Jump to content
The Character Copy service for Beta is currently unavailable ×

ZemX

Members
  • Posts

    1859
  • Joined

  • Last visited

  • Days Won

    6

Everything posted by ZemX

  1. What skill would that be?
  2. You can see which procs do this in City of Data. e.g. Tankers and Brutes could slot this in Beta Decay: The "@ToHitRoll" there is presumably just telling the game engine to roll for a hit. I would think this works like anything else and takes into account all global acc, toHit buffs, and accuracy in the power. That said I vaguely recall some sort of exploit or other that once existed for Hamidon multi-aspect IOs enhancing things they shouldn't be allowed to and that it was eventually addressed somehow. Anybody remember the detail on that?
  3. ZemX

    REDRAW

    Weapon draw has no effect on damage output. You can see this by queueing another weapon attack in the same set to follow the first one that causes redraw. The second animation will cancel the first and begin playing at the same time it would have played if you had begun both attacks with the weapon already drawn. Put another way, the draw animation doesn't take up "space" in the attack chain. The amount of time it takes to draw the weapon is essentially subtracted from the weapon animation that plays next if it is followed by a second attack. If you check out the thread in the Beta focused feedback forum, there are test results there proving this. The feeling that it detracts from DPS is just that, a feeling. It's aesthetically annoying to keep redrawing the weapon when you mix different kinds of attacks. The change on test is there because they just went to the trouble of putting sheathed weapons on character models. Not drawing it from that sheathed position kind of removes most of the reason for showing it at all. If it's just going to appear in your hand as if by magic anyway, why show it on your back or hip?
  4. Right. I've seen the same thing. Which is why I wanted to say its increased popularity was due to Hardmodes... except Hardmodes themselves aren't run nearly as often as anything else. I think Barrier is just that good for any content compared to the other choices.
  5. I wanted to say Hardmode content too but honestly you don't see a whole ton of hardmode teams advertising. Unless most of the people running it are regular teams coordinating via Discord or private channels. I think even for normal content it's just become more popular because it has an immediate effect to help stop incoming damage. If you've been defense debuffed, the very high but short-lived portion of the defense buff helps those debuffs fall off too. It likely mitigates more damage than any other Destiny power.
  6. It's not even that hard to get Cold resist up to a level where someone with a res buff could take you the rest of the way to the cap. I'd worry more on an HM Manti about the un-resistable Enervating Field. I'd be running away from those fights at high speed trying to make that toggle drop. Good luck, team! Your tanker is OUTTA here!
  7. How is that a "jab"? People who self-identify as MRAs use the term White Knight in this way. It's a statement of fact. Words can have different meanings among different groups of people. Saying which groups use the word to mean what is relevant to any discussion of what a word means, because there's no central authority that decides this.
  8. As do I, but it's not good enough when they have this: Rad Longbow Wardens and Rad Paragon Protectors, to name a couple, have this power. A 54 Rad Warden vs. your +1 level shifted 50 Incarnate tanker is knocking about 40% off your 100% res. If you are under fire from an entire group of Longbow at this moment... you're gonna feel that. The Rad/Rad tanker leading our group was as fully IOd as you and I and he still got dropped in a hot second when he went off alone against a big group. When I got to him, as I expected, there was a Rad Warden in the group. The only good news is that if you are 100% res, all those other Nullifier res grenades or Sonic Wardens (which ARE resistable) are doing nothing, even if their Rad Warden pal knocks your res down, because of the odd way resistance debuffs work. There's no cascading failure. 100% res is 100% debuff resistance always, as long as the debuff is resistable. Longbow and Crey missions are definitely a lot more "interesting" on a res tanker because of this. Keeping those orange candies and Demonic handy is a great idea in these cases. I like having Meltdown as a backup too on my Rad Tankers.
  9. In-game volume is just one stage in the sound pipeline. I leave master in-game volume settings at 100% in every game and control what reaches my ears with he amplifier knob. That said, CoH is certainly on the loud side. I have to set the Windows volume to 20% while playing it whereas it's 30-35% for most other games.
  10. I am mostly not a fan of Teleport. I am grudgingly learning how to use it on my Tankers because there are situations where Teleport gets you out of being stuck to the floor or gets you through a blocked choke point. But I am a long time Super Jump / Combat Jump fanatic. I am to the point where I can go where I want in combat almost just by thinking it. My fingers do the right taps on spacebar and movement keys while I'm working the camera with the mouse. I've tried getting used to Combat Teleport and while it is amazing if you can target enemies, just the time it takes to target the right enemy sometimes feels like a waste to me. I could already be halfway there with Combat Jump. Plus CJ takes defense IOs so it's kind of non-negotiable for many of my toons. I will say though that Teleport in mission is sometimes cool on my tankers when it gets me precisely into the middle of a packed spawn that's 100yards away for a nice PBAoE stomping or something like that. As a travel power, it's just okay. Fast, to be sure, but again somewhat annoying to me as I near the destination. If the door I want to land on is obscured, I have to teleport somewhere past it, turn around, and maybe teleport back. Fine control is out the window. You can teleport to a spot you pick accurately, but you can't easily teleport half the max distance forward without some additional keybinds. With Jump or Fly that's just a matter of how long you keep a button held down. Easy.
