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Everything posted by Zed
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At least in PvE, who or what does it bothers or break that much that this had to be changed with no explanation ? It's definitely no exploit, no cheating... Certainly not a critical flaw either.
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Focused Feedback: Blaster Secondary Revamp
Zed replied to Jimmy's topic in [Open Beta] Focused Feedback
Follow up: i'm glad you fixed the sudden gift open animation on Shinobi, thanks 😃 *Goes back to bashing virtual foes with excitement* -
Focused Feedback: Blaster Secondary Revamp
Zed replied to Jimmy's topic in [Open Beta] Focused Feedback
Sorry, i haven't read this whole thread, maybe it has been reported already. Shinobi triggers the gift opening animation at random and it locks you in place for about 3 seconds. I'll keep testing Ninja, this seem to have potential 🙂 -
Tested Tactical Arrow yesterday since i have an archery/TA blaster already. Apparently the oil slick patch is interacting with itself: Obviously it doesn't move, doesn't make the knockdown sound when doing so but that's pretty funny. It is also interesting to note Oil Slick knockdown effect is logged into Damage Inflicted channel, but when lit, a new Fire entity (immune to Oil Slick knockdown !) is created. This one actually holds the damage but it is written in Pets Damage channel. The slippery effect of Oil Slick is still active while Fire is up and both dissapear at the same time. Unfortunately the ingame power info doesn't make any mention of the summonned pseudo-pets, and most likely a pseudo-pet summonning another pseudo-pet when lit up, nor that it's a Fire DoT damage... (someone said petception ?) Just a simple -MaxRunSpeed, Fire damage. I was expecting a movement slow similar to Rain of Fire and the others here but it seem to do its job. For anyone wondering how procs acts on this power: Procs on Oil Slick do *nothing* until it starts burning... so you know what to do if you want to take advantage of them ! Then it seem to be a chance per tick of Fire damage. Full combat log enclosed for reference. Active slotting on Oil Slick: Artillery: Dam/End, Dam/Rech, Acc/Dam, End/Rech/Range, Bombardment: Chance for Fire dmg, Annihilation: Chance for -Res. blaster_ta_oilslick_log_2810200455.txt
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Yes it is. When it's about preventing players in pvp to suddenly leave because they see they're about to lose, it definitely is.
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Well i guess i'm going to say again what i said on the closed beta already. But i'm sure you know already considering the amount of critics you already received. Nerfing the base port is a fix for a pvp and should be adressed for pvp only. But you're going to hurt much more than that. Let's say... what about everyone using it *on purpose* for TFs ? The amount of people running TFs and trials - at least on Torch, i can't say for the other shards - is already fragile and may destabilize it more. Let's say... what about the numerous amount of public TP bases ? Rip. Or... whoever is base building ? oh right, wait i have to farm this day job for new charges of the quick port, i'm stuck in the middle of nowhere. I'm so much addicted i may keep going (maybe, i've had shenanigans before), but unless you share it here it makes it harder to show your work. Fun times. LFG port is going to become the new hype, except when you need to get the badges for Atlas Medaillon of course. Until it receives some specific treatment someday maybe hehe. On the other hand i'm kinda excited for Energy Melee, new beacons, upgraded TA for blasters and everything, but i can't scratch this dark area from the picture.
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Solarverse's SFX Consolidated List of Mods
Zed replied to Solarverse's topic in Tools, Utilities & Downloads
Yes, link provided here are the files you get after uploading them from Coh Modder. -
Solarverse's SFX Consolidated List of Mods
Zed replied to Solarverse's topic in Tools, Utilities & Downloads
Hello there, Dropping some of my sound mods through CoH Modder, but here's a short review of these for you to use directly 🙂 Extract sound files to CoH subdirectory data\sound\Ogg\Powers . Massive throw for Bitter Ice Blast - Basically adds some surround effect so it feels like you're throwing something bigger. F-16 sonic boom for Shout - Cause you definitely break the wall of sound with Sonic - more then once. From a real F-16 sonic boom sound effect. NA Regrowth alt SFX - sound used during beta stage. Soothing birds and butterflies... Psionic Melee new SFX - ever felt the original sounds were a little 8-bit-ish ? I got you ! More like an attempt, i'm sure there's room for a lot of improvement on this one. Staff Fighting blunt sounds - sound pack used during beta stage. More BAM BAM BAM CRAAAAAASH than peep peep peep sweeeep. Supercharged Electric Control - Powerful SFX set for Electric Control. Partially based on Powerful Electricity mod (thx Lithobraker). Enjoy ! -
issue 26 Patch Notes for October 6th, 2020 - Halloween!
