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Everything posted by Placta
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It even made the official enemy group writeup:
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Back in the before times, I would usually come up with a character bio in the 20s-30s. I liked tying my characters to lore groups: my main is distantly related to the Cabal, another character had a brother join the Lost, and my two villains who I played enough to write bios for had reasons why they were in the Zig. (One was arrested by Flambeaux; I noted Kalinda might need to get her third eye checked.) For Homecoming, I've decided to lean into the idea that my alts are all part of the same supergroup and make their bios their supergroup profiles. The ones I've recreated have kept the same basic story, even if the character's changed powersets or archetypes.
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If you don't want to/can't do a full Hami raid, they also spawn from the Weakened Hamidon in the LGTF. Emperor Cole's personal story at the end of Belladona Vetrano's arc generally has a few each Mu Guardians and Toxic Tarantulas, and they do count for the badge. (I would assume the Fliers don't count for Heat Seeker, but my one 50 has the badge so I can't verify.) I don't think team size would have much effect on how many per run because the Magisterium is already pretty packed.
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Issues 17-19, except for the Rikti War Zone that already had fourteen (now split between RWZ and Echo: RCS) and PVP zones which were brought up to eight... since Homecoming, (Imperial City has nine, but Going Rouge doesn't count.)
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Reformed/Villain is for an entire enemy group, and one that's absolutely everywhere in the Isles. In the before times, I had the badge on a character who started as a villain but became a mostly blue-exclusive rogue around level 35 and a hero after doing Efficiency Expert. Heroes have a tougher time, but given the names it's clearly supposed to be a villain badge (it's a little weird to call someone who's always been a hero "reformed" just because they've fought a bunch of rogue Longbow agents). As for Terminator (and Outlaw, for that matter, which takes 1000 PPD), the Mayhem badges are a package deal. It shouldn't take much more than being diligent as you work toward Invader and Firebug to get the rest. (I could be wrong on Terminator. I refuse to do it.)
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Back in the Live days pre-sundown, a way to get ATOs?
Placta replied to Vanden's topic in General Discussion
According to ParagonWiki, you could buy them with reward or astral merits. And they could be traded on the auction house. -
Forming for a ship raid, I was standing in the middle of the league with Rebirth on auto. Then we took off, got to the first pylon and I couldn't activate powers. Afterburner makes you Only Affecting Self. I had it on the whole time. I wondered why the badge progress bar didn't seem to move.
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Forgot one. - If you're spamming Rebirth for heal farming, turn off Afterburner.
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(Assuming current changes go through.) I'm going to need to respec, since no matter which power's enhancements Force of Thunder gets, it'll be slotted for aspects it no longer takes (damage/endmod from Lightning Field, or heal from its current slotting). While I'm at it, I'm going to adjust Dynamo now that I don't need to worry about endurance reduction, kick out Force of Thunder, and get Hasten back in the build.
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Focused Feedback: Blaster Secondary Revamp
Placta replied to Jimmy's topic in [Open Beta] Focused Feedback
Just tested on beta. The -end is still there and mentioned in the combat log. Speaking of the combat log, it's spammed with "Your Dynamo causes you to regain health and endurance at an increased rate!" every couple seconds, which makes it borderline unusable. -
Focused Feedback: Blaster Secondary Revamp
Placta replied to Jimmy's topic in [Open Beta] Focused Feedback
It's not just ranged/melee; with Homecoming I learned to stop worrying and love the blap, but I still have no use for Thunder Clap. With sustain, I reluctantly took and grudgingly kept Force of Thunder, and only use it out of combat power except in extreme need. Honestly if they took the knockback/stun out and left it as a pure clicky sustain power – a bad change that would make people mad and I'm not advocating it – I would like it better. -
Focused Feedback: Blaster Secondary Revamp
Placta replied to Jimmy's topic in [Open Beta] Focused Feedback
I can't imagine not taking Power Sink, but I agree with everything else. (Although selfishly I like it better in Lightning Field because that way I only have to rejigger one power – take out endurance reduction, add healing – instead of finding a power I can pull a slot out of to add to PS for healing.) -
Focused Feedback: Blaster Secondary Revamp
Placta replied to Jimmy's topic in [Open Beta] Focused Feedback
I never liked Thunder Clap and hate that sustain is there. Glad to see it move. -
I haven't even recreated my Inv/SS tanker from Live because of way the crash is now. The proposed change doesn't make me want to, either.
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Yes, all destiny abilities affect the caster as well.
