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ZemX

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Everything posted by ZemX

  1. 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!
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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?
  7. 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.
  8. 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?
  9. 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.
  10. 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!
  11. @Yomo Kimyata runs off to create a Spines scrapper in the same color scheme...
  12. 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. 🤪
  13. 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.
  14. 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...
  15. 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.
  16. 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.
  17. 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.
  18. 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!
  19. Ah projection... is there anything it can't tell us?
  20. Same. I can tell myself there's on real difference in performance on my Rad/Staff tanker every time I redraw after using a click Rad power, but it's still aesthetically displeasing to laboriously redraw. It feels slower even when the stopwatch tells you different. And it's a bit janky when you properly queue powers to see those animation cancels happen after redraw. So looking forward to that being gone. Bonus points if it gets rid of some of the animation-not-p[laying problems.
  21. Nah, it just suffers from long animations. Even though it was one of the later sets, it still didn't get balanced by animation time. The original design balanced only around factors like recharge time, AoE area, and other attack effects. The animation time was literally just whatever the animation ended up being and apparently no adjustments were made to either penalize short animation attacks or benefit long animation attacks. Staff could use some adjustments to bring up the damage of its slower animating attacks but then again... so could a lot of other powersets probably.
  22. You don't need to take Jab these days. You can take Punch from level 1 instead. Also, Foot Stomp is available at level 30. Probably that version of Mid's doesn't have these updates. Other than that, in no particular order: Rage: Already mentioned, but I'll give an "Amen!" to that. Skip Rage? Skip SS. It's that stark, in my opinion. Rad is a great primary for SS mainly because it doesn't care too much about the crash. It has fantastic end recovery and it doesn't care about the defense debuff. Its main survival comes from Resist, Absorb, and Self-Heal. Defense is always nice, but with no Defense Debuff Resistance (DDR) that defense is gone when you most need it anyway. Build so that you don't EVER need it (except in Hard Modes where you're gonna need more defense than you can possibly build yourself anyway). On the Resist, Recharge, Heal theme.... Recharge is key and so is keeping it. You want to both build recharge and slow resist. I can't load up your build right at the moment, but if you don't have 80% or more slow resist, consider aiming for it. As long as you can keep that absorb shield up and your heal ready, you're invulnerable. Two-slot winter IOs give a nice slow resist bonus and Rad has some to begin with. The three-slot bonus in Perfect Zinger isn't worth spending the two additional slots there. Put one +5 recharge in Taunt and that's all you need. Some people like to put in the Perfect Zinger psi proc but it's not worth all that much, IMO. Low proc rate. Still needs a hit roll even though Taunt is autohit. Taunt only hits 5 anyway. Nah... skip it. You want Taunt ready whenever you need to rope in some aggro from range without leaving the group you're beating up on. Hand Clap without a KB/KD converter is... well, people will have "opinions" about that if you team. Unless you plan to never use it, but in that case, a power and five slots just to gain those set bonuses is iffy. Consider swapping one of those slots for a KB/KD IO. You still get five great set bonuses and now have a fun control power you can use anywhere and, like any AoE tanker attack, taunts everybody it hits. Ground Zero isn't a great place for Might of the Tanker. The recharge is too long. You want a decent chance to stack the +res proc twice (and it doesn't self-stack in a single power use). Take KO Blow and put it in there instead. GZ is a good place for two Avalanche winter IOs (I like one of them being the Knockdown proc. Try it and you'll see why) and the rest damage procs. Radiation Therapy is another good mini proc-bomb opportunity. One IO you definitely want in there is Theft of Essense:%end. In a crowd, Rad Therapy will then fill BOTH the green and the blue bars. Very wide area, though only 10 targets hit. Still... nice for grabbing attention and doing a bit of damage. Up often enough you can use it both offensively or as a health or end heal when needed. You don't need Physical Perfection on a Rad Armor Tanker. It already has great recovery and regen tools. Group Fly? Really? 🤪
  23. Ice Melee on a Stalker. I mean, I like it quite a bit on a Tanker too, but on a Stalker it trades the mediocre Greater Ice Sword for the amazing Assassin Strike. Unlike most sets proliferated to Stalkers, it does NOT lose an AoE. This is how you do it! I like pairing it with Shield Defense and using the Elemental Ice shield choice colored to match the Swords. Makes it look like you are uniformly just Ice themed even though you aren't using Ice Armor. You use your super powers to form objects like swords and shields out of thin air and coat the ground with it to aid your defense. If only there was a way to have the shield form up and then disappear based on whether you were in Idle stance or not.
  24. The suggestion was to autocomplete a mission while standing in Atlas park. Seems like it should work. I don't know if you can get a GM to spawn (unless a GM or seasonal event does it) in Atlas Park. Missions that spawn GMs like the one in Synapse TF (Babbage) and Crimson's Arc (Kronos Titan) should spawn that GM in the zone you exit the mission into, so you could hypothetically exit to Atlas park from inside the mission via LRT. But I've heard that doesn't work with some zones like Ouroboros and Atlas Park. Plus, the idea sounds like a TV show plot. Aspiring hero concocts ill-advised plan to make himself look like a superstar in front of admiring throngs in Atlas Park. It all goes sideways when the monster lured for the fight smashes buildings, topples the Atlas statue, and kills innocent bystanders. The show's actual heroes need to swoop in and save the day. @Shenanigunner ends up in the Zig. Credits roll.
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