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Everything posted by cohRock
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Is it possible for non-MM to have a pet control window?
cohRock replied to cohRock's topic in General Discussion
The Corruptor, Frick and Frack, got his Galvanic Sentinel early, but the Votaic Sentinel was not available until 26. He named the GS "Frick", and the character concept was to name the VS "Frack". It turns out that Frack is untargettable, and hence does not even show in the Pets window. Nor can I rename him. 😞 Hopefully teammates will realize that Frick and Frack has a pet named Frick and a very shy pet named Frack. -
Ah, but you are forgetting about your alternate selves that save their planet. So in the long run, I think the pluses outweigh any minuses. 🤖
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Is it possible for non-MM to have a pet control window?
cohRock replied to cohRock's topic in General Discussion
It works! Thank you. Although commanding them is not an option, just being able to see their health and quickly target them is a big plus. Actually I haven't verified that the Voltaic Sentinel will show up there; it is a tier 8 power and my char is only level 7. I don't think VS can be healed, though, so it may be moot for it anyway. @MTeague Thank you. I'll experiment with such binds and see what works best. An issue is that, at any given time, a certain pet may not be up. I.e. if the buff pet is up but not the Galvanic Sentinel, I'd want to heal that, and vice versa. Of course, nothing says I cannot have two macros. 🐶 -
As has already been said, power leveling is not new with Homecoming. What is new is its prevalence, and I believe that was the OP's point. Some players seem to assume your new level two "needs" to be power-leveled and may even offer to do so. A player new to Homecoming, or especially CoX itself, may well get sucked in to that mentality without even realizing the long-term depth of play available outside AE. What some of us wish we saw more of is the veteran player showing new guys the ropes, not just bringing him into a mission and telling him to stay out of the way. Just, when you offer to help someone, let them know there are two ways of advancement, and be willing to show them the ropes. If they want to be sucked into a mission with all purples and pick their nose at the door, cool. Don't assume everyone had 50s on Live and is anxious to get back to Incarnate Content. (Or worse, get stuck into self-perpetuating loop of thinking that his job is to start power leveling others.)
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Is it possible for non-MM to have a pet control window?
cohRock posted a topic in General Discussion
I created an elec/elec Corruptor who will eventually have 3 pseudo-pets, Voltaic Sentinel, Galvanic Sentinel, and a prestige buff pet. The Electrical Affinity set includes a "chain" heal, which means you target an ally or pet and cast Rejuvenating Circuit. If soloing, a pet can be targeted, usually healing the pet and and nearby allies, including yourself. The problem is, if a quick heal, is needed I do not know of a way to target one of his pets without taking time to turn around and manually clicking it. This can be very awkward in situations where multiple foes are attacking you. An MM's pet control window includes not only his normal, primary-power pets, but also pseudo-pets. Is it possible for a non-MM to have this window as well? If not, what is an efficient way to heal self solo in battle situations? -
Is mission bugged, or did they dumb it down?
cohRock replied to cohRock's topic in General Discussion
@Johnny Thank you for the thoughtful counter-proposals. -
Is mission bugged, or did they dumb it down?
cohRock replied to cohRock's topic in General Discussion
I'm not going to fight the issue. Based on feedback here, I appear to be in a minority. I do think you are incorrect in saying "There's nothing difficult or challenging about it", though. Many a player died as they went to the second clicky. Yes this could be avoided if tam clears what it can first, but not all teams would do that. You make a good point about players with special circumstances. -
Is mission bugged, or did they dumb it down?
