Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.
-
Posts
324 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by cohRock
-
Thank you for the feedback, guys. @oldskool I especially appreciate the time and analysis you gave to my idea. I will continue to pursue the copper cannon idea for a while, knowing I can always respec later.
-
I have made a new Sentinel as a sort of thought experiment. It is the "copper cannon" -- more robust than a blaster but less than a full sentinel. I know he starts out as a less offensively powerful blaster. The copper cannon's secondary is Regeneration, and he only takes its auto-powers and Integration, granting him mez and knockback protection as well as additional regeneration. The other powers taken from the set are Fast Healing, Quick Recovery, Dismiss Pain (increases max hit points), and Resilience (providing a little resistance to all damage). The experiment allows for any primary, but my guy chose Dark Blast, eventually taking all powers except its tier 1. I know Life Drain will not make up for the active healing powers not taken, but it is something. His pool powers will be: Combat Jumping Boxing, Tough, Weave Assault, Tactics, Manuevers Hasten And from Soul Mastery Soul Tentacles Soul Storm Summon Mistress I know this is a crazy thing to do on a character I would solo regularly. But he is in an active SG with a lot of opportunities for teaming with friends. His damage potential is as strong as any Sentinel, and his Leadership skills will improve the team overall. (Not by a lot, admittedly, but some.) Yes, teammates may have to keep him alive from time to time, just as they would a blaster -- but not as often. Would you be okay with teaming with someone with such a build, or think he's some dumba** who has no idea what he is doing? Any optimization suggestions within the copper cannon concept?
-
Thank you for the analysis and testing, folks. So gauntlet extends radial powers by 50%. Nice! I still kinda think defenders should get the same Leadership range bonus, but I'll gladly accept what we have. Hmm, I wonder if a tank with Ice Melee has his Ice Patch radius extended from 10 to 15 feet. A controller's Ice Slick would still beat it, at 25 ft., but 15 ain't nuthin' to sneeze at. And a fire tank's Blazing Aura would expand from 8 to 12 feet. -- same with Spines:Quills and Stone:Mud_Pots. I think if I were to build a farmer knowing this, he'd be a tank, not a brute. Irradiated Ground (Radiation Melee) seems to have a different, non-radial mechanic. I wonder if its effective thickness is also affected by gauntlet.
-
Today my level 33 tank was teamed with two brutes. I noticed that my Assault and Tactics showed up for them before their Maneuvers and Tactics would buff me. The detailed info for all our leadership powers said that they all have a radius of 60 feet, which was probably right for the brutes. But my tank seemed to buff them at about 100 feet. Does anyone know if this is a bug or simply incorrectly documented behavior? It would make sense to me that leadership on tanks and defenders would have a larger range than other archetypes. Their primary job is to protect teammates (though in different ways). So giving them a larger range would be one way to accomplish this. BTW, one of the brutes was level 50 and the other was 36. This wold seem to eliminate a mechanic where range gets larger with character level.
-
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. 🤖
-
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.)
-
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. 🙂
-
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.
-
@Vulpoid it turns out that the bind he set weeks ago was lshift+lbutton. 🙂 Thank you both.
-
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.
-
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**
-
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.
-
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
-
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
-
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?
-
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.
-
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.
-
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?