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Col. Kernel
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Everything posted by Col. Kernel
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Please make MM upgrade powers passive
Col. Kernel replied to Col. Kernel's topic in Suggestions & Feedback
The blaster's attacks don't run off and die, or aggro other groups, when left unsupervised. To keep my "attacks" alive and not lose them (to death) I have to constantly micromanage them, even in bodyguard mode, or keep the henches in Passive mode (in which case, why have them at all?) -
Ok, it's fixed now. Thanks AtC. Close your open brackets people. I freakin' know better...
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Ahh, ok. No, only the one install of HC. Did that, it didn't open. @Jacke helped me with a similar issue a while back, maybe he can shed some light on this.
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Please make MM upgrade powers passive
Col. Kernel replied to Col. Kernel's topic in Suggestions & Feedback
No hostility here. Yes, I stop attacking to buff or heal as well. Finally some useful information. I'll have to dig up those threads and see what their reasoning is for not performing a simple QoL fix on a broken AT. -
Please make MM upgrade powers passive
Col. Kernel replied to Col. Kernel's topic in Suggestions & Feedback
I KNOW the workarounds, this isn't my first MM. Withdrawing my henchies from the fight means my team mates have to pick up the slack, or may get additional aggro they can't handle well. If I'm solo it means that they leave off attacking. How often do you stop attacking in the middle of a fight? Well Rudra tell you what. Why don't you take one of your main powers out of your combat rotation every 3rd fight or so. Get back to me and see how you like it. -
See attached for what I have installed. I ONLY have this popmenu on Live, and not on any of the others. That code snippet is not used in any other popmenu. Is there a limit to the number of lines you can have in a popmenu? This one has 206
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Every Single Time. My irritation isn't with you, it that it makes troubleshooting issues like this a nightmare.
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Thanks for getting back to me. Prior to your post I had deleted the old PopMenu, checked that the directory (Games/Homecoming/data/texts/English/menus) no longer had this file in it. I then did a Save As and saved the menu to the directory with no issues. Looking in the directory, the file is there. I've added menu selections in the past with no issues. I have 2 other PopMenues in that directory that continue to work without issue, though I do probably need to update them. I'm on Linux (Nobara 40) but that hasn't been an issue in the past either, so I'm discounting it now.
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I have a PopMenu I use to create macroimage macros. I've recently added a new one for Marine Affinity > Barrier Reef, but the Divide, Title, and Option for it don't show in the PopMenu. The one above it does. I've tried everything I can think of so far, so I'm open to suggestions. Menu "&De/Buff" { DIVIDER Title "Nature Affinity" Option "Lifegiving Spores" <¯o_image "NatureAffinity_LifegivingSpores" "Lifegiving Spores" "powexec_location target Lifegiving Spores"&> DIVIDER Title "Marine Affinity" Option "Barrier Reef" <¯o_image "MarineAffinity_Wellspring" "Barrier Reef" "powexec_location self Barrier Reef"&> DIVIDER Title "Storm Summoning" Option "&Freezing Rain" <¯o_image "StormSummoning_FreezingRain" "Freezing Rain" "powexec_location target Freezing Rain"&> Option "&Tornado" <¯o_image "StormSummoning_Tornado" "Tornado" "powexec_location target Tornado"&> DIVIDER Title "Time" Option "Distortion Field" <¯o_image "TimeManipulation_DistortionField" "Distortion Field" "powexec_location target Distortion Field"&> DIVIDER Title "Traps" Option "FFG" <¯o_image "Traps_DroppedAoEBuffDefense" "FFG" "powexec_location 0:10 Force Field Generator"&> Option "Caltrops" <¯o_image "Traps_DroppedAoEDebuffRunSpeed" "Caltrops" "powexec_location 0:5 Caltrops"&> Option "Seekers" <¯o_image "Traps_DroppedAoEDebuffDamage" "Seekers" "powexec_location target Seeker Drones"&> } Again, everything shows up as expected except the one Divider and the entire Marine Affinity section. Thanks in advance for your thoughts.