Zed replied to The Curator's topic in Patch Notes Discussion
I was one of these 🙂 My 9 years old -now retired- laptop thank you ! -
So not only screenshots. Yeah i too have hidden passages but i let them have the excitement of finding some 😃 It looks like whoever helped in addition to yourself. Hope this helps.
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Proudly presenting L'Alliance des Justiciers. Some rooms may need minor improvements but most of it is here 🙂 Character name: Sylph Global Handle: @Zed Super group: Alliances des Justiciers Shard: Torchbearer Passcode: ADJ-792 Contributors: None (Fair warning: particles heavy)
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Hello, I'm trying to repaint the jetpacks Sky Raiders and players can have, but so far what i have does the job poorly... I mean it does work, but my paint seem super corrosive on some parts ! Source texture: piggs\stage1f.pigg:texture_library\ENEMIES\Sky_Raiders\Back_Raiders.texture I tried to create a texture from DDS DXT5 256x256 and 512x512, no luck so far. Any pointers appreciated 🙂
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Hello, I'm seeing a weird behavior for /cce commands and apparently it's only affecting slot #5. I haven't tried with slots above that. TL;DR: - It doesn't seem to depend on the emote you use. I tried CCLightMagic and CCVanguardSigil. - Slots #1 - #4 work as intended. - For slot #5 right after the 15 sec timer ends you have a 15 sec window to re-activate it so it actually triggers, or else the timer goes back to 15 sec again and nothing happened. I'm terrible with words so here's a short clip demonstrating it: https://gfycat.com/desertedadorableharlequinbug (thx Gfycat for naming this "bug" lol) Real time, no edit. As you can see i've waited about 30 seconds before a second attempt. Edit: i broke it somehow... now it does that on all of them...
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It sure won't be as intensive as mobile games. Rumor is, CoH through wine android is on its way ! *cough* *ahem*
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In the costume editor, chest details > symbols, Fleur de Lis should be spelled Fleur de Lys Wikipedia entry (french) Source: am french 😛
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Err... no. I don't recall that was mandatory actually... Thanks much... this thing was starting to drive me nuts.
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Oh thanks i didn't know that ^^ ERRORLOG FILEERROR: texts/English/menus/NToon.mnu File: texts/English/menus/NToon.mnu Parser: unrecognized token ntoon in texts/English/menus/NToon.mnu, line 1 Huh ? Also lots of unrecognized token "{//" in badgereporter.mnu which does work...
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Hello there. I'm not sure it's actually a bug or me doing nonsense, but i've ran out of ideas on this one. I'm trying to set up another popmenu: Menu "ntoon" { Title "Toon init setup" Option "Init" "toggle inspirations$$alttraysticky$$gototray 1$$gototrayalt 2$$gototrayalt2 3$$chatloadfile D:\coh\chat.txt$$tabselect LFG$$unhideall$$hidesearch$$bindloadfile D:\coh\extra_keybinds.txt$$bindloadfile D:\coh\ttofix_keybinds.txt$$bindloadfile D:\coh\chat_extra_keybinds.txt$$+zoomout$$camreset$$camdist 21" DIVIDER Menu "Extra keybinds" { Option "ALL" "bindloadfile D:\coh\extra_keybinds.txt$$bindloadfile D:\coh\ttofix_keybinds.txt$$bindloadfile D:\coh\chat_extra_keybinds.txt" Option "Cumulative patch" "bindloadfile D:\coh\ttofix_keybinds.txt$$bindloadfile D:\coh\chat_extra_keybinds.txt" DIVIDER Option "Custom - main group" "bindloadfile D:\coh\extra_keybinds.txt" Option "Bio armor stances" "bindloadfile D:\coh\bio_stances_keybinds.txt" Option "DP ammo swap" "bindloadfile D:\coh\dp_ammo_keybinds.txt" } Menu "Extra settings" { Option "Chat (beta)" "chatloadfile D:\coh\chat_beta.txt" } } Please note: i have others in the same directory and this is the only one that doesn't work. Also every time i change something to it i restarted the game. So i don't know, maybe i forgot a quote, a space, somewhere ? I reduced it to its simpliest form: Menu "ntoon" { Title "Toon init setup" Option "Init" "toggle inspirations" } Now i'm starting to wonder... cause this doesn't work either. I've also tried to rename it (= rename file + rename menu name) into something else, no luck. Got any clue ? Any help is welcome...