cohRock replied to cohRock's topic in General Discussion
Thank you for the official reply. I guess I get it, especially since you also made Task Forces soloable. At some point if you decide the population numbers warrant it and developer time is available, please consider undoing this simplification for normal missions, and making it an option on TFs. I like a design where occasionally some different mechanic has to be addressed. -
The second mission from Talos contact Andrea Mitchell is "Defeat Lead Cultist, His Coven" (banished pantheon). The mission briefing tells you explicitly that you will need a team with at least 2 players. There are 2 chests, in different rooms, that have to be clicked simultaneously. Or at least, that was the design, and how it was on Live. But when I just did the mission, a single person needed to click one chest, and that part of mission was complete. I can understand if a few bugs have crept in, but I really don't like it if that mission was intentionally dumbed-down to be soloable. We did this on the Torchbearer server, and there are plenty of players around with whom to form a team. If it's a bug, I hope the staff will eventually fix it. With unpaid volunteers, I can't really complain. We have a LOT that works. 🙂
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Thank you for the deep comment and analysis. The one element I partially disagree with is above, where you say having double shields is bloat. I'm sure you remember the bad old days when shields (from thermal, FF, Ice, Sonic,, etc) were not AoE powers. You had to cast them individually on each teammate. Now that was bloat! So I can handle casting 2 shields every 4 minutes, vs potentially 14 for teammates and more for any pets. If they were going to change the set, maybe Thaw could become either an AoE or toggle power with fairly large radius. They could do this on just the Mastermind version of Thermal, the way Sentinel armors get tweaked for just that archetype. @Coyote and @Nyghtmaire thank you for your encouragement and sharing your experiences. I'm going to have to look into Electrical Affinity. I don't remember that from Live.
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@Vulpoid it turns out that the bind he set weeks ago was lshift+lbutton. 🙂 Thank you both.
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Thank you, @Greycat . I was able to save then view the .txt file, but it did not contain a bind for teleport. I tried to recreate one: * /bind z Teleport When I press z, however, I am told that Teleport is unrecognized command.
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About 3 weeks ago, one of my alts set a bind for Teleport, and it was working great. Today, I can't remember what the key or key-combo was to activate it. I was hoping it would show in the "Options -> Keymapping" table, but nope. How can I look up what key I used. -- Yours Truly, --- Dumba**
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Not necessarily obvious, but described in Note 2: 2. Most armor magnitudes are of the first toggle power, generally provide smash/lethal or melee protection. So for Bio Armor it would be 25% resistance to Smash/Lethal from Hardened Carapace. For Fiery Aura it wold be 30% resist from Fire shield, etc. These values are the unslotted base values. I was more interested in the comparisons between sets than a full breakdown. That would have been a much larger spreadsheet.
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I wanted to get a feel for the difference is various armor sets and how they varied by archetype. So I did what any self-respecting nerd would do, and made a spreadsheet: Notes Table is a simplified overview, with most values taken from Mids Reborn. Most armor magnitudes are of the first toggle power, generally provide smash/lethal or melee protection. You cannot judge a full set by the one value displayed. For example, Ice Armor may look weak, but it offers other damage mitigation, such as slowing the recharge of nearby foes, reducing incoming damage. The Regeneration line shows the value reported by Mids for Fast Healing. Hit Point values for each archetype were gathered from within the Galaxy City tutorial. Stalker protection set has to fit in Hide, so adjustments are made to values of other powers. The primary difference between Brute, Scrapper, and Stalker protection values appears to be max hit points. Epic archetypes are not included because their protections are outside the main power sets shown. I understand why tanks do not have Ninjitsu and Regeneration. But is Energy Aura so awesome it would become unbalanced if a tank had it? If you want a copy of the spreadsheet, you can get one at * https://docs.google.com/spreadsheets/d/1a7EnxZKAx2X4R6kxEOVedfDOSU_ElukuPcSNL810Ahs/edit?usp=sharing
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some recent ones: * Botany Boy, Plants/Nature controller * Hydroelectric Dan, Water/Electric blaster * Oddtistic, Mastermind (beast, the autistic kid gets along well with animals) * Water Bubbles, FF/Water defender * Wet Water, Storm/Water defender live classics: * http://r0k.us/rock/games/CoH/HallsOfHeroes/alphaIndex.html
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I've started a Robotics/Thermal mastermind. My theory is that they get defensive shielding from their Lts, so I'd complement that with resistive shields. And unlike Sonic, Thermal offers healing (in exchange for no native shielding of yourself, which is offered by both FF and Sonic). Also, Thermal seems to offer a nice set of both buffs and debuffs. I don't plan on soloing missions at +4 difficulty, so hopefully they will prove to be pretty robust. I'll be augmenting the Lt's defensive shielding with Maneuvers. I know it is not a lot of defense, but it's something. What do you-all think of my reasoning and bots/Thermal in general? I am tentatively planning on slotting the Protector Bots with accuracy, heal, defense, and 3 damage. Would you reduce the damage and add more buff-type enhancements?