  11. Because you keep replying to people complaining about scattered enemies (note the plural) by saying your amazing single teleport power somehow solves enemies being spread out all over creation. CT is a wonderful power. It does many great things. It does NOT, however, solve scatter. The issue is that while one person is blasting enemies into the four corners of a room and cackling to themselves, their teammates who had Fireballs and Foot Stomps heated up and ready to go are now using them against ONE enemy. Yay? I meant, great, you can BAMF over to each individual enemy quickly. You still gotta beat each one down separately. Meanwhile, I've gone and gotten a sandwich and a beer because this mission, I can already tell... is gonna take a while. Everyone is free to do whatever they want in this game. But what these freedom-loving knockback artists need to realize too is that that means the rest of us are free to excuse ourselves from Captain Handclap's team at the first available opportunity when we decide that what's fun for him isn't fun for us and that perhaps separately, we can both have our fun. Isn't that the goal?
  12. I mighta been on that team with my axe tanker, Samurai Houston. Three tanks. Two of us in glorious green radiation and one darkity dark vampire glooming the mood up. Interesting we were all resist tankers going up against Longbow and all their resistance debuffs. Saw our leader tank hit the floor once off by himself, likely to the Rad Wardens' unresistable resist debuffs. Those got me close a few times myself. Good (I mean bad! baaaad!) fun.
  13. Is it? I've tried jumping in the air with CJ while keying Cyclone and it seems to scatter enemies all over the place. Unless by "great" you just meant "funny". Or does it do something different while hovering in place vs. while jumping upwards?
  14. Me neither but I stubbornly took that tanker all the way to 50 and incarnates before finally deciding Momentum was kind of a bummer. Ah well.
  15. The thing I remember about this, is the toys came out right around the same time people (at least the US) were starting to think that toys which shot little plastic bits might not be the best thing to hand over to small children. The toy vipers and cylon raiders all went through a revision where the little red plastic "laser bolt" would just pop out instead of firing across the room and into your baby brother's mouth... ... wait... too specific? Scratch that last part!
  16. @Yomo Kimyata runs off to create a Spines scrapper in the same color scheme...
  17. Titan Weapons, Whirling Smash. Arcanatime = 1.188s. Looks fine but FEELS utterly lacking. Like I'm swinging this huge weapon through tissue paper. It needs some resistance added to it. A few hitches in the spin that represent actually slamming the weapon into enemies as you whirl it around, accompanied by multiple crunchy sound effects. Instead it's just "whoooosh" and it feels like I somehow missed every last person standing around me. Staff's Eye of the Storm, for all its break-dancing nonsense, manages to feel like you're actually hitting something with all that flailing about. And that's just a stick. Titan Weapons can have you swinging something more the size of a small tree. 🤪
  18. Thanks. Couldn't find a pic myself. It might only be used for various Assassin Strikes. Dark, Energy, Radiation, and Martial Arts all use this same animation. Looks like you're laying a brick while you gear up to hit someone with both fists. It's not quite as extreme a stance as you'll find Googling how to do a proper "Horse Stance" but it's close enough to call it that. Eye of the Storm (the Staff PBAoE) is pretty ridiculous though. It's basically break-dancing while holding a staff. Interestingly, it's much better while flying. Seconded. The enemy even does a little dance in response. General overall answer to the thread though is that shorter animations are generally better. It's fine to have some long animation play for a massive and long recharge attack, but no normal attack chain animation should probably ever be more than 2 seconds long. The ones that are never seem to pay off that lengthy animation with appropriate damage and/or effects.
  19. Any of the "horse stance" attacks is way worse, in my opinion. There are Stalker primaries I can't play because this horrid thing is their Assassin Strike animation. Talk about having a bowel movement...
  20. Punching the Ground. This one appears in several powers but is most impressive in Mighty Radial Final Judgement because it's accompanied by Mag 20 Knockup. Do this in a crowd of Scrapyarder minions in Sharkhead during a strike. Count the seconds until they all land. 🤪 I also like the one associated with Ground Zero in Radiation Armor. Again, probably appears in other "nuke" like powers but it's the one where you levitate just a little bit off the ground and then just flex as the explosion goes off. In Ground Zero, I pair this with an Avalanche Knockdown so up to 30 targets just all take a seat when the blast goes off... very satisfying.
  21. I game on headphones, so I set speakers to stereo and the sound driver to 100% Surround. This gives it decent separation and I have no trouble finding glowies, but it's still a far cry from real 3D positional sound or even just discrete multi-channel surround. Point being, I don't ever recall being annoyed by sound effects in the old Live game and I think it's because I could play with actual surround sound. You didn't have the sounds all ganging up and getting shot into your left ear or something like that.
  22. The big downgrade for me was when Surround Sound went away. This game is so old it uses DirectSound3D and that hasn't worked since Windows XP. There are some workarounds, such as Alchemy and IndirectSound that sometimes work with old games, but none of them has worked for me. The 3D Sound option stays stubbornly grayed out in the menu. I have to switch to stereo speaker mode when I run the Homecoming client now or the sound doesn't even have a left/right component.
  23. Yeah, the ITF is a farm just about. But a fun them park farm! Started out a third of a bubble into 47 and dinged 50 on the last mission. I am still working on "Stupid Axe Cyclone Tricks" though. I've discovered combat jumping straight up the instant before keying it results in a sort of "fountain" effect that draws them in, up, and then flings them outward at the top. Fun... but largely counter-productive. I suppose I need to work on a few of my shelved tanks next. Rad/SS and Shield/Dark. Hmm... have I had enough Radiation? No... no I think not!
  24. Ah projection... is there anything it can't tell us?
×
×
  • Create New...