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We get it, our henchmen are not our friends, they are indeed disposable (despite also being a sizable chunk of our HP and damage output). Resummoning them in combat is to be expected. Trying to chase down the ONE zombie you just resummoned to Upgrade them will almost certainly result in the death of at least one other, if not the entire T1 squad. So please, can we get the MM Upgrade powers made into passives, so the henchmen are already upgraded when summoned if I have the power. Thank you.
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7a Run an MSR if you can possibly do so. This is the quickest way net you enough Vanguard Merits to buy the Vanguard Storage Sack, which will let you carry 10 additional Invention Salvage.
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I find it much easier to simply go into Recluse's Victory. You should be going downstairs in City Hall to get the badge in the Science(?) contact's "office", might as well click thru into RV and get your instant OPortal for free that way.
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When I'm on my Stalker in particular Core Melee toggles (no taunt, that's on Radial) alter foes, ruining my Assassin's Strike. Looking at City of Data is appears that all Hybrid toggles alert foes. Is that working as intended?
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City Info Terminal was very useful. I understand there are valid reasons we can't have a separate Website with that functionality. But we have plenty of room on the character selection screen that would allow us to filter our character by if they have a badge or not, how much inf, recipes, etc, etc, etc. Can we please make this happen?
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How to make a Million Dollars beekeeping.
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That's in Pocket D, IIRC.
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Vanguard Merits convert to Reward Merits. Convert 50 Reward Merits to 1 Hero/Villain Merit and mail it out.
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I'm happy to help. If we can get some transparency that is. This community being effectively closed source does not endear me to them.
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Link?
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First off, here is a link to the macroimage HC Wiki page https://homecoming.wiki/wiki/Macro_image_(Slash_Command) I'm working on a popmenu that will use macroimage powexec macros for most drop patches (e.g. rains, Tar Patch, etc) and keybinds for certain powersets and ATs. An example of an AT keybind would be my Dominator keybinds that switch between Hasten and Domination being the auto power. Edit: Didn't know we were posting the actual binds Chat Binds /bind T "beginchat /send "Everlasting TFs" " /bind T "beginchat /send "Everlasting TFs" " Dominator Hasten/Domination binds (bound to movement keys, both movement and changing the autopower work with 1 keypress) /bind W "+forward$$powexecabort$$powexecauto Hasten" /bind A "+left$$powexecabort$$powexecauto Domination" /bind S "+backward$$powexecabort$$powexecauto Hasten" /bind D "+right$$powexecabort$$powexecauto Domination" TP Macros for example /macro_image "Combat_Teleport" "Combat TP" "powexec_location target Combat Teleport" Why? Because I hate chasing my food. And why use 2 clicks in a fast moving combat situation? /macro_image "Teleportation_TeleportFoe" "Recall" "powexec_location self Teleport Target" Again, 2 clicks vs 1 /bind CTRL+LeftClick "powexecname Translocation" Same bind for Translocation Teleport or the Kheld 'ports
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I've been told that Storm Cell benefits only apply when the caster is in the radius. Now I'm being told that they only apply when the target is in the radius. @Techwright I've used a powexec_location target macro to drop Storm Cell on a mob. It then seems to follow that mob, almost like a toggle. Once the mob dies Storm Cell then reverts to following the caster. I'm a huge fan of Storm Summoning and really, really like Storm Blast (knowing that the damage is lackluster). I've got a fully IO'd Storm Def at 50, a Storm/Storm Corr at 47, a Storm Blast Sent and Blaster in the 20s, and a Storm Blast/Time Corr in the 30s. Tech and @OmegaOne I suppose Storm Cell moves quickly enough unless you're on a steam rolling team.
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Yes, I understand this. However it is anything but obvious when you are fighting. Much like the FFG exploding is easily overlooked in the visual and sound effects of battle, or when you move quickly to a more distant spawn and the power deactivates while it is not near you.