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Any chance of a few website beta testers?
cohRock replied to CamdenJaxx's topic in General Discussion
Am I just blind? I don't see a link to the site, and a search for "COH Directory" has been unproductive. -
This wiki has an oversight. When mentioning the taunt aspect, it limits it to "(Brute only)". Weird that they thought tanks would be excluded.
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Oh, there it is. I seldom click over from Info to Effects, so I didn't see it. It's strange that Info doesn't mention it, though.
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Do you think the in-game description is wrong, or that the goal design was not met (bugged)? You mention CP recharge at 10%. Did you mean 100% (as documented)? Also, with CP's 6-second +recharge window, how do you have time to stack 4 of them?
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I don't think they are useless, just very situational. And if you are teamed, especially large team, your allies are likely going to waste a lot of effort on the intangible foe -- even if you tell them. But solo or with one teammate, these powers can be life-savers.
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I gathered statistics from Pool Power, who has all elements involved in Fighting Synergy. Level 36 Dark/Willpower Brute Brawl (Acc) 12.72 smashing damage on target +100.00% strength to recharge for 10.00s on target. Ignores buffs and enhancements Special to hit for 10.00s on target. Ignores buffs and enhancements -10.00% regeneration rate for 10.00s on target. Ignores buffs and enhancements -10.00% recovery rate for 10.00s on target. Ignores buffs and enhancements Boxing (Acc/Dmg/Stun) Specialsmashing damage on target (+15% from Kick, +15% from Cross Punch) 10.00% chance for 2.00 magnitude stun for 5.82s(4.32s) on target 35.00% chance for 3.00 magnitude stun for 5.82s(4.32s) on target -2.00% endurance on target. Ignores buffs and enhancements -5.00% recovery rate for 4.00s on target. Ignores buffs and enhancements Kick (Acc/Dmg/Dmg) Special smashing damage on target (+15% from Boxing, +15% from Cross Punch) 15.00% chance for 0.67 magnitude knock on target 40.00% chance for 0.67 magnitude knock on target -3.00% endurance on target. Ignores buffs and enhancements -5.00% recovery rate for 4.00s on target. Ignores buffs and enhancements Cross Punch (Acc/Stun/Dmg/Dmg Effect Area: Cone -- 7.00 ft. radius, 50.00 degree arc (5 targets max) Special smashing damage on target (+15% from Boxing, +15% from Kick) +100.00% strength to recharge for 6.00s on self. Ignores buffs and enhancements, unresistable Special to hit for 6.00s on self. Ignores buffs and enhancements, unresistable 40.00% chance for 0.67 magnitude knock on target 20.00% chance for 3.00 magnitude stun for 8.20s(6.00s) on target after 0.50s delay Sands of Mu (included for cone comparison; not part of Fighting Synergy) Effect Area: Cone -- 7.00 ft. radius, 45.00 degree arc (5 targets max) For some reason, damage does not seem to be documented for any of the Fighting Pool attacks. I don't plan to add more than one damage enhancement to Boxing though, since it's damage is described as "Light" (which is presumably greater than Brawl's "Minor" damage of 12.72). But don't ignore Brawl! It includes 100% recharge for 10 seconds! If you are seeking a route to perma-Hasten, adding a fully synergized Brawl to your attack chain might be what gets you there. Heck, add the 100% recharge for 6 seconds from Cross Punch, and you might not even want Hasten. 🙂
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@Hyperstrike thank you. It is not documented in Mids Reborn or the power's general Description. However I see it now in its Detailed Description. Guess I should be careful with Evasion between missions.
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As I was playing my level 14 SR/Axe tank, I wondered what power gave him his taunt aura. There appears to be none. Am I just missing it? Are there other tank primaries which lack a taunt aura? If it lacks one, I'm not really complaining, just surprised. I had assumed all tanks had Taunt, gauntlet, and a taunt aura to work together in holding aggro. And my main on live was SR/SS, so I know I'll like this guy.