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Giving Robot Woman® a test course. Build provided in attachments. No incarnates enabled No force feedback +recharge (which doesn't work in 2.6.0.7 anyway) Hasten toggled on No boosters on enhancements -- Global recharge: +185% -- Call Reinforcements stats: Recharge: +96.70% (235.8s) (total recharge buff: 281.7%) Duration: 240s -- Summon Blaster (Mace Mastery) stats: Recharge: +96.70% (235.8s) (total recharge buff: 281.7%) Duration: 240s Hey, Robot Woman®, could you help me make Call Reinforcements and Summon Blaster perma ? Don't do this at home folks. This build is awful and it used to be my actual one. For testing purposes only -- recharge maxed out but nothing else. Sure it'll be useful if you're looking for something specific. 👍 Red 4 1 7 - Arachnos Bane Spider Soldier (Bane Spider Training) (2).mxd
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Not even remotely close because i hate maths it doesn't do calculations but i have a side project to preview builds. It uses the Electron framework, which is basically a Chromium/Node tandem in which you embed webpages. Super easy for beginners if javascript is your thing. But i highly doubt it'll go further, it's been made for the single purpose of knowing what enhancement is left to purchase/craft for a build and it's doing this purpose pretty well so far. Also, this framework is multiplatform, but with no foot into the mobile world (yet ?). I wish... I've looked into Cordova for a bit which would be its closest relative with mobile capabilities but the list of prerequisites and stuff you have to install and setup for it was enough to give me a major headache.
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Mids' Reborn Unofficial (MRBU)
Zed replied to Felis Noctu's topic in Mids' Reborn Hero Designer's Forum
@AaronarIt's for the sake of effects' accuracy only. As @Caulderonesaid, it won't affect anything else and has no visible effect except in the Totals window. Also, for the record, the same inconsistency was there for Arachnos Soldiers. Updated !- 293 replies
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Mids' Reborn Unofficial (MRBU)
Zed replied to Felis Noctu's topic in Mids' Reborn Hero Designer's Forum
Also don't forget to associate .7z with 7-Zip (in Options > System) Weird™ indeed. And a new one. By the way Weird applied to Mids is patent pending ! Edit: Stalker > Radiation Armor > Fallout Shelter: available level fixed Blaster > Electricity Manipulation > Force of Thunder: effects fixed, added toggle button I fixed that in a previous commit. Yesterday maybe ? Same issue as for Force of Thunder. Basically power is marked as autohit for caster so any effect you put in will affect self and target. Yeah i don't like it either.- 293 replies
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Mids' Reborn Unofficial (MRBU)
Zed replied to Felis Noctu's topic in Mids' Reborn Hero Designer's Forum
Huh, sorry, i always forget the numbers in the DB changes depending on the AT you select on the planner -_- Fixed.- 293 replies
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Mids' Reborn Unofficial (MRBU)
Zed replied to Felis Noctu's topic in Mids' Reborn Hero Designer's Forum
Huh ? It is there already for me. As for scale vs magnitude, the common behavior is magnitude=1, or very close to it if you want precise adjustements, for anything but mezzes.- 293 replies
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Mids' Reborn Unofficial (MRBU)
Zed replied to Felis Noctu's topic in Mids' Reborn Hero Designer's Forum
So i decided to do a full check on Sentinels' Epic pools... and it didn't dissapoint. Psi Mastery > Mind Probe: no longer accept blaster sets (thanks @Redlynne) #oops Leviathan Mastery > Knockout Blow: somehow it did accept until now Ranged AoE sets in addition to Melee ST ones. Fixed. Ninja Mastery: fixed typo for "Paralizing Dart" Ninja Mastery: Tashibishi, Sting of the Wasp, Paralyzing Dart, The Lotus Drops no longer accept untyped sets. Don't ask, i don't even know what this can be. Question. Search. Rularuu. Bleeding edge updated. Again, thanks folks for proofing this 🙂- 293 replies
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