     

    I'm all for options, and if others like this new way toggle debuffs work, fine. But I'd like to have the option of turning it off.

     

    Yeah, this. Big annoyance. Anyone using this power learned to drop it on the mob most likely to not die right away (the boss or some rando in the back of the group). We should have to be turning off a debuff that's debuffing 'defeated' toons.

  7. Getting costumes to stop being locked by gender was a tough haul v. many of the Devs, who were, let's face it, casual sexists. Although, one of them, Jay, was an outright explicit sexist.

     

    Take for example, the bunny tail. It was originally for just the female model. When players asked for it to be for the male and huge model, too, Jay thought that was beyond they pale "it's only for girls!!" We impressed upon the more woke Devs that most of the anthropomorphic rabbit character were male: The Easter Bunny, Bugs, Peter Cottontail, Harvey. How the heck could a bunny tail be just for females? But we all know the answer. Jay, when he made the tail, had the Playboy Bunnies in mind. So, we see where his mind was at.

     

    But the early Devs were almost all white men who had an irrational fear of gender bending. "No skirts for men!" Why? "Um... because, that's not right, think about the children, etc..." So, what about kilts, are you saying the kilts for burly Scotsmen would be gender bending and offensive? "Um... "

     

    Eventually we got the kilts. But it took a lot of player pressure for that to happen. And for the cigar to go to the female body. And for body swapping 'costume changes.'

     

    When the Astral and Empyreum contacts were added to Ouroboros, the male was in battle armor (with a kilt!). But the female, Astral Christie, was dressed like a pole dancer. I excoriated the Devs for that and posted and example of using the new astral armor for Christie... and they changed her to my suggested model! But by then, the Dev team finally had more female employees, including one who 'was out.' And the old boys network finally started to grow up.

     

    Except for every new costume "sets" where the female version was more in line with Halloween Sexy <character> version of the set. Here's your cowboy, and here's your sexy cowgirl. Here's your spaceman, and here's your sexy spacegirl.

     

    <roll eyes>

     

    Anyway, when we last left the original Devs, I and others were haranguing them to make the shoulder pets for all models. They never had the chance to cave in...

     

  8. Does this mean one doesn't need a full team of 8 to do a Cavern of Transcendence?

     

    Yep, I just did it twice in a row solo. Had all the Stealth I needed, so, in 8 minutes I clicked the 8 obelisks and killed the two minions guarding Sheridan. Got 8 Merits.

     

    Second time was 4 minutes because of Diminishing Returns. Another reason why the Rikti Mothership Raid needs to be nerfed since it's bypassing Diminishing Returns of farming the same Merit source (or, the conversion tool needs a timer on it).

  9.  

    There are a lot of reasons people can drop, and further limiting the number of characters will not help them. Nor will trying to change the raid to an instance,

     

    Yes, limiting the number of players makes everyone's personal client and the game server run better.

     

    And yes, changing the raid to an instance will help. If you get disconnected from a TF, when you log back on, you're still in the TF and would be able to rejoin that instance and no one can take your place.

     

    You really need to learn how the game works before you become so insistent that you're right when you're not.

  10. The old Devs couldn't get this to work, so, I hope you all can.

     

    When using an interruptible transport power such as Base Transporter, Mission Transporter, etc., someone using a Ouroboros portal will interrupt that teleport power. There is no in-game reason for that to happen and the old Devs were unaware of the conflict until it was brought to their attention -- this was not an intentional conflict.

     

    So, yeah, really really annoying to have the long activation of a TP power suddenly give up because of somebody else's TP power. And the O-Portal even interrupts for a pretty big sphere and even out of sight of it.

     

    You're my only hope!

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