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There's a spot near the hero helicopter in Warburg that flying over will send you back to KR with no other action required. This kinda sucks if you're in the middle of collecting codes to launch the rocket. So, add a prompt: "If you leave Warburg, you'll lose progress toward the zone event. Are you sure you want to leave? Yes/No" If possible, it should only be set to trigger for someone with unused codes. Bloody Bay could also probably use something similar.
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VidiotMaps for Issue 24 and Beyond
Placta replied to Blondeshell's topic in Tools, Utilities & Downloads
Brickstown similarly broke for me at some point between Thursday night, when I got all the exploration badges/history clickies, and this morning. Other zones I visited worked fine. My first thought is it's related to the Windows update I installed last night. What's the date and time stamp you have for the "map_city_04_02.texture" file on your computer? 7/4/2019 11:02 AM That's strange. The stamp for the file in the download is 6/11/2019 6:12 PM. Try downloading the file separately with this link: https://www.dropbox.com/s/d2ch3yuec88d5dp/map_city_04_02.texture?dl=0 and overwriting whatever is in the "..\<CoH Game folder>\data\texture_library\MAPS\static" folder. That fixed it, thanks. -
VidiotMaps for Issue 24 and Beyond
Placta replied to Blondeshell's topic in Tools, Utilities & Downloads
Brickstown similarly broke for me at some point between Thursday night, when I got all the exploration badges/history clickies, and this morning. Other zones I visited worked fine. My first thought is it's related to the Windows update I installed last night. What's the date and time stamp you have for the "map_city_04_02.texture" file on your computer? 7/4/2019 11:02 AM -
VidiotMaps for Issue 24 and Beyond
Placta replied to Blondeshell's topic in Tools, Utilities & Downloads
Brickstown similarly broke for me at some point between Thursday night, when I got all the exploration badges/history clickies, and this morning. Other zones I visited worked fine. My first thought is it's related to the Windows update I installed last night. -
I just did those two missions with no problems. Are you looking in the Arachnos dig site or on the surface? West and south of the southern door to the dam (888.6, -34.5, 2662.7), there's a tunnel entrance. The three ruin doors are in these tunnels, at (768.6, -94.0, 2095.3), (1553.5, -158.0, 1781.7), and (1416.6, -89.9, 1993.0). The latter two are indeed outside the western war wall.
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If you want to stay a hero and get the badge, there a couple tip missions that have Longbow. In the 40-50 range, even, so unlike Snakes/Cage, you don't have to worry about outleveling them.
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Anything where you have to stop the bad guys from destroying objects. Come in range, they start attacking. Even when all the enemies set to attack the thing are defeated, if someone else sneaks in and blows it up while you're trying to finish the rest of the mission, boom, you lose. Also, there's a mission from Indigo or Crimson Tina Macintyre where you have to rescue a bunch of people in Oranbega on a time limit. Time limits, outside of Praetoria / optional objectives / Pither / that other Tina Mac mission, are usually generous, but Oranbega's really good at hiding things that don't hum or pop speech bubbles when you get close. Edited to correct contact. It's Malta, I made the logical assumption.
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I don't like being the bad guy. Never have. I was lucky to get through an hour of redside without feeling like I needed to log off and take a shower. That's why I had 50s of every hero AT (back before GR, and yes, that includes PB/WS) before I got my first – and only, really, the dom was mostly blueside from about 35 on – redside 50. Then came the Freedom revamp to redside's starting experience, and Lt. Harris' arc disgusted me so much that the prospect of taking any future villains I created through it made me swear off making any more, and I planned to take my other villains to full heroes (but most of them languished in the single-digit levels while I constantly rolled new heroes). I left my original red 50 as a rogue so I could keep the base I put effort into building, but that was about it. With Breakout, Kalinda, and Burke available again, I've rerolled the 2 characters whose stories involved Arachnos breaking them out of the Zig as villains, but one of those I did DFB and radios till 20, then tips to switch to hero, and the other I haven't done very much with. I was a badger back in the day, so I periodically took my main redside to get the badges, but Lord, even the vigilante tips were a slog. Redside is one of the big hurdles for me to getting back into serious badging. tl;dr: Not a fan of playing villains.
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I'm of two minds here. On the one hand, traveling across the gulch dodging purple enemies to make the mission door is something everyone who was around then remembers. Like trying to fly across Steel Canyon to the tailor, or wondering why the tram won't let you on. On the other... it's not something I miss. The only complaint I have about the new Hollows is all the Skulls, Hellions, and Lost in the first area make hunting Outcasts and Trolls harder than it should be.
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Perma-Rage, including the cast time, takes 102% recharge, and Rage takes recharge enhancements, so it's really 7% assuming three SOs. That makes perma-Rage an obvious, easy, and (depending on the paired mitigation set) important build goal. Was it really that top-tier? Edited to correct math.